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Difference between revisions of "DF2014:String dump/raw"

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(Attempted to strip out some of the binary garbage, added pre tags.)
(strings dump from the latest version on os x)
Line 1: Line 1:
<pre>
+
<hfid>
kernel32.dll
+
<entity_id>
InitializeConditionVariable
 
SleepConditionVariableCS
 
WakeAllConditionVariable
 
bad allocation
 
bad array new length
 
Out of memory - aborting
 
Fatal Error
 
/stdout.txt
 
/stderr.txt
 
WinMain() error
 
DDRAW.DLL
 
SDL_STDIO_REDIRECT
 
TRANS_NAME
 
nameless
 
FIRST_NAME
 
PRO_POS
 
PRO_OBJ
 
PRO_SUB
 
PRO_REF
 
<structure>
 
</local_id>
 
<local_id>
 
<type>mead hall</type>
 
</name>
 
<name>
 
</structure>
 
<type>keep</type>
 
<type>dark tower</type>
 
<type>underworld spire</type>
 
<type>temple</type>
 
</worship_hfid>
 
<worship_hfid>
 
 
</entity_id>
 
</entity_id>
<entity_id>
+
<site_id>
<type>library</type>
+
</site_id>
</copied_artifact_id>
+
<skill_at_time>
<copied_artifact_id>
+
</skill_at_time>
<type>inn tavern</type>
+
<historical_event>
<type>market</type>
+
<id>
<type>tomb</type>
+
</id>
<type>dungeon</type>
+
<year>
<subtype>standard</subtype>
+
</year>
<subtype>sewers</subtype>
+
<seconds72>
<subtype>catacombs</subtype>
+
</seconds72>
vector<T> too long
+
<type>create entity position</type>
string too long
+
</historical_event>
invalid string position
+
<type>assume identity</type>
Training Session
+
<trickster_hfid>
Activity
+
</trickster_hfid>
Research
+
<identity_id>
Activity Event
+
</identity_id>
Worship
+
<target_enid>
Play
+
</target_enid>
Socialize
+
<type>masterpiece lost</type>
Read
+
<type>masterpiece engraving</type>
empty
+
<type>masterpiece food</type>
pick up
+
<type>masterpiece item improvement</type>
empties
+
<type>masterpiece dye</type>
embraces
+
<type>masterpiece item</type>
picks up
+
<type>masterpiece arch constructed</type>
has shared many tales from beyond
+
<type>masterpiece arch design</type>
has shared a rumor from abroad.
+
<type>regionpop incorporated into entity</type>
has shared a few rumors.
+
<pop_race>
has discovered
+
</pop_race>
gives you
+
<pop_number_moved>
Ponder
+
</pop_number_moved>
has become a student of
+
<pop_srid>
Learn
+
</pop_srid>
Teach
+
<pop_flid>
Discuss
+
</pop_flid>
Write
+
<join_entity_id>
Write about
+
</join_entity_id>
Meditate on
+
<type>artifact recovered</type>
Copy
+
<artifact_id>
Go to Combat Training
+
</artifact_id>
Pray to
+
<unit_id>
Lead Combat Training
+
</unit_id>
Organize Combat Training
+
<hist_figure_id>
Play Make Believe
+
</hist_figure_id>
Wait for Combat Training
+
</structure_id>
Play with
+
<subregion_id>
Listen to Story
+
</subregion_id>
Tell Story
+
<feature_layer_id>
Listen to Poetry
+
<type>artifact transformed</type>
Recite Poetry
+
<new_artifact_id>
Play
+
</new_artifact_id>
Simulate
+
<old_artifact_id>
Chant
+
</old_artifact_id>
Sing
+
<type>artifact stored</type>
Listen to Music
+
<type>artifact hidden</type>
Perform Music
+
<type>trade</type>
Watch Dance
+
<trader_hfid>
Perform Dance
+
</trader_hfid>
Demonstration
+
<trader_entity_id>
Go to
+
</trader_entity_id>
Lead
+
<source_site_id>
Organize
+
</source_site_id>
Watch
+
<dest_site_id>
Wait for
+
</dest_site_id>
Serve Customer
+
<production_zone_id>
Serve
+
</production_zone_id>
Individual Combat Drill
+
<allotment>
Go to Individual Combat Drill
+
</allotment>
Go to Sparring Match
+
<allotment_index>
/Resting
+
</allotment_index>
Go to Sparring Practice
+
<account_shift>
Spar
+
</account_shift>
Archery Practice
+
<type>gamble</type>
Watch Sparring Practice
+
<gambler_hfid>
There is not enough room to perform here.
+
</gambler_hfid>
DOUBLE TAGGED ITEM: By Activity,
+
<old_account>
You could not find a partner.
+
</old_account>
There are not enough dancers.
+
<new_account>
You cannot perform here.
+
</new_account>
Some children
+
<type>agreement void</type>
begin
+
<type>body abused</type>
playing make believe.
+
<coords>
begins
+
<type>diplomat lost</type>
a toy
+
<type>peace accepted</type>
playing with
+
<type>site dispute</type>
the story of
+
<dispute>
The performers
+
grazing rights
an improvised recital of
+
rights-of-way
reciting the poem
+
livestock ownership
improvised music,
+
</dispute>
the musical composition
+
<entity_id_1>
an improvised dance,
+
</entity_id_1>
dancing
+
<entity_id_2>
You continue the story.
+
</entity_id_2>
in the middle of
+
<site_id_1>
You begin
+
</site_id_1>
The story continues.
+
<site_id_2>
the
+
</site_id_2>
The poetry enters
+
<type>agreement made</type>
the verse paragraph
+
<type>agreement rejected</type>
line.
+
<type>agreement concluded</type>
the stanza
+
<type>first contact failed</type>
verse paragraph
+
<contactor_enid>
You continue the poem.
+
</contactor_enid>
stanza
+
<rejector_enid>
You enter
+
</rejector_enid>
The poem continues.
+
<type>first contact</type>
The music enters
+
<contacted_enid>
The dance enters a new section with
+
</contacted_enid>
the introduction
+
<type>remove hf site link</type>
a simple passage
+
<type>add hf site link</type>
of the theme
+
<type>remove hf hf link</type>
the exposition
+
<hfid_target>
of the second theme
+
</hfid_target>
of the first theme
+
<type>add hf hf link</type>
a recapitulation
+
<type>change hf job</type>
of the previous passage
+
<type>hf confronted</type>
of the two themes
+
<situation>
the synthesis
+
general suspicion
a verse
+
</situation>
of previous passages
+
<reason>ageless</reason>
the finale
+
<reason>murder</reason>
a chorus
+
<type>change hf body state</type>
a bridge-passage
+
<body_state>
the coda
+
active
second
+
buried at site
first
+
unburied at site
a series of variations
+
unburied at battlefield
theme
+
unburied at subregion
on the first theme
+
unburied at feature layer
on the theme
+
entombed at site
on the second theme
+
</body_state>
You continue the dance.
+
<type>entity alliance formed</type>
and
+
<initiating_enid>
You continue the music.
+
</initiating_enid>
The dance continues.
+
<joining_enid>
You conclude your performance.
+
</joining_enid>
The music continues.
+
<type>entity breach feature layer</type>
Some performers finish their act.
+
<site_entity_id>
The performers are finished.
+
</site_entity_id>
concludes a performance.
+
<civ_entity_id>
has finished performing.
+
</civ_entity_id>
You feel like you know the basic rules of
+
<type>entity persecuted</type>
You've learned
+
<persecutor_hfid>
Your
+
</persecutor_hfid>
now.
+
<persecutor_enid>
weave
+
</persecutor_enid>
a mesmerizing tale!
+
<expelled_hfid>
the story in vivid detail.
+
</expelled_hfid>
tell
+
<expelled_creature>
stumble
+
</expelled_creature>
telling the tale quite well.
+
<expelled_pop_id>
bring
+
</expelled_pop_id>
over the details.
+
<expelled_number>
choose
+
</expelled_number>
the poem to life with this flawless recitation.
+
<property_confiscated_from_hfid>
recite
+
</property_confiscated_from_hfid>
the perfect phrasing.
+
<destroyed_structure_id>
enunciate
+
</destroyed_structure_id>
the words evocatively.
+
<shrine_amount_destroyed>
speak
+
</shrine_amount_destroyed>
crisply.
+
<type>entity equipment purchase</type>
mumble
+
<new_equipment_level>
well.
+
</new_equipment_level>
poorly.
+
<type>add hf entity honor</type>
, having completely forgotten the words.
+
<honor_id>
instrument
+
</honor_id>
and the
+
<type>entity expels hf</type>
delivering a virtuoso performance on the
+
<type>hfs formed reputation relationship</type>
are indistinguishable!
+
<hfid1>
song
+
</hfid1>
chant
+
<identity_id1>
could nearly pass for the voice of the
+
</identity_id1>
is absolutely flawless.
+
<hfid2>
the
+
</hfid2>
play
+
<identity_id2>
sing
+
</identity_id2>
with skill.
+
<hf_rep_1_of_2>
sound
+
</hf_rep_1_of_2>
beautifully.
+
<hf_rep_2_of_1>
playing the
+
</hf_rep_2_of_1>
vaguely like the intended
+
<type>hf abducted</type>
singing
+
<target_hfid>
chanting
+
</target_hfid>
a mockery of the
+
<snatcher_hfid>
make
+
</snatcher_hfid>
doesn't
+
<type>hf reunion</type>
with a shameworthy performance.
+
<group_1_hfid>
seem to know how to play the
+
</group_1_hfid>
don't
+
<group_2_hfid>
and even forget
+
</group_2_hfid>
sloppily
+
<type>hf new pet</type>
dance
+
<group_hfid>
some of the words.
+
</group_hfid>
dancing exceptionally.
+
<type>hf reach summit</type>
flawlessly, like someone out of a legend!
+
<type>hf simple battle event</type>
get
+
<subtype>
dancing well.
+
subdued
tangled up.
+
scuffle
The pages are blank.
+
attacked
It has no writing.
+
surprised
It has no pages.
+
ambushed
We should have made it there by now.
+
happen upon
We haven't performed for some time.
+
corner
We have arrived at our destination.
+
confront
We should be making better progress.
+
got into a brawl
We are going the wrong way.
+
2 lost after receiving wounds
We must go back.
+
2 lost after giving wounds
The oppressor has been overthrown!
+
2 lost after mutual wounds
We must not abandon
+
</subtype>
Empty announcement
+
<type>creature devoured</type>
The
+
<type>insurrection started</type>
, but it is deflected by
+
<target_civ_id>
flying
+
</target_civ_id>
spinning
+
<outcome>
from the side
+
leadership overthrown
from behind
+
population gone
in the
+
</outcome>
by the
+
<type>ceremony</type>
, but there is no force!
+
<civ_id>
, lightly tapping the target!
+
</civ_id>
, but the attack is deflected by
+
<occasion_id>
with
+
</occasion_id>
, but the attack glances away!
+
<schedule_id>
, but it glances away!
+
</schedule_id>
, but the attack passes right through!
+
<type>procession</type>
, but it passes right through!
+
<type>competition</type>
splits in gore!
+
<winner_hfid>
is smashed into the body, an unrecognizable mass!
+
</winner_hfid>
the part
+
<competitor_hfid>
and the severed part sails off in an arc!
+
</competitor_hfid>
is torn apart!
+
<type>performance</type>
is ripped into loose shreds!
+
<type>created world construction</type>
the injured part
+
<site_civ_id>
collapses!
+
</site_civ_id>
collapses into a lump of gore!
+
<wcid>
explodes into gore!
+
</wcid>
is cloven asunder!
+
<master_wcid>
and it is mostly cut away from the rest of the torso!
+
</master_wcid>
main part
+
<site_id1>
passing through a hole in the
+
</site_id1>
is crushed!
+
<site_id2>
through the
+
</site_id2>
out of the wound
+
<type>hf razed structure</type>
part
+
<hist_fig_id>
jamming the
+
</hist_fig_id>
chipping
+
<type>razed structure</type>
shattering
+
<type>replaced structure</type>
tearing apart
+
<old_ab_id>
tearing
+
</old_ab_id>
bruising
+
<new_ab_id>
denting
+
</new_ab_id>
fracturing
+
<type>hf destroyed site</type>
shattering
+
<attacker_hfid>
tearing apart
+
</attacker_hfid>
and
+
<defender_civ_id>
apart
+
</defender_civ_id>
denting
+
<type>hf attacked site</type>
fracturing
+
<type>spotted leaving site</type>
chipping
+
<spotter_hfid>
tearing
+
</spotter_hfid>
half of
+
<leaver_civ_id>
most of
+
</leaver_civ_id>
breaking away
+
<type>site surrendered</type>
bruising
+
<attacker_civ_id>
through the
+
</attacker_civ_id>
through a hole in the
+
<type>site taken over</type>
the rest of
+
<new_site_civ_id>
a piece of
+
</new_site_civ_id>
rotten
+
<type>new site leader</type>
fetid
+
<new_leader_hfid>
your
+
</new_leader_hfid>
and spilling
+
<type>sneak into site</type>
filthy
+
<type>entity fled site</type>
stinking
+
<fled_civ_id>
rancid
+
</fled_civ_id>
decomposing
+
<type>entity rampaged in site</type>
It is a gelding strike!
+
<rampage_civ_id>
The geldables have been torn away!
+
</rampage_civ_id>
foul
+
<type>remove hf entity link</type>
reeking
+
<link>
has been opened by the attack
+
former member
an artery
+
former mercenary
a major artery
+
slave
It is a gelding blow!
+
former slave
have
+
prisoner
a sensory nerve
+
former prisoner
a motor nerve
+
enemy
many nerves
+
criminal
has been
+
former position
a ligament
+
position claim
been severed
+
squad
a tendon
+
former squad
bruised
+
occupation
sprained
+
former occupation
torn
+
resident
attack is interrupted!
+
</link>
breaks!
+
<position_id>
is ripped to shreds!
+
</position_id>
strained
+
<type>hf enslaved</type>
has lodged firmly in the wound!
+
<enslaved_hfid>
become enraged!
+
</enslaved_hfid>
has
+
<seller_hfid>
have
+
</seller_hfid>
latch on firmly!
+
<payer_entity_id>
to
+
</payer_entity_id>
latches on firmly
+
<moved_to_site_id>
latch on firmly
+
</moved_to_site_id>
propelled away by the force of the blow!
+
<type>entity overthrown</type>
are
+
<position_profile_id>
latches on firmly!
+
</position_profile_id>
having more trouble breathing!
+
<overthrown_hfid>
 +
</overthrown_hfid>
 +
<pos_taker_hfid>
 +
</pos_taker_hfid>
 +
<instigator_hfid>
 +
</instigator_hfid>
 +
<conspirator_hfid>
 +
</conspirator_hfid>
 +
<type>hf does interaction</type>
 +
<doer_hfid>
 +
</doer_hfid>
 +
<interaction>
 +
</interaction>
 +
<type>hf learns secret</type>
 +
<student_hfid>
 +
</student_hfid>
 +
<teacher_hfid>
 +
</teacher_hfid>
 +
<type>entity incorporated</type>
 +
<joiner_entity_id>
 +
</joiner_entity_id>
 +
<joined_entity_id>
 +
</joined_entity_id>
 +
<leader_hfid>
 +
</leader_hfid>
 +
<partial_incorporation/>
 +
<type>artifact dropped</type>
 +
<injury/>
 +
<type>artifact found</type>
 +
<site_property_id>
 +
</site_property_id>
 +
<type>artifact destroyed</type>
 +
<destroyer_hfid>
 +
</destroyer_hfid>
 +
<destroyer_enid>
 +
</destroyer_enid>
 +
<type>artifact lost</type>
 +
<type>artifact copied</type>
 +
<dest_structure_id>
 +
</dest_structure_id>
 +
<dest_entity_id>
 +
</dest_entity_id>
 +
<source_structure_id>
 +
</source_structure_id>
 +
<source_entity_id>
 +
</source_entity_id>
 +
<from_original/>
 +
<type>add hf entity link</type>
 +
<appointer_hfid>
 +
</appointer_hfid>
 +
<promise_to_hfid>
 +
</promise_to_hfid>
 +
<type>failed frame attempt</type>
 +
<convicter_enid>
 +
</convicter_enid>
 +
<plotter_hfid>
 +
</plotter_hfid>
 +
<fooled_hfid>
 +
</fooled_hfid>
 +
<framer_hfid>
 +
</framer_hfid>
 +
<crime>
 +
conspiracy to slow labor
 +
embezzlement
 +
</crime>
 +
<type>sabotage</type>
 +
<saboteur_hfid>
 +
</saboteur_hfid>
 +
<type>hf ransomed</type>
 +
<ransomed_hfid>
 +
</ransomed_hfid>
 +
<ransomer_hfid>
 +
</ransomer_hfid>
 +
<payer_hfid>
 +
</payer_hfid>
 +
<type>squad vs squad</type>
 +
<a_hfid>
 +
</a_hfid>
 +
<d_hfid>
 +
</d_hfid>
 +
<a_squad_id>
 +
</a_squad_id>
 +
 
 
kicks
 
kicks
leaps
+
the shield
facial expressions
+
dodging
turns
+
serving in combat
straight walks
+
participating in
hand gestures
+
battles
of the follower
+
slaying an enemy
of the lead
+
slaying
large
+
enemies
, with
+
being a member for a year
rightward bends
+
years of membership
leftward bends
+
expelled
movement along the line of dance
+
the overthrow of
footwork
+
toppled the government of
sway
+
and assumed control
independent body movement
+
and placed
backward bends
+
in power
forward bends
+
  The support of
raised right arms
+
was crucial to the coup.
raised left arms
+
, as
spins
+
formed a false friendship where each used the other for information
raised arms
+
formed a friendship
introduction
+
formed a false friendship with
passage
+
in order to extract information
recapitulation
+
formed a friendship
exposition
+
audacious creation
The dance begins with the
+
forcible creation
next
+
collaborative creation
The dance enters a new section with the
+
popularly-supported creation
performed in retrograde
+
of the position of
mirrored
+
within
shadowed
+
members of
performed in succession
+
compelled the creation of
partially realized
+
collaborated to create
aborted
+
the position of
movement
+
through force of argument
moves
+
with threats of violence
section is
+
, pushed by a wave of popular support
This
+
as a matter of course
section is punctuated by
+
the impersonation of
to the
+
before
section is distinct. 
+
the transformation of
There is a basic movement
+
from a
There are partner changes
+
into a
bridge-passage
+
changed
coda
+
changed
of the music. 
+
the moment when
variations
+
the learning of
verse
+
from the teaching of
synthesis
+
taught
finale
+
learned
chorus
+
stopped working at
gamelog.txt
+
stopped ruling from
errorlog.txt
+
stopped hanging out at
thirteen
+
moved out of
twelve
+
escaped from
eleven
+
started working at
nine
+
ruled from
eight
+
started hanging out at
seven
+
took up residence in
five
+
took up residence
four
+
laired within
three
+
was imprisoned in
zero
+
stopped being the mother of
negative
+
stopped being the father of
seventy
+
stopped being the child of
sixty
+
lost the worship of
fifty
+
ended the romantic relationship with
forty
+
was no longer imprisoned by
thirty
+
no longer imprisoned
twenty
+
stopped being the master of
hundred
+
stopped being the apprentice of
thousand
+
stopped traveling with
million
+
ceased being the master of
billion
+
ceased being the apprentice of
nineteen
+
stopped being the owner of
eighteen
+
stopped being the parent of
seventeen
+
lost faith in
sixteen
+
stopped being the pet of
fifteen
+
gave birth to
fourteen
+
sired
Seventh
+
married
Sixth
+
was born to
Fifth
+
received the worship of
Fourth
+
became romantically involved with
Third
+
was imprisoned by
Second
+
imprisoned
First
+
became the master of
Zeroth
+
began an apprenticeship under
Negative
+
began traveling with
ninety
+
became the owner of
eighty
+
became the former spouse of
Nineteenth
+
became the deceased spouse of
Eighteenth
+
was sired by
Seventeenth
+
became the parent of
Sixteenth
+
began worshipping
Fifteenth
+
became the pet of
Fourteenth
+
became the spouse of the deceased
Thirteenth
+
the wilds
Twelfth
+
appearing not to age
Eleventh
+
aroused general suspicion
Tenth
+
denial of apprenticeship
Ninth
+
was denied an apprenticeship under
Eighth
+
as the latter prefers to work alone
sculpture has melted!
+
prefers to work alone
The impertinent magma has defaced a
+
due to
The impertinent lava has defaced a
+
jealousy
Digging designation cancelled: damp stone located.
+
raising
Digging designation cancelled: warm stone located.
+
discarding
---------
+
burial
TAN_MAT
+
entombment
Shop
+
arose from
Trade Depot
+
was discarded in
Nest
+
was buried in
Nest Box
+
was entombed in
Bookcase
+
the abduction of
Hive
+
abducted
Wagon
+
was abducted
Clothier's Shop
+
through the efforts of
Fishery
+
the reunion of
Still
+
reunited with
Loom
+
the subduing of
Quern
+
a scuffle between
Millstone
+
in which the former emerged victorious
Kennels
+
the escape of
Kitchen
+
after a punishing fight
Tool
+
despite the latter's wounds
Workshop
+
after a horrific combat
Zone
+
attack on
Farm Plot
+
surprising of
Smelter
+
ambush of
Glass Furnace
+
happening upon
Wood Furnace
+
cornering of
Kiln
+
confrontation of
Carpenter's Workshop
+
brawl with
Farmer's Workshop
+
fought with and subdued
Ashery
+
fought with
Mason's Workshop
+
.  While defeated, the latter escaped unscathed
Craftsman
+
managed to escape from
's Workshop
+
's onslaught
Jeweler's Workshop
+
was forced to retreat from
Metalsmith's Forge
+
eventually prevailed and
Magma Forge
+
was forced to make a hasty escape
Bowyer's Workshop
+
attacked
Mechanic's Workshop
+
surprised
Siege Workshop
+
ambushed
Butcher's Shop
+
happened upon
Leather Works
+
cornered
Tanner's Shop
+
confronted
Dyer's Shop
+
got into a brawl
Wall Grate
+
the taming of the
Floor Grate
+
wild beasts
Vertical Bars
+
unknown lands
Floor Bars
+
and others
Floodgate
+
tamed the
Restraint
+
the horrible experiments of
Cage
+
the carousal of
Support
+
the purchased of
Gear Assembly
+
equipment by
Rollers
+
performed horrible experiments
Horizontal Axle
+
caroused
Vertical Axle
+
purchased
Upright Spear/Spike
+
the tactical contest between
Instrument
+
the tactics of
Archery Target
+
a tactical situation
Screw Pump
+
outmatched
Magma Smelter
+
with a cunning plan
Magma Glass Furnace
+
tactical planning was superior to
Magma Kiln
+
entirely outwitted
Furnace
+
outmanuevered
Lever
+
made an outright foolish plan
Pressure Plate
+
unrolled a brilliant tactical plan
Cage Trap
+
made a poor plan
Stone-Fall Trap
+
put forth a sound plan
Weapon Trap
+
blundered terribly
Track Stop
+
hatched a stunning strategy
Trap
+
used poor tactics
Catapult
+
used good tactics
Ballista
+
the forces were arrayed, and
Siege Engine
+
the forces shifted, and
Door
+
the attackers had a strong positional advantage
Floor Hatch
+
the attackers had a positional advantage
Statue
+
the attackers had a slight positional advantage
Slab
+
the defenders had a strong positional advantage
Glass Window
+
the defenders had a positional advantage
Gem Window
+
the defenders had a slight positional advantage
Stockpile
+
neither side had a positional advantage
Wall
+
the escape from
Floor
+
the return of
Up Stair
+
the journey of
Down Stair
+
escaped from
Up/Down Stair
+
made a journey to
Ramp
+
slashing out
Fortification
+
slashing off
Track (N)
+
tearing out
Track (S)
+
tearing off
Track (E)
+
stabbing out
Track (W)
+
ripping off
Water Wheel
+
burning out
Windmill
+
burning away
Burial Receptacle
+
smashing
Seat
+
slashing
Animal Trap
+
ripping
Table
+
stabbing
Cabinet
+
as a means of torture
Weapon Rack
+
broken away
Armor Stand
+
slashed out
Container
+
slashed off
Traction Bench
+
torn out
Dirt Road
+
torn off
Paved Road
+
stabbed out
Bridge
+
ripped off
Well
+
burned out
Track/Ramp (NE)
+
burned away
Track/Ramp (NW)
+
smashed
Track/Ramp (SE)
+
slashed
Track/Ramp (SW)
+
ripped
Track/Ramp (EW)
+
stabbed
Track/Ramp (NSE)
+
burned
Track/Ramp (NSW)
+
the questionable judgment of
Track/Ramp (NEW)
+
the reclamation of
Track/Ramp (SEW)
+
were taken by a mood to act against their better judgment at
Track/Ramp (NSEW)
+
launched an expedition to reclaim
Construction
+
the local government
Display Furniture
+
the end of the insurrection in
Vacant Shop
+
the crushing of the insurrection against
General Store
+
the insurrection in
Crafts Market
+
concluded with
Clothing Shop
+
overthrown
Track (NS)
+
ended with the disappearance of the rebelling population
Track (NE)
+
crushed the insurrection in
Track (NW)
+
the insurrection
Track (SE)
+
against
Track (SW)
+
, an insurrection
Track (EW)
+
began in
Track (NSE)
+
the razing of
Track (NSW)
+
viewing of
Track (NEW)
+
inquiry after
Track (SEW)
+
profaning
Track (NSEW)
+
disturbing
Track/Ramp (N)
+
prayer inside
Track/Ramp (S)
+
the replacement of
Track/Ramp (E)
+
the emergence of
Track/Ramp (W)
+
the rebuilding of
Track/Ramp (NS)
+
the construction of
Rough
+
from the underworld through the power of
Archery Target
+
the foundation of
Gear Assembly
+
created
Rollers
+
constructed
Horizontal
+
founded
Axle
+
viewed
Pillar
+
asked about
Support
+
disturbed
Retracted
+
prayed inside
Upright
+
razed
Spikes
+
replaced
Spears
+
thrust a spire of slade up from the underworld, naming it
Spears/Spikes
+
rebuilt
Weapon
+
, and established a gateway between worlds
Exotic Clothing Shop
+
the completion of
Lever
+
as a part of
Custom Workshop
+
connecting
Door
+
finished the construction of
Floor Hatch
+
the proclamation of a series of oppressive edicts upon
Wall Grate
+
the lifting of numerous oppressive laws from
Floor Grate
+
the enactment of a series of oppressive laws
Vertical
+
the repeal of numerous oppressive laws
Bars
+
laid a series of oppressive edicts upon
Floor Bars
+
lifted numerous oppressive laws from
Floodgate
+
enacted a series of oppressive laws
Rope
+
repealed numerous oppressive laws
Chain
+
the return to reason at the settlement of
Aquarium
+
the subordination of
Terrarium
+
the incorporation of
Shared
+
into
Statue
+
under the leadership of
Slab
+
ascendency of the criminal organization
Glass
+
relocation of
Window
+
the formation of
Armor
+
at the settlement of
Weapon
+
regained their senses after an initial period of questionable judgment.
Animal
+
regained their senses after another period of questionable judgment.
Food
+
began operating at the direction of
Furniture
+
fully incorporated into
Corpse
+
the joining of
Refuse
+
a multitude of
Stone
+
hundreds
Ammo
+
some hundred
Coins
+
dozens of
Bar/Block
+
a few
Casket
+
joined with
Sarcophagus
+
became the primary criminal organization
Coffin
+
moved
Chair
+
formed
Throne
+
formed
Animal Trap
+
the abandonment of
Table
+
the withering of
Cabinet
+
their
Weapon Rack
+
settlement of
Armor Stand
+
abandoned the settlement of
Chest
+
withered.
Coffer
+
the attack of
Bag
+
the detection of the forces of
Dirt
+
leaving
Road
+
spotted the forces of
Bridge
+
slipping out of
distant
+
the rout of
nearby
+
and destruction of
grinding.
+
routed
close.
+
and destroyed
opens.
+
the surrender of
open.
+
surrendered
has designed a masterpiece!
+
the declaration that
has constructed a masterpiece!
+
is a holy city
preparetomb() HAS NULL owner
+
declared
preparetomb() HAS LIVE owner
+
to be a holy city
A masterwork of
+
the defeat of
has been lost!
+
and takeover of
Home
+
defeated
Plot
+
and took over
Mead Hall
+
The new government was called
Temple
+
the failure to secure
Gem
+
the securing of
Finished Goods
+
Spring
Leather
+
Summer
Cloth
+
Autumn
Wood
+
Winter
Sheet
+
tribute from
Stockpile #
+
demanded treasure from
(CLT)
+
demanded and received treasure from
*CLT*
+
tried to secure tribute from
have hatched.
+
secured tribute from
You've caught a
+
, to be delivered from
Your trap was robbed of the
+
every
BALLISTA
+
, but they had nothing left to give
closes.
+
and lordship of
You hear
+
in charge of
Command Tent (Bld)
+
the freeing of
Tent (Bld)
+
freed
Dungeon Cell
+
raiding of
Animal Pit
+
pillaging of
Cloth Pit
+
stole treasure and livestock from
Tanning Pit
+
looted treasure and seized livestock from
Cloth Clothing Pit
+
stole treasure from
Leather Clothing Pit
+
looted treasure from
Bone Carving Pit
+
stole livestock from
Gem Cutting Pit
+
seized livestock from
Weaponsmithing Pit
+
raided
Bowmaking Pit
+
pillaged
Blacksmithing Pit
+
destruction of
Armorsmithing Pit
+
destroyed
Metal Crafting Pit
+
the attack on
Leatherworking Pit
+
the infiltration of
Throneroom
+
slipped into
Entrance
+
, undetected by
Treasury
+
the search of
Mechanism Room
+
by the forces of
Guard post
+
, the forces of
Noble quarters
+
searched
Activity Zone
+
and found nothing
Captive Room
+
the fleeing of
Tower Top
+
fled
Courtyard
+
the rampage of the forces of
Secret Library
+
throughout
Library
+
rampaged throughout
Market Stall
+
the attack by
Campground
+
a masterpiece
Command Tent
+
by melting
Tent
+
by magma
Leatherworking Shop
+
during fortification carving
Carpentry Workshop
+
during mining
Stoneworking Workshop
+
by falling debris
Forging Workshop
+
by growing vegetation
Depot
+
the masterful
Invalid Type
+
created by
Building Level Map Overflow
+
created a masterful
old save: resizing plant stockpile, permit all
+
a ceremony held by
Carpentry Pit
+
a ceremony
Stoneworking Pit
+
as part of
Forging Pit
+
held a ceremony
Fighting Pit
+
there was a ceremony
Animal Workshop
+
a procession held by
Cloth Workshop
+
a procession
Tanning Workshop
+
held a procession
Cloth Clothing Workshop
+
there was a procession
Leather Clothing Workshop
+
and returned there after following its route.
Bone Carving Workshop
+
and ended at
Gem Cutting Workshop
+
  It ended at
Weaponsmithing Workshop
+
a competition involving
Bowmaking Workshop
+
a dance competition
Blacksmithing Workshop
+
a music competition
Armorsmithing Workshop
+
a poetry competition
Metal Crafting Workshop
+
a foot race
EMPTY
+
a flying race
WEB_ONLY
+
race
NOT_CONTAIN_BARREL_ITEM
+
a wrestling competition
BUILDMAT
+
throwing competition
GLASS_MATERIAL
+
a gladiatory competition
MAGMA_BUILD_SAFE
+
a competition
FIRE_BUILD_SAFE
+
held by
WORTHLESS_STONE_ONLY
+
held
CAN_USE_ARTIFACT
+
there was a competition
ANY_SILK_MATERIAL
+
There were
ANY_PLANT_MATERIAL
+
competitors
ANY_SOAP_MATERIAL
+
including
ANY_YARN_MATERIAL
+
Competing were
ANY_BONE_MATERIAL
+
Victory was spread among
ANY_LEATHER_MATERIAL
+
winners
OBJECT
+
The victory was shared by
BUILDING_FURNACE
+
was the victor.
BUILDING_WORKSHOP
+
a recital of
REACTION_CLASS
+
a poetry recital
Unrecognized Building Definition Type:
+
the story of
HAS_ITEM_REACTION_PRODUCT
+
a story recital
HAS_MATERIAL_REACTION_PRODUCT
+
a performance
CONTAINS_LYE
+
the performance
UNROTTEN
+
there was a performance
NOT_WEB
+
was made
POTASHABLE
+
a dance form
PLANT_MAT
+
a musical form
CREATURE_MAT
+
a poetic form
NAME_COLOR
+
favorable
NAME
+
unfavorable
BUILD_LABOR
+
trading of
BUILD_KEY
+
trading
WORK_LOCATION
+
impalement on
BLOCK
+
construction of a grisly mound from
NEEDS_MAGMA
+
construction of a grotesque pillar from
COLOR
+
construction of a gruesome sculpture from
TILE
+
display on
Unrecognized Building Definition (Workshop) Token:
+
of the skins of
Or
+
animation of
Unrecognized Building Definition (Furnace) Token:
+
hanging from a
ANY_SHELL_MATERIAL
+
horrible mutilation of
ANY_STRAND_TISSUE
+
the bodies
ANY_HORN_MATERIAL
+
the body
ANY_TOOTH_MATERIAL
+
impaled on
CAN_USE_HOSPITAL_RESERVED
+
added to a grisly mound
ANY_PEARL_MATERIAL
+
added to a grotesque pillar
USE_BODY_COMPONENT
+
added to a gruesome sculpture
CAN_USE_LOCATION_RESERVED
+
flayed and the skin stretched over
HAS_EDGE
+
animated
NO_EDGE_ALLOWED
+
hung from a
NOT_ENGRAVED
+
horribly mutilated
ON_GROUND
+
the conclusion of
MIN_DIMENSION
+
a foiled bribery conspiracy
METAL_ORE
+
a foiled corruption conspiracy
BUILD_ITEM
+
a foiled embezzlement conspiracy
HAS_TOOL_USE
+
a sabotage plot
Furniture Hauling
+
an abduction plot
, Etc.
+
an assassination plot
from an unknown year
+
a theft deal
from the year
+
corrupt dealings
currency of
+
a promise of position
This is the
+
a citizenship agreement
from a period of no rule
+
a parley
under an obscure ruler
+
a residency agreement
under
+
a rescue mission
RANDOM
+
an insurrection mission
NONE
+
an adventure
pulls
+
a performance tour
pull
+
bound service
misses
+
a guide agreement
miss
+
a journey to safety
locks
+
an agreement to establish a temple
lock
+
an agreement to establish a guildhall
try
+
an infiltration plot
on the embedded
+
a framing plot
to remove
+
a war starting plot
tries
+
an agreement
strikes
+
because the group travelled too slowly
strike
+
after arriving at the destination
NO_SUB
+
because of a leadership change at the site
break
+
because the group went too far away
the choke hold of
+
after a joyous reunion
the grip of
+
after an adoption
breaks
+
concluded
loosens
+
corrupt dealing
loosen
+
the recruitment of
on
+
after being recognized and arrested
the joint lock of
+
due to ongoing surveillance as the plot unfolded,
around by the
+
due to ongoing surveillance on
shakes
+
the contact
mouth
+
a coconspirator,
is ripped away and remains in
+
the target
struggles
+
as the plot unfolded,
struggle
+
confessed and
shake
+
wrongfully
in vain against the grip of
+
convicted
down by the
+
as a go-between in a conspiracy to commit
takes
+
and sentenced to death
throws
+
sentenced to
throw
+
hammerstroke
places
+
beaten
place
+
and exiled
take
+
and would have been imprisoned but for lack of accommodations
a chokehold on
+
and imprisoned for a term of
bends
+
one month
bend
+
months
releases
+
one year
release
+
more than
pinches
+
years
pinch
+
during interrogation
gouges
+
revealed nothing during interrogation.
gouge
+
recruited
catches
+
into believing
catch
+
assumed the identity
strikes at
+
the wandering
strike at
+
the scouting
drop away as
+
the hunting of great beasts
lets
+
the baby-snatching
attacks
+
the mercenary operation
attack
+
the thievery
by
+
the career change from
parried
+
the start as a
attack
+
the giving up on being a
but the shot is blocked!
+
the loss of a hist fig entry
deftly
+
around
but the shot is
+
, based in
easily
+
throughout
just barely
+
began wandering
pass
+
became a scout
strangle
+
began hunting great beasts
out.
+
decided to become a baby-snatcher, operating
passes
+
decided to become a mercenary, operating
lose
+
decided to become a thief, operating
grip
+
gave up being a
hold of the
+
to become a
loses
+
became a
push
+
stopped being a
has moved out of range!
+
lost a hist fig entry
let
+
out of
pushes
+
the death of
adjusts
+
in a cage
adjust
+
the fall of
grabs
+
into a deep chasm
grab
+
the passing of
bats
+
the death in the dark of
bat
+
the starvation of
out of the air
+
the dehydration of
aside
+
the drowning of
effortlessly
+
the burning of
blocks
+
in magma
deflected
+
's dragon fire
narrowly
+
the boiling of
surprised by the ferocity of
+
the melting of
looks
+
the condensation of
collide
+
the freezing of
onslaught!
+
the heat-induced death of
leaps at
+
the encasement of
leap at
+
in cooling lava
charges at
+
in cooling magma
charge at
+
in ice
rolls
+
in a
roll
+
's fire
jumps
+
the scalding of
jump
+
in a magma mist
but
+
the crushing of
attacks
+
under a drawbridge
scrambles
+
under a collapsing ceiling
scramble
+
by falling rocks
The force bends the
+
the shooting of
The force twists the
+
by a
block
+
the mortal wounding of
but the shot is blocked
+
the fatal illness of
away from
+
the hacking of
away
+
to pieces
The force pulls the
+
the execution of
silently
+
the beheading of
bounce
+
the crucifixion of
backward
+
the burial of
You tangle together and fall over!
+
alive
bounces
+
the leaving of
knocked over
+
out in the air
collides
+
the feeding of
and tumbles
+
to beasts
and tumble
+
the killing of
You tangle together and tumble forward!
+
the slaughter of
They tangle together and fall over!
+
the scuttling of
They tangle together and tumble forward!
+
the draining of
corrected null contaminant
+
blood
specks
+
the murder of
covering
+
by a trap
spatter
+
by a vehicle
smear
+
by a flying object
dusting
+
the collapse of
coating
+
after an attack by
true
+
after an attack by a
are
+
after an attack
will be
+
attack with
were
+
the vanishment of
was
+
the putting to rest of
myself
+
the collision of
yourself
+
with an obstacle
reward
+
, after the death strike by
rewards
+
, after the death strike by a
rewarding
+
the impalement of
rewarded
+
on spikes
flood
+
the scaring of
floods
+
to death
flooding
+
the leap of
flooded
+
from a great height
suspicious
+
from the dead
alarmed
+
, once more,
grumpy
+
a murderous ghost
feeling fond
+
a sadistic ghost
satisfied
+
a violent ghost
grouchy
+
an angry ghost
annoyed
+
a moaning spirit
destroyed
+
a howling spirit
destroy
+
a secretive poltergeist
appears
+
an energetic poltergeist
destroying
+
a troublesome poltergeist
appeared
+
a restless haunt
appear
+
a forlorn haunt
will
+
as a
appearing
+
initial discovery
burn
+
independent discovery
burns
+
burned
speaks
+
in dragon fire
burned
+
to death
spoke
+
shot and killed
speak
+
mortally wounded
destroys
+
, who bled to death
speaking
+
, who suffocated
feeling ambivalent
+
hacked
amused
+
executed
feeling alienated
+
beheaded
amazed
+
crucified
aggravated
+
buried
in agony
+
left
feeling affection
+
drowned
agitated
+
fed
feeling aversion
+
struck down
awed
+
slaughtered
aroused
+
drained
astonished
+
of blood
anxious
+
murdered
feeling apathetic
+
threw
angry
+
against an obstacle, causing immediate death
anguished
+
into a pit of spikes
excited
+
scared
feeling gaiety
+
boiled
feeling triumphant
+
melted
enraged
+
condensed
feeling grim satisfaction
+
solidified
in grief
+
died in the heat
shocked
+
was encased in cooling lava
horrified
+
was encased in cooling magma
feeling admiration
+
was encased in ice
in adoration
+
died in a cage
vengeful
+
fell into a deep chasm
in acceptance
+
died of old age
blissful
+
starved to death
feeling love
+
drowned
joyful
+
burned up in magma
exasperated
+
burned up in
exhilarated
+
was burned to death by
feeling empty
+
was burned to death by a
feeling enjoyment
+
burned up in a magma mist
embarrassed
+
was crushed by a drawbridge
empathetic
+
was crushed under a collapsing ceiling
eager
+
was killed by falling rocks
elated
+
was shot and killed
gloomy
+
bled to death
glum
+
, slain by
frustrated
+
, slain by a
gleeful
+
, slain
feeling free
+
succumbed to infection
frightened
+
suffocated
afraid
+
was executed
feeling ferocious
+
was crucified
dejected
+
was buried alive
delighted
+
was left out in the air
contemptuous
+
was drowned
content
+
was burned alive
feeling caring
+
was struck down
confused
+
was scuttled
bitter
+
was drained of blood
bored
+
was murdered
displeased
+
was killed by a trap
distressed
+
was killed by a vehicle
feeling dislike
+
was killed by a flying object
dismayed
+
was banished by
disgusted
+
was banished by a
disillusioned
+
vanished
in despair
+
, struck down by
disappointed
+
, struck down by a
outraged
+
, struck down
panicked
+
died after colliding with an obstacle
nostalgic
+
was impaled on spikes
optimistic
+
was scared to death
mortified
+
leapt from a great height
nervous
+
was disturbed from eternal rest
lustful
+
was brought back from the dead
miserable
+
came back from the dead
remorseful
+
once more, this time
repentant
+
was the very first to discover
relieved
+
independently discovered
regretful
+
the clash between
enraptured
+
a lone
feeling rejected
+
a single
patient
+
brilliantly led
pleased
+
inspiringly led
humiliated
+
ably led
insulted
+
poorly led
taking hope
+
clashed with
feeling hopeless
+
them
happy
+
dying
hateful
+
losing
feeling gratitude
+
everyone
feeling guilty
+
the climbing of
feeling loathing
+
an unknown peak
lonely
+
were
jovial
+
the first to reach the summit of
jubilant
+
, which rises above
isolated
+
the devouring of
jolly
+
devoured
interested
+
led the attack
irritated
+
, and the defenders were led by
pessimistic
+
  The defenders were led by
euphoric
+
were hired
in doubt
+
as scouts
enthusiastic
+
by the attackers.
feeling defeated
+
  The defenders hired
feeling expectant
+
as scouts
zealous
+
the masterful engraving
in existential crisis
+
prepared by
be returned.
+
addition of a masterful image
  I require it as a symbol of the
+
addition of a masterful covering
Speaking as a representative of
+
addition of masterful rings
, it is important that
+
addition of masterful bands
be returned to me.
+
addition of masterful spikes
be returned to my family.
+
addition of a masterful handle
emotionless
+
addition of masterful rollers
I desire that
+
addition of masterful thread
ashamed
+
addition of masterful cloth
sympathetic
+
weaving of a masterful sewn image
feeling servile
+
writing of a masterpiece
shaken
+
creation of a masterful illustration
indignant
+
addition of a masterful instrument piece
feeling self-pity
+
creation of a masterful image set
resentful
+
masterfully dyed with
restless
+
masterfully constructed by
worried
+
masterfully designed by
wrathful
+
created a masterful engraving
unhappy
+
prepared a masterful
in wonder
+
added a masterful image
thrilled
+
added a masterful covering
uneasy
+
added masterful rings
feeling tenderness
+
added masterful bands
terrified
+
added masterful spikes
destroyed
+
added a masterful handle
a mead hall
+
added masterful rollers
stole
+
added masterful thread
stole our treasures
+
added masterful cloth
devoured
+
wove a masterful sewn image
devoured our livestock
+
masterfully wrote
I have no idea where it is.
+
created a masterful illustration
  Knowing no mercy,
+
attached a masterful instrument piece
an underworld spire
+
created a masterful image set
a dungeon
+
to a
a market
+
masterfully dyed a
a tomb
+
constructed a masterful
a library
+
designed a masterful
a tower
+
the confiscation of
a keep
+
the looting of
a temple
+
the theft of
wants
+
was confiscated
returned
+
was looted
It would be wonderful if
+
was recovered
found a lasting home within
+
was stolen
  It is a valuable treasure to us.
+
and brought to
  It should be brought to
+
received its name
requires it to be a proper
+
was created
  It is the symbol of the
+
was authored by
Last I saw, it was in
+
was created by
Last I heard, it was in
+
the claiming of
Last I saw, it was held by
+
the sanctification of
Last I heard, it was held by
+
into
Last I heard, I had it.
+
a symbol of
Last I heard, you held it.
+
an official symbol
returned to
+
into a family heirloom
Last I remember, I had it.
+
was made a family heirloom
, now twisted into monstrosity
+
was claimed
, now cursed
+
was sanctified
was once
+
the inheritance of
my own
+
the offering of
composure.]
+
was inherited
  It pains me all the more, for the foul villain
+
was offered
pauses to regain
+
the acquisition of
  Other arms may not cut so deeply.
+
was acquired
the library
+
the dissolution of
  It is said that
+
dissolved
harms the creature.
+
studies
traitor
+
settling
  Beware!  It it said that only
+
visit
  Save us from this
+
into the area around
horror
+
fled to
profaned our homes
+
departed to
  This bloodsucking fiend
+
moved to study in
disturbed
+
settled in
prayed inside
+
visited
destroyed our homes
+
fled into
profaned
+
the area around
the sewers
+
the fey mood of
the catacombs
+
the withdrawal from society of
lust for murder
+
the possession of
, among them
+
the dark brooding of
has killed
+
the fell mood of
somebody
+
the melancholy of
murdered
+
the insanity of
has even killed
+
the rampage of
  This vile fiend
+
the catatonia
even
+
was taken by a fey mood
an enemy.
+
withdrew from society
a friend.
+
was possessed
my
+
began to skulk and brood
a murderer.
+
was taken by a fell mood
I worship no one.
+
was striken by melancholy
an unknown creature
+
became crazed
at
+
went berserk
I worship
+
stopped responding to the outside world
a safe creature.
+
the new desire of
a dangerous animal.
+
the new dream of
the same as me.
+
the new obsession of
an animal.
+
to rule the world
of the living and must be killed.
+
to start a family
not of the living.
+
to make a great discovery
unstable.
+
to create a great work of art
gladly not of the living.
+
to craft a masterwork
history
+
to bring peace to the world
telling of the story of
+
to become a legendary warrior
The throne room
+
to master a skill
right around here
+
to fall in love
The library
+
to see the great natural wonders of the world
The treasury
+
with extending
the treasury
+
own life
the throne room
+
to attain rank in society
dance
+
to bathe the world in chaos
dancing
+
with an inscrutable goal
playing
+
became obsessed with
performance of
+
own mortality and sought to extend
recitation of
+
life by any means
music
+
began dreaming of starting a family
a poem
+
came to desire to rule the world
a close friend
+
began dreaming of making a great discovery
, but that bond seems so thin now.
+
began dreaming of creating a great work of art
bravely put an end to
+
began dreaming of crafting a masterwork
you.
+
began dreaming of bringing peace to the world
, but those acts bring no forgiveness.
+
began dreaming of becoming a legendary warrior
reunited
+
began dreaming of mastering a skill
so very brave
+
began dreaming of falling in love
brave
+
began dreaming of seeing the great natural wonders of the world
prone to violence
+
began dreaming of attaining rank in society
somewhat violent
+
came to desire to bathe the world in chaos
capable of such violence
+
became obsessed with an inscrutable goal
well-known brawler
+
became childhood friends
, but it means nothing now.
+
cemented a bond of friendship amidst the horror of combat
a legendary brawler
+
became infatuated with
really irritating.
+
was bent toward supernatural vengeance upon
my partner
+
held a deep hatred of
my lover.
+
due to persecution
I hate
+
due to religious persecution
my former apprentice.
+
formed a grudge against
my traveling companion.
+
over the latter's romantic relationship
my apprentice.
+
became lovers
my former master.
+
broke up
my prisoner.
+
became
my master.
 
a great hero
 
a hero
 
also
 
a legendary hero
 
a monster.
 
It is my misfortune that
 
my enemy.
 
an intruder.
 
a known villain
 
unhinged
 
an infamous villain
 
a noted villain
 
robbed
 
a legendary villain
 
a brigand
 
are dangerous outlaws.
 
a legendary poet
 
a great poet
 
a skilled storyteller
 
a storyteller, or at least tells stories
 
a great storyteller
 
a talented storyteller
 
perpetrated a violent attack upon
 
a legendary storyteller
 
bullied
 
gave an unwelcome name.
 
a known thug
 
thuggish
 
an infamous thug
 
a well-known thug
 
started a fight with
 
a legendary thug
 
a noted brigand
 
a known brigand
 
a legendary brigand
 
an infamous brigand
 
feasts
 
on the blood of the living!
 
did not name
 
feast
 
an infamous flatterer
 
a noted flatterer
 
, but you can't argue your way out of this.
 
a legendary flatterer
 
known to be quarrelsome
 
somewhat quarrelsome
 
infamously quarrelsome
 
a noted quarreler
 
a great hunter
 
a talented hunter
 
, but now this stands between us.
 
a legendary hunter
 
, but you can't talk your way out of this.
 
a pleasure to speak with
 
a known flatterer
 
something of a flatterer
 
a skilled bard
 
a modest bard
 
a great bard
 
a talented bard
 
a poet, according to some
 
a legendary bard
 
a talented poet
 
a skilled poet
 
, but you can't bargain your way out of this.
 
a legendary quarreler
 
something of a dancer
 
good for a deal now and then
 
a talented dancer
 
a skilled dancer
 
a legendary dancer
 
a great dancer
 
an enemy fighter.
 
attacked
 
are not fit to rule.
 
part of the problem.
 
worthy of respect
 
, but at what price?
 
, but nothing can change the facts.
 
are worthy of respect
 
, though it doesn't much matter
 
a thieving scoundrel.
 
an untitled work
 
sought out and returned our treasures
 
, yet that means little now
 
brought back
 
killed
 
protected knowledge from being irrevocably lost
 
a killer
 
ended the days of
 
a noted killer
 
a known killer
 
a legendary killer
 
an infamous killer
 
a skilled hunter
 
something of a hunter
 
are my comrades
 
my comrade
 
a murderer
 
took the life of
 
a noted murderer
 
a known murderer
 
a legendary murderer
 
an infamous murderer
 
Rules are there to be bent, but they shouldn't be flouted thoughtlessly.
 
I consider laws to be more of a suggestion than anything.
 
No law can do justice to the complexity of life.
 
Some laws are just, while others were made to be broken.
 
Society flourishes when law breakers are punished.
 
Nothing gives them the right to establish these laws.
 
I don't know
 
One should always respect the law.
 
Loyalty has value, but you should always keep the broader picture in mind.
 
You should only maintain loyalty so long as something more important is not at stake.
 
The whole idea of loyalty is pointless.  Acting purely out of loyalty implies acting against one's own best interest.
 
Never lose yourself in loyalty.  You know what is best for yourself.
 
One must always be loyal to their cause and the ones they serve.
 
Don't serve anyone blindly.  You'll only get into trouble.
 
You must never forget true loyalty.  Repay it in full.
 
How can society function without loyalty?  We must be able to have faith in each other.
 
, but what does that mean now?
 
brought battle to
 
justly slew
 
on my side
 
, but that hardly matters now.
 
challenged
 
stole
 
 
State feelings of suspicion
 
State feelings of suspicion
State feelings of great enthusiasm
+
Verbally struggle against alarm
Verbally struggle against great pessimism
+
struggle
State feelings, greatly expectant
+
Verbally struggle against shock
Verbally struggle against great doubt
+
Verbally struggle against horror
Verbally struggle against looming existential crisis
+
Verbally struggle against grief
Verbally struggle, greatly defeated
+
State feelings of triumph
State feelings of great affection
+
Verbally struggle against rage
State feelings of great amusement
+
State feelings of grim satisfaction
State feelings of great zeal
+
Verbally struggle against fear
State feelings of great adoration
+
Verbally struggle against sadness
State feelings of great worry
+
State feelings of satisfaction
State feelings of great wrath
+
State feelings of love
State feelings of great unhappiness
+
State feelings of bliss
State feelings of great wonder
+
State feelings of excitement
State feelings of great freedom
+
State feelings of gaiety
State feelings of great flee
+
State feelings of joy
State feelings of great exhilaration
+
State feelings of vengefulness
State feelings of great fondness
+
Verbally struggle against terror
State feelings of great elation
+
Verbally struggle against agony
State feelings of great enjoyment
+
Verbally struggle against anguish
State feelings of great contentment
+
Verbally struggle against despair
State feelings of great delight
+
Verbally struggle against dismay
 +
Verbally struggle against distress
 
Verbally struggle against fright
 
Verbally struggle against fright
 
Verbally struggle against misery
 
Verbally struggle against misery
Verbally struggle against dismay
+
Verbally struggle against mortification
Verbally struggle against distress
+
Verbally struggle, shaken
Verbally struggle against anguish
+
State feelings of acceptance
Verbally struggle against despair
+
State feelings of admiration
Verbally struggle against terror
+
State feelings of agitation
Verbally struggle against agony
+
State feelings of aggravation
 
State feelings of alienation
 
State feelings of alienation
 
State feelings of amazement
 
State feelings of amazement
State feelings of agitation
+
State feelings of ambivalence
State feelings of aggravation
+
State feelings of anger
State feelings of acceptance
+
State feelings of annoyance
State feelings of admiration
+
State feelings of anxiety
Verbally struggle against mortification
+
State feelings of apathy
Verbally struggle, shaken
+
State feelings of arousal
State feelings of grim satisfaction
+
State feelings of astonishment
Verbally struggle against fear
+
State feelings of aversion
State feelings of triumph
+
State feelings of awe
Verbally struggle against rage
+
State feelings of bitterness
Verbally struggle against horror
+
State feelings of boredom
Verbally struggle against grief
+
State feelings of caring
Verbally struggle against alarm
+
State feelings of confusion
Verbally struggle against shock
+
State feelings of contempt
State feelings of joy
+
State feelings of dejection
State feelings of vengefulness
+
State feelings of disappointment
State feelings of excitement
+
State feelings of disgust
State feelings of gaiety
+
State feelings of disillusionment
State feelings of love
+
State feelings of dislike
State feelings of bliss
+
State feelings of displeasure
Verbally struggle against sadness
+
State feelings of eagerness
State feelings of satisfaction
+
State feelings of embarassment
 
State feelings of empathy
 
State feelings of empathy
 
State feelings of emptiness
 
State feelings of emptiness
State feelings of eagerness
 
State feelings of embarassment
 
State feelings of dislike
 
State feelings of displeasure
 
State feelings of disgust
 
State feelings of disillusionment
 
State feelings of grouchiness
 
State feelings of grumpiness
 
State feelings of glumness
 
State feelings of gratitude
 
State feelings of frustration
 
State feelings of gloom
 
 
State feelings of exasperation
 
State feelings of exasperation
 
State feelings of ferocity
 
State feelings of ferocity
State feelings of astonishment
+
State feelings of frustration
State feelings of aversion
+
State feelings of gloom
State feelings of apathy
+
State feelings of glumness
State feelings of arousal
+
State feelings of gratitude
State feelings of annoyance
+
State feelings of grouchiness
State feelings of anxiety
+
State feelings of grumpiness
State feelings of ambivalence
+
State feelings of guilt
State feelings of anger
+
State feelings of hatred
State feelings of dejection
+
State feelings of hope
State feelings of disappointment
+
State feelings of hopelessness
State feelings of confusion
+
State feelings of humiliation
State feelings of contempt
+
State feelings of insult
State feelings of boredom
+
State feelings of interest
State feelings of caring
+
State feelings of irritation
State feelings of awe
+
State feelings of isolation
State feelings of bitterness
+
State feelings of loathing
 +
State feelings of loneliness
 +
State feelings of lust
 +
State feelings of nervousness
 +
State feelings of nostalgia
 +
State feelings of optimism
 +
State feelings of outrage
 +
State feelings of panic
 +
State feelings of patience
 +
State feelings of passion
 +
State feelings of rejection
 +
State feelings of relief
 +
State feelings of regret
 
State feelings of remorse
 
State feelings of remorse
 
State feelings of repentance
 
State feelings of repentance
State feelings of relief
+
State feelings of resentment
State feelings of regret
+
State feelings of restlessness
State feelings of passion
+
State feelings of righteous indignation
State feelings of rejection
+
State feelings of self-pity
State feelings of panic
+
State feelings of servility
State feelings of patience
+
State feelings of shame
 
State feelings of sympathy
 
State feelings of sympathy
 
State feelings of tenderness
 
State feelings of tenderness
State feelings of servility
+
State feelings of uneasiness
State feelings of shame
+
State feelings of unhappiness
State feelings of righteous indignation
+
State feelings of wonder
State feelings of self-pity
+
State feelings of worry
State feelings of resentment
+
State feelings of wrath
State feelings of restlessness
+
State feelings of zeal
State feelings of interest
+
State feelings of adoration
State feelings of irritation
+
State feelings of affection
State feelings of humiliation
+
State feelings of amusement
State feelings of insult
+
State feelings of contentment
State feelings of hope
+
State feelings of delight
State feelings of hopelessness
+
State feelings of elation
State feelings of guilt
+
State feelings of enjoyment
State feelings of hatred
+
State feelings of exhilaration
State feelings of optimism
+
State feelings of fondness
State feelings of outrage
+
State feelings of freedom
State feelings of nervousness
 
State feelings of nostalgia
 
State feelings of loneliness
 
State feelings of lust
 
State feelings of isolation
 
State feelings of loathing
 
State feelings of pride
 
State feelings, enraptured
 
State feelings of jubilation
 
State feelings of pleasure
 
State feelings of jolliness
 
State feelings of joviality
 
 
State feelings of glee
 
State feelings of glee
 
State feelings of happiness
 
State feelings of happiness
Verbally struggle against pessimism
+
State feelings of jolliness
State feelings of euphoria
+
State feelings of joviality
Verbally struggle against doubt
+
State feelings of jubilation
State feelings of enthusiasm
+
State feelings of pleasure
Verbally struggle, defeated
+
State feelings of pride
State feelings, expectant
+
State feelings, enraptured
State feelings, thrilled
+
State feelings, thrilled
Verbally struggle against existential crisis
+
Verbally struggle against existential crisis
State feelings of adoration
+
Verbally struggle, defeated
State feelings of affection
+
State feelings, expectant
State feelings of wrath
+
Verbally struggle against doubt
State feelings of zeal
+
State feelings of enthusiasm
State feelings of wonder
+
Verbally struggle against pessimism
State feelings of worry
+
State feelings of euphoria
State feelings of uneasiness
+
State feelings of great suspicion
State feelings of unhappiness
+
Verbally struggle against great alarm
State feelings of fondness
+
Verbally struggle against great shock
State feelings of freedom
+
Verbally struggle against great horror
State feelings of enjoyment
+
Verbally struggle against great grief
State feelings of exhilaration
+
State feelings of great triumph
State feelings of delight
+
Fail the struggle against great rage
State feelings of elation
+
State feelings of great grim satisfaction
State feelings of amusement
+
Verbally struggle against great fear
State feelings of contentment
+
Verbally struggle against great sadness
Dismiss minor feeling of distress
+
State feelings of great satisfaction
Dismiss minor feeling of fright
+
State feelings of great love
Dismiss minor feeling of despair
+
State feelings of great bliss
Dismiss minor feeling of dismay
+
State feelings of great excitement
Dismiss minor feeling of agony
+
State feelings of great gaiety
Dismiss minor feeling of anguish
+
State feelings of great joy
State minor feeling of vengefulness
+
State feelings of great vengefulness
Dismiss minor feeling of terror
+
Verbally struggle against great terror
State minor feeling of aggravation
+
Verbally struggle against great agony
State minor feeling of alienation
+
Verbally struggle against great anguish
State minor feeling of admiration
+
Verbally struggle against great despair
State minor feeling of agitation
+
Verbally struggle against great dismay
Dismiss minor feeling of being shaken
+
Verbally struggle against great distress
State minor feeling of acceptance
+
Verbally struggle against great fright
Dismiss minor feeling of misery
+
Verbally struggle against great misery
Dismiss minor feeling of mortification
+
Verbally struggle against great mortification
Dismiss minor feeling of rage
+
Verbally struggle, greatly shaken
State minor feeling of grim satisfaction
+
State feelings of great acceptance
Dismiss minor feeling of grief
+
State feelings of great admiration
State minor feeling of triumph
+
State feelings of great agitation
Dismiss minor feeling of shock
+
State feelings of great aggravation
Dismiss minor feeling of horror
+
State feelings of great alienation
State minor feeling of suspicion
+
State feelings of great amazement
Dismiss minor feeling of alarm
+
State feelings of great ambivalence
State minor feeling of gaiety
+
State feelings of great anger
State minor feeling of joy
+
State feelings of great annoyance
State minor feeling of bliss
+
State feelings of great anxiety
State minor feeling of excitement
+
State feelings of great apathy
State minor feeling of satisfaction
+
State feelings of great arousal
State minor feeling of love
+
State feelings of great astonishment
Dismiss minor feeling of fear
+
State feelings of great aversion
Dismiss minor feeling of sadness
+
State feelings of great awe
State minor feeling of embarrassment
+
State feelings of great bitterness
State minor feeling of empathy
+
State feelings of great boredom
State minor feeling of displeasure
+
State feelings of great caring
State minor feeling of eagerness
+
State feelings of great confusion
State minor feeling of disillusionment
+
State feelings of great contempt
State minor feeling of dislike
+
State feelings of great dejection
State minor feeling of disappointment
+
State feelings of great disappointment
State minor feeling of disgust
+
State feelings of great disgust
State minor feeling of gratitude
+
State feelings of great disillusionment
State minor feeling of grouchiness
+
State feelings of great dislike
State minor feeling of gloom
+
State feelings of great displeasure
State minor feeling of glumness
+
State feelings of great eagerness
State minor feeling of ferocity
+
State feelings of great embarrassment
State minor feeling of frustration
+
State feelings of great empathy
State minor feeling of emptiness
+
State feelings of great emptiness
State minor feeling of exasperation
+
State feelings of great exasperation
State minor feeling of arousal
+
State feelings of great ferocity
State minor feeling of astonishment
+
State feelings of great frustration
State minor feeling of anxiety
+
State feelings of great gloom
State minor feeling of apathy
+
State feelings of great glumness
State minor feeling of anger
+
State feelings of great gratitude
State minor feeling of annoyance
+
State feelings of great grouchiness
State minor feeling of amazement
+
State feelings of great grumpiness
State minor feeling of ambivalence
+
State feelings of great guilt
State minor feeling of contempt
+
State feelings of great hatred
State minor feeling of dejection
+
State feelings of great hope
State minor feeling of caring
+
State feelings of great hopelessness
State minor feeling of confusion
+
State feelings of great humiliation
State minor feeling of bitterness
+
State feelings of great insult
State minor feeling of boredom
+
State feelings of great interest
State minor feeling of aversion
+
State feelings of great irritation
State minor feeling of awe
+
State feelings of great isolation
State minor feeling of regret
+
State feelings of great loathing
State minor feeling of remorse
+
State feelings of great loneliness
State minor feeling of rejection
+
State feelings of great lust
State minor feeling of relief
+
State feelings of great nervousness
State minor feeling of patience
+
State feelings of great nostalgia
State minor feeling of passion
+
State feelings of great optimism
State minor feeling of outrage
+
State feelings of great outrage
State minor feeling of panic
+
State feelings of great panic
State minor feeling of shame
+
State feelings of great patience
State minor feeling of sympathy
+
State feelings of great passion
State minor feeling of self-pity
+
State feelings of great rejection
State minor feeling of servility
+
State feelings of great relief
State minor feeling of restlessness
+
State feelings of great regret
State minor feeling of righteous indignation
+
State feelings of great remorse
State minor feeling of repentance
+
State feelings of great repentance
State minor feeling of resentment
+
State feelings of great resentment
State minor feeling of insult
+
State feelings of great restlessness
State minor feeling of interest
+
State feelings of great righteous indignation
State minor feeling of hopelessness
+
State feelings of great self-pity
State minor feeling of humiliation
+
State feelings of great servility
State minor feeling of hatred
+
State feelings of great shame
State minor feeling of hope
+
State feelings of great sympathy
State minor feeling of grumpiness
+
State feelings of great tenderness
State minor feeling of guilt
+
State feelings of great uneasiness
State minor feeling of nostalgia
+
State feelings of great unhappiness
State minor feeling of optimism
+
State feelings of great wonder
State minor feeling of lust
+
State feelings of great worry
State minor feeling of nervousness
+
State feelings of great wrath
State minor feeling of loathing
+
State feelings of great zeal
State minor feeling of loneliness
+
State feelings of great adoration
State minor feeling of irritation
+
State feelings of great affection
State minor feeling of isolation
+
State feelings of great amusement
State minor feeling of pleasure
+
State feelings of great contentment
State minor feeling of pride
+
State feelings of great delight
State minor feeling of joviality
+
State feelings of great elation
State minor feeling of jubilation
+
State feelings of great enjoyment
State minor feeling of happiness
+
State feelings of great exhilaration
State minor feeling of jolliness
+
State feelings of great fondness
State minor feeling of freedom
+
State feelings of great freedom
State minor feeling of glee
+
State feelings of great flee
State minor feeling of enthusiasm
+
State feelings of great happiness
Dismiss minor feeling of pessimism
+
State feelings of great jolliness
State feelings, somewhat expectant
+
State feelings of great joviality
Dismiss minor doubts
+
State feelings of great jubilation
Dismiss minor existential crisis
+
State feelings of great pleasure
Dismiss minor feeling of defeat
+
State feelings of great pride
State feelings, somewhat enraptured
+
State feelings, greatly enraptured
State feelings, somewhat thrilled
+
State feelings, greatly thrilled
State minor feeling of zeal
+
Verbally struggle against looming existential crisis
State minor feeling of adoration
+
Verbally struggle, greatly defeated
State minor feeling of worry
+
State feelings, greatly expectant
State minor feeling of wrath
+
Verbally struggle against great doubt
State minor feeling of unhappiness
+
State feelings of great enthusiasm
State minor feeling of wonder
+
Verbally struggle against great pessimism
State minor feeling of tenderness
+
State feelings of great euphoria
State minor feeling of uneasiness
+
Fail the struggle against great alarm
State minor feeling of exhilaration
+
outburst
State minor feeling of fondness
+
fail
State minor feeling of elation
+
Fail the struggle against great shock
State minor feeling of enjoyment
+
Fail the struggle against great horror
State minor feeling of contentment
+
Fail the struggle against great grief
State minor feeling of delight
+
Fail the struggle against great fear
State minor feeling of affection
+
Fail the struggle against great sadness
State minor feeling of amusement
+
Fail the struggle against great terror
Acknowledge lack of dismay
+
Fail the struggle against great agony
Acknowledge lack of distress
+
Fail the struggle against great anguish
Acknowledge lack of anguish
+
Fail the struggle against great despair
Acknowledge lack of despair
+
Fail the struggle against great dismay
Acknowledge lack of terror
+
Fail the struggle against great distress
Acknowledge lack of agony
+
Fail the struggle against great fright
Acknowledge lack of joy
+
Fail the struggle against great misery
Acknowledge lack of vengefulness
+
Fail the struggle against great mortification
Acknowledge lack of agitation
+
Fail the internal struggle, completely shaken
Acknowledge lack of aggravation
+
Fail the struggle against existential crisis
Acknowledge lack of acceptance
+
worthlessness
Acknowledge lack of admiration
+
value
Acknowledge lack of mortification
+
friendship
Acknowledge lack of being shaken
+
artwork
Acknowledge lack of fright
+
cooperation
Acknowledge lack of misery
+
independence
Acknowledge lack of triumph
+
self-control
Acknowledge lack of rage
+
martial
Acknowledge lack of horror
+
prowess
Acknowledge lack of grief
+
leisure
Acknowledge lack of alarm
+
commerce
Acknowledge lack of shock
+
peace
State minor feeling of euphoria
+
knowledge
Acknowledge lack of suspicion
+
(to
Acknowledge lack of excitement
+
I desire that
Acknowledge lack of gaiety
+
be returned to me.
Acknowledge lack of love
+
be returned to my family.
Acknowledge lack of bliss
+
Speaking as a representative of
Acknowledge lack of sadness
+
, it is important that
Acknowledge lack of satisfaction
+
be returned.
Acknowledge lack of grim satisfaction
+
  I require it as a symbol of the
Acknowledge lack of fear
+
requires it to be a proper
Acknowledge lack of eagerness
+
  It is the symbol of the
Acknowledge lack of embarrassment
+
  It is a valuable treasure to us.
Acknowledge lack of dislike
+
  It should be brought to
Acknowledge lack of displeasure
+
It would be wonderful if
Acknowledge lack of disgust
+
found a lasting home within
Acknowledge lack of disillusionment
+
wants
Acknowledge lack of dejection
+
returned
Acknowledge lack of disappointment
+
returned to
Acknowledge lack of glumness
+
Last I remember, I had it.
Acknowledge lack of gratitude
+
Last I heard, I had it.
Acknowledge lack of frustration
+
Last I heard, you held it.
Acknowledge lack of gloom
+
Last I saw, it was held by
Acknowledge lack of exasperation
+
Last I heard, it was held by
Acknowledge lack of ferocity
+
Last I saw, it was in
Acknowledge lack of empathy
+
Last I heard, it was in
Acknowledge lack of emptiness
+
I have no idea where it is.
Acknowledge lack of apathy
+
Greetings.
Acknowledge lack of arousal
+
Salutations
Acknowledge lack of annoyance
+
Greetings
Acknowledge lack of anxiety
+
Hello
Acknowledge lack of ambivalence
+
I'm a true
Acknowledge lack of anger
+
I thought you called yourself
Acknowledge lack of alienation
+
An honor as always.  How can I be of service?
Acknowledge lack of amazement
+
.  It is good to see you.
Acknowledge lack of confusion
+
is dumbstruck for a moment.
Acknowledge lack of contempt
+
A legend?  Here?  I can scarcely believe it. 
Acknowledge lack of boredom
+
I am honored to be in your presence. 
Acknowledge lack of caring
+
It is an honor. 
Acknowledge lack of awe
+
Your name precedes you.  Thank you for all that you have done. 
Acknowledge lack of bitterness
+
It is good to finally meet you! 
Acknowledge lack of astonishment
+
Welcome home, my child.
Acknowledge lack of aversion
+
.  What can I do for you?
Acknowledge lack of relief
+
You are welcome at
Acknowledge lack of regret
+
.  Please be respectful of the materials.
Acknowledge lack of passion
+
How are you, my
Acknowledge lack of rejection
+
It's great to have a friend like you!
Acknowledge lack of panic
+
And what exactly do you want?
Acknowledge lack of patience
+
Are you ready to learn?
Acknowledge lack of optimism
+
Been in any good scraps today?
Acknowledge lack of outrage
+
Let's not hurt anybody.
Acknowledge lack of servility
+
Make any good deals lately?
Acknowledge lack of shame
+
Long live the cause!
Acknowledge lack of righteous indignation
+
Thank you for keeping us safe.
Acknowledge lack of self-pity
+
Don't let the enemy rest.
Acknowledge lack of resentment
+
Thank you for all you do.
Acknowledge lack of restlessness
+
Are you hunting for treasure?
Acknowledge lack of remorse
+
Thank you for protecting our wisdom.
Acknowledge lack of repentance
+
Don't try to throw your weight around.
Acknowledge lack of humiliation
+
I have nothing for you.
Acknowledge lack of insult
+
I value your loyalty.
Acknowledge lack of hope
+
It really is a pleasure to speak with you again.
Acknowledge lack of hopelessness
+
Do you have wisdom to share, preacher?
Acknowledge lack of guilt
+
Do you have a story to tell?
Acknowledge lack of hatred
+
Have you written a new poem?
Acknowledge lack of grouchiness
+
Is it time to make music?
Acknowledge lack of grumpiness
+
Are you still dancing?
Acknowledge lack of nervousness
+
Are in a foul mood?
Acknowledge lack of nostalgia
+
You'll get nothing from me with your flattery.
Acknowledge lack of loneliness
+
Are you stalking a dangerous beast?
Acknowledge lack of lust
+
Don't walk off with anything.
Acknowledge lack of isolation
+
It is amazing how far you've come.  Welcome home.
Acknowledge lack of loathing
+
It's good to see you have companions to travel with on your adventures.
Acknowledge lack of interest
+
I know you can handle yourself, but be careful out there.
Acknowledge lack of irritation
+
Hopefully your friends can dissuade you from this foolishness.
Acknowledge lack of jubilation
+
Traveling alone in the wilds?!  You know better than that.
Acknowledge lack of pleasure
+
Only a hero such as yourself can travel at night.  The bogeyman would get me.
Acknowledge lack of jolliness
+
I know you've seen your share of adventure, but be careful or the bogeyman may get you.
Acknowledge lack of joviality
+
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.
Acknowledge lack of glee
+
Night is falling.  You'd better stay indoors, or the bogeyman will get you.
Acknowledge lack of happiness
+
The sun will set soon.  Be careful that the bogeyman doesn't get you.
Acknowledge lack of fondness
+
Don't travel alone at night, or the bogeyman will get you.
Acknowledge lack of freedom
+
Welcome to
Acknowledge lack of doubt
+
I am the
Acknowledge lack of enthusiasm
+
STRANGUS
Acknowledge lack of defeat
+
AUGIS
Acknowledge lack of expectancy
+
STORKIS
Acknowledge lack of a thrill
+
[PRO_SUB]
Acknowledge lack of existential crisis
+
[PRO_OBJ]
Acknowledge lack of pride
+
[PRO_POS]
Acknowledge lack of rapture
+
I've defeated many fearsome opponents!
Acknowledge lack of wrath
+
  Knowing no mercy,
Acknowledge lack of zeal
+
devoured
Acknowledge lack of wonder
+
devoured our livestock
Acknowledge lack of worry
+
stole
Acknowledge lack of uneasiness
+
stole our treasures
Acknowledge lack of unhappiness
+
destroyed
Acknowledge lack of sympathy
+
a dungeon
Acknowledge lack of tenderness
+
destroyed our homes
Acknowledge lack of enjoyment
+
profaned
Acknowledge lack of exhilaration
+
profaned our homes
Acknowledge lack of delight
+
  This bloodsucking fiend
Acknowledge lack of elation
+
  This vile fiend
Acknowledge lack of amusement
+
even
Acknowledge lack of contentment
+
murdered
Acknowledge lack of adoration
+
has even killed
Acknowledge lack of affection
+
lust for murder
Acknowledge lack of pessimism
+
, among them
Acknowledge lack of euphoria
+
pauses to regain
FLIER
+
composure.]
PACK_ANIMAL
+
  It pains me all the more, for the foul villain
WAGON_PULLER
+
was once
COMMON_DOMESTIC
+
my own
NO_SLEEP
+
, now twisted into monstrosity
NO_UNIT_TYPE_COLOR
+
, now cursed
NO_DRINK
+
  Save us from this
NO_EAT
+
  Beware!  It it said that only
TRAINABLE_HUNTING
+
  It is said that
TRAINABLE
+
harms the creature.
PET_EXOTIC
+
  Other arms may not cut so deeply.
OUTSIDER_CONTROLLABLE
+
has killed
LOCAL_POPS_CONTROLLABLE
+
traitor
LOCAL_POPS_PRODUCE_HEROES
+
I am
STRANGE_MOODS
+
I am a
CASTE_COLOR
+
of the
CASTE_NAME
+
, as are you
PLANT
+
forgetful guard
SPECIFIC_FOOD
+
I am a slave of
REMAINS
+
I am a prisoner of
remains
+
Please help me to escape from this place.
SMALL_REMAINS
+
But mostly I just like to drink.
BENIGN
+
How I long for some excitement in my life...
CANNOT_UNDEAD
+
I've always dreamed of seeing far-away places.
NOT_LIVING
+
I would give anything to be away from here.  I can't stand the boredom!
VERMIN_MICRO
+
Can you lead me to battle and a warrior's death?
LIGHT_GEN
+
failed to load conflict report incident
IMMOBILE_LAND
+
There is a great keep there
IMMOBILE
+
named
REMAINS_COLOR
+
There is a tavern there
CASTE_GLOWCOLOR
+
There is a temple
LAYERS_SLOW
+
There is a library there
NO_BUILD_UP
+
There is a tomb
GAIT
+
housing
CHANGE_BODY_SIZE_PERC
+
is there.
GRAVITATE_BODY_SIZE
+
It is a place of great evil.
BODY_SIZE
+
looks around nervously and leans forward, speaking quietly.
PETVALUE_DIVISOR
+
  It is rumored that the dead rise and stalk the living!
PETVALUE
+
That place is blessed.
CRAWL
+
Savage beasts call it their home.
SWIM
+
!  It's terrifying.
WALK
+
have been known to hunt out there.
Unknown GAIT flag
+
roam freely out there.
STEALTH_SLOWS
+
I don't know very much about it.
AGILITY
+
The surrounding area is called
STRENGTH
+
We are in
FIREIMMUNE_SUPER
+
  [You receive a detailed description.]
FIREIMMUNE
+
is in
MAGMA_VISION
+
I've heard of a place called
MULTIPLE_LITTER_RARE
+
There's absolutely nothing interesting around here.
WEBIMMUNE
+
A night creature has infiltrated our communities and now makes prey of us.
THICKWEB
+
An evil lurks within.
WEBBER
+
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.
TRAINABLE_WAR
+
A great beast threatens to bring ruin upon our people.
DESCRIPTION
+
We have been under siege by an ancient force of nature.
GNAWER
+
It is time to send our cursed enemy back to the underworld.
MAXAGE
+
Our people have been tormented by
LITTERSIZE
 
ORIENTATION
 
NO_GENDER
 
MALE
 
FEMALE
 
EXERTION
 
EXTREME_EMOTION
 
CONTINUOUS
 
SECRETION
 
BLOOD
 
TEST_ALL
 
HABIT_NUM
 
MILKABLE
 
EXTRACT
 
CASTE_SOLDIER_ALTTILE
 
CASTE_ALTTILE
 
CASTE_GLOWTILE
 
CASTE_SOLDIER_TILE
 
CASTE_TILE
 
EGG_MATERIAL
 
GRASSTRAMPLE
 
NO_VEGETATION_PERTURB
 
DIFFICULTY
 
BUILDINGDESTROYER
 
VIEWRANGE
 
MODVALUE
 
ATTACK_TRIGGER
 
CLIMB
 
HABIT
 
LAIR_CHARACTERISTIC
 
LAIR
 
LAIR_HUNTER_SPEECH
 
LAIR_HUNTER
 
TRADE_CAPACITY
 
SWIMS_INNATE
 
SWIMS_LEARNED
 
MANNERISM_ARMS
 
MANNERISM_FEET
 
MANNERISM_NAILS
 
MANNERISM_CHEEK
 
MANNERISM_LIPS
 
MANNERISM_KNUCKLES
 
MANNERISM_HAIR
 
MANNERISM_MOUTH
 
VERMIN_NOFISH
 
VERMIN_NOROAM
 
FISHITEM
 
PENETRATEPOWER
 
VERMIN_BITE
 
MANNERISM_LEG
 
MANNERISM_TONGUE
 
MANNERISM_HANDS
 
MANNERISM_BREATH
 
MANNERISM_SIT
 
MANNERISM_WALK
 
MANNERISM_SMILE
 
MANNERISM_LAUGH
 
SPOUSE_CONVERSION_TARGET
 
SPOUSE_CONVERTER
 
CONVERTED_SPOUSE
 
MANNERISM_EYES
 
MANNERISM_HEAD
 
MANNERISM_EAR
 
MANNERISM_NOSE
 
MANNERISM_FINGERS
 
MANNERISM_EYELIDS
 
MANNERISM_STRETCH
 
MANNERISM_POSTURE
 
Unknown Body Group/Relation Token(s):
 
NORMAL
 
TISSUE_LAYER_OVER
 
TISSUE_LAYER_UNDER
 
MENT_ATT_CAP_PERC
 
MENT_ATT_RATES
 
MENT_ATT_RANGE
 
Attribute cap perc less than 100, set to 100
 
ARG2
 
ARG1
 
Body detail plan not found:
 
BODY_DETAIL_PLAN
 
PLUS_TISSUE_LAYER
 
SELECT_TISSUE_LAYER
 
Tissue layer not added because no BP found:
 
Unknown Body Part Position Token:
 
SKILL_LEARN_RATES
 
SKILL_RATES
 
SKILL_LEARN_RATE
 
SKILL_RUST_RATE
 
SKILL_RATE
 
FIXED_TEMP
 
HOMEOTHERM
 
VERMIN_NOTRAP
 
PHYS_ATT_CAP_PERC
 
PHYS_ATT_RATES
 
Attribute range greater than
 
, repaired
 
Attribute range less than
 
Attribute range not in increasing order, repaired
 
PHYS_ATT_RANGE
 
SKILL_RUST_RATES
 
STRUCTURAL
 
SCARS
 
ARTERIES
 
THICKENS_ON_ENERGY_STORAGE
 
THICKENS_ON_STRENGTH
 
PAIN_RECEPTORS
 
VASCULAR
 
HEALING_RATE
 
SMELL
 
MUSCULAR
 
THOUGHT
 
NERVOUS
 
FUNCTIONAL
 
SPLINTABLE
 
SETTABLE
 
CONNECTIVE_TISSUE_ANCHOR
 
TL_HEALING_RATE
 
TL_MAJOR_ARTERIES
 
TL_CONNECTS
 
TL_RELATIVE_THICKNESS
 
SET_LAYER_TISSUE
 
ARG5
 
ARG4
 
ARG3
 
RELATIVE_THICKNESS
 
TISSUE_MATERIAL
 
missing plural string
 
Tissue Definition
 
TISSUE_NAME
 
TL_PAIN_RECEPTORS
 
TL_VASCULAR
 
CV_REMOVE_CTAG
 
CV_ADD_CTAG
 
CV_NEW_CTAG
 
CV_REMOVE_TAG
 
CV_ADD_TAG
 
CV_NEW_TAG
 
*** Error(s) finalizing the template
 
LOCAL_PLANT_MAT
 
ADD_MATERIAL
 
Unrecognized Creature Variation Token:
 
CREATURE_VARIATION
 
CVCT_REPLACEMENT
 
CVCT_TARGET
 
CVCT_MASTER
 
CV_CONVERT_CTAG
 
CV_CONVERT_TAG
 
COSMETIC
 
INSULATION
 
MAJOR_ARTERIES
 
CONNECTS
 
SIGHT
 
BREATHE
 
FLIGHT
 
HEAR
 
Unrecognized Tissue Template Token:
 
TISSUE_TEMPLATE
 
Tissue Template
 
TISSUE_LEAKS
 
TISSUE_MAT_STATE
 
SUBORDINATE_TO_TISSUE
 
TISSUE_SHAPE
 
STYLEABLE
 
is gigantic and muscular
 
is very muscular and just gigantic overall
 
is gigantic with incredible muscles
 
is gigantic yet weak and skinny
 
is gigantic but incredibly skinny with virtually no muscles to speak of
 
is huge, muscular and fat
 
is gigantic with huge muscles and hanging rolls of lard
 
body part
 
has an enormous build but is very skinny
 
is incredibly skinny yet gigantic overall
 
is gigantic and quite fat
 
is very fat and enormous overall
 
bears untold amounts of fat over a gigantic frame
 
isn't very muscular but has a gigantic build
 
is enormous yet very weak
 
is gigantic yet incredibly weak
 
BP_LAYERS
 
BP_RELSIZE
 
needs 6 tokens:
 
BP_RELATION
 
needs 3 tokens:
 
BP_POSITION
 
ADD_TISSUE
 
needs 2 tokens:
 
[CREATURE:
 
[OBJECT:CREATURE]
 
creature_layer
 
chunks
 
chunk
 
Unrecognized Body Detail Plan Token
 
 
SHAPE
 
SHAPE
ITEM
+
COLOR_PATTERN
Unrecognized Art Image Element Token:  
+
CP_COLOR
HANDLE
+
PATTERN
ROLLERS
+
Unrecognized Colored Pattern Token:  
Unrecognized Specific Item Improvement Token:  
+
FACES
BECOME_A_LEGENDARY_WARRIOR
+
GEMS_USE_NOUN
MASTER_A_SKILL
+
GEMS_USE_ADJ
FALL_IN_LOVE
+
GEMS_USE_ADJ_NOUN
SEE_THE_GREAT_NATURAL_SITES
+
Unrecognized Shape Token:  
IMMORTALITY
+
SIMPLE
MAKE_A_GREAT_DISCOVERY
+
IN_WATER
Unrecognized Goal Token:  
+
IN_MAGMA
OWN_RACE
+
NO_WATER
Unrecognized Sphere Token:  
+
NO_MAGMA
STAY_ALIVE
+
NO_THICK_FOG
MAINTAIN_ENTITY_STATUS
+
OUTSIDE
START_A_FAMILY
+
Unrecognized Location Hint Token:  
RULE_THE_WORLD
+
ROAD
CREATE_A_GREAT_WORK_OF_ART
+
TUNNEL
CRAFT_A_MASTERWORK
+
BRIDGE
BRING_PEACE_TO_THE_WORLD
+
WALL
WATER
+
Unrecognized World Construction Token:
WEALTH
+
PANTHEON
WEATHER
+
REGIONAL_FORCE
WIND
+
Unrecognized Religion Token:
WISDOM
+
SPRING
WRITING
+
AUTUMN
YOUTH
+
Unrecognized Season Token:  
LAW_ENFORCE
+
AGRICULTURE
TAX_ESCORT
+
ANIMALS
ANIMATED
+
BALANCE
GHOST
+
BEAUTY
ADVENTURER
+
BIRTH
Unrecognized Creature Texture Token:
+
BLIGHT
MOTHER
+
BOUNDARIES
FATHER
+
CAVERNS
DARK_FORTRESS
+
CHAOS
CAVE
+
CHARITY
CAVE_DETAILED
+
CHILDREN
TREE_CITY
+
COASTS
CITY
+
CONSOLATION
FORTRESS
+
COURAGE
MONUMENT
+
CREATION
Unrecognized Site Token:
+
DANCE
THREAD
+
DARKNESS
CLOTH
+
DAWN
SEWN_IMAGE
+
DEFORMITY
PAGES
+
DEPRAVITY
ILLUSTRATION
+
DISCIPLINE
INSTRUMENT_PIECE
+
DISEASE
Unrecognized Item Improvement Token:
+
DREAMS
PLAYER_FORTRESS
+
DUSK
ART_IMAGE
+
DUTY
COVERED
+
EARTH
GLAZED
+
FAMILY
RINGS_HANGING
+
FAME
BANDS
+
FATE
SPIKES
+
FERTILITY
SPECIFIC
+
FESTIVALS
ITEMSPECIFIC
+
FIRE
WOODWORKER
+
FISH
CARPENTER
+
FISHING
BOWYER
+
FORGIVENESS
WOODCUTTER
+
FORTRESSES
STONEWORKER
+
FREEDOM
ENGRAVER
+
GAMBLING
MASON
+
GAMES
RANGER
+
GENEROSITY
MEMBER
+
HAPPINESS
FORMER_MEMBER
+
HEALING
SLAVE
+
HOSPITALITY
FORMER_SLAVE
+
HUNTING
FORMER_PRISONER
+
INSPIRATION
MINER
+
JEALOUSY
FORMER_MASTER
+
JEWELS
FORMER_APPRENTICE
+
JUSTICE
PET_OWNER
+
LABOR
Unrecognized Historical Figure Hist Fig Link Token:  
+
LAKES
MERCENARY
+
LAWS
FORMER_MERCENARY
+
LIES
ENEMY
+
LIGHT
CRIMINAL
+
LIGHTNING
SPOUSE
+
LONGEVITY
DEITY
+
LOVE
LOVER
+
LOYALTY
PRISONER
+
LUCK
IMPRISONER
+
LUST
MASTER
+
MARRIAGE
APPRENTICE
+
MERCY
COMPANION
+
METALS
STRAND_EXTRACTOR
+
MINERALS
FISHERY_WORKER
+
MISERY
FISHERMAN
+
MIST
FISH_DISSECTOR
+
MOON
FISH_CLEANER
+
MOUNTAINS
FARMER
+
MUCK
CHEESE_MAKER
+
MURDER
MILKER
+
MUSIC
POTTER
+
NATURE
WAX_WORKER
+
NIGHT
STONECRAFTER
+
NIGHTMARES
LEATHERWORKER
+
OATHS
BONE_CARVER
+
OCEANS
WEAVER
+
ORDER
CLOTHIER
+
PAINTING
GLASSMAKER
+
PEACE
 +
PERSUASION
 +
PLANTS
 +
POETRY
 +
PREGNANCY
 +
RAINBOWS
 +
REBIRTH
 +
REVELRY
 +
REVENGE
 +
RIVERS
 +
RULERSHIP
 +
RUMORS
 +
SACRIFICE
 +
SALT
 +
SCHOLARSHIP
 +
SEASONS
 +
SILENCE
 +
SONG
 +
STARS
 +
STORMS
 +
STRENGTH
 +
SUICIDE
 +
THEFT
 +
THRALLDOM
 +
THUNDER
 +
TORTURE
 +
TRADE
 +
TRAVELERS
 +
TREACHERY
 +
TREES
 +
TRICKERY
 +
TRUTH
 +
TWILIGHT
 +
VALOR
 +
VICTORY
 +
VOLCANOS
 +
WATER
 +
WEALTH
 +
WEATHER
 +
WIND
 +
WISDOM
 +
WRITING
 +
YOUTH
 +
OWN_RACE
 +
FANCIFUL
 +
Unrecognized Art Facet Token:
 +
PLANT
 +
TREE
 +
Unrecognized Art Image Element Token:
 +
HANDLE
 +
ROLLERS
 +
Unrecognized Specific Item Improvement Token:  
 +
PLAYER_FORTRESS
 +
DARK_FORTRESS
 +
CAVE
 +
CAVE_DETAILED
 +
TREE_CITY
 +
CITY
 +
FORTRESS
 +
MONUMENT
 +
Unrecognized Site Token:
 +
LAW_ENFORCE
 +
TAX_ESCORT
 +
ANIMATED
 +
GHOST
 +
ADVENTURER
 +
Unrecognized Creature Texture Token:
 +
Unrecognized Historical Figure Site Link Token:
 +
MINER
 +
WOODWORKER
 +
CARPENTER
 +
BOWYER
 +
WOODCUTTER
 +
STONEWORKER
 +
ENGRAVER
 +
RANGER
 +
ANIMAL_CARETAKER
 +
ANIMAL_TRAINER
 +
HUNTER
 +
TRAPPER
 +
ANIMAL_DISSECTOR
 +
METALSMITH
 +
FURNACE_OPERATOR
 +
WEAPONSMITH
 
ARMORER
 
ARMORER
 
BLACKSMITH
 
BLACKSMITH
Line 7,613: Line 8,838:
 
CRAFTSMAN
 
CRAFTSMAN
 
WOODCRAFTER
 
WOODCRAFTER
ANIMAL_CARETAKER
+
POTTER
ANIMAL_TRAINER
+
WAX_WORKER
HUNTER
+
STONECRAFTER
TRAPPER
+
LEATHERWORKER
ANIMAL_DISSECTOR
+
BONE_CARVER
METALSMITH
+
WEAVER
FURNACE_OPERATOR
+
CLOTHIER
WEAPONSMITH
+
GLASSMAKER
 +
STRAND_EXTRACTOR
 +
FISHERY_WORKER
 +
FISHERMAN
 +
FISH_DISSECTOR
 +
FISH_CLEANER
 +
FARMER
 +
CHEESE_MAKER
 +
MILKER
 +
GELDER
 +
SHEARER
 +
SPINNER
 +
COOK
 +
THRESHER
 +
MILLER
 +
BUTCHER
 +
DYER
 +
PRESSER
 +
BEEKEEPER
 +
GLAZER
 +
PLANTER
 +
HERBALIST
 +
BREWER
 +
SOAP_MAKER
 +
POTASH_MAKER
 +
LYE_MAKER
 +
WOOD_BURNER
 +
MECHANIC
 +
SIEGE_ENGINEER
 +
SIEGE_OPERATOR
 +
PUMP_OPERATOR
 
CLERK
 
CLERK
 
ARCHITECT
 
ARCHITECT
Line 7,629: Line 8,884:
 
SURGEON
 
SURGEON
 
ADMINISTRATOR
 
ADMINISTRATOR
POTASH_MAKER
+
TRADER
LYE_MAKER
+
ALCHEMIST
WOOD_BURNER
+
MERCHANT
ENGINEER
+
HAMMERMAN
MECHANIC
+
MASTER_HAMMERMAN
SIEGE_ENGINEER
+
SPEARMAN
SIEGE_OPERATOR
+
MASTER_SPEARMAN
PUMP_OPERATOR
+
CROSSBOWMAN
DYER
+
MASTER_CROSSBOWMAN
PRESSER
+
WRESTLER
BEEKEEPER
+
MASTER_WRESTLER
GLAZER
+
AXEMAN
PLANTER
+
MASTER_AXEMAN
HERBALIST
+
SWORDSMAN
BREWER
+
MASTER_SWORDSMAN
SOAP_MAKER
+
MACEMAN
GELDER
+
MASTER_MACEMAN
SHEARER
+
PIKEMAN
SPINNER
+
MASTER_PIKEMAN
COOK
+
BOWMAN
THRESHER
+
MASTER_BOWMAN
MILLER
+
BLOWGUNMAN
BUTCHER
+
MASTER_BLOWGUNMAN
TANNER
+
RECRUIT
 
TRAINED_HUNTER
 
TRAINED_HUNTER
 
TRAINED_WAR
 
TRAINED_WAR
Line 7,661: Line 8,916:
 
LASHER
 
LASHER
 
MASTER_LASHER
 
MASTER_LASHER
MASTER_MACEMAN
+
MONSTER_SLAYER
PIKEMAN
+
SCOUT
MASTER_PIKEMAN
+
BEAST_HUNTER
BOWMAN
+
SNATCHER
MASTER_BOWMAN
+
MERCENARY
BLOWGUNMAN
+
POET
MASTER_BLOWGUNMAN
+
BARD
RECRUIT
+
DANCER
MASTER_CROSSBOWMAN
+
SAGE
WRESTLER
+
SCHOLAR
MASTER_WRESTLER
+
PHILOSOPHER
AXEMAN
+
MATHEMATICIAN
MASTER_AXEMAN
+
ASTRONOMER
SWORDSMAN
+
NATURALIST
MASTER_SWORDSMAN
 
MACEMAN
 
TRADER
 
ALCHEMIST
 
MERCHANT
 
HAMMERMAN
 
MASTER_HAMMERMAN
 
SPEARMAN
 
MASTER_SPEARMAN
 
CROSSBOWMAN
 
MONK
 
MINE
 
HAUL_STONE
 
HAUL_WOOD
 
HAUL_BODY
 
HAUL_FOOD
 
HAUL_REFUSE
 
HAUL_ITEM
 
 
PAPERMAKER
 
PAPERMAKER
 
BOOKBINDER
 
BOOKBINDER
Line 7,698: Line 8,935:
 
SCRIBE
 
SCRIBE
 
TAVERN_KEEPER
 
TAVERN_KEEPER
 +
CRIMINAL
 
PEDDLER
 
PEDDLER
 
PROPHET
 
PROPHET
 
PILGRIM
 
PILGRIM
SCHOLAR
+
MONK
PHILOSOPHER
+
MESSENGER
MATHEMATICIAN
 
HISTORIAN
 
ASTRONOMER
 
NATURALIST
 
CHEMIST
 
GEOGRAPHER
 
MONSTER_SLAYER
 
SCOUT
 
BEAST_HUNTER
 
SNATCHER
 
POET
 
BARD
 
DANCER
 
SAGE
 
SMELT
 
FORGE_WEAPON
 
FORGE_ARMOR
 
FORGE_FURNITURE
 
METAL_CRAFT
 
CUT_GEM
 
ENCRUST_GEM
 
WOOD_CRAFT
 
CLOTHESMAKER
 
PROCESS_PLANT
 
MAKE_CHEESE
 
MILK
 
GELD
 
CLEAN_FISH
 
DISSECT_FISH
 
HUNT
 
SURGERY
 
BONE_SETTING
 
SUTURING
 
DRESSING_WOUNDS
 
FEED_WATER_CIVILIANS
 
RECOVER_WOUNDED
 
DISSECT_VERMIN
 
LEATHER
 
HAUL_FURNITURE
 
HAUL_ANIMALS
 
CLEAN
 
CUTWOOD
 
DETAIL
 
ANIMALTRAIN
 
ANIMALCARE
 
DIAGNOSE
 
Unrecognized Unit Type Token:
 
 
MINING
 
MINING
 
WOODCUTTING
 
WOODCUTTING
Line 7,755: Line 8,946:
 
DETAILSTONE
 
DETAILSTONE
 
MASONRY
 
MASONRY
 +
ANIMALTRAIN
 +
ANIMALCARE
 +
DISSECT_FISH
 +
DISSECT_VERMIN
 
PROCESSFISH
 
PROCESSFISH
 
TRAPPING
 
TRAPPING
HANDLE_VEHICLES
 
HAUL_TRADE
 
PULL_LEVER
 
REMOVE_CONSTRUCTION
 
HAUL_WATER
 
BUILD_ROAD
 
BUILD_CONSTRUCTION
 
Unrecognized Labor Token:
 
SIEGEOPERATE
 
POTASH_MAKING
 
LYE_MAKING
 
GLAZING
 
BURN_WOOD
 
OPERATE_PUMP
 
 
PRESSING
 
PRESSING
 
BEEKEEPING
 
BEEKEEPING
PAPERMAKING
+
GLAZING
BOOKBINDING
+
WEAVING
POTTERY
+
BREWING
WAX_WORKING
+
ALCHEMY
STONE_CRAFT
+
CLOTHESMAKING
BONE_CARVE
+
MILLING
EXTRACT_STRAND
+
PROCESSPLANTS
SIEGECRAFT
+
CHEESEMAKING
CROSSBOW
+
MILK
SHIELD
+
GELD
ARMOR
+
SHEARING
PIKE
 
WHIP
 
BLOWGUN
 
THROW
 
BONECARVE
 
SWORD
 
MISC_WEAPON
 
DAGGER
 
MACE
 
HAMMER
 
SPEAR
 
 
SPINNING
 
SPINNING
 
HERBALISM
 
HERBALISM
 +
SMELT
 +
EXTRACT_STRAND
 +
FORGE_WEAPON
 +
FORGE_ARMOR
 +
FORGE_FURNITURE
 
CUTGEM
 
CUTGEM
 
ENCRUSTGEM
 
ENCRUSTGEM
 
WOODCRAFT
 
WOODCRAFT
 +
PAPERMAKING
 +
BOOKBINDING
 +
POTTERY
 +
WAX_WORKING
 
STONECRAFT
 
STONECRAFT
 
METALCRAFT
 
METALCRAFT
 
LEATHERWORK
 
LEATHERWORK
WEAVING
+
BONECARVE
BREWING
+
SWORD
ALCHEMY
+
MISC_WEAPON
CLOTHESMAKING
+
DAGGER
MILLING
+
MACE
PROCESSPLANTS
+
HAMMER
CHEESEMAKING
+
SPEAR
SHEARING
+
CROSSBOW
 +
ARMOR
 +
SIEGECRAFT
 +
SIEGEOPERATE
 +
OPERATE_PUMP
 +
PIKE
 +
WHIP
 +
BLOWGUN
 +
THROW
 +
MECHANICS
 +
MAGIC_NATURE
 +
SNEAK
 +
DESIGNBUILDING
 +
DRESS_WOUNDS
 +
DIAGNOSE
 +
SURGERY
 +
SET_BONE
 +
SUTURE
 +
CRUTCH_WALK
 +
WOOD_BURNING
 +
LYE_MAKING
 +
POTASH_MAKING
 +
SOAP_MAKING
 +
SWIMMING
 +
RIDING
 +
NEGOTIATION
 +
JUDGING_INTENT
 +
APPRAISAL
 +
ORGANIZATION
 +
RECORD_KEEPING
 +
LYING
 +
INTIMIDATION
 +
CONVERSATION
 +
COMEDY
 +
FLATTERY
 +
CONSOLE
 +
PACIFY
 +
TRACKING
 +
KNOWLEDGE_ACQUISITION
 
CONCENTRATION
 
CONCENTRATION
 
SITUATIONAL_AWARENESS
 
SITUATIONAL_AWARENESS
Line 7,819: Line 9,036:
 
LEADERSHIP
 
LEADERSHIP
 
TEACHING
 
TEACHING
INTIMIDATION
+
MELEE_COMBAT
CONVERSATION
+
RANGED_COMBAT
COMEDY
+
WRESTLING
FLATTERY
+
BITE
CONSOLE
+
GRASP_STRIKE
PACIFY
+
STANCE_STRIKE
TRACKING
+
DODGING
KNOWLEDGE_ACQUISITION
+
KNAPPING
WOOD_BURNING
+
MILITARY_TACTICS
SOAP_MAKING
+
CLIMBING
SWIMMING
+
MAKE_MUSIC
NEGOTIATION
+
SING
JUDGING_INTENT
+
PLAY_KEYBOARD_INSTRUMENT
APPRAISAL
+
PLAY_STRINGED_INSTRUMENT
ORGANIZATION
+
PLAY_WIND_INSTRUMENT
RECORD_KEEPING
+
PLAY_PERCUSSION_INSTRUMENT
MECHANICS
 
MAGIC_NATURE
 
SNEAK
 
DESIGNBUILDING
 
DRESS_WOUNDS
 
SET_BONE
 
SUTURE
 
CRUTCH_WALK
 
Unrecognized Skill Token:
 
AMBER
 
CORAL
 
GLASS_GREEN
 
GLASS_CLEAR
 
GLASS_CRYSTAL
 
POTASH
 
 
CRITICAL_THINKING
 
CRITICAL_THINKING
 
LOGIC
 
LOGIC
Line 7,858: Line 9,060:
 
OPTICS_ENGINEER
 
OPTICS_ENGINEER
 
FLUID_ENGINEER
 
FLUID_ENGINEER
MILITARY_TACTICS
+
INTRIGUE
CLIMBING
+
FORCED
MAKE_MUSIC
+
UNCOMMON
SING
+
RARE
PLAY_KEYBOARD_INSTRUMENT
+
SMALLGEM
PLAY_STRINGED_INSTRUMENT
+
BLOCKS
PLAY_WIND_INSTRUMENT
+
ROUGH
PLAY_PERCUSSION_INSTRUMENT
+
BOULDER
MELEE_COMBAT
+
BRANCH
RANGED_COMBAT
 
WRESTLING
 
BITE
 
GRASP_STRIKE
 
STANCE_STRIKE
 
DODGING
 
KNAPPING
 
 
DOOR
 
DOOR
 
FLOODGATE
 
FLOODGATE
Line 7,881: Line 9,076:
 
CHAIR
 
CHAIR
 
CHAIN
 
CHAIN
RARE
+
FLASK
SMALLGEM
+
GOBLET
BLOCKS
+
TOOL
ROUGH
+
WINDOW
BOULDER
+
CAGE
WOOD
+
BARREL
BRANCH
 
STONE
 
METAL
 
INORGANIC
 
COAL
 
GET_MATERIAL_FROM_REAGENT
 
Unrecognized Material Token:
 
FORCED
 
UNCOMMON
 
PEARLASH
 
VOMIT
 
FILTH_B
 
FILTH_Y
 
UNKNOWN_SUBSTANCE
 
GRIME
 
ARMORSTAND
 
WEAPONRACK
 
CABINET
 
FIGURINE
 
AMULET
 
SCEPTER
 
AMMO
 
CROWN
 
MILLSTONE
 
CORPSE
 
WEAPON
 
SHOES
 
HELM
 
GLOVES
 
 
BUCKET
 
BUCKET
 
ANIMALTRAP
 
ANIMALTRAP
Line 7,924: Line 9,090:
 
BOOK
 
BOOK
 
QUERN
 
QUERN
FLASK
+
MILLSTONE
GOBLET
+
WEAPON
INSTRUMENT
+
GLOVES
TOOL
+
ARMORSTAND
WINDOW
+
WEAPONRACK
CAGE
+
CABINET
BARREL
+
FIGURINE
TRAPPARTS
+
AMULET
TRAPCOMP
+
SCEPTER
DRINK
+
CROWN
POWDER_MISC
+
RING
CHEESE
+
EARRING
LIQUID_MISC
+
BRACELET
COIN
+
ANVIL
GLOB
+
CORPSEPIECE
 +
REMAINS
 +
MEAT
 +
FISH_RAW
 +
VERMIN
 +
SEEDS
 +
SKIN_TANNED
 +
PLANT_GROWTH
 +
THREAD
 +
CLOTH
 +
SHEET
 +
TOTEM
 +
BACKPACK
 
QUIVER
 
QUIVER
 
SPLINT
 
SPLINT
Line 7,945: Line 9,123:
 
CATAPULTPARTS
 
CATAPULTPARTS
 
BALLISTAPARTS
 
BALLISTAPARTS
SIEGEAMMO
 
 
BALLISTAARROWHEAD
 
BALLISTAARROWHEAD
VERMIN
+
TRAPPARTS
SEEDS
+
TRAPCOMP
SKIN_TANNED
+
DRINK
PLANT_GROWTH
+
POWDER_MISC
SHEET
+
CHEESE
TOTEM
+
COIN
PANTS
+
GLOB
BACKPACK
+
ROCK
RING
+
PIPE_SECTION
EARRING
+
INORGANIC
BRACELET
+
AMBER
ANVIL
+
CORAL
CORPSEPIECE
+
GLASS_GREEN
MEAT
+
GLASS_CLEAR
FISH_RAW
+
GLASS_CRYSTAL
West
+
COAL
East
+
PEARLASH
North
+
GRIME
South
+
COKE
 +
USE_LAVA_STONE
 +
Unrecognized Inorganic Token:
 
NO_MATGLOSS
 
NO_MATGLOSS
Unrecognized Inorganic Token:
 
 
Unrecognized Coal Token:  
 
Unrecognized Coal Token:  
 
VEIN
 
VEIN
Line 7,974: Line 9,152:
 
CLUSTER_ONE
 
CLUSTER_ONE
 
Unrecognized Inclusion Type Token:  
 
Unrecognized Inclusion Type Token:  
BATTLE
+
West
SIEGE
+
South
LIBRARY
+
Below
FESTIVAL
+
Above
map_rejection_log.txt
+
Here
COKE
+
/Below
CHARCOAL
+
/Above
USE_LAVA_STONE
+
Cloth (Plant)
ROCK
+
Cloth (Yarn)
PIPE_SECTION
+
Drinks
Unrecognized Item Token:
+
Powders
VESSEL
+
Meat
MILITARY_UNIT
+
Eggs
TEMPLE
+
Plants
 +
Fruit and Nuts
 +
Garden Vegetables
 
Meat/Fish Recipes
 
Meat/Fish Recipes
 
Other Recipes
 
Other Recipes
Line 7,994: Line 9,174:
 
Large Cut Gems
 
Large Cut Gems
 
Stone Blocks
 
Stone Blocks
Seeds
 
 
Anvils
 
Anvils
Powders
+
Weapons
Extracts
+
Training Weapons
Meat
+
Bodywear
Fish
+
Ammo
Eggs
+
Digging Implements
Plants
+
Headwear
Fruit and Nuts
+
Toys
Garden Vegetables
+
Tools
Cloth (Plant)
+
Instruments
Cloth (Silk)
+
Stone
Cloth (Yarn)
+
Sand
Crafts
+
Clay
Wood
+
Glass
Pets
+
Cages
Drinks
+
Bags (Leather)
Cheeses
+
Bags (Plant)
Below
+
Bags (Silk)
Above
+
Bags (Yarn)
Here
 
/Below
 
/Above
 
Leather
 
Sheet
 
 
Thread (Yarn)
 
Thread (Yarn)
 
Ropes (Plant)
 
Ropes (Plant)
Line 8,027: Line 9,201:
 
Flasks/Waterskins
 
Flasks/Waterskins
 
Quivers
 
Quivers
Clay
+
Backpacks
Cages
+
Buckets
Bags (Leather)
+
Splints
Bags (Plant)
+
Crutches
Bags (Silk)
+
Cups/Mugs/Goblets
Bags (Yarn)
+
Dungeon Commander
Thread (Plant)
+
Insane Mood
Thread (Silk)
+
Undead Hunt
Footwear
+
Maraud Target
Legwear
+
Sieger Basepoint
Shields
+
Sieger Mill
Toys
+
Ambush Patrol
Tools
+
Marauder Mill
Instruments
+
Wilderness Curious Wander
Stone
+
Wilderness Curious Steal Target
Sand
+
Wilderness Roamer
Weapons
+
Pattern Patrol
Training Weapons
+
Inactive Marauder
Bodywear
+
Owner
Ammo
+
Commander
Trap Components
+
Chained Animal
Digging Implements
+
Meeting Location
Headwear
 
Handwear
 
 
Meeting Location Building
 
Meeting Location Building
 
Vermin Hunting
 
Vermin Hunting
Line 8,059: Line 9,231:
 
Move to Site
 
Move to Site
 
Claim Site
 
Claim Site
Wilderness Curious Steal Target
+
Head for Edge
Wilderness Roamer
+
Milling Flood
Pattern Patrol
+
Milling Burrow
Inactive Marauder
+
Squad Move
Owner
+
Squad Kill List
Commander
+
Squad Patrol
Chained Animal
+
Squad Defend Burrow
Meeting Location
+
Squad Defend Burrow From Target
Undead Hunt
+
Lair Hunter
Sieger Patrol
+
Graze
Maraud Target
+
Guard
Sieger Basepoint
+
Alarm
Sieger Mill
+
Wait Order
Ambush Patrol
+
Nonsense
Marauder Mill
+
Come to Job Building
Wilderness Curious Wander
+
Valid Pond Dump Unit
Backpacks
+
Valid Pond Dump
Buckets
 
Splints
 
Crutches
 
Cups/Mugs/Goblets
 
None
 
Dungeon Commander
 
Insane Mood
 
Sleep Ground
 
Leave Wall
 
Flee Terrain
 
Tax Room
 
Guard Taxes
 
Ransack Taxes
 
Get Empty Sand Bag
 
Sand Zone
 
Valid Pond Dump
 
 
Conflict Defense
 
Conflict Defense
 
Adventure Move
 
Adventure Move
Line 8,099: Line 9,255:
 
Sleep Bed
 
Sleep Bed
 
Sleep Barracks
 
Sleep Barracks
Lair Hunter
+
Sleep Ground
Graze
+
Leave Wall
Guard
+
Flee Terrain
Alarm
+
Tax Room
Wait Order
+
Guard Taxes
Nonsense
+
Ransack Taxes
Come to Job Building
+
Get Empty Sand Bag
Valid Pond Dump Unit
+
Sand Zone
Head for Edge
+
Clay Zone
Milling Flood
+
Colony to Install
Milling Burrow
+
Return Colony To Install
Squad Move
+
Grab Cage
Squad Kill List
+
Uncage Animal
Squad Patrol
+
Capture Small Pet
Squad Defend Burrow
+
Grab Cage Unit
Squad Defend Burrow From Target
+
Grab Milk Unit
 +
Go to Milk Station
 +
Grab Shear Unit
 +
Go to Shear Station
 +
Lay Egg/Nest Box
 +
Go to Cage
 +
Grab Animal Trap
 +
Cage Vermin
 +
Grab Unfill Bucket
 +
Grab Goblet
 +
Seek Fill Bucket
 +
Seek Patient for Carry
 +
Seek Patient for Diagnosis
 +
Seek Patient for Immobilize Break
 +
Seek Patient for Crutch
 +
Seek Patient for Suturing
 +
Seek Patient for Dress Wound
 
Seek Surgery Site
 
Seek Surgery Site
 
Carry Patient to Bed
 
Carry Patient to Bed
Line 8,123: Line 9,295:
 
Seek Building For Item Drop
 
Seek Building For Item Drop
 
Seek Building For Job
 
Seek Building For Job
Grab Goblet
+
Seek Splint
Seek Fill Bucket
+
Seek Crutch
Seek Patient for Carry
+
Seek Suture Thread
Seek Patient for Diagnosis
+
Seek Dressing Cloth
Seek Patient for Immobilize Break
+
Go to Give Water Target
Seek Patient for Crutch
+
Seek Food for Target
Seek Patient for Suturing
+
Seek Target for Food
Seek Patient for Dress Wound
+
Seek Animal for Slaughter
Go to Milk Station
+
Seek Slaughter Building
Grab Shear Unit
+
Seek Animal for Gelding
Go to Shear Station
+
Seek Gelding Building
Lay Egg/Nest Box
+
Seek Animal for Chain
Go to Cage
+
Seek Chain for Animal
Grab Animal Trap
+
Seek Cage for Unchain
Cage Vermin
+
Seek Animal for Unchain
Grab Unfill Bucket
+
Grab Food for Taming
Clay Zone
 
Colony to Install
 
Return Colony To Install
 
Grab Cage
 
Uncage Animal
 
Capture Small Pet
 
Grab Cage Unit
 
Grab Milk Unit
 
Seek Fell Victim
 
Clean Building Site
 
Reset Priority Goal
 
Main Job Building
 
Drop Off Job Items
 
Grab Job Resources
 
Work at Building
 
Grab Uniform
 
 
Seek Animal for Taming
 
Seek Animal for Taming
 
Seek Drink Item
 
Seek Drink Item
Line 8,163: Line 9,319:
 
Set Glass Mood Building
 
Set Glass Mood Building
 
Set Mood Building
 
Set Mood Building
Seek Slaughter Building
+
Seek Fell Victim
Seek Animal for Gelding
+
Clean Building Site
Seek Gelding Building
+
Reset Priority Goal
Seek Animal for Chain
+
Main Job Building
Seek Chain for Animal
+
Drop Off Job Items
Seek Cage for Unchain
+
Grab Job Resources
Seek Animal for Unchain
+
Work at Building
Grab Food for Taming
+
Grab Uniform
Seek Splint
+
Grab Clothing
Seek Crutch
+
Grab Weapon
Seek Suture Thread
+
Grab Ammunition
Seek Dressing Cloth
+
Grab Shield
Go to Give Water Target
+
Grab Armor
Seek Food for Target
+
Grab Helm
Seek Target for Food
+
Grab Boots
Seek Animal for Slaughter
+
Grab Gloves
 +
Grab Pants
 +
Grab Quiver
 +
Grab Backpack
 +
Grab Waterskin
 +
Start Hunt
 +
Start Fish
 +
Clean
 +
Hunt Vermin
 +
Patrol
 +
Squad Station
 +
Seek Infant
 +
Shop Specific
 +
Mill in Shop
 +
Go to Shop
 +
Seek Training Ammunition
 +
Archery Training Site
 
Sparring Partner
 
Sparring Partner
 
Sparring Site
 
Sparring Site
Line 8,187: Line 9,359:
 
Store Item
 
Store Item
 
Grab Kill
 
Grab Kill
Patrol
+
Grab Execution Weapon
Squad Station
+
Drop Kill at Butcher
Seek Infant
+
Drop Kill out Front
Shop Specific
+
Go to Beating Target
Mill in Shop
+
Go to Interrogation Target
Go to Shop
+
Interrogation Office
Seek Training Ammunition
+
Seek Kidnap Victim
Archery Training Site
+
Seek Blood Suck Victim
Grab Pants
+
Seek Sheriff
Grab Quiver
+
Seek Hunting Target
Grab Backpack
+
Seek Target Mechanism
Grab Waterskin
+
Seek Target for Mechanism
Start Hunt
+
Seek Mechanism for Trigger
Start Fish
+
Seek Trigger for Mechanism
Clean
+
Seek Trap for Vermin Catch
Hunt Vermin
+
Seek Vermin for Catching
Grab Clothing
+
Seek Vermin Catch Location
Grab Weapon
+
Wander Vermin Catch Location
Grab Ammunition
 
Grab Shield
 
Grab Armor
 
Grab Helm
 
Grab Boots
 
Grab Gloves
 
Prepare Equipment Manifests
 
Wander Depot
 
Seek Update Office
 
Seek Manage Office
 
Assigned Building Job
 
Chase Opponent
 
Chase Opponent Flood
 
Chase Opponent (Same Square)
 
 
Seek Vermin for Hunting
 
Seek Vermin for Hunting
 
Seek Vermin Hunting Spot
 
Seek Vermin Hunting Spot
Line 8,227: Line 9,385:
 
Seek Drink Area for Water
 
Seek Drink Area for Water
 
Upgrade Squad Equipment
 
Upgrade Squad Equipment
Seek Target Mechanism
+
Prepare Equipment Manifests
Seek Target for Mechanism
+
Wander Depot
Seek Mechanism for Trigger
+
Seek Update Office
Seek Trigger for Mechanism
+
Seek Manage Office
Seek Trap for Vermin Catch
+
Assigned Building Job
Seek Vermin for Catching
+
Chase Opponent
Seek Vermin Catch Location
+
Chase Opponent Flood
Wander Vermin Catch Location
+
Chase Opponent (Same Square)
Grab Execution Weapon
 
Drop Kill at Butcher
 
Drop Kill out Front
 
Go to Beating Target
 
Seek Kidnap Victim
 
Seek Blood Suck Victim
 
Seek Sheriff
 
Seek Hunting Target
 
Skill Demonstration
 
Individual Skill Drill
 
Guard Path
 
Harass
 
Site Walk
 
Site Walk to Building
 
Army Walk
 
Reunion
 
Chop
 
Detail
 
Gather Plant
 
Mischief
 
Rest (Recovered)
 
Rest (Reset)
 
Combat Training
 
Start Water Job Well
 
Start Water Job Drink Area
 
Start Eat Job
 
Scheduled Meal
 
Scheduled Sleep Bed
 
Scheduled Sleep Ground
 
Rest
 
Remove Construction
 
 
Flee from Opponent
 
Flee from Opponent
 
Flee from Opponent (Climb)
 
Flee from Opponent (Climb)
Line 8,274: Line 9,401:
 
Seek Station
 
Seek Station
 
Train Animal
 
Train Animal
BOUNDARY
+
Start Water Job Well
NAME_CAVE
+
Start Water Job Drink Area
VIOLENT
+
Start Eat Job
WILD
+
Scheduled Meal
ASSERTIVE
+
Scheduled Sleep Bed
ARTIFICE
+
Scheduled Sleep Ground
MYSTERY
+
Remove Construction
LEADER
+
Chop
Store Object
+
Detail
Leave Site for Squad Order
+
Gather Plant
Parley Unit
+
Mischief
Parley Item
+
Rest (Recovered)
PRIMITIVE
+
Rest (Reset)
FLOWERY
+
Combat Training
UGLY
+
Skill Demonstration
 +
Individual Skill Drill
 +
Guard Path
 +
Harass
 +
Site Walk
 +
Site Walk to Building
 +
Army Walk
 +
Seek Ladder to Climb
 +
Seek Ladder to Move
 +
Place Ladder
 +
Prayer
 +
Play
 +
Make Believe
 +
Play with Toy
 +
Worship
 +
Research
 +
Ponder Topic
 
Fill Service Order
 
Fill Service Order
 
Get Written Content
 
Get Written Content
Line 8,296: Line 9,439:
 
Grab Instrument
 
Grab Instrument
 
Grab Toy
 
Grab Toy
Encounter
+
Store Object
Seek Ladder to Climb
+
Leave Site for Squad Order
Seek Ladder to Move
+
Parley Unit
Place Ladder
+
Parley Item
Prayer
+
Follow Command
Make Believe
+
Seek Heist Item
Play with Toy
+
Seek Heist Master
Performance
+
Seek Heist Handoff
Ponder Topic
+
agricultural
 +
animal
 +
artistic
 +
balanced
 +
beautiful
 +
birthing
 +
blighted
 +
delineated
 +
cavernous
 
chaotic
 
chaotic
 
charitable
 
charitable
Line 8,313: Line 9,464:
 
crafted
 
crafted
 
created
 
created
animal
+
dark
artistic
+
dawning
balanced
+
noon-time
beautiful
+
deformed
birthing
+
depraved
blighted
+
disciplined
delineated
+
diseased
cavernous
+
dreaming
ROMANTIC
 
NAME_MOUNTAINS
 
NAME_OCEAN
 
TRAVEL
 
NAME_FOREST
 
NAME_VOLCANO
 
agricultural
 
DOMESTIC
 
MYTHIC
 
SUBORDINATE
 
NEGATIVE
 
NEGATOR
 
PROTECT
 
NAME_LAKE
 
RESTRAIN
 
hospitable
 
hunting
 
inspired
 
jealous
 
jeweled
 
just
 
rigid
 
fiery
 
fish
 
baked
 
forgiving
 
gambling
 
playful
 
generous
 
healing
 
 
dusklight
 
dusklight
 
dutiful
 
dutiful
Line 8,359: Line 9,480:
 
fertile
 
fertile
 
festive
 
festive
dark
+
fiery
dawning
+
baked
noon-time
+
forgiving
deformed
+
gambling
depraved
+
playful
disciplined
+
generous
diseased
+
healing
dreaming
+
hospitable
 +
inspired
 +
jealous
 +
jeweled
 +
rigid
 +
deceitful
 +
shining
 +
electrical
 +
long-lived
 +
loving
 +
loyal
 +
lucky
 +
merciful
 +
metal
 +
crystal
 +
miserable
 +
misty
 +
moonlit
 +
mountainous
 +
muddy
 +
murderous
 +
lyrical
 +
natural
 +
nightmarish
 +
sworn
 +
oceanic
 +
ordered
 +
painted
 +
peaceful
 
persuasive
 
persuasive
 
leafy
 
leafy
Line 8,374: Line 9,523:
 
colorful
 
colorful
 
reborn
 
reborn
 +
joyous
 
flowing
 
flowing
lyrical
+
lordly
natural
+
whispering
nightmarish
+
sacrificial
sworn
+
salty
oceanic
+
scholarly
ordered
+
seasonal
painted
+
silent
peaceful
+
cloudy
merciful
+
wordy
metal
+
starry
crystal
+
stormy
misty
+
hopeless
moonlit
+
sunny
mountainous
+
thieving
muddy
+
enslaved
murderous
+
thunderous
deceitful
+
wicked
shining
+
enterprising
electrical
+
treacherous
long-lived
+
wooden
loving
+
tricky
loyal
+
true
lucky
+
twilight
married
+
valorous
 
volcanic
 
volcanic
 
warring
 
warring
Line 8,407: Line 9,557:
 
lettered
 
lettered
 
young
 
young
wicked
+
no sphere
enterprising
+
farming
treacherous
+
animals
wooden
+
balance
tricky
+
beauty
twilight
+
birth
valorous
+
blight
victorious
+
boundaries
wordy
+
caverns
starry
+
charity
stormy
+
coasts
hopeless
+
consolation
sunny
+
courage
thieving
+
crafts
enslaved
+
creation
thunderous
+
dawn
lordly
+
deformity
whispering
+
depravity
sacrificial
+
discipline
salty
+
disease
scholarly
+
dreams
seasonal
 
silent
 
cloudy
 
dusk
 
 
earth
 
earth
 
fame
 
fame
Line 8,439: Line 9,585:
 
fire
 
fire
 
fishing
 
fishing
crafts
+
food
creation
+
forgiveness
darkness
+
fortresses
deformity
+
freedom
depravity
+
games
discipline
+
generosity
disease
+
happiness
dreams
+
hospitality
boundaries
+
inspiration
caverns
+
jewels
chaos
+
justice
charity
+
lakes
children
+
laws
coasts
+
lies
consolation
+
lightning
courage
+
longevity
no sphere
 
farming
 
animals
 
balance
 
beauty
 
birth
 
blight
 
muck
 
nightmares
 
oaths
 
oceans
 
painting
 
persuasion
 
plants
 
pregnancy
 
 
luck
 
luck
 +
lust
 
marriage
 
marriage
 
mercy
 
mercy
 
metals
 
metals
 
minerals
 
minerals
mist
 
 
moon
 
moon
mountains
+
murder
jealousy
+
night
jewels
+
oaths
justice
+
oceans
lakes
+
painting
laws
+
persuasion
lies
+
pregnancy
lightning
+
rain
longevity
+
rebirth
food
+
revelry
forgiveness
+
revenge
fortresses
+
rivers
freedom
+
rulership
games
+
rumors
generosity
+
sacrifice
hospitality
+
salt
inspiration
+
seasons
 +
silence
 +
song
 +
speech
 +
stars
 +
storms
 +
strength
 +
suicide
 +
thralldom
 +
thunder
 +
torture
 +
travelers
 +
treachery
 +
trees
 
trickery
 
trickery
 +
truth
 
valor
 
valor
 
victory
 
victory
 
volcanos
 
volcanos
water
 
 
wealth
 
wealth
 +
weather
 
wind
 
wind
 
wisdom
 
wisdom
strength
+
writing
suicide
 
thralldom
 
thunder
 
travelers
 
treachery
 
trees
 
salt
 
scholarship
 
seasons
 
silence
 
speech
 
stars
 
storms
 
rain
 
rainbows
 
rebirth
 
revelry
 
revenge
 
rivers
 
rulership
 
rumors
 
SWAMP_MANGROVE
 
MARSH_TROPICAL_FRESHWATER
 
MARSH_TROPICAL_SALTWATER
 
FOREST_TAIGA
 
TAIGA
 
FOREST_TEMPERATE_CONIFER
 
FOREST_TEMPERATE_BROADLEAF
 
FOREST_TROPICAL_CONIFER
 
GLACIER
 
TUNDRA
 
SWAMP_TEMPERATE_FRESHWATER
 
SWAMP_TEMPERATE_SALTWATER
 
MARSH_TEMPERATE_FRESHWATER
 
MARSH_TEMPERATE_SALTWATER
 
SWAMP_TROPICAL_FRESHWATER
 
SWAMP_TROPICAL_SALTWATER
 
water pool
 
lava pool
 
stagnant pool
 
open structure
 
paved indoor areas
 
detailed surfaces
 
no architectural element
 
MOUNTAIN
 
 
youth
 
youth
 
agriculture
 
agriculture
Line 8,556: Line 9,656:
 
upper floors
 
upper floors
 
lower floors
 
lower floors
LAKE_TROPICAL_BRACKISHWATER
+
water pool
LAKE_TROPICAL_SALTWATER
+
lava pool
RIVER_TEMPERATE_FRESHWATER
+
stagnant pool
RIVER_TEMPERATE_BRACKISHWATER
+
open structure
RIVER_TEMPERATE_SALTWATER
+
paved indoor areas
RIVER_TROPICAL_FRESHWATER
+
detailed surfaces
RIVER_TROPICAL_BRACKISHWATER
+
no architectural element
RIVER_TROPICAL_SALTWATER
+
father
POOL_TEMPERATE_SALTWATER
+
wives
POOL_TROPICAL_FRESHWATER
+
wife
POOL_TROPICAL_BRACKISHWATER
+
eldest son
POOL_TROPICAL_SALTWATER
+
second eldest son
LAKE_TEMPERATE_FRESHWATER
+
third eldest son
LAKE_TEMPERATE_BRACKISHWATER
+
fourth eldest son
LAKE_TEMPERATE_SALTWATER
+
fifth eldest son
LAKE_TROPICAL_FRESHWATER
+
sixth eldest son
DESERT_BADLAND
+
seventh eldest son
DESERT_ROCK
+
eighth eldest son
DESERT_SAND
+
ninth eldest son
OCEAN_TROPICAL
+
tenth eldest son
OCEAN_TEMPERATE
+
youngest son
OCEAN_ARCTIC
+
only son
POOL_TEMPERATE_FRESHWATER
+
eldest daughter
POOL_TEMPERATE_BRACKISHWATER
 
FOREST_TROPICAL_DRY_BROADLEAF
 
FOREST_TROPICAL_MOIST_BROADLEAF
 
GRASSLAND_TEMPERATE
 
SAVANNA_TEMPERATE
 
SHRUBLAND_TEMPERATE
 
GRASSLAND_TROPICAL
 
SAVANNA_TROPICAL
 
SHRUBLAND_TROPICAL
 
ANY_WETLAND
 
ANY_TROPICAL_WETLAND
 
ANY_TEMPERATE_WETLAND
 
ANY_TROPICAL_MARSH
 
ANY_TEMPERATE_MARSH
 
ANY_TROPICAL_SWAMP
 
ANY_TEMPERATE_SWAMP
 
ANY_DESERT
 
ANY_FOREST
 
ANY_SHRUBLAND
 
ANY_GRASSLAND
 
ANY_SAVANNA
 
ANY_TEMPERATE_FOREST
 
ANY_TROPICAL_FOREST
 
ANY_TEMPERATE_BROADLEAF
 
ANY_TROPICAL_BROADLEAF
 
ANY_TROPICAL_LAKE
 
ANY_RIVER
 
ANY_TEMPERATE_RIVER
 
ANY_TROPICAL_RIVER
 
ANY_POOL
 
NOT_FREEZING
 
ANY_TEMPERATE
 
ANY_TROPICAL
 
SUBTERRANEAN_WATER
 
SUBTERRANEAN_CHASM
 
SUBTERRANEAN_LAVA
 
ALL_MAIN
 
ANY_LAND
 
ANY_OCEAN
 
ANY_LAKE
 
ANY_TEMPERATE_LAKE
 
tenth eldest daughter
 
only daughter
 
youngest daughter
 
eldest child
 
second eldest child
 
third eldest child
 
fourth eldest child
 
fifth eldest child
 
 
second eldest daughter
 
second eldest daughter
 
third eldest daughter
 
third eldest daughter
Line 8,636: Line 9,687:
 
eighth eldest daughter
 
eighth eldest daughter
 
ninth eldest daughter
 
ninth eldest daughter
sixth eldest son
+
tenth eldest daughter
seventh eldest son
+
daughter
eighth eldest son
+
only daughter
ninth eldest son
+
youngest daughter
tenth eldest son
+
eldest child
youngest son
+
second eldest child
only son
+
third eldest child
eldest daughter
+
fourth eldest child
Unrecognized Biome Token:
+
fifth eldest child
wives
+
sixth eldest child
eldest son
+
seventh eldest child
second eldest son
+
eighth eldest child
third eldest son
+
ninth eldest child
fourth eldest son
+
tenth eldest child
fifth eldest son
+
child
GRASSLAND
+
youngest child
HILLS
+
only child
Unrecognized Region Type Token:
+
paternal grandmother
Wetland
 
Desert
 
Forest
 
Mountains
 
Ocean
 
younger sibling
 
no relationship
 
SWAMP
 
DESERT
 
FOREST
 
OCEAN
 
LAKE
 
 
paternal grandfather
 
paternal grandfather
 
maternal grandmother
 
maternal grandmother
 
maternal grandfather
 
maternal grandfather
 +
grandmother
 +
grandfather
 +
grandparent
 
older brother
 
older brother
 
older sister
 
older sister
Line 8,674: Line 9,716:
 
younger brother
 
younger brother
 
younger sister
 
younger sister
sixth eldest child
+
younger sibling
seventh eldest child
+
cousin
eighth eldest child
+
uncle
ninth eldest child
+
niece
tenth eldest child
+
nephew
youngest child
+
older half-brother
only child
+
older half-sister
paternal grandmother
+
older half-sibling
MUSICALITY
+
younger half-brother
KINESTHETIC_SENSE
+
younger half-sister
EMPATHY
+
younger half-sibling
SOCIAL_AWARENESS
+
half-sibling
Unrecognized Mental Attribute Token:
+
no relationship
Unrecognized Body Part Flag Token:
+
Wetland
FRONT
+
Desert
BACK
+
Forest
FOCUS
+
Mountains
WILLPOWER
+
Ocean
CREATIVITY
+
Lake
INTUITION
+
Grassland
PATIENCE
+
Hills
MEMORY
 
LINGUISTIC_ABILITY
 
SPATIAL_SENSE
 
undefined plant material set to default:
 
FIRED_MAT
 
 
TOUGHNESS
 
TOUGHNESS
 
ENDURANCE
 
ENDURANCE
Line 8,705: Line 9,742:
 
DISEASE_RESISTANCE
 
DISEASE_RESISTANCE
 
Unrecognized Physical Attribute Token:  
 
Unrecognized Physical Attribute Token:  
ANALYTICAL_ABILITY
+
FRONT
Lake
+
BACK
Glacier
+
SIDES
Tundra
+
BOTTOM
Grassland
+
Unrecognized Body Part Position Token:  
Hills
+
AROUND
undefined local creature material set to default:
+
SURROUNDED_BY
undefined local plant material set to default:
+
ABOVE
undefined creature material set to default:
+
BELOW
LENGTH
+
IN_FRONT
CLOSE_SET
+
BEHIND
DEEP_SET
+
CLEANS
HIGH_POSITION
+
CLEANED_BY
LARGE_IRIS
+
Unrecognized Body Part Relation Token:  
WRINKLY
+
DAILY
CURLY
+
WEEKLY
CONVEX
+
MONTHLY
BY_TOKEN
+
YEARLY
BY_CATEGORY
+
Unrecognized Appearance Modifier Rate Scale Token:  
BYTYPE
+
FADE
BYTOKEN
+
ROOT
BYCATEGORY
+
Unrecognized Replacement Method Token:
Unrecognized Body Part Group Token:  
+
MONOTONE
HEIGHT
 
BROADNESS
 
IN_FRONT
 
BEHIND
 
CLEANS
 
CLEANED_BY
 
Unrecognized Body Part Relation Token:  
 
TYPE
 
TOKEN
 
BY_TYPE
 
SIDES
 
BOTTOM
 
Unrecognized Body Part Position Token:  
 
AROUND
 
SURROUNDED_BY
 
ABOVE
 
BELOW
 
 
STRIPES
 
STRIPES
 
IRIS_EYE
 
IRIS_EYE
Line 8,751: Line 9,771:
 
MOTTLED
 
MOTTLED
 
Unrecognized Pattern Token:  
 
Unrecognized Pattern Token:  
LAYER
 
 
STRANDS
 
STRANDS
WEEKLY
 
MONTHLY
 
YEARLY
 
Unrecognized Appearance Modifier Rate Scale Token:
 
FADE
 
ROOT
 
Unrecognized Replacement Method Token:
 
MONOTONE
 
JUTTING_CHIN
 
SQUARE_CHIN
 
ROUND_VS_NARROW
 
GREASY
 
DEEP_VOICE
 
RASPY_VOICE
 
Unrecognized Appearance Modifier Token:
 
DAILY
 
DENSE
 
THICKNESS
 
UPTURNED
 
SPLAYED_OUT
 
HANGING_LOBES
 
GAPS
 
HIGH_CHEEKBONES
 
BROAD_CHIN
 
COMBAT_BLOCK
 
COMBAT_PARRY
 
COMBAT_CHARGE_COLLISION
 
COMBAT_CHARGE_DEFENDER_TUMBLES
 
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
 
COMBAT_CHARGE_ATTACKER_TUMBLES
 
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
 
COMBAT_CHARGE_TANGLE_TOGETHER
 
COMBAT_TWIST_WEAPON
 
COMBAT_LET_ITEM_DROP
 
COMBAT_START_CHARGE
 
COMBAT_SURPRISE_CHARGE
 
COMBAT_JUMP_DODGE_PROJ
 
COMBAT_JUMP_DODGE_STRIKE
 
COMBAT_DODGE
 
COMBAT_COUNTERSTRIKE
 
REACHED_PEAK
 
ERA_CHANGE
 
ENDGAME_EVENT_1
 
ENDGAME_EVENT_2
 
FEATURE_DISCOVERY
 
STRUCK_DEEP_METAL
 
STRUCK_MINERAL
 
STRUCK_ECONOMIC_MINERAL
 
 
FEATHERS
 
FEATHERS
 
SCALES
 
SCALES
Line 8,808: Line 9,779:
 
DOMINANT_MORE
 
DOMINANT_MORE
 
Unrecognized Genetic Model Token:  
 
Unrecognized Genetic Model Token:  
COMBAT_EVENT_STUNNED
+
SINGULAR
COMBAT_EVENT_WINDED
+
PLURAL
COMBAT_EVENT_NAUSEATED
+
Unrecognized Word Property Token:
MIGRANT_ARRIVAL_NAMED
+
Granite
MIGRANT_ARRIVAL
+
Slate
DIG_CANCEL_WARM
+
Felsite
DIG_CANCEL_DAMP
+
Hematite
AMBUSH_DEFENDER
+
Malachite
COMBAT_STRIKE_DETAILS
+
Galena
COMBAT_STRIKE_DETAILS_2
+
Limestone
COMBAT_EVENT_ENRAGED
+
Sandstone
COMBAT_EVENT_STUCKIN
+
Timber
COMBAT_EVENT_LATCH_BP
+
Moonstone
COMBAT_EVENT_LATCH_GENERAL
+
Opal
COMBAT_EVENT_PROPELLED_AWAY
+
Obsidian
COMBAT_EVENT_KNOCKED_OUT
+
Dabbling
COMBAT_WRESTLE_RELEASE_LOCK
+
Adequate
COMBAT_WRESTLE_RELEASE_CHOKE
+
Competent
COMBAT_WRESTLE_RELEASE_GRIP
+
Skilled
COMBAT_WRESTLE_STRUGGLE
+
Proficient
COMBAT_WRESTLE_RELEASE_LATCH
+
Talented
COMBAT_WRESTLE_STRANGLE_KO
+
Professional
COMBAT_WRESTLE_ADJUST_GRIP
+
Accomplished
COMBAT_GRAB_TEAR
+
Master
COMBAT_CHARGE_TANGLE_TUMBLE
+
High Master
COMBAT_CHARGE_RUSH_BY
+
Grand Master
COMBAT_CHARGE_MANAGE_STOP
+
Legendary
COMBAT_CHARGE_OBSTACLE_SLAM
+
Mining
COMBAT_WRESTLE_LOCK
+
Carpentry
COMBAT_WRESTLE_CHOKEHOLD
+
Bowmaking
COMBAT_WRESTLE_TAKEDOWN
+
Engraving
COMBAT_WRESTLE_THROW
+
Masonry
MISCHIEF_LEVER
+
Animal Training
MISCHIEF_PLATE
+
Animal Caretaking
MISCHIEF_CAGE
+
Fish Dissection
MISCHIEF_CHAIN
+
Animal Dissection
RESEARCH_BREAKTHROUGH
+
Fish Cleaning
GUEST_ARRIVAL
+
Butchery
DIPLOMAT_ARRIVAL
+
Growing
LIAISON_ARRIVAL
+
Herbalism
CARAVAN_ARRIVAL
+
Ambush
NOBLE_ARRIVAL
+
Riding
D_MIGRANTS_ARRIVAL
+
Persuasion
D_MIGRANT_ARRIVAL
+
Negotiation
D_MIGRANT_ARRIVAL_DISCOURAGED
+
Judging Intent
D_NO_MIGRANT_ARRIVAL
+
Appraisal
ANIMAL_TRAP_CATCH
+
Organization
ANIMAL_TRAP_ROBBED
+
Record Keeping
AMBUSH_SNATCHER
+
Lying
AMBUSH_SNATCHER_SUPPORT
+
Intimidation
AMBUSH_AMBUSHER_NATURE
+
Conversation
AMBUSH_AMBUSHER
+
Comedy
AMBUSH_INJURED
+
Flattery
AMBUSH_OTHER
+
Consoling
AMBUSH_INCAPACITATED
+
Pacification
FOUND_TRAP
+
Tracking
AMBUSH_RESIDENT
+
Fishing
AMBUSH_HERO
+
Furnace Operation
AMBUSH_THIEF
+
Strand Extraction
AMBUSH_THIEF_SUPPORT_SKULKING
+
Soap Making
AMBUSH_THIEF_SUPPORT_NATURE
+
Potash Making
AMBUSH_THIEF_SUPPORT
+
Lye Making
AMBUSH_MISCHIEVIOUS
+
Wood Burning
AMBUSH_MISCHIEVOUS
+
Weaponsmithing
MASTER_CONSTRUCTION_LOST
+
Armorsmithing
ADV_AWAKEN
+
Metalsmithing
ADV_SLEEP_INTERRUPTED
+
Gem Cutting
ADV_REACTION_PRODUCTS
+
Gem Setting
CANCEL_JOB
+
Wood Crafting
ADV_CREATURE_DEATH
+
Papermaking
CITIZEN_DEATH
+
Bookbinding
PET_DEATH
+
Pottery
STRESSED_CITIZEN
+
Wax Working
CITIZEN_TANTRUM
+
Stone Crafting
CITIZEN_LOST_TO_STRESS
+
Metal Crafting
MAGMA_DEFACES_ENGRAVING
+
Glassmaking
ENGRAVING_MELTS
+
Studying
MASTERPIECE_ARCHITECTURE
+
Concentration
MASTERPIECE_CONSTRUCTION
+
Discipline
MASTER_ARCHITECTURE_LOST
+
Observation
ITEM_ATTACHMENT
+
Writing
VERMIN_CAGE_ESCAPE
+
Prose
TRIGGER_WEB
+
Poetry
MOOD_BUILDING_CLAIMED
+
Reading
ARTIFACT_BEGUN
+
Speaking
MEGABEAST_ARRIVAL
+
Dance
FORT_POSITION_SUCCESSION
+
Music
BERSERK_CITIZEN
+
Singing
TRADE_DIPLOMAT_ARRIVAL
+
Keyboard Instrument
CAVE_COLLAPSE
+
Stringed Instrument
BIRTH_CITIZEN
+
Wind Instrument
BIRTH_ANIMAL
+
Percussion Instrument
BIRTH_WILD_ANIMAL
+
Critical Thinking
STRANGE_MOOD
+
Logic
MADE_ARTIFACT
+
Mathematics
NAMED_ARTIFACT
+
Astronomy
MAT_BREATH
+
Chemistry
NIGHT_ATTACK_STARTS
+
Geography
NIGHT_ATTACK_ENDS
+
Optics Engineer
NIGHT_ATTACK_TRAVEL
+
Fluid Engineer
GHOST_ATTACK
+
Coordination
TRAVEL_SITE_DISCOVERY
+
Balance
TRAVEL_SITE_BUMP
+
Leadership
ADVENTURE_INTRO
+
Military Tactics
BREAK_GRIP
+
Teaching
NO_BREAK_GRIP
+
Fighting
BLOCK_FIRE
+
Archery
BREATHE_FIRE
+
Wrestling
SHOOT_WEB
+
Biting
PULL_OUT_DROP
+
Striking
STAND_UP
+
Kicking
MARTIAL_TRANCE
+
Dodging
LOSE_HOLD_OF_ITEM
+
Sword
REGAIN_CONSCIOUSNESS
+
Mace
FREE_FROM_WEB
+
Hammer
PARALYZED
+
Spear
OVERCOME_PARALYSIS
+
Crossbow
NOT_STUNNED
+
Pike
EXHAUSTION
+
Siege Engineering
PAIN_KO
+
Siege Operation
CITIZEN_MISSING
+
Pump Operation
PET_MISSING
+
Leatherworking
FALL_OVER
+
Pressing
CAUGHT_IN_FLAMES
+
Glazing
CAUGHT_IN_WEB
+
Weaving
UNIT_PROJECTILE_SLAM_BLOW_APART
+
Brewing
UNIT_PROJECTILE_SLAM
+
Clothes Making
UNIT_PROJECTILE_SLAM_INTO_UNIT
+
Milling
FAIL_TO_GRAB_SURFACE
+
Threshing
LOSE_HOLD_OF_SURFACE
+
Blowgun
TRAVEL_COMPLAINT
+
Throwing
LOSE_EMOTION
+
Machinery
REORGANIZE_POSSESSIONS
+
Knife
PUSH_ITEM
+
Lash
DRAW_ITEM
+
Alchemy
STRAP_ITEM
+
Building Design
SKIP_ON_LIQUID
+
Spinning
DODGE_FLYING_OBJECT
+
Misc. Object
FLAME_HIT
+
Wound Dressing
EMBRACE
+
Diagnostics
BANDIT_EMPTY_CONTAINER
+
Surgery
BANDIT_GRAB_ITEM
+
Bone Setting
COMBAT_EVENT_ATTACK_INTERRUPTED
+
Suturing
COMBAT_WRESTLE_CATCH_ATTACK
+
Crutch-walking
CONFLICT_CONVERSATION
+
Knapping
STRANGE_RAIN_SNOW
+
Climbing
STRANGE_CLOUD
+
Intrigue
SIMPLE_ANIMAL_ACTION
+
Miner
FLOUNDER_IN_LIQUID
+
Wood Cutter
TRAINING_DOWN_TO_SEMI_WILD
+
Engraver
TRAINING_FULL_REVERSION
+
Mason
ANIMAL_TRAINING_KNOWLEDGE
+
Animal Trainer
CREATURE_SOUND
+
Animal Caretaker
MECHANISM_SOUND
+
Fish Dissector
CREATURE_STEALS_OBJECT
+
Animal Dissector
BODY_TRANSFORMATION
+
Butcher
INTERACTION_ACTOR
+
Trapper
INTERACTION_TARGET
+
Grower
UNDEAD_ATTACK
+
Ambusher
REGULAR_CONVERSATION
+
Swimmer
CURRENT_WEATHER
+
Rider
CURRENT_TEMPERATURE
+
Persuader
CURRENT_DATE
+
Negotiator
NO_GRASP_FOR_PICKUP
+
Judge of Intent
CANNOT_STAND
+
Appraiser
MUST_UNRETRACT_FIRST
+
Organizer
CANNOT_REST
+
Record Keeper
CANNOT_MAKE_CAMPFIRE
+
Liar
NO_INV_TO_WEAR
+
Intimidator
NO_INV_TO_EAT
+
Conversationalist
NO_INV_TO_CONTAIN
+
Comedian
NO_INV_TO_DROP
+
Flatterer
NOTHING_TO_PICK_UP
+
Consoler
NO_INV_TO_THROW
+
Pacifier
NO_INV_TO_FIRE
+
Tracker
CURRENT_SMELL
+
Fisherman
NOTHING_TO_EXAMINE
+
Furnace Operator
YOU_YIELDED
+
Strand Extractor
YOU_UNYIELDED
+
Soaper
YOU_STRAP_ITEM
+
Potash Maker
YOU_DRAW_ITEM
+
Lye Maker
NO_GRASP_TO_DRAW_ITEM
+
Wood Burner
NO_ITEM_TO_STRAP
+
Armorsmith
NO_INV_TO_REMOVE
+
Metalsmith
GAIN_SITE_CONTROL
+
Gem Setter
MOVED_OUT_OF_RANGE
+
Wood Crafter
CANNOT_SPEAK
+
Papermaker
NO_TRACKS
+
Bookbinder
ALREADY_SEARCHED_AREA
+
Potter
SEARCH_FOUND_SOMETHING
+
Stone Crafter
SEARCH_FOUND_NOTHING
+
Metal Crafter
NOTHING_TO_INTERACT
+
Student
RESOLVE_SHARED_ITEMS
+
Observer
COUGH_BLOOD
+
Wordsmith
VOMIT_BLOOD
+
Writer
MERCHANTS_UNLOADING
+
Reader
MERCHANTS_NEED_DEPOT
+
Speaker
MERCHANT_WAGONS_BYPASSED
+
Knapper
MERCHANTS_LEAVING_SOON
+
Musician
MERCHANTS_EMBARKED
+
Singer
DROP_ITEM
+
Keyboardist
PICK_UP_ITEM
+
Stringed Instrumentalist
YOU_BUILDING_INTERACTION
+
Wind Instrumentalist
YOU_ITEM_INTERACTION
+
Percussionist
YOU_TEMPERATURE_EFFECTS
+
Critical Thinker
PROFESSION_CHANGES
+
Logician
RECRUIT_PROMOTED
+
Mathematician
SOLDIER_BECOMES_MASTER
+
Astronomer
NO_INV_INTERACTION
+
Chemist
EMPTY_CONTAINER
+
Geographer
TAKE_OUT_OF_CONTAINER
+
Leader
NO_CONTAINER_FOR_ITEM
+
Tactician
PUT_INTO_CONTAINER
+
Teacher
EAT_ITEM
+
Biter
DRINK_ITEM
+
Striker
CONSUME_FAILURE
+
Kicker
CANNOT_CHOP_TREE
+
Dodger
CANNOT_CONSTRUCT
+
Axeman
MADE_CAMPFIRE
+
Swordsman
CANNOT_SET_FIRE
+
Maceman
SET_FIRE
+
Hammerman
DAWN_BREAKS
+
Spearman
NOON
+
Shield User
NIGHTFALL
+
Armor User
NOTHING_TO_CATCH_IN_WATER
+
Siege Engineer
DEMAND_FORGOTTEN
+
Siege Operator
NEW_DEMAND
+
Pump Operator
NEW_MANDATE
+
Dyer
PRICES_ALTERED
+
Glazer
NAMED_RESIDENT_CREATURE
+
Clothier
SOMEBODY_GROWS_UP
+
Miller
GUILD_REQUEST_TAKEN
+
Thresher
SLOWDOWN_ENDS
+
Blowgunner
FAREWELL_HELPER
+
Thrower
ELECTION_RESULTS
+
Mechanic
SITE_PRESENT
+
Druid
CONSTRUCTION_SUSPENDED
+
Knife User
LINKAGE_SUSPENDED
+
Alchemist
QUOTA_FILLED
+
Building Designer
JOB_OVERWRITTEN
+
Milker
MASTERPIECE_CRAFTED
+
Shearer
ARTWORK_DEFACED
+
Spinner
POWER_LEARNED
+
Misc. Object User
YOU_FEED_ON_SUCKEE
+
Wound Dresser
ANIMAL_TRAINED
+
Diagnostician
DYED_MASTERPIECE
+
Surgeon
COOKED_MASTERPIECE
+
Bone Doctor
MANDATE_ENDS
+
Suturer
PET_LOSES_DEAD_OWNER
+
Crutch-walker
PET_ADOPTS_OWNER
+
Climber
UNABLE_TO_COMPLETE_BUILDING
+
Schemer
JOBS_REMOVED_FROM_UNPOWERED_BUILDING
+
SIMPLE_MOUND
CITIZEN_SNATCHED
+
SIMPLE_BURROW
VERMIN_DISTURBED
+
LABYRINTH
LAND_GAINS_STATUS
+
SHRINE
LAND_ELEVATED_STATUS
+
WILDERNESS_LOCATION
ACTIVITY_SECTION_CHANGE
+
Unrecognized Lair Token:
CONCLUDE_ACTIVITY
+
HAS_DOORS
LEARNED_WRITTEN_CONTENT
+
Unrecognized Lair Characteristic Token:
LEARNED_ART_FORM
+
ALERT
PERFORMER_UPDATE
+
PEACEFUL_INTERMITTENT
BUILDING_DESTROYED_OR_TOPPLED
+
Unrecognized Creature Sound Token:
DEITY_CURSE
+
VOCALIZATION
COMPOSITION_COMPLETE
+
Unrecognized Creature Sound Method Token:
SEASON_SPRING
+
Random Buffer Overload
SEASON_SUMMER
+
catatonic
SEASON_AUTUMN
+
yield
SEASON_WINTER
+
ghost
SERVICE_ORDER_DELIVERY
+
PEGS
PERFORMANCE_START_FAILURE
+
ADJUSTABLE_BRIDGES
BEGIN_ACTIVITY
+
LEVERS
MIDDLE_OF_ACTIVITY
+
CROOKS
MASTERPIECE_ENGRAVING
+
TIGHTENING
NO_MARRIAGE_CELEBRATION
+
Unrecognized Tuning Token:
CURIOUS_GUZZLER
+
clear
WEATHER_BECOMES_CLEAR
+
noisy
WEATHER_BECOMES_SNOW
+
full
WEATHER_BECOMES_RAIN
+
sharp
SEASON_WET
+
smooth
SEASON_DRY
+
choppy
GUILD_WAGES_CHANGED
+
steady
NEW_WORK_MANDATE
+
evolving
CITIZEN_BECOMES_SOLDIER
+
delicate
CITIZEN_BECOMES_NONSOLDIER
+
bright
PARTY_ORGANIZED
+
graceful
POSSESSED_TANTRUM
+
breathy
BUILDING_TOPPLED_BY_GHOST
+
strained
MASTERFUL_IMPROVEMENT
+
mellow
silverfish
+
wobbling
mayfly
+
focused
dragonfly
+
even
damselfly
+
fluid
stonefly
+
vibrating
earwig
+
quavering
grasshopper
+
fragile
cricket
+
brittle
STANDARD_HAIR_SHAPINGS
+
pure
STANDARD_BEARD_SHAPINGS
+
piercing
STANDARD_MOUSTACHE_SHAPINGS
+
strident
STANDARD_SIDEBURNS_SHAPINGS
+
wavering
Unrecognized Tissue Layer Shapings Token:
+
harsh
blob
+
reedy
quadruped
+
nasal
humanoid
+
buzzy
SINGULAR
+
rough
PLURAL
+
warm
Unrecognized Word Property Token:
+
rugged
NEATLY_COMBED
+
heavy
BRAIDED
+
flat
DOUBLE_BRAIDS
+
crisp
PONY_TAILS
+
sonorous
CLEAN_SHAVEN
+
gentle
COMPOSITION_FAILED
+
slicing
NEW_APPRENTICESHIP
+
liquid
PETITION_IGNORED
+
raucous
CHOP_TREE
+
breezy
RUMOR_SPREAD
+
raspy
SERVICE_ORDER_RUMOR_RECEIVED
+
wispy
RETURNING_RUMOR_RECEIVED
+
shrill
Unrecognized Announcement Token:
+
rich
snakefly
+
dull
lacewing
+
floating
antlion larva
+
ringing
mosquito
+
resonant
flea
+
sweet
scorpionfly
+
rippling
caddisfly
+
sparkling
darkling beetle
+
CLEAR
click beetle
+
NOISY
firefly
+
FULL
scarab beetle
+
THIN
stag beetle
+
ROUND
dung beetle
+
SHARP
rhinoceros beetle
+
SMOOTH
rove beetle
+
CHOPPY
assassin bug
+
STEADY
wasp
+
EVOLVING
hornet
+
STRONG
tiger beetle
+
DELICATE
ladybug
+
BRIGHT
weevil
+
GRACEFUL
stick insect
+
SPARSE
cockroach
+
BREATHY
termite
+
STRAINED
mantis
+
BROAD
louse
+
MELLOW
thrips
+
WOBBLING
aphid
+
FOCUSED
cicada
+
EVEN
alligator
+
FLUID
crocodile
+
VIBRATING
lizard
+
QUAVERING
chameleon
+
EERIE
iguana
+
FRAGILE
gecko
+
BRITTLE
skink
+
PURE
gila monster
+
PIERCING
leech
+
STRIDENT
bristleworm
+
WAVERING
ribbon worm
+
HARSH
flat worm
+
REEDY
toad
+
NASAL
frog
+
BUZZY
salamander
+
WARM
newt
+
RUGGED
mite
+
HEAVY
shrimp
+
FLAT
lobster
+
DARK
crab
+
CRISP
nematode
+
SONOROUS
snail
+
WATERY
slug
+
GENTLE
earthworm
+
SLICING
butterfly
+
RAUCOUS
moth
+
BREEZY
caterpillar
+
RASPY
maggot
+
WISPY
spider
+
SHRILL
tarantula
+
MUDDY
scorpion
+
RICH
tick
+
DULL
quail
+
FLOATING
pheasant
+
RINGING
gull
+
RESONANT
loon
+
SWEET
grebe
+
RIPPLING
albatross
+
SPARKLING
petrel
+
animal partner
penguin
+
brawler
ceratopsid
+
psycho
ankylosaurid
+
trade partner
duck
+
information source
goose
+
storyteller
swan
+
preacher
turkey
+
poet
grouse
+
bard
chicken
+
friendly
tortoise
+
killer
pterosaur
+
murderer
dimetrodon
+
comrade
sauropod
+
respected group
theropod
+
hated group
iguanodont
+
enemy fighter
hadrosaurid
+
friendly fighter
stegosaurid
+
bully
monitor
+
monster
serpent
+
brigand
viper
+
loyal soldier
rattlesnake
+
quarreler
cobra
+
flatterer
python
+
protector of weak
anaconda
+
treasure hunter
turtle
+
preserver of knowledge
quetzal
+
SITE
toucan
+
VESSEL
woodpecker
+
RELIGION
lyrebird
+
MILITARY_UNIT
thornbill
+
TEMPLE
honeyeater
+
BATTLE
oriole
+
LIBRARY
fantail
+
FESTIVAL
cockatoo
+
MERCHANT_COMPANY
cuckoo
+
CRAFT_GUILD
nightjar
+
Unrecognized Timbre Token:
swift
+
MEMBRANE_POSITION
hummingbird
+
SUBPART_CHOICE
kingfisher
+
KEYBOARD
hornbill
+
STOPPING_FRET
buzzard
+
STOPPING_AGAINST_BODY
eagle
+
STOPPING_HOLE
harrier
+
STOPPING_HOLE_KEY
kite
+
SLIDE
crane
+
HARMONIC_SERIES
dove
+
VALVE_ROUTES_AIR
pigeon
+
BP_IN_BELL
parrot
+
FOOT_PEDALS
pelican
+
Unrecognized Pitch Choice Token:
stork
+
PLUCKED_BY_BP
vulture
+
PLUCKED
flamingo
+
BOWED
falcon
+
STRUCK_BY_BP
kestrel
+
STRUCK
condor
+
VIBRATE_BP_AGAINST_OPENING
osprey
+
BLOW_AGAINST_FIPPLE
waxwing
+
BLOW_OVER_OPENING_SIDE
flycatcher
+
BLOW_OVER_OPENING_END
opossum
+
BLOW_OVER_SINGLE_REED
koala
+
BLOW_OVER_DOUBLE_REED
wombat
+
BLOW_OVER_FREE_REED
kangaroo
+
STRUCK_TOGETHER
sloth
+
SHAKEN
anteater
+
SCRAPED
nuthatch
+
FRICTION
sparrow
+
RESONATOR
tanager
+
BAG_OVER_REED
cardinal
+
AIR_OVER_REED
bunting
+
AIR_OVER_FREE_REED
finch
+
AIR_AGAINST_FIPPLE
titmouse
+
Unrecognized Sound Production Token:
chickadee
+
GRIND_BONE_MEAL
martin
+
COOK_BLOOD
bushtit
+
GRIND_VERMIN
warbler
+
COOK_VERMIN
thrush
+
COOK_PEOPLE
oxpecker
+
COLLECT_TROPHIES
starling
+
EAT_BONE_PORRIDGE
mockingbird
+
USE_ANY_MELEE_WEAPON
wren
+
COLLECT_WEALTH
shrike
+
GIANT_NEST
crow
+
Unrecognized Habit Token:
raven
+
LIQUID_COOKING
magpie
+
LIQUID_SCOOP
kinglet
+
GRIND_POWDER_RECEPTACLE
lark
+
GRIND_POWDER_GRINDER
swallow
+
MEAT_CARVING
jackal
+
MEAT_BONING
raccoon
+
MEAT_SLICING
coati
+
MEAT_CLEAVING
weasel
+
HOLD_MEAT_FOR_CARVING
otter
+
MEAL_CONTAINER
badger
+
LIQUID_CONTAINER
skunk
+
FOOD_STORAGE
hedgehog
+
HIVE
shrew
+
NEST_BOX
mole
+
BOOKCASE
fruit bat
+
SMALL_OBJECT_STORAGE
wolf
+
TRACK_CART
coyote
+
HEAVY_OBJECT_HAULING
chinchilla
+
STAND_AND_WORK_ABOVE
cavy
+
ROLL_UP_SHEET
capybara
+
PROTECT_FOLDED_SHEETS
rabbit
+
CONTAIN_WRITING
hare
+
DISPLAY_OBJECT
lemur
+
PLACE_OFFERING
loris
+
DIVINATION
monkey
+
GAMES_OF_CHANCE
armadillo
+
Unrecognized Tool Use Token:
squirrel
+
REACHED_PEAK
marmot
+
ERA_CHANGE
beaver
+
ENDGAME_EVENT_1
gopher
+
ENDGAME_EVENT_2
mouse
+
FEATURE_DISCOVERY
porcupine
+
STRUCK_DEEP_METAL
moose
+
STRUCK_MINERAL
antelope
+
STRUCK_ECONOMIC_MINERAL
sheep
+
COMBAT_TWIST_WEAPON
goat
+
COMBAT_LET_ITEM_DROP
bison
+
COMBAT_START_CHARGE
buffalo
+
COMBAT_SURPRISE_CHARGE
bull
+
COMBAT_JUMP_DODGE_PROJ
Granite
+
COMBAT_JUMP_DODGE_STRIKE
warthog
+
COMBAT_DODGE
hippopotamus
+
COMBAT_COUNTERSTRIKE
camel
+
COMBAT_BLOCK
llama
+
COMBAT_PARRY
giraffe
+
COMBAT_CHARGE_COLLISION
deer
+
COMBAT_CHARGE_DEFENDER_TUMBLES
pangolin
+
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
elephant
+
COMBAT_CHARGE_ATTACKER_TUMBLES
mammoth
+
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
horse
+
COMBAT_CHARGE_TANGLE_TOGETHER
zebra
+
COMBAT_CHARGE_TANGLE_TUMBLE
tapir
+
COMBAT_CHARGE_RUSH_BY
rhinoceros
+
COMBAT_CHARGE_MANAGE_STOP
bear
+
COMBAT_CHARGE_OBSTACLE_SLAM
panda
+
COMBAT_WRESTLE_LOCK
panther
+
COMBAT_WRESTLE_CHOKEHOLD
mongoose
+
COMBAT_WRESTLE_TAKEDOWN
hyena
+
COMBAT_WRESTLE_THROW
civet
+
COMBAT_WRESTLE_RELEASE_LOCK
walrus
+
COMBAT_WRESTLE_RELEASE_CHOKE
Grand Master
+
COMBAT_WRESTLE_RELEASE_GRIP
Legendary
+
COMBAT_WRESTLE_STRUGGLE
Mining
+
COMBAT_WRESTLE_RELEASE_LATCH
Wood Cutting
+
COMBAT_WRESTLE_STRANGLE_KO
Carpentry
+
COMBAT_WRESTLE_ADJUST_GRIP
Bowmaking
+
COMBAT_GRAB_TEAR
Engraving
+
COMBAT_STRIKE_DETAILS
Masonry
+
COMBAT_STRIKE_DETAILS_2
Proficient
+
COMBAT_EVENT_ENRAGED
Talented
+
COMBAT_EVENT_STUCKIN
Adept
+
COMBAT_EVENT_LATCH_BP
Expert
+
COMBAT_EVENT_LATCH_GENERAL
Professional
+
COMBAT_EVENT_PROPELLED_AWAY
Accomplished
+
COMBAT_EVENT_KNOCKED_OUT
Master
+
COMBAT_EVENT_STUNNED
High Master
+
COMBAT_EVENT_WINDED
Moonstone
+
COMBAT_EVENT_NAUSEATED
Opal
+
MIGRANT_ARRIVAL_NAMED
Obsidian
+
MIGRANT_ARRIVAL
Dabbling
+
DIG_CANCEL_WARM
Novice
+
DIG_CANCEL_DAMP
Adequate
+
AMBUSH_DEFENDER
Competent
+
AMBUSH_RESIDENT
Skilled
+
AMBUSH_HERO
Slate
+
AMBUSH_THIEF
Felsite
+
AMBUSH_THIEF_SUPPORT_SKULKING
Hematite
+
AMBUSH_THIEF_SUPPORT_NATURE
Malachite
+
AMBUSH_THIEF_SUPPORT
Galena
+
AMBUSH_MISCHIEVIOUS
Limestone
+
AMBUSH_MISCHIEVOUS
Sandstone
+
AMBUSH_SNATCHER_SUPPORT
Timber
+
AMBUSH_AMBUSHER_NATURE
Tracking
+
AMBUSH_AMBUSHER
Fishing
+
AMBUSH_INJURED
Furnace Operation
+
AMBUSH_OTHER
Strand Extraction
+
AMBUSH_INCAPACITATED
Soap Making
+
FOUND_TRAP
Potash Making
+
CARAVAN_ARRIVAL
Lye Making
+
NOBLE_ARRIVAL
Wood Burning
+
D_MIGRANTS_ARRIVAL
Record Keeping
+
D_MIGRANT_ARRIVAL
Lying
+
D_MIGRANT_ARRIVAL_DISCOURAGED
Intimidation
+
D_NO_MIGRANT_ARRIVAL
Conversation
+
ANIMAL_TRAP_CATCH
Comedy
+
ANIMAL_TRAP_ROBBED
Flattery
+
MISCHIEF_LEVER
Consoling
+
MISCHIEF_PLATE
Pacification
+
MISCHIEF_CAGE
Herbalism
+
MISCHIEF_CHAIN
Ambush
+
RESEARCH_BREAKTHROUGH
Swimming
+
GUEST_ARRIVAL
Persuasion
+
DIPLOMAT_ARRIVAL
Negotiation
+
LIAISON_ARRIVAL
Judging Intent
+
TRADE_DIPLOMAT_ARRIVAL
Appraisal
+
CAVE_COLLAPSE
Organization
+
BIRTH_CITIZEN
Animal Training
+
BIRTH_ANIMAL
Animal Caretaking
+
BIRTH_WILD_ANIMAL
Fish Dissection
+
STRANGE_MOOD
Animal Dissection
+
MADE_ARTIFACT
Fish Cleaning
+
NAMED_ARTIFACT
Butchery
+
ITEM_ATTACHMENT
Trapping
+
VERMIN_CAGE_ESCAPE
Growing
+
TRIGGER_WEB
Singing
+
MOOD_BUILDING_CLAIMED
Keyboard Instrument
+
ARTIFACT_BEGUN
Stringed Instrument
+
MEGABEAST_ARRIVAL
Wind Instrument
+
FORT_POSITION_SUCCESSION
Percussion Instrument
+
BERSERK_CITIZEN
Critical Thinking
+
STRESSED_CITIZEN
Logic
+
CITIZEN_TANTRUM
Mathematics
+
CITIZEN_LOST_TO_STRESS
Observation
+
MAGMA_DEFACES_ENGRAVING
Writing
+
ENGRAVING_MELTS
Prose
+
MASTERPIECE_ARCHITECTURE
Poetry
+
MASTERPIECE_CONSTRUCTION
Reading
+
MASTER_ARCHITECTURE_LOST
Speaking
+
MASTER_CONSTRUCTION_LOST
Dance
+
ADV_AWAKEN
Music
+
ADV_SLEEP_INTERRUPTED
Pottery
+
ADV_REACTION_PRODUCTS
Wax Working
+
CANCEL_JOB
Stone Crafting
+
ADV_CREATURE_DEATH
Metal Crafting
+
CITIZEN_DEATH
Glassmaking
+
PET_DEATH
Studying
+
CITIZEN_MISSING
Concentration
+
PET_MISSING
Discipline
+
FALL_OVER
Weaponsmithing
+
CAUGHT_IN_FLAMES
Armorsmithing
+
CAUGHT_IN_WEB
Metalsmithing
+
UNIT_PROJECTILE_SLAM_BLOW_APART
Gem Cutting
+
UNIT_PROJECTILE_SLAM
Gem Setting
+
UNIT_PROJECTILE_SLAM_INTO_UNIT
Wood Crafting
+
LOSE_HOLD_OF_ITEM
Papermaking
+
REGAIN_CONSCIOUSNESS
Bookbinding
+
FREE_FROM_WEB
Shield
+
PARALYZED
Armor
+
OVERCOME_PARALYSIS
Siege Engineering
+
NOT_STUNNED
Siege Operation
+
EXHAUSTION
Pump Operation
+
PAIN_KO
Leatherworking
+
BREAK_GRIP
Tanning
+
NO_BREAK_GRIP
Dodging
+
BLOCK_FIRE
Sword
+
BREATHE_FIRE
Mace
+
SHOOT_WEB
Hammer
+
PULL_OUT_DROP
Spear
+
STAND_UP
Crossbow
+
MARTIAL_TRANCE
Pike
+
MAT_BREATH
Military Tactics
+
NIGHT_ATTACK_STARTS
Teaching
+
NIGHT_ATTACK_ENDS
Fighting
+
NIGHT_ATTACK_TRAVEL
Archery
+
GHOST_ATTACK
Wrestling
+
TRAVEL_SITE_DISCOVERY
Biting
+
TRAVEL_SITE_BUMP
Striking
+
ADVENTURE_INTRO
Kicking
+
CREATURE_SOUND
Astronomy
+
MECHANISM_SOUND
Chemistry
+
CREATURE_STEALS_OBJECT
Geography
+
BODY_TRANSFORMATION
Optics Engineer
+
INTERACTION_ACTOR
Fluid Engineer
+
INTERACTION_TARGET
Coordination
+
UNDEAD_ATTACK
Balance
+
REGULAR_CONVERSATION
Leadership
+
CONFLICT_CONVERSATION
Misc. Object
+
STRANGE_RAIN_SNOW
Wound Dressing
+
STRANGE_CLOUD
Diagnostics
+
SIMPLE_ANIMAL_ACTION
Surgery
+
FLOUNDER_IN_LIQUID
Bone Setting
+
TRAINING_DOWN_TO_SEMI_WILD
Suturing
+
TRAINING_FULL_REVERSION
Crutch-walking
+
ANIMAL_TRAINING_KNOWLEDGE
Knapping
+
SKIP_ON_LIQUID
Cooking
+
DODGE_FLYING_OBJECT
Alchemy
+
FLAME_HIT
Building Design
+
EMBRACE
Cheese Making
+
BANDIT_EMPTY_CONTAINER
Milking
+
BANDIT_GRAB_ITEM
Gelding
+
COMBAT_EVENT_ATTACK_INTERRUPTED
Shearing
+
COMBAT_WRESTLE_CATCH_ATTACK
Spinning
+
FAIL_TO_GRAB_SURFACE
Milling
+
LOSE_HOLD_OF_SURFACE
Threshing
+
TRAVEL_COMPLAINT
Blowgun
+
LOSE_EMOTION
Throwing
+
REORGANIZE_POSSESSIONS
Machinery
+
PUSH_ITEM
Nature
+
DRAW_ITEM
Knife
+
STRAP_ITEM
Lash
+
GAIN_SITE_CONTROL
Dyeing
+
MOVED_OUT_OF_RANGE
Pressing
+
CANNOT_SPEAK
Beekeeping
+
NO_TRACKS
Glazing
+
ALREADY_SEARCHED_AREA
Bone Carving
+
SEARCH_FOUND_SOMETHING
Weaving
+
SEARCH_FOUND_NOTHING
Brewing
+
NOTHING_TO_INTERACT
Clothes Making
+
NOTHING_TO_EXAMINE
Liar
+
YOU_YIELDED
Intimidator
+
YOU_UNYIELDED
Conversationalist
+
YOU_STRAP_ITEM
Comedian
+
YOU_DRAW_ITEM
Flatterer
+
NO_GRASP_TO_DRAW_ITEM
Consoler
+
NO_ITEM_TO_STRAP
Pacifier
+
NO_INV_TO_REMOVE
Tracker
+
NO_INV_TO_WEAR
Ambusher
+
NO_INV_TO_EAT
Swimmer
+
NO_INV_TO_CONTAIN
Persuader
+
NO_INV_TO_DROP
Negotiator
+
NOTHING_TO_PICK_UP
Judge of Intent
+
NO_INV_TO_THROW
Appraiser
+
NO_INV_TO_FIRE
Organizer
+
CURRENT_SMELL
Record Keeper
+
CURRENT_WEATHER
Animal Caretaker
+
CURRENT_TEMPERATURE
Fish Dissector
+
CURRENT_DATE
Animal Dissector
+
NO_GRASP_FOR_PICKUP
Fish Cleaner
+
CANNOT_STAND
Butcher
+
MUST_UNRETRACT_FIRST
Trapper
+
CANNOT_REST
Grower
+
CANNOT_MAKE_CAMPFIRE
Herbalist
+
CANNOT_CHOP_TREE
Climbing
+
CANNOT_CONSTRUCT
Miner
+
MADE_CAMPFIRE
Wood Cutter
+
CANNOT_SET_FIRE
Carpenter
+
SET_FIRE
Bowyer
+
DAWN_BREAKS
Engraver
+
NOON
Mason
+
NIGHTFALL
Animal Trainer
+
NO_INV_INTERACTION
Poet
+
EMPTY_CONTAINER
Reader
+
TAKE_OUT_OF_CONTAINER
Speaker
+
NO_CONTAINER_FOR_ITEM
Knapper
+
PUT_INTO_CONTAINER
Dancer
+
EAT_ITEM
Musician
+
DRINK_ITEM
Singer
+
CONSUME_FAILURE
Keyboardist
+
DROP_ITEM
Wax Worker
+
PICK_UP_ITEM
Stone Crafter
+
YOU_BUILDING_INTERACTION
Metal Crafter
+
YOU_ITEM_INTERACTION
Glassmaker
+
YOU_TEMPERATURE_EFFECTS
Student
+
PROFESSION_CHANGES
Observer
+
RECRUIT_PROMOTED
Wordsmith
+
SOLDIER_BECOMES_MASTER
Writer
+
RESOLVE_SHARED_ITEMS
Armorsmith
+
COUGH_BLOOD
Metalsmith
+
VOMIT_BLOOD
Gem Cutter
+
MERCHANTS_UNLOADING
Gem Setter
+
MERCHANTS_NEED_DEPOT
Wood Crafter
+
MERCHANT_WAGONS_BYPASSED
Papermaker
+
MERCHANTS_LEAVING_SOON
Bookbinder
+
MERCHANTS_EMBARKED
Potter
+
PET_LOSES_DEAD_OWNER
Fisherman
+
PET_ADOPTS_OWNER
Furnace Operator
+
VERMIN_BITE
Strand Extractor
+
UNABLE_TO_COMPLETE_BUILDING
Soaper
+
JOBS_REMOVED_FROM_UNPOWERED_BUILDING
Potash Maker
+
CITIZEN_SNATCHED
Lye Maker
+
VERMIN_DISTURBED
Wood Burner
+
LAND_GAINS_STATUS
Weaponsmith
+
LAND_ELEVATED_STATUS
Pikeman
+
MASTERPIECE_CRAFTED
Bowman
+
ARTWORK_DEFACED
Shield User
+
POWER_LEARNED
Armor User
+
YOU_FEED_ON_SUCKEE
Siege Engineer
+
ANIMAL_TRAINED
Siege Operator
+
DYED_MASTERPIECE
Pump Operator
+
COOKED_MASTERPIECE
Leatherworker
+
MANDATE_ENDS
Kicker
+
SLOWDOWN_ENDS
Dodger
+
FAREWELL_HELPER
Axeman
+
ELECTION_RESULTS
Swordsman
+
SITE_PRESENT
Maceman
+
CONSTRUCTION_SUSPENDED
Hammerman
+
LINKAGE_SUSPENDED
Spearman
+
QUOTA_FILLED
Crossbowman
+
JOB_OVERWRITTEN
Geographer
+
NOTHING_TO_CATCH_IN_WATER
Leader
+
DEMAND_FORGOTTEN
Teacher
+
NEW_DEMAND
Fighter
+
NEW_MANDATE
Archer
+
PRICES_ALTERED
Wrestler
+
NAMED_RESIDENT_CREATURE
Biter
+
SOMEBODY_GROWS_UP
Striker
+
GUILD_REQUEST_TAKEN
Stringed Instrumentalist
+
GUILD_WAGES_CHANGED
Wind Instrumentalist
+
NEW_WORK_MANDATE
Percussionist
+
CITIZEN_BECOMES_SOLDIER
Critical Thinker
+
CITIZEN_BECOMES_NONSOLDIER
Logician
+
PARTY_ORGANIZED
Mathematician
+
POSSESSED_TANTRUM
Astronomer
+
BUILDING_TOPPLED_BY_GHOST
Chemist
+
MASTERFUL_IMPROVEMENT
Spinner
+
MASTERPIECE_ENGRAVING
Misc. Object User
+
NO_MARRIAGE_CELEBRATION
Wound Dresser
+
CURIOUS_GUZZLER
Diagnostician
+
WEATHER_BECOMES_CLEAR
Surgeon
+
WEATHER_BECOMES_SNOW
Bone Doctor
+
WEATHER_BECOMES_RAIN
Suturer
+
SEASON_WET
Crutch-walker
+
SEASON_DRY
Lasher
+
SEASON_SPRING
Cook
+
SEASON_SUMMER
Alchemist
+
SEASON_AUTUMN
Building Designer
+
SEASON_WINTER
Cheese Maker
+
SERVICE_ORDER_DELIVERY
Milker
+
PERFORMANCE_START_FAILURE
Gelder
+
BEGIN_ACTIVITY
Shearer
+
MIDDLE_OF_ACTIVITY
Clothier
+
ACTIVITY_SECTION_CHANGE
Miller
+
CONCLUDE_ACTIVITY
Thresher
+
LEARNED_WRITTEN_CONTENT
Blowgunner
+
LEARNED_ART_FORM
Thrower
+
PERFORMER_UPDATE
Mechanic
+
BUILDING_DESTROYED_OR_TOPPLED
Druid
+
DEITY_CURSE
Knife User
+
COMPOSITION_COMPLETE
Tanner
+
COMPOSITION_FAILED
Dyer
+
NEW_APPRENTICESHIP
Presser
+
PETITION_IGNORED
Beekeeper
+
CHOP_TREE
Glazer
+
RUMOR_SPREAD
Bone Carver
+
SERVICE_ORDER_RUMOR_RECEIVED
Weaver
+
RETURNING_RUMOR_RECEIVED
Brewer
+
NEW_HOLDING
TRACK_CART
+
NEW_MARKET_LINK
HEAVY_OBJECT_HAULING
+
EMERGENCY_TACTICAL_CONTROL
STAND_AND_WORK_ABOVE
+
AGREEMENT_SATISFIED
ROLL_UP_SHEET
+
AGREEMENT_WARNING
PROTECT_FOLDED_SHEETS
+
AGREEMENT_ABANDONED
CONTAIN_WRITING
+
NEW_GUILD
DISPLAY_OBJECT
+
CRIME_WITNESS_HANDOFF
Unrecognized Tool Use Token:  
+
CRIME_WITNESS_STOLEN
HOLD_MEAT_FOR_CARVING
+
CRIME_WITNESS_ITEM_MOVED
MEAL_CONTAINER
+
CRIME_WITNESS_ITEM_MISSING
LIQUID_CONTAINER
+
CANNOT_MOUNT
FOOD_STORAGE
+
FAILED_MOUNT
HIVE
+
DISMOUNT
NEST_BOX
+
FAILED_DISMOUNT
BOOKCASE
+
Unrecognized Announcement Token:  
SMALL_OBJECT_STORAGE
+
AMBUSH_SNATCHER
LIQUID_COOKING
+
HEIGHT
LIQUID_SCOOP
+
BROADNESS
GRIND_POWDER_RECEPTACLE
+
LENGTH
GRIND_POWDER_GRINDER
+
CLOSE_SET
MEAT_CARVING
+
DEEP_SET
MEAT_BONING
+
HIGH_POSITION
MEAT_SLICING
+
LARGE_IRIS
MEAT_CLEAVING
+
WRINKLY
Climber
+
CURLY
ill-sized art actions (1):
+
CONVEX
ill-sized art actions (2):
+
DENSE
ill-sized art actions (3):  
+
THICKNESS
ill-sized art actions (4):
+
UPTURNED
ill-sized art actions (5):
+
SPLAYED_OUT
ill-sized art actions (6):
+
HANGING_LOBES
Random Buffer Overload
+
GAPS
PLUCKED_BY_BP
+
HIGH_CHEEKBONES
PLUCKED
+
BROAD_CHIN
BOWED
+
JUTTING_CHIN
STRUCK_BY_BP
+
SQUARE_CHIN
STRUCK
+
ROUND_VS_NARROW
VIBRATE_BP_AGAINST_OPENING
+
GREASY
BLOW_AGAINST_FIPPLE
+
DEEP_VOICE
COLLECT_WEALTH
+
RASPY_VOICE
GIANT_NEST
+
Unrecognized Appearance Modifier Token:  
Unrecognized Habit Token:
+
TYPE
ALERT
+
TOKEN
PEACEFUL_INTERMITTENT
+
CATEGORY
Unrecognized Creature Sound Token:
+
BY_TYPE
VOCALIZATION
+
BY_TOKEN
Unrecognized Creature Sound Method Token:  
+
BY_CATEGORY
GRIND_BONE_MEAL
+
BYTYPE
COOK_BLOOD
+
BYTOKEN
GRIND_VERMIN
+
BYCATEGORY
COOK_VERMIN
+
Unrecognized Body Part Group Token:
COOK_PEOPLE
+
LOWERBODY
COLLECT_TROPHIES
+
SIGHT
EAT_BONE_PORRIDGE
+
EMBEDDED
USE_ANY_MELEE_WEAPON
+
CIRCULATION
SIMPLE_MOUND
+
SKELETON
SIMPLE_BURROW
+
GRASP
LABYRINTH
+
STANCE
SHRINE
+
JOINT
WILDERNESS_LOCATION
+
HEAR
Unrecognized Lair Token:  
+
MOUTH
HAS_DOORS
+
APERTURE
Unrecognized Lair Characteristic Token:
+
TOTEMABLE
VALVE_ROUTES_AIR
+
Unrecognized Body Part Flag Token:  
BP_IN_BELL
+
ANALYTICAL_ABILITY
FOOT_PEDALS
+
FOCUS
Unrecognized Pitch Choice Token:  
+
WILLPOWER
PEGS
+
CREATIVITY
ADJUSTABLE_BRIDGES
+
INTUITION
LEVERS
+
PATIENCE
CROOKS
+
MEMORY
SUBPART_CHOICE
+
LINGUISTIC_ABILITY
KEYBOARD
+
SPATIAL_SENSE
STOPPING_FRET
+
MUSICALITY
STOPPING_AGAINST_BODY
+
KINESTHETIC_SENSE
STOPPING_HOLE
+
EMPATHY
STOPPING_HOLE_KEY
+
SOCIAL_AWARENESS
SLIDE
+
Unrecognized Mental Attribute Token:  
HARMONIC_SERIES
+
SWAMP
FRICTION
+
DESERT
RESONATOR
+
OCEAN
BAG_OVER_REED
+
LAKE
AIR_OVER_REED
+
GLACIER
AIR_OVER_FREE_REED
+
TUNDRA
AIR_AGAINST_FIPPLE
+
GRASSLAND
Unrecognized Sound Production Token:
+
Unrecognized Region Type Token:  
MEMBRANE_POSITION
+
STONE
BLOW_OVER_OPENING_SIDE
+
Unrecognized Material Token:
BLOW_OVER_OPENING_END
+
undefined local creature material set to default:
BLOW_OVER_SINGLE_REED
+
undefined local plant material set to default:
BLOW_OVER_DOUBLE_REED
+
undefined creature material set to default:
BLOW_OVER_FREE_REED
+
undefined plant material set to default:
STRUCK_TOGETHER
+
Unrecognized Skill Token:
SHAKEN
+
Unrecognized Unit Type Token:
SCRAPED
+
MINE
reedy
+
HAUL_STONE
nasal
+
HAUL_WOOD
buzzy
+
HAUL_BODY
rough
+
HAUL_FOOD
warm
+
HAUL_REFUSE
rugged
+
HAUL_ITEM
heavy
+
HAUL_FURNITURE
flat
+
HAUL_ANIMALS
eerie
+
CLEAN
fragile
+
CUTWOOD
brittle
+
DETAIL
pure
+
BONE_SETTING
piercing
+
SUTURING
strident
+
DRESSING_WOUNDS
wavering
+
FEED_WATER_CIVILIANS
harsh
+
RECOVER_WOUNDED
bright
+
CLOTHESMAKER
breathy
+
PROCESS_PLANT
mellow
+
MAKE_CHEESE
wobbling
+
CLEAN_FISH
focused
+
HUNT
even
+
METAL_CRAFT
vibrating
+
CUT_GEM
quavering
+
ENCRUST_GEM
TIGHTENING
+
WOOD_CRAFT
Unrecognized Tuning Token:  
+
STONE_CRAFT
noisy
+
BONE_CARVE
full
+
BURN_WOOD
sharp
+
HANDLE_VEHICLES
choppy
+
HAUL_TRADE
steady
+
PULL_LEVER
evolving
+
REMOVE_CONSTRUCTION
SMOOTH
+
HAUL_WATER
CHOPPY
+
BUILD_ROAD
STEADY
+
BUILD_CONSTRUCTION
EVOLVING
+
Unrecognized Labor Token:
STRONG
+
FORMER_MERCENARY
DELICATE
+
ENEMY
BRIGHT
+
MEMBER
GRACEFUL
+
FORMER_MEMBER
rippling
+
SLAVE
sparkling
+
FORMER_SLAVE
CLEAR
+
PRISONER
NOISY
+
FORMER_PRISONER
FULL
+
Unrecognized Historical Figure Entity Link Token:  
THIN
+
MOTHER
ROUND
+
FATHER
SHARP
+
SPOUSE
wispy
+
DEITY
shrill
+
LOVER
rich
+
IMPRISONER
dull
+
MASTER
floating
+
APPRENTICE
ringing
+
COMPANION
resonant
+
FORMER_MASTER
sweet
+
FORMER_APPRENTICE
crisp
+
PET_OWNER
sonorous
+
FORMER_SPOUSE
gentle
+
DECEASED_SPOUSE
slicing
+
Unrecognized Historical Figure Hist Fig Link Token:
liquid
+
ART_IMAGE
raucous
+
COVERED
breezy
+
GLAZED
raspy
+
RINGS_HANGING
HEAVY
+
BANDS
FLAT
+
SPIKES
DARK
+
SPECIFIC
CRISP
+
ITEMSPECIFIC
SONOROUS
+
SEWN_IMAGE
WATERY
+
PAGES
GENTLE
+
ILLUSTRATION
SLICING
+
Unrecognized Item Improvement Token:
STRIDENT
+
STAY_ALIVE
WAVERING
+
MAINTAIN_ENTITY_STATUS
HARSH
+
START_A_FAMILY
REEDY
+
RULE_THE_WORLD
NASAL
+
CREATE_A_GREAT_WORK_OF_ART
BUZZY
+
CRAFT_A_MASTERWORK
WARM
+
BRING_PEACE_TO_THE_WORLD
RUGGED
+
BECOME_A_LEGENDARY_WARRIOR
FLUID
+
MASTER_A_SKILL
VIBRATING
+
FALL_IN_LOVE
QUAVERING
+
SEE_THE_GREAT_NATURAL_SITES
EERIE
+
IMMORTALITY
FRAGILE
+
MAKE_A_GREAT_DISCOVERY
BRITTLE
+
ATTAIN_RANK_IN_SOCIETY
PURE
+
BATHE_WORLD_IN_CHAOS
PIERCING
+
Unrecognized Goal Token:
SPARSE
+
Unrecognized Sphere Token:
BREATHY
+
NOT_APPLICABLE
STRAINED
+
REQUIRED
BROAD
+
ACCEPTABLE
MELLOW
+
PERSONAL_MATTER
WOBBLING
+
JUSTIFIED_IF_NO_REPERCUSSIONS
FOCUSED
+
JUSTIFIED_IF_GOOD_REASON
EVEN
+
JUSTIFIED_IF_EXTREME_REASON
poet
+
JUSTIFIED_IF_SELF_DEFENSE
bard
+
ONLY_IF_SANCTIONED
dancer
+
MISGUIDED
friendly
+
SHUN
killer
+
APPALLING
hunter
+
PUNISH_REPRIMAND
murderer
+
PUNISH_SERIOUS
comrade
+
PUNISH_EXILE
buddy
+
PUNISH_CAPITAL
grudge
+
UNTHINKABLE
animal partner
+
Unrecognized Ethic Response Token:
brawler
+
KILL_ENTITY_MEMBER
psycho
+
KILL_NEUTRAL
trade partner
+
KILL_ENEMY
information source
+
KILL_ANIMAL
storyteller
+
EAT_SAPIENT_OTHER
FLOATING
+
EAT_SAPIENT_KILL
RINGING
+
MAKE_TROPHY_SAME_RACE
RESONANT
+
MAKE_TROPHY_SAPIENT
SWEET
+
MAKE_TROPHY_ANIMAL
RIPPLING
+
KILL_PLANT
SPARKLING
+
TORTURE_AS_EXAMPLE
Unrecognized Timbre Token:
+
TORTURE_FOR_INFORMATION
hero
+
TORTURE_FOR_FUN
RAUCOUS
+
TORTURE_ANIMALS
BREEZY
+
TREASON
RASPY
+
OATH_BREAKING
WISPY
+
VANDALISM
SHRILL
+
TRESPASSING
MUDDY
+
ASSAULT
RICH
+
SLAVERY
DULL
+
Unrecognized Ethic Action Token:
flatterer
+
FRIENDSHIP
protector of weak
+
CUNNING
treasure hunter
+
ELOQUENCE
preserver of knowledge
+
FAIRNESS
thief
+
DECORUM
respected group
+
TRADITION
hated group
+
ARTWORK
enemy fighter
+
COOPERATION
friendly fighter
+
INDEPENDENCE
bully
+
STOICISM
brigand
+
KNOWLEDGE
loyal soldier
+
INTROSPECTION
quarreler
+
SELF_CONTROL
FINDER
+
TRANQUILITY
SHOW_IMP_QUALITY
+
HARMONY
SHOW_FLOW_AMOUNTS
+
MERRIMENT
AUTOSAVE_PAUSE
+
CRAFTSMANSHIP
ENGRAVINGS_START_OBSCURED
+
MARTIAL_PROWESS
IF_POINTS_REMAIN
+
HARD_WORK
POST_PREPARE_EMBARK_CONFIRMATION
+
COMPETITION
data/init/d_init.txt
+
PERSEVERENCE
SHOW_ALL_HISTORY_IN_DWARF_MODE
+
COMMERCE
ALWAYS
+
ROMANCE
SHOW_EMBARK_TUNNEL
+
Unrecognized Value Token:
CHASM
+
LEISURE_TIME
NICKNAME_LEGENDS
+
LAW_MAKING
TREE_ROOT_SLOPING
+
LAW_ENFORCEMENT
PILLAR_TILE
+
RECEIVE_DIPLOMATS
TREE_TRUNK_PILLAR
+
MEET_WORKERS
TREE_ROOTS
+
MANAGE_PRODUCTION
TREE_TRUNK_N
+
ACCOUNTING
TREE_TRUNK_SLOPING
+
ESTABLISH_COLONY_TRADE_AGREEMENTS
INVADERS
+
MAKE_INTRODUCTIONS
LOG_MAP_REJECTS
+
MAKE_PEACE_AGREEMENTS
NICKNAME_DWARF
+
MAKE_TOPIC_AGREEMENTS
VARIED_GROUND_TILES
+
COLLECT_TAXES
CENTRALIZE
+
ESCORT_TAX_COLLECTOR
REPLACE_FIRST
+
EXECUTIONS
NICKNAME_ADVENTURE
+
TAME_EXOTICS
REPLACE_ALL
+
ATTACK_ENEMIES
CAVEINS
+
PATROL_TERRITORY
TEMPERATURE
+
MILITARY_GOALS
ECONOMY
+
MILITARY_STRATEGY
ARTIFACTS
+
UPGRADE_SQUAD_EQUIPMENT
TESTING_ARENA
+
EQUIPMENT_MANIFESTS
ZERO_RENT
+
SORT_AMMUNITION
PAUSE_ON_LOAD
+
BUILD_MORALE
EMBARK_RECTANGLE
+
HEALTH_MANAGEMENT
INITIAL_SAVE
+
ESPIONAGE
EMBARK_WARNING_ALWAYS
+
ADVISE_LEADERS
SEASONAL
+
OVERSEE_LEADER_HOUSEHOLD
AUTOSAVE
+
MANAGE_ANIMALS
PATH_COST
+
MANAGE_LEADER_HOUSEHOLD_FOOD
AUTOBACKUP
+
MANAGE_LEADER_HOUSEHOLD_DRINKS
WALKING_SPREADS_SPATTER_ADV
+
PREPARE_LEADER_MEALS
WALKING_SPREADS_SPATTER_DWF
+
MANAGE_LEADER_HOUSEHOLD_CLEANLINESS
TREE_CAP_RAMP
+
MAINTAIN_SEWERS
TREE_TWIGS
+
FOOD_SUPPLY
TREE_CAP_WALL_N
+
FIRE_SAFETY
TREE_CAP_PILLAR
+
JUDGE
TREE_CAP_WALL_E
+
BUILDING_SAFETY
TREE_CAP_WALL_S
+
CONSTRUCTION_PERMITS
TREE_CAP_WALL_NW
+
MAINTAIN_ROADS
TREE_CAP_WALL_W
+
MAINTAIN_BRIDGES
TREE_BRANCH_NSE
+
MAINTAIN_TUNNELS
TREE_BRANCH_SE
+
Unrecognized Position Responsibility Token:
TREE_BRANCH_NEW
+
SOLID
TREE_BRANCH_NSW
+
POWDER
TREE_BRANCH_NSEW
+
SOLID_POWDER
TREE_BRANCH_SEW
+
PASTE
TREE_SMOOTH_BRANCHES
+
SOLID_PASTE
TREE_BRANCHES
+
PRESSED
TREE_TRUNK_BRANCH_E
+
SOLID_PRESSED
TREE_TRUNK_BRANCH_S
+
Unrecognized Material State Token:
TREE_BRANCH_NS
+
TRAILING_DUST_FLOW
TREE_TRUNK_BRANCH_W
+
TRAILING_VAPOR_FLOW
TREE_BRANCH_NW
+
TRAILING_GAS_FLOW
TREE_BRANCH_EW
+
SOLID_GLOB
TREE_BRANCH_SW
+
LIQUID_GLOB
TREE_BRANCH_NE
+
SPATTER_POWDER
TREE_TRUNK_E
+
SPATTER_LIQUID
TREE_TRUNK_S
+
UNDIRECTED_GAS
TREE_TRUNK_NW
+
UNDIRECTED_VAPOR
TREE_TRUNK_W
+
UNDIRECTED_DUST
TREE_TRUNK_SW
+
WEB_SPRAY
TREE_TRUNK_NE
+
DRAGONFIRE
TREE_TRUNK_BRANCH_N
+
FIREJET
TREE_TRUNK_SE
+
FIREBALL
TREE_BRANCH_NW_DEAD
+
WEATHER_CREEPING_GAS
TREE_BRANCH_EW_DEAD
+
WEATHER_CREEPING_VAPOR
TREE_BRANCH_SW_DEAD
+
WEATHER_CREEPING_DUST
TREE_BRANCH_NE_DEAD
+
WEATHER_FALLING_MATERIAL
TREE_BRANCH_NSE_DEAD
+
UNDIRECTED_ITEM_CLOUD
TREE_BRANCH_SE_DEAD
+
TRAILING_ITEM_FLOW
TREE_BRANCH_NEW_DEAD
+
SHARP_ROCK
TREE_BRANCH_NSW_DEAD
+
Unrecognized Breath Attack Token:
TREE_TRUNK_SW_DEAD
+
MAJOR_CURSE
TREE_TRUNK_NE_DEAD
+
GREETING
TREE_TRUNK_BRANCH_N_DEAD
+
CLEAN_SELF
TREE_TRUNK_SE_DEAD
+
CLEAN_FRIEND
TREE_TRUNK_BRANCH_E_DEAD
+
ATTACK
TREE_TRUNK_BRANCH_S_DEAD
+
FLEEING
TREE_BRANCH_NS_DEAD
+
NEGATIVE_SOCIAL_RESPONSE
TREE_TRUNK_BRANCH_W_DEAD
+
TORMENT
TREE_TRUNK_PILLAR_DEAD
+
DEFEND
TREE_ROOTS_DEAD
+
MEDIUM_CURSE
TREE_TRUNK_N_DEAD
+
MINOR_CURSE
TREE_TRUNK_SLOPING_DEAD
+
MEDIUM_BLESSING
TREE_TRUNK_E_DEAD
+
MINOR_BLESSING
TREE_TRUNK_S_DEAD
+
Unrecognized Usage Hint Token:
TREE_TRUNK_NW_DEAD
+
map_rejection_log.txt
TREE_TRUNK_W_DEAD
+
PRIMITIVE
TREE_CAP_WALL_SW
+
FLOWERY
TREE_CAP_WALL_NE
+
UGLY
TREE_CAP_FLOOR1
+
BOUNDARY
TREE_CAP_WALL_SE
+
NAME_CAVE
TREE_CAP_FLOOR3
+
VIOLENT
TREE_CAP_FLOOR2
+
WILD
TREE_ROOT_SLOPING_DEAD
+
ASSERTIVE
TREE_CAP_FLOOR4
+
ARTIFICE
TREE_TRUNK_NSEW
+
MYSTERY
TREE_TRUNK_EW
+
LEADER
TREE_TRUNK_NSE_DEAD
+
DOMESTIC
TREE_TRUNK_INTERIOR
+
MYTHIC
TREE_TRUNK_NEW_DEAD
+
SUBORDINATE
TREE_TRUNK_NSW_DEAD
+
NEGATOR
TREE_TRUNK_NS_DEAD
+
PROTECT
TREE_TRUNK_SEW_DEAD
+
NAME_LAKE
TREE_CAP_FLOOR3_DEAD
+
RESTRAIN
TREE_CAP_FLOOR2_DEAD
+
ROMANTIC
TREE_TRUNK_NSE
+
NAME_MOUNTAINS
TREE_CAP_FLOOR4_DEAD
+
TRAVEL
TREE_TRUNK_NEW
+
NAME_FOREST
TREE_TRUNK_NSW
+
NEATLY_COMBED
TREE_TRUNK_NS
+
BRAIDED
TREE_TRUNK_SEW
+
DOUBLE_BRAIDS
TREE_CAP_WALL_E_DEAD
+
PONY_TAILS
TREE_CAP_WALL_S_DEAD
+
CLEAN_SHAVEN
TREE_CAP_WALL_NW_DEAD
+
STANDARD_HAIR_SHAPINGS
TREE_CAP_WALL_W_DEAD
+
STANDARD_BEARD_SHAPINGS
TREE_CAP_WALL_SW_DEAD
+
STANDARD_MOUSTACHE_SHAPINGS
TREE_CAP_WALL_NE_DEAD
+
STANDARD_SIDEBURNS_SHAPINGS
TREE_CAP_FLOOR1_DEAD
+
Unrecognized Tissue Layer Shapings Token:
TREE_CAP_WALL_SE_DEAD
+
MOUNTAIN
TREE_BRANCH_NSEW_DEAD
+
SWAMP_TEMPERATE_FRESHWATER
TREE_BRANCH_SEW_DEAD
+
SWAMP_TEMPERATE_SALTWATER
TREE_SMOOTH_BRANCHES_DEAD
+
MARSH_TEMPERATE_FRESHWATER
TREE_BRANCHES_DEAD
+
MARSH_TEMPERATE_SALTWATER
TREE_CAP_RAMP_DEAD
+
SWAMP_TROPICAL_FRESHWATER
TREE_TWIGS_DEAD
+
SWAMP_TROPICAL_SALTWATER
TREE_CAP_WALL_N_DEAD
+
SWAMP_MANGROVE
TREE_CAP_PILLAR_DEAD
+
MARSH_TROPICAL_FRESHWATER
TRACK_RAMP_SE
+
MARSH_TROPICAL_SALTWATER
TRACK_RAMP_NW
+
FOREST_TAIGA
TRACK_RAMP_EW
+
TAIGA
TRACK_RAMP_SW
+
FOREST_TEMPERATE_BROADLEAF
TRACK_RAMP_NSW
+
FOREST_TROPICAL_CONIFER
TRACK_RAMP_NSE
+
FOREST_TROPICAL_DRY_BROADLEAF
TRACK_RAMP_SEW
+
FOREST_TROPICAL_MOIST_BROADLEAF
TRACK_RAMP_NEW
+
GRASSLAND_TEMPERATE
TRACK_NSEW
+
SAVANNA_TEMPERATE
TRACK_SEW
+
SHRUBLAND_TEMPERATE
TRACK_RAMP_S
+
GRASSLAND_TROPICAL
TRACK_RAMP_N
+
SAVANNA_TROPICAL
TRACK_RAMP_W
+
SHRUBLAND_TROPICAL
TRACK_RAMP_E
+
DESERT_BADLAND
TRACK_RAMP_NE
+
DESERT_ROCK
TRACK_RAMP_NS
+
DESERT_SAND
TRACK_NW
+
OCEAN_TROPICAL
TRACK_NE
+
OCEAN_TEMPERATE
TRACK_SW
+
OCEAN_ARCTIC
TRACK_SE
+
POOL_TEMPERATE_FRESHWATER
TRACK_NSE
+
POOL_TEMPERATE_BRACKISHWATER
TRACK_EW
+
POOL_TEMPERATE_SALTWATER
TRACK_NEW
+
POOL_TROPICAL_FRESHWATER
TRACK_NSW
+
POOL_TROPICAL_BRACKISHWATER
TREE_TRUNK_NSEW_DEAD
+
POOL_TROPICAL_SALTWATER
TREE_TRUNK_EW_DEAD
+
LAKE_TEMPERATE_FRESHWATER
TRACK_N
+
LAKE_TEMPERATE_BRACKISHWATER
TREE_TRUNK_INTERIOR_DEAD
+
LAKE_TEMPERATE_SALTWATER
TRACK_E
+
LAKE_TROPICAL_FRESHWATER
TRACK_S
+
LAKE_TROPICAL_BRACKISHWATER
TRACK_NS
+
LAKE_TROPICAL_SALTWATER
TRACK_W
+
RIVER_TEMPERATE_FRESHWATER
SPECIFIC_SEED_CAP
+
RIVER_TEMPERATE_BRACKISHWATER
STORE_DIST_BIN_COMBINE
+
RIVER_TEMPERATE_SALTWATER
BABY_CHILD_CAP
+
RIVER_TROPICAL_FRESHWATER
FORTRESS_SEED_CAP
+
RIVER_TROPICAL_BRACKISHWATER
INVASION_MONSTER_CAP
+
RIVER_TROPICAL_SALTWATER
INVASION_SOLDIER_CAP
+
SUBTERRANEAN_WATER
POPULATION_CAP
+
SUBTERRANEAN_CHASM
VISITOR_CAP
+
SUBTERRANEAN_LAVA
COFFIN_NO_PETS_DEFAULT
+
ALL_MAIN
DISPLAY_LENGTH
+
ANY_LAND
SKILLS
+
ANY_OCEAN
SET_LABOR_LISTS
+
ANY_LAKE
STORE_DIST_SEED_COMBINE
+
ANY_TEMPERATE_LAKE
STORE_DIST_ITEM_DECREASE
+
ANY_TROPICAL_LAKE
STORE_DIST_BARREL_COMBINE
+
ANY_RIVER
STORE_DIST_BUCKET_COMBINE
+
ANY_TEMPERATE_RIVER
MORE
+
ANY_TROPICAL_RIVER
ADVENTURER_ALWAYS_CENTER
+
ANY_POOL
ADVENTURER_TRAPS
+
NOT_FREEZING
ADVENTURER_Z_VIEWS
+
ANY_TEMPERATE
GRAZE_COEFFICIENT
+
ANY_TROPICAL
UNHIDDEN
+
ANY_FOREST
WOUND_COLOR_NONE
+
ANY_SHRUBLAND
TRACK_RAMP_NSEW
+
ANY_GRASSLAND
WOUND_COLOR_INHIBITED
+
ANY_SAVANNA
WOUND_COLOR_MINOR
+
ANY_TEMPERATE_FOREST
WOUND_COLOR_BROKEN
+
ANY_TROPICAL_FOREST
WOUND_COLOR_FUNCTION_LOSS
+
ANY_TEMPERATE_BROADLEAF
IDLERS
+
ANY_TROPICAL_BROADLEAF
WOUND_COLOR_MISSING
+
ANY_WETLAND
Unrecognized Init Option:
+
ANY_TROPICAL_WETLAND
STRICT_POPULATION_CAP
+
ANY_TEMPERATE_WETLAND
FATAL ERROR
+
ANY_TROPICAL_MARSH
Button
+
ANY_TEMPERATE_MARSH
Ending game...
+
ANY_TROPICAL_SWAMP
Really retire?  All active saves will be deleted.  (
+
ANY_TEMPERATE_SWAMP
  Dwarf Fortress Options 
+
ANY_DESERT
NULL play item on load: id #
+
Unrecognized Biome Token:
NULL job pointer on load
+
FOREST_TEMPERATE_CONIFER
NULL play unit on load: id #
+
ALL_SOLID
NULL item pointer on load
+
blob
NULL displayed announcement
+
quadruped
Site
+
silverfish
NULL building pointer on load
+
mayfly
NULL play building on load: id #
+
dragonfly
Give in to the Night
+
damselfly
Finish Game
+
stonefly
Succumb to the Invasion
+
earwig
Retire the Fortress (for the time being)
+
grasshopper
(holding another's goods)
+
cricket
NULL unit pointer on load
+
stick insect
Retire at this location (or rest a while)
+
cockroach
Give in to Starvation
+
termite
Save Game
+
mantis
Key Bindings
+
louse
Return to Title Screen
+
thrips
Return to Game
+
aphid
Abandon the Fortress to Ruin
+
cicada
Abort Game
+
assassin bug
Export Local Image
+
wasp
Music and Sound
+
hornet
Really quit?  All active saves will be deleted.  (
+
tiger beetle
The region will be saved for later use, but consider retiring the fort
+
ladybug
= yes, other = no)
+
weevil
You will be saved for later use in the region.
+
darkling beetle
but the circumstances will not necessarily be as you leave them now.
+
click beetle
The region will be saved for later use.
+
firefly
instead if it is not a lost cause.
+
scarab beetle
The fortress will become part of the world.  You may reassume control later,
+
stag beetle
Nuked Creature Def Reference
+
dung beetle
NULL JOB ITEM (1):
+
rhinoceros beetle
Nuked Breed Reference
+
rove beetle
Nuked Art Image Reference
+
snakefly
NULL unit projectile loaded
+
lacewing
Civ Zone
+
antlion larva
NULL JOB ITEM (2):
+
mosquito
NULL item projectile loaded
+
flea
Nuked Coin Front Reference
+
scorpionfly
Nuked Coin Back Reference
+
caddisfly
Nuked Artifact Reference
+
butterfly
Nuked Item Improvement Reference
+
moth
Nuked Feature Layer Reference
+
caterpillar
Nuked Entity Population Reference
+
spider
Nuked Detail Event Reference
+
tarantula
Nuked Subregion Reference
+
tick
Nuked Entity Reference
+
mite
Nuked Plot Info Reference
+
shrimp
Nuked Vermin Event Reference
+
lobster
Nuked Vermin Reference (Escaped Pet)
+
crab
Nuked Hist Fig Reference
+
nematode
Nuked Site Reference
+
snail
Nuked Viewscreen Reference
+
slug
Nuked Unit Reference (Item Wrestle)
+
earthworm
Nuked Activity Reference
+
leech
Nuked Job Reference
+
bristleworm
Error 1
+
ribbon worm
Error 2
+
flat worm
Nuked Item Reference (General)
+
toad
Nuked Effect Reference
+
frog
Nuked Unit Reference (Worker/Inventory)
+
salamander
Nuked Building Reference (Party)
+
newt
Saving effects...
+
alligator
Saving entities...
+
crocodile
Saving machines...
+
lizard
Saving flow guides...
+
chameleon
Saving mandates...
+
iguana
Saving work quotas...
+
gecko
Saving local animal populations...
+
skink
Saving events...
+
gila monster
Saving items...
+
serpent
Saving units...
+
viper
Characterizing raw data...
+
rattlesnake
Allocating space...
+
cobra
Saving projectiles...
+
python
Saving buildings...
+
anaconda
Saving jobs...
+
turtle
Saving schedules...
+
tortoise
Initializing...
+
pterosaur
Checking directory structure...
+
dimetrodon
data/save/current/world.sav
+
sauropod
  Dwarf Fortress Options: Save Game 
+
theropod
Offloading art...
+
iguanodont
Opening file...
+
hadrosaurid
Preliminary cleaning...
+
stegosaurid
Offloading units...
+
ceratopsid
Cage: Null Unit Assignment
+
ankylosaurid
Cage: Null Item Assignment
+
duck
: Null Unit Assignment (Id
+
goose
: Null Item Assignment (Id
+
swan
data/save/*.*
+
turkey
/world.sav
+
grouse
NULL Aid Requester
+
chicken
current
+
quail
Closing file...
+
pheasant
Finishing...
+
gull
Saving adventure data...
+
loon
Saving general information...
+
grebe
: Customize Nickname
+
albatross
NO_FILE
+
petrel
data/help/
+
penguin
Saving belief systems...
+
pelican
Saving announcements...
+
stork
Saving art forms...
+
vulture
Saving occupations...
+
flamingo
Saving artifacts...
+
falcon
Saving active historical figures...
+
kestrel
Saving fortress information...
+
condor
Saving world information...
+
osprey
Saving vehicles...
+
buzzard
Saving armies...
+
eagle
Saving incidents...
+
harrier
Saving crimes...
+
kite
Saving cultural identities...
+
crane
Saving agreement...
+
dove
Saving army controllers...
+
pigeon
Saving tracking information...
+
parrot
Saving squads...
+
cockatoo
Saving formations...
+
cuckoo
Saving world events...
+
nightjar
Saving coin information...
+
swift
Saving written content...
+
hummingbird
Saving identities...
+
kingfisher
Saving activities...
+
hornbill
Saving interactions...
+
quetzal
Chest
+
toucan
Demands:
+
woodpecker
Needs:
+
lyrebird
Dining Room
+
thornbill
Tomb
+
honeyeater
Throne Room/Office
+
oriole
Bedroom
+
fantail
is a current resident.
+
shrike
is from
+
crow
is from the depths of the underworld.
+
raven
is an uninvited guest.
+
magpie
Owned Objects:
+
kinglet
Holdings:
+
lark
is from a mysterious place.
+
swallow
Account:
+
martin
is of the wilderness.
+
bushtit
is of the walking dead.
+
warbler
is a minion of evil.
+
thrush
is a brutal enemy of your kind.
+
oxpecker
is crazed!
+
starling
is an invader.
+
mockingbird
is opposed to the living.
+
wren
has returned from beyond the grave.
+
nuthatch
: Done with string entry
+
sparrow
: Abort string entry
+
tanager
: Customize Profession Name
+
cardinal
is non-hostile.
+
bunting
is a skulking perpetrator of mischief.
+
finch
This creature
+
titmouse
have corrupt feature map at
+
chickadee
  Dwarf Fortress: Load World 
+
waxwing
removed erroneous unit ground occupancy flag
+
flycatcher
Repairing squad info for Unit #
+
opossum
Languages...
+
koala
Shapes...
+
wombat
Processing raw data...
+
kangaroo
Loading object files...
+
sloth
old save: fixing possibly broken knowledge from unretire
+
anteater
patching corruption: item off-loaded and also in play
+
armadillo
/world.dat
+
squirrel
old save: removing potentially broken rest job
+
marmot
patching dangerously broken trade definition -- magma powder changed to water/snow
+
beaver
removed erroneous unit occupancy flag
+
gopher
** Loading Fortress **
+
mouse
** Loading Adventurer **
+
porcupine
etc.):
+
chinchilla
: Kills
+
cavy
: Relationships
+
capybara
Set Follow Hotkey (
+
rabbit
ecwe
+
hare
hlaas
+
lemur
: Customize
+
loris
The Kills of
+
monkey
Make
+
hedgehog
Complete
+
shrew
Mandates:
+
mole
Export of
+
fruit bat
: Thoughts and preferences
+
wolf
: Health
+
coyote
Jobs
+
jackal
Prohibited
+
raccoon
Sorting languages...
+
coati
Sorting descriptors...
+
weasel
Sorting creatures...
+
otter
Sorting entities...
+
badger
Finalizing languages...
+
skunk
Finalizing descriptors...
+
bear
Sorting reactions...
+
panda
Sorting interactions...
+
panther
Sorting tissue templates...
+
mongoose
Sorting items...
+
hyena
Sorting inorganics...
+
civet
Sorting plants...
+
walrus
Sorting creature bodies...
+
pangolin
Sorting creature variations...
+
elephant
Sorting buildings...
+
mammoth
Sorting body detail plans...
+
horse
Creature variations...
+
zebra
Creatures...
+
tapir
Body detail plans...
+
rhinoceros
Creature bodies...
+
warthog
Interactions...
+
hippopotamus
Sorting material templates...
+
camel
Entities...
+
llama
Reactions...
+
giraffe
Material templates...
+
deer
Inorganics...
+
moose
Colors...
+
antelope
Patterns...
+
sheep
Items...
+
goat
Buildings...
+
bison
Plants...
+
buffalo
Tissue templates...
+
bull
Loading coin information...
+
ill-sized art actions (1):
Loading map data...
+
ill-sized art actions (2):
Loading buildings...
+
ill-sized art actions (3):
Loading entities...
+
ill-sized art actions (4):
Loading parameters...
+
ill-sized art actions (5):
Loading artifacts...
+
ill-sized art actions (6):
Loading civilized populations...
+
gview
Loading history...
+
basic_seed
Generating reactions...
+
version
Generating interactions...
+
min_load_version
Generating creatures...
+
movie_version
Generating entities...
+
event_flow
Preparing graphics...
+
plot_event
Loading items...
+
jobvalue
Finalizing generated objects...
+
jobvalue_setter
Preparing text objects...
+
buildreq
Finalizing reactions...
+
scrollx
Finalizing interactions...
+
scrolly
Finalizing creatures...
+
scrollz
Finalizing entities...
+
linelim
Generating plants...
+
line
Generating items...
+
linechar
Preparing material data...
+
season
Generating inorganics...
+
season_timer
Finalizing plants...
+
cur_rain
Finalizing tissue templates...
+
cur_snow
Finalizing material templates...
+
cur_rain_counter
Finalizing inorganics...
+
cur_snow_counter
Finalizing body detail plans...
+
cur_weather
Finalizing creature variations...
+
weathertimer
Finalizing items...
+
year
Finalizing buildings...
+
assigndesjobs
Loading machines...
+
assignbuildingjobs
Loading flow guides...
+
season_count
Loading schedules...
+
precise_phase
Loading projectiles...
+
cursor
Loading events...
+
point
Loading mandates...
+
gamemode
Loading effects...
+
gametype
Loading local animal populations...
+
index1_1
Rebuilding temporary information...
+
index1_2
Preparing game...
+
index1_3
Loading occupations...
+
index1_4
Loading belief systems...
+
index1_5
Loading units...
+
index1_6
Loading jobs...
+
index1_7
Failed!
+
index1_8
  Dwarf Fortress Options: Load Game 
+
index1_9
Loading armies...
+
index1_10
Loading army controllers...
+
index1_11
Loading crimes...
+
index1_12
Loading vehicles...
+
index1_13
Loading agreements...
+
index1_14
Loading art forms...
+
index1_15
Loading tracking information...
+
index1_16
Loading cultural identities...
+
index1_17
Loading formations...
+
index1_18
Loading activities...
+
index1_19
Loading active historical figures...
+
index1_20
Loading squads...
+
index1_21
Loading identities...
+
index1_22
Loading incidents...
+
index1_23
Loading interactions...
+
index1_24
Loading written content...
+
index1_25
Pearl
+
index1_26
Shell
+
index1_27
Tooth
+
index1_28
Horn
+
index1_29
Amber
+
index1_30
Coral
+
index1_31
Silk
+
index1_32
Yarn
+
index1_33
minecarts
+
index1_34
wheelbarrows
+
index1_35
Plant Growth (?)
+
index1_36
large pots/food storage
+
index1_37
Plant Cloth
+
index1_38
Bone
+
index1_39
other large tools
+
index1_40
sand bags
+
index1_41
Testing Arena
+
index1_42
Testing Arena (Adventurer)
+
index1_43
Preparing game screen...
+
index1_44
Handling compatibility issues...
+
index1_45
There are no active games.
+
index1_46
unprepared
+
index1_47
Unknown Type Error
+
index1_48
Folder:
+
index1_49
Loading announcements...
+
index1_50
Loading fortress information...
+
index1_51
Loading work quotas...
+
index1_52
Loading world events...
+
index1_53
Loading general information...
+
index1_54
Rebuilding more temporary information...
+
index1_55
Loading world information...
+
index1_56
Loading adventure...
+
index1_57
Use Creature Seed
+
index1_58
Embark Points
+
index1_59
Use History Seed
+
index1_60
Use Name Seed
+
index1_61
No Cap
+
index1_62
Site Cap After Civ Creation
+
index1_63
End Year
+
index1_64
Population Cap After Civ Creation
+
index1_65
Allow Plant/Animal
+
index1_66
Allow Non-Plant/Animal
+
index1_67
Soap
+
index1_68
Seed
+
index1_69
Use Seed
+
index1_70
Random
+
index1_71
Fresh Raw Hide
+
index1_72
Rotten Raw Hide
+
index1_73
Masterwork
+
index1_74
Artifact
+
index1_75
Pearlash
+
index1_76
Coal
+
index1_77
Potash
+
index1_78
Crystal Glass
+
index1_79
Standard
+
index1_80
Green Glass
+
index1_81
Clear Glass
+
index1_82
Superior Quality
+
index1_83
Exceptional
+
index1_84
Well-crafted
+
index1_85
Finely-crafted
+
index1_86
Savagery Mesh Size
+
index1_87
Savagery Weighted Range (
+
index1_88
Drainage Mesh Size
+
index1_89
Drainage Weighted Range (
+
index1_90
Volcanism Mesh Size
+
index1_91
Volcanism Weighted Range (
+
index1_92
Temperature Mesh Size
+
index1_93
Temperature Weighted Range (
+
index1_94
8 x 8
+
index1_95
16 x 16
+
index1_96
2 x 2
+
index1_97
4 x 4
+
index1_98
Rain Mesh Size
+
index1_99
Rain Weighted Range (
+
index1_100
32 x 32
+
index1_101
Elevation Weighted Range (
+
index1_102
Savagery
+
index1_103
Minimum
+
index1_104
Drainage
+
index1_105
Volcanism
+
index1_106
Y-Variance
+
index1_107
Elevation Mesh Size
+
index1_108
Maximum
+
index1_109
X-Variance
+
index1_110
Year to Begin Checking Megabeast Percentage
+
index1_111
Cull Unimportant Historical Figures
+
index1_112
Percentage Beasts Dead For Stoppage
+
index1_113
Ignore
+
index1_114
Rainfall
+
index1_115
Temperature
+
index1_116
Reveal All Historical Events
+
index1_117
Elevation
+
index1_118
Generate Divine Materials
+
index1_119
Desired Good Square Count in Small Subregions
+
index1_120
Number of Evil Cloud Types
+
index1_121
Number of Evil Rain Types
+
index1_122
Desired Evil Square Count in Small Subregions
+
index1_123
Desired Evil Square Count in Medium Subregions
+
index1_124
Desired Good Square Count in Medium Subregions
+
index1_125
Desired Good Square Count in Large Subregions
+
index1_126
Number of Bogeyman Types
+
index1_127
Number of Vampire Curse Types
+
index1_128
Number of Demon Types
+
index1_129
Number of Night Troll Types
+
index1_130
Number of Regional Interaction Types
+
index1_131
Number of Disturbance Interaction Types
+
index1_132
Number of Werebeast Curse Types
+
index1_133
Number of Secret Types
+
index1_134
No Beasts
+
index1_135
Max Semimegabeast Caves
+
index1_136
Mineral Scarcity (Low = More minerals)
+
gamemode_cansave
Max Megabeast Caves
+
modejob
Titan Attack Exported Wealth Requirement
+
modeitem
Titan Attack Created Wealth Requirement
+
modeseason
Titan Number
+
selectingtaskobject
Titan Attack Population Requirement
+
addingtask
North and/or South
+
addingtask_sub
North and South
+
buildjob_sizerad
Pole
+
buildjob_sizeroom
North or South
+
buildjob_assignroom
Minimum Complete Edge Oceans
+
buildjob_mastering
Minimum Volcano Number
+
buildjob_give_to
Minimum Mountain Peak Number
+
buildjob_popback
Minimum Partial Edge Oceans
+
buildjob_type
Z Levels At Bottom
+
buildjob_selected
Minimum Natural Cave Size
+
buildjob_unit
Z Levels Above Layer 4
+
buildjob_item
Z Levels Above Layer 5
+
buildjob_building
Number of Non-Mountain Caves
+
buildjob_flowx
Make Caves Visible
+
buildjob_flowy
Maximum Natural Cave Size
+
buildjob_flowz
Number of Mountain Caves
+
buildjob_item1
Magma Layer
+
modeunit
Bottom Layer (Forces Magma)
+
squadcount
Cavern Layer Water Min
+
modeview
Cavern Layer Water Max
+
modepage
Z Levels Above Layer 2
+
modestation
Z Levels Above Layer 3
+
paused
Z Levels Above Ground
+
standingorder_gatherstone
Z Levels Above Layer 1
+
standingorder_gatherwood
Maximum Number of Subregions
+
standingorder_gatherfood
Cavern Layer Number
+
standingorder_gatherbodies
Periodically Erode Extreme Cliffs
+
standingorder_gatherrefuse
Do Orographic Precipitation and Rain Shadows
+
standingorder_gatheranimals
Cavern Layer Passage Density Min
+
standingorder_gatherfurniture
Cavern Layer Passage Density Max
+
standingorder_allharvest
Cavern Layer Openness Min
+
standingorder_loom
Cavern Layer Openness Max
+
standingorder_dyed_clothes
Square Count
+
standingorder_collect_web
Region Count
+
standingorder_zone_drinking
Desired Evil Square Count in Large Subregions
+
standingorder_zone_fishing
Minimum Initial
+
standingorder_slaughter
Minimum River Start Locations (Pre-Erosion)
+
standingorder_butcher
Desired River Start Locations (Post-Erosion)
+
standingorder_tan
Minimum Final
+
standingorder_fishery
Erosion Cycle Count
+
standingorder_kitchen
Bars/Blocks
+
standingorder_kiln
Gems
+
standingorder_smelter
Refuse
+
standingorder_other
Coins
+
standingorder_gatherrefuse_outside
Weapons/Trap Comps
+
standingorder_gatherrefuse_outside_vermin
Additional Options
+
standingorder_gatherrefuse_chasm_corpses
Finished Goods
+
standingorder_gatherrefuse_chasm_skulls
Cloth
+
standingorder_gatherrefuse_chasm_skins
Minimum Number of Low-Volcanism Squares
+
standingorder_gatherrefuse_chasm_bones
Minimum Number of High-Volcanism Squares
+
standingorder_gatherrefuse_chasm_strand_tissue
Minimum Number of High-Savagery Squares
+
standingorder_gatherrefuse_chasm_shell
Minimum Number of Mid-Volcanism Squares
+
standingorder_gatherrefuse_chasm_othernonmetal
Furniture/Siege Ammo
+
standingorder_autoforbid_projectile
Corpses
+
standingorder_autoforbid_your_corpse
Animals
+
standingorder_autoforbid_other_corpse
Food
+
standingorder_autoforbid_your_items
Minimum Number of High-Rain Squares
+
standingorder_autoforbid_other_items
Minimum Number of Mid-Drainage Squares
+
index2_1
Minimum Number of Mid-Rain Squares
+
index2_2
Minimum Number of Low-Rain Squares
+
index2_3
Minimum Number of Mid-Savagery Squares
+
index2_4
Minimum Number of Low-Savagery Squares
+
index2_5
Minimum Number of Low-Drainage Squares
+
index2_6
Minimum Number of High-Drainage Squares
+
index2_7
Only in Finder
+
index2_8
Number of Civilizations
+
index2_9
Allow Init Embark Options to Show Tunnels
+
index2_10
Always
+
index2_11
Minimum Number of Low-Elevation Squares
+
itemmade
Minimum Number of High-Elevation Squares
+
itemmade_subtype
Playable Civilization Required
+
itemmade_subcat1
Minimum Number of Mid-Elevation Squares
+
itemmade_subcat2
Metal
+
itemmade_number
Bars: Other Materials
+
plotinfo
Other Materials
+
world
Stone/Clay
+
game
Blocks: Metal
+
mainview
Blocks: Stone/Clay
+
texture
Bars: Metal
+
init
Blocks: Other Materials
+
d_init
Bones
+
title
Shells
+
title2
Body Parts
+
unitprintstack
Skulls
+
unitprintstack_cur
Hair/Wool
+
unitprintstack_start
Type
+
unitprintstack_clear
Teeth
+
menuposition
Horns/Hooves
+
looklist
Paste
+
olookx
Pressed Material
+
olooky
Bone Meal
+
olookz
Misc. Liquid
+
oscrollx
Item Types
+
oscrolly
Extract (Plant)
+
oscrollz
Extract (Animal)
+
page
Drink (Plant)
+
dunginv_relitem
Drink (Animal)
+
dunginv
Unprepared Fish
+
dunginv_inv
Fruit/Leaves
+
dunginv_depth
Milled Plant
+
dunginv_flag
Cheese (Plant)
+
dunginv_index
Cheese (Animal)
+
throwitem
Liquids
+
dung_target
Types
+
dung_targlist
Fats
+
interactitem
Pastes
+
interactinvslot
Silk Thread
+
dung_attackmode
Yarn Thread
+
dung_dodgemode
Corpse
+
dung_chargedefendmode
Materials
+
dung_swimmode
Total Quality
+
handleannounce
: Toggle
+
preserveannounce
Legs
+
updatelightstate
Core Quality
+
dung_buildinginteract
: Disable
+
next_item_global_id
Mill Products
+
next_unit_global_id
: Scroll
+
next_soul_global_id
: Enable
+
next_civ_global_id
Paper
+
next_nem_global_id
Parchment
+
next_artifact_global_id
Thread (Metal)
+
next_job_global_id
Cloth (Metal)
+
next_schedule_global_id
Feet
+
next_proj_global_id
Hands
+
next_building_global_id
Body
+
next_machine_global_id
Head
+
next_flow_guide_global_id
Other Stone
+
next_histfig_global_id
Rough Glass
+
next_histevent_global_id
Metal Ores
+
next_histeventcol_global_id
Economic
+
next_unitchunk_global_id
Cut Gem
+
next_art_imagechunk_global_id
Cut Stone
+
next_task_global_id
Cut Glass
+
next_squad_global_id
Rough Gem
+
next_formation_global_id
VOLC
+
next_activity_global_id
TEMP
+
next_interaction_instance_global_id
DRAIN
+
next_written_content_global_id
Painting
+
next_identity_global_id
Not painting
+
next_incident_global_id
(View)
+
next_crime_global_id
Brush =
+
next_vehicle_global_id
Brush Radius
+
next_army_global_id
: View Biomes
+
next_army_controller_global_id
: Done
+
next_army_tracking_info_global_id
ELEV
+
next_cultural_identity_global_id
Smoothing Brush
+
next_agreement_global_id
Normal Brush
+
next_poetic_form_global_id
Usable
+
next_musical_form_global_id
Unusable
+
next_dance_form_global_id
Empty Animal Traps
+
next_scale_global_id
Prepared Food
+
next_rhythm_global_id
: Permit
+
next_occupation_global_id
: Forbid
+
next_belief_system_global_id
: Allow All
+
next_image_set_global_id
: Block All
+
next_divination_set_global_id
Silk Cloth
+
manucomp
Yarn Cloth
+
manucomp2
Metal Thread
+
filecomp_buffer
Plant Thread
+
filecomp_buffer2
Qualities
+
filecomp_buffer_aux
Empty Cages
+
filecomp_buffer2_aux
Metal Cloth
+
DEBUG_SHOW_RIVER
Trap Comps
+
DEBUG_FASTCAVEIN
Pet Owner
+
DEBUG_CONTINUOUS
Spouse
+
DEBUG_NOMOOD
  Relationships of
+
DEBUG_SAFEDWARVES
Lover
+
DEBUG_NOANIMALS
Child
+
DEBUG_NOTHIRST
Mother
+
DEBUG_NOHUNGER
Father
+
DEBUG_NOSLEEP
  Music and Sound Options 
+
DEBUG_VISIBLEAMBUSHERS
Volume:
+
DEBUG_QUICKMODE_MINING
.txt
+
DEBUG_ALWAYSHAPPY
Created in DF
+
DEBUG_NEVERBERSERK
or left-click: Change volume. 
+
DEBUG_DISABLEHUMANCARAVAN
: Done.
+
DEBUG_GAMELOG
/255
+
DEBUG_MEGAFAST
=========
+
option_exceptions
Buildings
+
standingorder_mixfoods
: Select
+
mt_index
  Export Local Image 
+
mt_cur_buffer
Your Units
+
mt_virtual_buffer
local_map
+
mt_buffer
-param-
+
mt_virtual_seed_type
: Export Image
+
enabler
: Cancel
+
data/init/d_init.txt
: Type Value
+
SHOW_ALL_HISTORY_IN_DWARF_MODE
: Nullify Value
+
SHOW_EMBARK_TUNNEL
Will be saved
+
ALWAYS
Randomize at gen
+
FINDER
Range:
+
SHOW_FLOW_AMOUNTS
: Set Preset Field Values
+
SHOW_IMP_QUALITY
: Decrease Value
+
ENGRAVINGS_START_OBSCURED
: Increase Value
+
AUTOSAVE_PAUSE
Enemy Fighter
+
POST_PREPARE_EMBARK_CONFIRMATION
Friendly Fighter
+
IF_POINTS_REMAIN
Member of Respected Group
+
EMBARK_WARNING_ALWAYS
Member of Hated Group
+
INITIAL_SAVE
Companion
+
AUTOSAVE
Former Master
+
SEASONAL
Loyal Soldier
+
AUTOBACKUP
Apprentice
+
PATH_COST
Considers Psychotic
+
WALKING_SPREADS_SPATTER_DWF
Good for Business
+
WALKING_SPREADS_SPATTER_ADV
Considers Dancer
+
CAVEINS
Considers Violent
+
ARTIFACTS
Considers Murderer
+
ECONOMY
Comrade
+
ZERO_RENT
Friendly Terms
+
TESTING_ARENA
Considers Killer
+
EMBARK_RECTANGLE
Considers Monster
+
PAUSE_ON_LOAD
Considers Brigand
+
LOG_MAP_REJECTS
Hero
+
INVADERS
Intruder
+
VARIED_GROUND_TILES
Considers Poet
+
NICKNAME_DWARF
Considers Bard
+
REPLACE_FIRST
Considers Bully
+
CENTRALIZE
Considers Storyteller
+
REPLACE_ALL
Grudge
+
NICKNAME_ADVENTURE
Deity
+
NICKNAME_LEGENDS
Bonded
+
CHASM
Friend
+
PILLAR_TILE
Long-term Acquaintance
+
TREE_TRUNK_PILLAR
Passing Acquaintance
+
TREE_TRUNK_SLOPING
Force
+
TREE_TRUNK_S
Object of Worship
+
TREE_TRUNK_W
There are no active work orders tied to this shop.
+
TREE_BRANCH_EW
All work orders must be validated by the manager before they become active.
+
TREE_BRANCH_NE
Checking:
+
TREE_BRANCH_SE
Ready:
+
TREE_BRANCHES
: Increase priority 
+
TREE_SMOOTH_BRANCHES
: Max priority 
+
TREE_CAP_RAMP
: New Order 
+
TREE_CAP_PILLAR
: Remove 
+
TREE_CAP_WALL_N
: Max -
+
TREE_CAP_WALL_S
Work Orders Created For This Shop
+
TREE_CAP_WALL_E
: Permit All
+
TREE_CAP_WALL_W
: Min -
+
TREE_CAP_WALL_NW
Active:
+
TREE_CAP_WALL_SW
Waiting:
+
TREE_CAP_FLOOR1
Left
+
TREE_CAP_FLOOR2
Validated
+
TREE_CAP_FLOOR3
: View
+
TREE_CAP_FLOOR4
  Workshop Profile 
+
TREE_ROOT_SLOPING_DEAD
: Back to Main
+
TREE_TRUNK_SLOPING_DEAD
: Zoom
+
TREE_TRUNK_N_DEAD
Labor Restrictions
+
TREE_TRUNK_S_DEAD
: Permit/Restrict
+
TREE_TRUNK_E_DEAD
: Permitted Workers
+
TREE_TRUNK_W_DEAD
Work Orders
+
TREE_TRUNK_NW_DEAD
Considers Flatterer
+
TREE_TRUNK_SW_DEAD
Hunter
+
TREE_TRUNK_BRANCH_N_DEAD
Former Apprentice
+
TREE_TRUNK_BRANCH_E_DEAD
Considers Quarreler
+
TREE_BRANCH_NS_DEAD
Treasure Hunter
+
TREE_BRANCH_EW_DEAD
Thief
+
TREE_BRANCH_NW_DEAD
Protector of the Weak
+
TREE_BRANCH_NE_DEAD
Preserver of Knowledge
+
TREE_BRANCH_SW_DEAD
: Details
+
TREE_BRANCH_SE_DEAD
: General work orders cannot task this shop
+
TREE_BRANCH_NSE_DEAD
: Wages
+
TREE_BRANCH_NEW_DEAD
: Conditions
+
TREE_BRANCH_NSEW_DEAD
Permitted General Work Order Labors
+
TREE_BRANCHES_DEAD
: Allow/disallow
+
TREE_CAP_PILLAR_DEAD
: General work orders are allowed to task this shop
+
TREE_CAP_WALL_S_DEAD
: Maximum general work order tasks allowed =
+
TREE_CAP_WALL_W_DEAD
[INITIAL_LOAD]
+
TREE_CAP_FLOOR2_DEAD
Unrecognized Shape Token:
+
TREE_CAP_FLOOR4_DEAD
WORD
+
TREE_TRUNK_NSW
Unrecognized Colored Pattern Token:
+
TREE_TRUNK_SEW
PATTERN
+
TREE_TRUNK_EW_DEAD
GEMS_USE_ADJ_NOUN
+
TREE_TRUNK_INTERIOR_DEAD
GEMS_USE_ADJ
+
TRACK_N
GEMS_USE_NOUN
+
TRACK_S
CP_COLOR
+
TRACK_E
COLOR_PATTERN
+
TRACK_W
The citizens of
+
TRACK_NS
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.
+
TRACK_NE
has even sent some troublemakers to harass people right here in town.
+
TRACK_NW
are plagued by bandits.  The gang
+
TRACK_SE
, where
+
TRACK_SW
vault,
+
TRACK_EW
power from the Underworld by invoking
+
TRACK_NSE
wrested
+
TRACK_NSW
will have no mercy.  There is little time -- you must flee.  Perhaps your family and friends can be convinced to leave.
+
TRACK_NEW
The enemy
+
TRACK_SEW
an ancient
+
TRACK_NSEW
Legends speak of
+
TRACK_RAMP_S
are on the march. 
+
TRACK_RAMP_E
is threatened!  The forces of
+
TRACK_RAMP_W
, they
+
TRACK_RAMP_NS
Commanded by
+
TRACK_RAMP_NE
Could not locate adventure start square
+
TRACK_RAMP_NW
Ally:  
+
TRACK_RAMP_SE
The peaceful town of
+
TRACK_RAMP_SW
Adventure Starting Site Files Missing/Corrupted
+
TRACK_RAMP_EW
Non-lethal
+
TRACK_RAMP_NSE
Brawl
+
TRACK_RAMP_NSW
No Quarter
+
TRACK_RAMP_NEW
Lethal
+
TRACK_RAMP_SEW
 +
TRACK_RAMP_NSEW
 +
TRACK_RAMP_N
 +
WOUND_COLOR_MINOR
 +
WOUND_COLOR_INHIBITED
 +
WOUND_COLOR_FUNCTION_LOSS
 +
WOUND_COLOR_BROKEN
 +
WOUND_COLOR_MISSING
 +
IDLERS
 +
ADVENTURER_TRAPS
 +
ADVENTURER_ALWAYS_CENTER
 +
GRAZE_COEFFICIENT
 +
PRIESTHOOD_UNIT_COUNTS
 +
GUILD_UNIT_COUNTS
 +
TEMPLE_VALUE_LEVELS
 +
GUILDHALL_VALUE_LEVELS
 +
ADVENTURER_Z_VIEWS
 +
UNHIDDEN
 +
DISPLAY_LENGTH
 +
COFFIN_NO_PETS_DEFAULT
 +
SET_LABOR_LISTS
 +
SKILL
 +
SKILLS
 +
STORE_DIST_ITEM_DECREASE
 +
STORE_DIST_SEED_COMBINE
 +
STORE_DIST_BUCKET_COMBINE
 +
STORE_DIST_BARREL_COMBINE
 +
STORE_DIST_BIN_COMBINE
 +
SPECIFIC_SEED_CAP
 +
FORTRESS_SEED_CAP
 +
BABY_CHILD_CAP
 +
INVASION_SOLDIER_CAP
 +
INVASION_MONSTER_CAP
 +
VISITOR_CAP
 +
POPULATION_CAP
 +
STRICT_POPULATION_CAP
 +
Unrecognized Init Option:  
 +
WOUND_COLOR_NONE
 +
TILE_PAGE
 +
CREATURE_GRAPHICS
 +
FILE
 +
TILE_DIM
 +
PAGE_DIM
 +
Unrecognized Tile Page Token:
 +
graphics/
 +
Gain possession
 +
Roll
 +
Roll all
 +
Read
 
Pull it out
 
Pull it out
Training
+
Make Campfire (
Horseplay
+
Fell
Gain possession
+
Stop leading
- Current Dodge Preference:
+
Lead
According to Opponent
+
Claim
Stand Ground
+
) as pet
Move Around
+
Release hold on
Strike
+
Dismount to  
  - Current Attack Preference:
+
Mount
Close Combat
+
Hang from
Charge
+
Hold
Do not alter actions
+
/Air
Select your combat preferences.
+
Lava
What would you like to do?
+
Climb to
Would you like to take an action?
+
holding
  [MORE]
+
  releasing hold
  to view other pages)
+
Ignite
  upon a
+
Drink
You have bestowed the name
+
Eat
  [DONE]
+
salt
for help.
+
Put in
  Perhaps some of your friends here can remind you.
+
Set on
Your sleep has been interrupted!
+
Put
You awaken from your slumber.
+
Put on
child that has been kidnapped.
+
Heat
children that have been kidnapped.
+
near lava
  Perhaps some of your friends here have ideas.
+
near magma
  Perhaps some of the people here will be worth talking to before you continue on your way.
+
near burning trunk
You've finally got your equipment together, such as it is.  Now it's time for action and adventure! 
+
near burning branches
Your wanderings have brought you to this place after a long journey.
+
near burning twigs
  A foolhardy soul might try to rescue the
+
  near burning cap
In the rush of excitement, you've forgotten where you were going to go.
+
  near fire
How quickly and quietly will you move?
+
  near campfire
: Currently sneaking
+
Name the  
Move
+
Fill
Ground
+
  with
Wrestle
+
Interact with
Not visible
+
building
Companions
+
Guide
Dead
+
Ride
   
+
, push off toward
Dodge Away
+
Push
  - Current Charge Defense:
+
Climb down
You have no companions.
+
Suck
         
+
You struggle for  
Average Non-Prone Profile
+
You pull out
Average Profile
+
Wrestle
Best Possible
+
The Wrestling of  
Visual Stealth (w/o Skill)
+
Latch
Tiny Profile
+
Grasp
Minuscule Profile
+
JLock
Small Profile
+
Choke
Very Small Profile
+
to scroll.
Very Large Non-Prone Profile
+
Wrestle using
Huge Non-Prone Profile
+
Lock
Vanishing Profile
+
Choke
Large Non-Prone Profile
+
Take-down by
Large Profile
+
Throw by
Very Large Profile
+
Pinch
Gigantic Non-Prone Profile
+
Gouge
Gargantuan Non-Prone Profile
+
Break
Gargantuan Profile
+
Release joint lock of
No Suitable Vegetation
+
  on
Huge Profile
+
Release choke of
Gigantic Profile
+
Release grip of
In Vegetation
+
Loosen joint lock of
Open Area
+
Loosen choke of
Too Large For Vegetation
+
Break grip of
Non-Prone In Vegetation
+
Shake
Clear
+
Strangle
Low Light
+
Grab
By Obstacle
+
attacks. 
Fog/Rain/Snow
+
goes back. 
Visual Stealth Factors
+
selects. 
: Not currently sneaking
+
aborts. 
Darkness
+
scrolls.
Light
+
Attack error
No name
+
Attack
: Done entering filter
+
You cannot see.
No object of worship
+
You cannot read.
No origin
+
You read
Whom does your identity worship?
+
You fill your
What is your identity's profession?
+
It won't fit in your
Filter:  
+
Your
Where is your identity from?
+
is already full.
Ongoing conversation with
+
You heat the
Continuing shouting
+
to no effect.
Your new identity:
+
is hot enough already.
Select an identity.
+
The steam around the vegetation stops you from setting the fire.
Get
+
The vegetation is submerged.
Start a new conversation
+
The vegetation is too wet.
Who will you talk to?
+
You set a fire.
Pick up how many? (0-
+
is empty.
Where would you like to move?
+
Charge
Pick
+
Move to
Pull
+
Create Your Character
When Possible
+
Specific Person
- Current Swimming Preference:
+
Intelligent Wilderness Creature
What would you like to do with
+
There are no creatures available.
When Necessary
+
: Status
Quick movement and other actions decrease stealth.
+
Peasant
Worst Possible
+
Demigod
Select your movement preferences.
+
: Select 
to select.
+
: Cancel character
Poor
+
: Options/Abort
 +
: Abort
 +
: Back
 +
Race:  
 +
Outsider
 +
From
 +
: Add a new character to the party
 +
This character is ready to adventure!
 +
ackground
 +
kills
 +
ppearance
 +
ersonality
 +
quipment
 +
ounts and pets
 +
Name:
 +
Very Low
 +
Below Average
 
Average
 
Average
Terrible
+
Above Average
Awful
+
High
What will you say about the failed peace agreement?
+
Superior
What will you say about the peace agreement?
+
Strength
What will you say about the claim?
+
Agility
What will you say about the tribute stoppage?
+
Toughness
What will you say about tribute agreement?
+
Endurance
What will you say about the trouble?
+
Recuperation
What will you say about the refusal to give tribute?
+
Disease Resistance
What will you say about the refusal to accept tribute?
+
Analytical Ability
What will you say about the occupation?
+
Focus
What will you say about the incident?
+
Creativity
What will you say about the beast?
+
Intuition
What will you say about the new leadership?
+
Patience
What will you say about the army?
+
Memory
What will you say about the group?
+
Linguistic Ability
What will you say about the abduction?
+
Spatial Sense
What will you say about the failed occupation?
+
Musicality
What will you say about the end of the insurrection?
+
Kinesthetic Sense
What will you say about the insurrection?
+
Empathy
What will you say about the site's foundation?
+
Social Awareness
What will you say about the site reclamation?
+
Attributes remaining:
to compose.
+
: Next   
You can use an option in
+
to change
What will you say?
+
Home
: Scroll text
+
Occupation
: Back
+
Beliefs
: No identity
+
: Select (may reset occupation and beliefs)
You must compose a piece first (or learn an improvisational form).
+
Squad member
You don't know anything specific about this, unfortunately.
+
: Believe
: Assume identity
+
: Doubt
: New identity
+
: Set First Name
: Abort
+
: Customize Name
How will you respond to this statement of values?
+
: Random Name
How will you respond to this dismissal?
+
: Become
What will you say about your family?
+
: Next
What will you say about how you are feeling?
+
: Randomize
How will you respond about your profession?
+
Note: This character's appearance is governed by local population information.
How will you respond to the accusation?
+
Certain shapes and colors might not occur without full randomization.
How will you respond to this flattery?
+
: Fully randomize, without respecting population information
How will you respond to this passive reply?
+
Set your
What will you say about the site?
+
personality
What will you say about the surrounding area?
+
here. 
How will you respond to the invocation?
+
denotes the default cultural value.
What will you say about the structure?
+
Your personality facets might be restricted based on your creature type.
What will you say about services?
+
Loyalty
What will you say about the agreement?
+
Friendship
What will you say about the trade?
+
Cunning
What will you say about the request?
+
Artwork
How will you respond?
+
Cooperation
How will you ask?
+
Stoicism
What will you say about the conclusion of the agreement?
+
Self-control
What will you say about the rescue?
+
Tranquility
How will you respond to the adoption request?
+
Harmony
How will you respond to the position offer?
+
Merriment
What will you say about the conflict?
+
Craftsmanship
What will you say about the journey?
+
Hard Work
About whom do you ask?
+
Leisure Time
What do you want?
+
Commerce
Where do you want to go?
+
No love  <->    Loves easily
What do you want to know?
+
No hate  <->    Hates easily
What will you say about the refugees?
+
No envy  <->  Envies easily
What will you say about the gang?
+
Cheerless <-> Easily cheerful
What will you say about the artifact's location?
+
No sadness  <->  Easily sad
What will you say about the artifact's destruction?
+
No anger  <->  Easily angered
: Rename location
+
No anxiety  <->  Very anxious
Remove assignment
+
No lust      <->      Lustful
Define zone bounds
+
    --> Vulnerable to stress
: Add location
+
                  --> Greedy
: Inn/tavern
+
              --> Intemperate
: Main hall
+
Avoid fights <->  Like brawls
: Temple
+
Quits easily <-> Too stubborn
: Library
+
Meanness  <->  Wastefulness
(No Specific Deity)
+
Harmony      <->      Discord
: Delete
+
Quarreler    <->    Flatterer
No worshippers
+
Rude        <->        Polite
worshipper
+
Overreliant <> Disdain advice
: New
+
Fearful    <->      Fearless
Zone
+
Pusillanimous - Overconfident
: Assign
+
                    --> Vain
: Edit
+
                --> Ambitious
: Done filter
+
      --> Sense of gratitude
Current choice's keywords:
+
Austere    <->    Extravagant
: Filter
+
Humorless      <->      Zany
: Set material
+
                --> Vengeful
What will you say about the missing treasure?
+
No self-esteem  <->    Proud
How will you respond to the request for a guide?
+
Merciful - Impartial -  Cruel
: Scroll (Page
+
Scatterbrained - Singleminded
: Select,
+
Despairs - Hopeful - Presumes
How will you respond to the demand to yield?
+
Incurious    <->    Curious
How will you respond to the request to cease hostilities?
+
Shameless    <->    Bashful
How will you respond to the request for directions?
+
Overshares    <->    Private
How will you respond to the request for information?
+
Inattentive <-> Perfectionist
How will you respond to the tribute cancellation?
+
Acquiescing <-> Resists ideas
How will you respond to the offer of tribute?
+
    --> Tolerates differences
How will you respond to the demand for tribute?
+
    --> Emotionally obsessive
How will you respond to the offer of peace?
+
      --> Swayed by emotions
Warning:  This site will be smaller than usual.  Move away from other sites.
+
              --> Altruistic
No building planned at cursor
+
                  --> Dutiful
(Workers are needed!)
+
Too deliberate <> Thoughtless
Total work hours needed:
+
Sloppy      <->      Orderly
Plan a construction or building to form a site (irreversible!)
+
Distrustful <->  Too trusting
: Name site (irreversible!)
+
Loner    <->      Gregarious
No construction planned at cursor
+
Non-assertive <-> Overbearing
Phase
+
Leisurely    <->    Frenetic
: Start work!
+
      --> Excitement-seeking
: Zones/Rooms
+
Just facts - Flights of fancy
Constructing unnamed site
+
    --> Inclined to abstract
Constructing
+
  --> Inclined to create art
: Buildings
+
Socialize
: Constructions
+
Drink alcohol
Rooms: need name!
+
Pray/Meditate
Rooms: need site!
+
Stay occupied
: Material
+
Be creative
: Remove bld/cnst
+
Admire art
: Place
+
Excitement
: Phase
+
Learn something
: Carpenter Wkshp
+
Be with family
: Unassign
+
Be with friends
: Cancel plans
+
Hear eloquence
: Workshop
+
Uphold tradition
: Resize flow
+
Self-examination
: Add flow
+
Make merry
: Assign location
+
Craft object
: Start rect
+
Martial training
: Start flow
+
Practice skill
: Add rect
+
Take it easy
: Start remove
+
Make romance
: Remove rect
+
See animal
Smoke
+
See great beast
  Vapor
+
Acquire object
Fire
+
Eat good meal
Dragonfire
+
Fight
Sea Foam
+
Cause trouble
An Ocean Wave
+
Argue
Magma Mist
+
Be extravagant
Lava Mist
+
Wander
Miasma
+
Help somebody
a swarm of
+
Think abstractly
Mist
+
Intense Need
Steam
+
Strong Need
+
Moderate Need
to view other pages
+
Slight Need
many
+
: Full customization
a colony of
+
: Change dream/goal (if possible)
: Select worker
+
Equipment and pet points remaining:  
: Set worker
+
: Increase quality (
: Start working!
+
: Increase quality
: Scroll material
+
: Decrease quality (
Bookcase
+
: Decrease quality
Display Furniture
+
: Remove
Have
+
Adventure awaits! The party:
Need
+
Adventure awaits
[CAN'T WORK]
+
Detail Your Character
: You will not work personally
+
Skill remaining:
[WITH YOU]
+
Deceased
[WILL WORK]
+
Skills
: You will work for
+
Dabb
  workers)
+
Novc
hours
+
Adeq
an hour
+
Cmpt
A pool of
+
Skld
A smear of
+
Prfc
A small pile of
+
Tltd
A thin layer of
+
Adpt
Lava [
+
Expt
A spattering of
+
Prfn
Magma [
+
Accm
Stagnant water [
+
Mast
Stagnant salt water [
+
HMas
Water [
+
GMas
Salt water [
+
Legd
/yours or companion's
+
Musical Instruments
left
+
Poetic Forms
right
+
Musical Forms
unintelligible
+
Dance Forms
broken vegetation
+
Abysmal
Track/Spoor:
+
Super
imprint
+
Very small
print
+
Average-sized
Item Cloud
+
Large
A Web
+
Very large
A Campfire
+
  for a
A Fire
+
ClmSk
Difficult strike
+
Climb
Impossible strike
+
Sneak:
Normal strike
+
Speed:
Tricky strike
+
Enraged at all enemies!
to view other pages.
+
In a martial trance!
What do you want to aim for?
+
Throwing a tantrum!
cancels.
+
Sunk into depression...
The signs lead southeast.
+
Stumbling obliviously!
The signs lead northwest.
+
In Flight
They belong to you or a companion.
+
On the Ground
The signs lead southwest.
+
Partially Webbed
The signs lead east.
+
Partially Paralyzed
The signs lead south.
+
Sluggish
The signs lead northeast.
+
Slightly Numb
The signs lead west.
+
Bleeding
is here.
+
Faint
imprint in the
+
Fever
The signs lead north.
+
Extreme Pain
This is an unintelligible mess.
+
Pain
deep
+
Exhausted
faint
+
Over-Exert
vague
+
Tired
shallow
+
Drowning
The vegetation is broken here.
+
Winded
The vegetation has been slightly perturbed here.
+
Nauseous
light
+
Slumberous
thick
+
Thirsty!
A dusting of
+
Hungry
A pile of
+
Focused
The vegetation is bent here.
+
Distracted!
The vegetation is heavily damaged here.
+
Distracted
Heavy attack: slower to strike and recover, but hits harder
+
Pray
No heavy attack: enraged
+
Pray to  
Wild attack: fast strike, slow recovery, hard but unbalancing/inaccurate
+
Meditate
Forced wild attack: enraged
+
Unfettered
No quick attack: enraged
+
Level-headed
Quick attack: faster to strike and recover, but not powerful
+
Untroubled
Fast
+
Undistracted
Slow
+
Unfocused
strike
+
: View Attributes
V Fast
+
: View Skills
Simple
+
: Health
Easier
+
: Kills
V Slow
+
: Desc
VVSlow
+
: View Wr
Tricky
+
: Cust
Difficult
+
Encounter
Easy
+
Horseplay
Normal
+
Training
direct hit
+
Lethal
very square
+
Ally:
Impossible
+
[DONE]
to go back.
+
What would you like to wear?
can't quite connect
+
What would you like to remove?
can't land squarely
+
What would you like to drop?
square
+
What would you like to throw?
fairly solid
+
With what would you like to interact?
Easier strike
+
With what would you like to eat or drink?
Easy strike
+
What would you like to put inside a container or on a pack animal?
can only graze
+
Where would you like to put the
Simple strike
+
Your Inventory
Parry
+
to view other pages. 
You are fighting
+
when done.
Parry (
+
No recent announcements.
Block
+
Announcements
aborts.
+
Sewer Access
confirms. 
+
Tree House
pages)
+
The Home Tree
Which creature will you attack? 
+
Shaping Tree
has yielded.  Attack anyway?
+
Market Tree
Multi-attack: choose another simultaneous action afterward
+
Tavern Tree
Really attack
+
Library Tree
Really start a conflict with
+
Counting Tree
No charge attack: target shares your location
+
Guild Tree
No charge attack: target is climbing
+
Tower Tree
Charge attack: move toward your opponent
+
Civic Mound
No charge attack: target's location inaccessible
+
Castle Mound
No charge attack: target is in uncontrolled flight
+
Drinking Mound
No charge attack: target is chained
+
Mead Hall
No charge attack: target is on a projectile
+
Temple
No charge attack: target is on a vehicle
+
Guildhall
No charge attack: you are climbing
+
Tower
No charge attack: you are on a projectile
+
Abandoned shop
No charge attack: target is mounted
+
Food imports
No charge attack: target is on the ground
+
Clothing imports
No charge attack: you are chained
+
General imports
No charge attack: you are mounted
+
Cloth shop
No charge attack: you are on a vehicle
+
Leather shop
No charge attack: you are in uncontrolled flight
+
Woven clothing shop
Precise attack: very slow to strike, improved accuracy
+
Leather clothing shop
No precise attack: enraged
+
Bone carver's shop
No charge attack: you are on the ground
+
Gem cutter's shop
No charge attack: no target
+
Weaponsmith's shop
You will sleep as necessary until dawn.
+
Bowyer's shop
: wait.
+
Blacksmith's shop
hour
+
Armorsmith's shop
You will sleep as necessary for
+
Metal craft shop
: cannot see dawn.
+
Leather goods shop
aborts.
+
Carpenter's shop
: sleep.
+
Stone furniture shop
: until dawn.
+
Metal furniture shop
Move to a creature or press
+
Barrow
throws.
+
Warehouse
to throw this direction.
+
Fortress Entrance
to shoot this direction.
+
Trenches
Who will you target? 
+
shrine
fires. 
+
Shrine to
fires.
+
Shrine
throws. 
+
Empty market
cancel
+
Imported goods market
pages
+
Imported food market
Who will you shoot? 
+
Imported clothing market
this location
+
Meat market
done,
+
Fruit and vegetable market
cancel,
+
Cheese market
remove last
+
Processed goods market
own tile only
+
Underground Fortress
adjacent only
+
Underground Farms
, disturber only
+
Underground Stair
, range
+
Hillocks
Dodge (
+
Houses
Block (
+
Hillock
selected
+
House
Select
+
Abandoned hillocks
You've found a small creature.
+
Abandoned houses
  and some other small creatures.
+
Abandoned hillock
Your intense search turns up nothing.
+
Abandoned house
You've found some small creatures.
+
Ruined hillocks
You've already searched this area recently.
+
Ruined houses
There are no visible tracks or other signs.
+
Ruined hillock
  and another small creature.
+
Ruined house
You've found a colony of
+
No significant structures
You cannot build here.
+
Dining hall
You cannot jump while wrestling.
+
Shrine of
There are no visible tracks or other signs, aside from yours.
+
Dawn is breaking.
You do not have the authority to build here.
+
It is noon.
You cannot jump while prone.
+
Night is falling.
You cannot jump while swimming.
+
Assume an identity
You are too injured to jump.
+
Begin a performance
You cannot jump while in the air.
+
Shout out to everybody
hearthperson
+
The Void
ladies consort
+
, Deity
cannot jump.
+
, Force
hearthpeople
+
build
lord consort
+
build a fire
ladies
+
fell trees
lady consort
+
compose
lords consort
+
write
lord
+
You are still surrounded by cackling.
CUSTOM_LAW_MAKER
+
You feel too watched to
lady
+
You don't feel safe enough to
lords
+
You can't
You will wait, staying awake for
+
  because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
You will wait, staying awake until dawn.
+
until you've stopped the bleeding.
You fail to grab the
+
because you can't breathe.
  changes hours.
+
because you are dying of thirst.
Being dead is cold and clammy.
+
  because you are starving to death.
There are no traces of sunlight here.
+
because you are drowning.
The temperature cannot be judged.
+
because you are swimming.
The temperature is as it has been and always will be.
+
until you are on a stable surface.
There is no sunlight when you are dead.
+
You must move away from the water before you can
You aren't picking up any odor in particular.
+
You must come down from the mountains before you can
The area gives off a sickly light.
+
until you stop riding this vehicle.
The sky is alive with vortices of purple light and dark, boiling clouds.
+
until you stop riding this projectile.
Things smell bad when you are dead.
+
until you leave this site.
You have nothing left to fire.
+
You cannot  
on the wind.
+
You make a campfire.
You smell
+
You cannot fell trees in the arena.
There is nothing to pick up here.
+
You need to be holding an axe.
You have nothing left to drop.
+
You need to be holding an axe with a sharp edge.
You have nothing to fire with.
+
You cannot fell the trees here.
You have nothing left to throw.
+
is a
You have nothing left to wear.
+
Nobody lives there
You have nothing left to remove.
+
Few live there
You have nothing to put inside a container.
+
A few dozen or less live there
You have nothing left to eat or drink.
+
Some dozens live there
with your
+
Roughly a hundred live there
You draw
+
Well over a hundred live there
You have nothing left to draw or put away.
+
A few hundred live there
You do not have a free grasp for
+
Several hundred live there
You no longer assume a submissive posture.
+
A thousand live there
You assume a submissive posture.
+
A few thousand live there
  to your
+
Thousands live there
You strap
+
  and it is controlled by
You cannot speak.
+
is a religion
cannot speak.
+
whose adherents worship
You have nothing to examine.
+
, the force
You have nothing with which to interact.
+
is the force
Performing
+
  They worship at
(moving
+
  Their temple
(free to act,
+
is ruined.
(move to X)
+
laboring
to return to arena.
+
menacing
Nameless
+
confused
(still)
+
submitting
You can't travel until you emerge from underground or enter a tunnel.
+
offended
You must
+
plaintive
You must move away from the river before you can travel.
+
triumphant
You must move away from the surrounding obstacles before you can travel.
+
the word
The webs make it impossible to stand.
+
Charging
cannot hold the terrain.
+
Moving
You can't stand up -- somebody is in the way.
+
southeast
You are too tired to stand.
+
northeast
You cannot climb while prone.
+
(above)
If you move, your performance will be interrupted.
+
(below)
You are too injured to hold the terrain.
+
upward
You need a free grasp to hold the terrain.
+
downward
You need a free grasp to climb.
+
Remote:
It is the
+
Distant:
  cannot climb.
+
Starting:
You are too injured to climb.
+
Incoming:
It is cool.
+
IMMINENT:
It is warm.
+
Recovering from attacking
You've lost track of time since your death.
+
Attacking
It is freezing.
+
with wrestling
It is deathly cold.
+
  with grab
It is burning.
+
quick
It is scorching.
+
wild
The temperature is pleasant.
+
precise
Focused
+
, aiming for
Focused!
+
Jumping
Distracted
+
Pushing Object
Distracted!
+
Holding terrain
 +
Releasing hold on terrain
 +
Mounting
 +
Dismounting
 +
Leading animal
 +
Stop leading animal
 +
Holding item
 +
Releasing hold on item
 +
Regaining balance
 +
Sucking Blood
 +
Working
 +
Talking
 +
Parrying
 +
Blocking
 +
Recovering from deflection
 +
Standing Up
 +
Lying Down
 +
strike
 +
Offloading site...
 +
Strongest Odor:
 +
Slp!
 +
Sleep!
 +
VDrw
 +
V Drowsy
 +
Drws
 +
Thir
 +
Dhyd
 +
Strv
 +
Hngr
 +
: Stop
 +
: Sneak
 +
: Map
 +
: Log
 +
: Sleep
 +
: Tracks
 +
: Clouds
 +
Sneak
 +
: cannot see dawn.
 +
: until dawn.
 +
: sleep.
 +
: wait.
 +
You will sleep as necessary until dawn.
 +
You will sleep as necessary for
 +
hour
 +
You will wait, staying awake until dawn.
 +
You will wait, staying awake for
 +
confirms. 
 +
changes hours.
 +
You topple the statue!
 +
You pull the lever.
 +
You break the hatch in!
 +
The hatch is operated by a remote mechanism.  You cannot proceed.
 +
You pick the lock!
 +
You bash the door down!
 +
says:  "
 +
says, "
 +
CHAR
 +
[C:6:0:1]
 +
is an example of
 +
You roll
 +
, divining the will of
 +
according to the practice of
 +
, testing the will of
 +
lands on
 +
comes up
 +
shows
 +
Your fate is sealed.
 +
Don't you know that
 +
is a jealous deity?  Why consult another?
 +
You already know the will of
 +
Why wasn't
 +
, a jealous deity, consulted first?
 +
.  Do not tempt fate.
 +
Praise
 +
for ignoring your hubris. 
 +
without bound
 +
You are forgiven.
 +
You are free to do as you choose.
 +
Freedom is allowed even in this.
 +
Your happiness is still desired.
 +
You are loved.
 +
You have been granted mercy.
 +
Peace is cherished.
 +
Such care for your happiness!
 +
Such
 +
Such is the spirit of
 +
Infinite
 +
tender
 +
Hubris!
 +
have been cursed
 +
Look out for a chance encounter.
 +
Stay the course.
 +
Expect a change.
 +
The task will not be completed.
 +
The task will be successful.
 +
Focus on living in harmony.
 +
Fulfillment will be yours.
 +
A reckoning awaits.
 +
You will awaken to a new possibility.
 +
You must reflect on your actions.
 +
Beware doubt.
 +
Joy is on the horizon.
 +
A great sadness is coming.
 +
A sudden upheaval is in store.
 +
A coming disaster can be delayed, but not avoided.
 +
Follow your desire.
 +
Rely on willpower to see you through.
 +
Beware those that lack passion.
 +
All is not as it seems.
 +
Have faith and all shall be rejuvenated.
 +
Cling not to material things.
 +
Hold to hope when all else is lost.
 +
Be playful today.
 +
Do not be stopped by fear.
 +
You will released.
 +
Do not take any chances.
 +
Look to another for what you need.
 +
The partnership is one-sided.
 +
There are two sides to every story.
 +
Follow your intuition.
 +
You will travel far from this place.
 +
An important decision awaits your careful deliberation.
 +
Beware of ill-conceived plans.
 +
Focus today.
 +
Be compassionate.
 +
Today you will have a moment of weakness.
 +
The burden will be lifted soon.
 +
You will have a great accomplishment.
 +
See to your responsibilities.
 +
An end and a new beginning.
 +
Do not hold on for too long.
 +
Make a change or forever remain.
 +
Give up the hopeless cause.
 +
Keep your own counsel today.
 +
Do not be reckless.
 +
You will make your final stand.
 +
Be cautious of fatigue today.
 +
Ask a question.
 +
Do not give them too much.
 +
Do not keep everything for yourself.
 +
The situation cannot get worse.
 +
The enterprise will be a failure.
 +
Accept a defeat.
 +
Be mindful of others around you.
 +
Prepare for disappointment.
 +
Consider the consequences carefully.
 +
Act quickly today.
 +
Be generous today.
 +
If you accept the gift, one will be expected in return.
 +
Bring comfort to someone today.
 +
Now is a time for calm.
 +
Your dreams will come true.
 +
Beware a rival.
 +
Avoid conflict today.
 +
Do not avoid a necessary conflict today.
 +
Look ahead to the future.
 +
An obstacle will present itself.
 +
Begin an adventure.
 +
You have missed your chance.
 +
Accept the loss and move on.
 +
Make the decision quickly.
 +
Explore today.
 +
A new friendship will form.
 +
It is not as simple as you think.
 +
You will learn something you did not want to know.
 +
Follow your desire to reconcile.
 +
It is too soon to forgive.
 +
Your ambition is misguided.
 +
The object of your ambition will be realized.
 +
There is no right choice.
 +
Rethink your priorities.
 +
You will received bad advice.
 +
A clever strategy will be required.
 +
Take care you are not deceived.
 +
Indulge heartily.
 +
You will know suffering soon.
 +
Rethink your approach.
 +
You must reveal the truth.
 +
Some changes are inevitable.
 +
Whatever happens, it will be for the best.
 +
It is time to leave it behind.
 +
Do not fear loss.
 +
You must face the challenge today.
 +
Today, somebody will be cruel.
 +
Master yourself today; discipline will be required.
 +
Beware a hidden plan.
 +
Be practical.
 +
Think of others today, not yourself.
 +
See to the simple comforts.
 +
Think on what came before and what follows.
 +
It will not be fair.
 +
Believe no one today.
 +
See to your legacy.
 +
Instability.
 +
The effort will reach a culmination.
 +
Any success will be fleeting.
 +
Make the sacrifice regardless of fear.
 +
Do not stall.
 +
Make no needless sacrifices.
 +
Be sure to keep to a high standard today.
 +
Be patient.
 +
Take the middle path.
 +
You must choose between two extremes.
 +
Beware a lack of balance.
 +
Be diligent and undistracted.
 +
There will be no reward.
 +
Persevere though it may be for nothing.
 +
Eat not the fruits of your labor.
 +
It is a false success.
 +
You will be rewarded.
 +
a word but you cannot read
 +
The cackling fades away.
 +
You are surrounded by incessant cackling.
 +
You are a wanderer of the wilderness.
 +
Your wanderings have led you to
 +
.  You are a stranger here.
 +
You emerged from the wilds and managed to prove yourself to the locals.  Now you are finally a
 +
You are a newly-minted
 +
of the great
 +
.  Destiny is calling!
 +
You emerged from the wilds and came to be a
 +
You are a
 +
, and you have never strayed far from home.
 +
  You are a
 +
n ardent
 +
faithful
 +
casual
 +
dubious
 +
worshipper of
 +
, and you belong to
 +
You've located a
 +
right under you
 +
above and
 +
below and
 +
to the
 +
Nameless
 +
to return to arena.
 +
(still)
 +
(moving
 +
Performing
 +
(move to X)
 +
(free to act,
 +
to continue)
 +
(occupied)
 +
You have reached the summit of
 +
You are deceased. 
 +
to become somebody else.
 +
  to finish.
 +
Swimming
 +
In Air
 +
Flying
 +
Stvg
 
Hung
 
Hung
 
Mortal Wound
 
Mortal Wound
Dhyd
+
On Ground
Thirsty
+
Numb
Stvg
+
Bleeding!
Thir
+
MSk
Flying
+
Mnt
In Air
+
Snk
Thirsty!
+
Spd
Nauseous
+
MtSnk
Drowsy
+
Sneak
V Drowsy
+
Speed
Winded
 
Drowning
 
Sleep!
 
Exhausted
 
Tired
 
Over-Exert
 
Unconscious
 
to finish.
 
Dizzy
 
Stunned
 
(occupied)
 
to continue)
 
 
You are deceased.  Press  
 
You are deceased.  Press  
You have reached the summit of
+
There is a locked
Parley Arrangement
+
here.
Grant of Citizenship
+
- Bash it down
Order:DriveOff/
+
- Pick the lock
Order:Kill/
+
- Topple it
Entertain/
+
- Break it in
Bound Service/
+
- Pull it
Residency Agreement
+
- Raise the bucket
World Joining Agreement
+
- Lower the bucket
Rescue/
+
You raise the bucket.
Guide/
+
You lower the bucket.
Adventure/
+
Can I help you with something?
Aid Rescue/
+
You have discovered a
Speed
+
You cannot travel through the
Sneak
+
The Kills of
Overthrow/
+
in play interaction
Done/
+
invalid lair entrance
Climb
+
There is nothing to do with
Spd
+
You empty the
Snk
+
You take out the
Fever
+
You don't have a suitable container.
Faint
+
You pack the
ClmSk
+
on to
Pain
+
You put the
Bleeding!
+
into the
Numb
+
You eat the
Pale
+
You drink the
Bleeding
+
is too salty.
Paralyzed
+
is too hot.
In Flight
+
is too cold.
On Ground
+
You lick the
Webbed
+
No.  That's disgusting.
from
+
You just can't fit any more.
Drive
+
It's too much!  You feel even more sick.
An order from
+
It's too much!  You might not be able to keep it down.
Cause trouble for
+
You feel really full.
Kill
+
You are starting to feel full.
Agreement concluded
+
You empty
out of
+
You drop
Drive members of
+
NULL artifact on create site map, skipping
by invocation of True Name
+
Charge
was bound to serve
+
Move
throughout the world
+
Attack
agreed to entertain people with
+
Jump
in order to rescue
+
Push Object
in order to be brought safely away from
+
Hold
wherever the journey might lead
+
Mount
agreed to adventure with
+
Dismount
agreed to guide
+
Lead animal
thereby freeing
+
Release
somebody unknown
+
Unsteady
Entertainment Agreement
+
Suck Blood
Bound Servitude
+
Talk
in insurrection against
+
Parry
agreed to join
+
Block
Rescue Agreement
+
Dodge
Guide Agreement
+
Recover
Adventuring Agreement
+
Stand Up
Aid Rescue Agreement
+
Lie Down
Unknown
+
to act
Order:Trouble/
+
Tracks Visible:
Overthrow Agreement
+
Tactical
Unnamed
+
Would you like to take an action?
Lock
+
  to view other pages)
Wrestle using
+
Do not alter actions
Take-down by
+
What would you like to do?
Choke
+
Select your combat preferences.
Choke
+
- Current Attack Preference:  
  to scroll.
+
Strike
Latch
+
Close Combat
JLock
+
According to Opponent
Grasp
+
- Current Dodge Preference:  
Wrestle
+
Move Around
: Filter on _
+
Stand Ground
The Wrestling of
+
- Current Charge Defense:
: Recenter on current location
+
Dodge Away
: Recenter on selected
+
   
: Filter on
+
Dead
: Toggle line
+
Nearby
Bestiary
+
Traveling through
Regions
+
Distant
: Toggle map/info
+
Character chooses their own actions
Artifacts
+
Player controls every action
People
+
         
Agreements
+
You have no party members to become.
Groups
+
Party Member
Sites
+
Party Members
Complete: report back
+
You have no companions.
Finish reporting in
+
Companion
Events
+
Companions
Not yet completed
+
: Become another party member
Accm
+
: Party tactical settings
Prfn
+
Wrestle
Mast
+
Ground
Tltd
+
Not visible
Prfc
+
How quickly and quietly will
Expt
+
move?
Adpt
+
: Currently sneaking
Adeq
+
: Not currently sneaking
Novc
+
Visual Stealth Factors
Skld
+
Darkness
Cmpt
+
Low Light
Deceased
+
Clear
scrolls.
+
Fog/Rain/Snow
Dabb
+
By Obstacle
Skills
+
Open Area
attacks. 
+
In Vegetation
Grab
+
Non-Prone In Vegetation
selects. 
+
Too Large For Vegetation
goes back. 
+
No Suitable Vegetation
Break grip of
+
Gargantuan Profile
Loosen choke of
+
Gigantic Profile
Strangle
+
Huge Profile
Shake
+
Very Large Profile
Release choke of
+
Large Profile
Release joint lock of
+
Huge Non-Prone Profile
Loosen joint lock of
+
Very Large Non-Prone Profile
Release grip of
+
Large Non-Prone Profile
Pinch
+
Vanishing Profile
Throw by
+
Minuscule Profile
Break
+
Tiny Profile
Gouge
+
Very Small Profile
Spatial Sense
+
Small Profile
Linguistic Ability
+
Average Profile
Kinesthetic Sense
+
Average Non-Prone Profile
Musicality
+
Visual Stealth (w/o Skill)
Intuition
+
Best Possible
Creativity
+
Fantastic
Memory
+
Great
Patience
+
Good
Analytical Ability
+
Poor
Disease Resistance
+
Awful
Willpower
+
Terrible
Focus
+
Worst Possible
Toughness
+
Quick movement and other actions decrease stealth.
Agility
+
to select.
Recuperation
+
Select your movement preferences.
Endurance
+
- Current Swimming Preference:
Superior
+
When Possible
High
+
When Necessary
Strength
+
What would you like to do with
Super
+
Where would you like to move?
Very Low
+
Pick up how many? (0-
Above Average
+
Pull
Below Average
+
Pick
Musical Forms
+
Get
Poetic Forms
+
Start a new conversation
Abysmal
+
Continuing shouting
Dance Forms
+
Ongoing conversation with
GMas
+
Select an identity.
HMas
+
Your new identity:
Musical Instruments
+
What is your identity's profession?
Legd
+
Whom does your identity worship?
Hungry
+
Where is your identity from?
Very Hungry
+
Filter:
Pray
+
: Done entering filter
Drink alcohol
+
No name
Very Drowsy
+
No origin
Slumberous
+
No object of worship
Starving
+
: Assume identity
Dehydrated
+
: New identity
Slightly Numb
+
: No identity
Partially Numb
+
You don't believe anything relevant, unfortunately.
Extreme Pain
+
Assume an appropriate identity first if you'd like to pretend.
Heavy Bleeding
+
You don't know anything specific about this, unfortunately.
Partially Paralyzed
+
You must compose a piece first (or learn an improvisational form).
Partially Webbed
+
You can use an option in
Completely Numb
+
  to compose.
Sluggish
+
: Scroll text
Sunk into depression...
+
What will you say?
Throwing a tantrum!
+
What will you say about the insurrection?
On the Ground
+
What will you say about the end of the insurrection?
Stumbling obliviously!
+
What will you say about the site reclamation?
Speed:
+
What will you say about the site's foundation?
Sneak:
+
What will you say about the group?
In a martial trance!
+
What will you say about the army?
Enraged at all enemies!
+
What will you say about the failed occupation?
Large
+
What will you say about the abduction?
Average-sized
+
What will you say about the incident?
  for a
+
What will you say about the occupation?
Very large
+
What will you say about the new leadership?
Social Awareness
+
What will you say about the beast?
Empathy
+
What will you say about the trouble?
Small
+
What will you say about tribute agreement?
Very small
+
What will you say about the refusal to accept tribute?
Level-headed
+
What will you say about the refusal to give tribute?
Unfettered
+
What will you say about the peace agreement?
Undistracted
+
What will you say about the failed peace agreement?
Untroubled
+
What will you say about the tribute stoppage?
Wander
+
What will you say about the claim?
Be extravagant
+
What will you say about the gang?
Think abstractly
+
What will you say about the refugees?
Help somebody
+
What will you say about the artifact's destruction?
Fight
+
What will you say about the artifact's location?
Eat good meal
+
What do you want to know?
Argue
+
What do you want?
Cause trouble
+
Which pet will you gift?
See animal
+
About whom do you ask?
Make romance
+
Where do you want to go?
Acquire object
+
How will you respond to the position offer?
See great beast
+
How will you respond to the adoption request?
Martial training
+
What will you say about the journey?
Craft object
+
What will you say about the conflict?
Take it easy
+
How will you ask?
Practice skill
+
How will you respond?
Uphold tradition
+
What will you say about the rescue?
Hear eloquence
+
What will you say about the conclusion of the agreement?
Make merry
+
What will you say about the agreement?
Self-examination
+
What will you say about services?
Learn something
+
What will you say about the request?
Excitement
+
What will you say about the trade?
Be with friends
+
What will you say about the surrounding area?
Be with family
+
What will you say about the site?
Stay occupied
+
What will you say about the structure?
Meditate
+
How will you respond to the invocation?
Admire art
+
How will you respond to the accusation?
Be creative
+
What will you say about your master?
You lick the  
+
What will you say about your plots and scheming?
is too cold.
+
How will you respond about your profession?
You just can't fit any more.
+
How will you respond to this passive reply?
No.  That's disgusting.
+
How will you respond to this flattery?
You drink the  
+
How will you respond to this dismissal?
You eat the  
+
How will you respond to this statement of values?
is too hot.
+
What will you say about how you are feeling?
is too salty.
+
What will you say about your family?
You put the  
+
How will you respond to the offer of tribute?
You don't have a suitable container.
+
How will you respond to the tribute cancellation?
on the  
+
How will you respond to the offer of peace?
into the  
+
How will you respond to the demand for tribute?
There is nothing to do with
+
How will you respond to the request to cease hostilities?
when done.
+
How will you respond to the demand to yield?
You take out the  
+
How will you respond to the request for information?
You empty the  
+
How will you respond to the request for directions?
Where would you like to put the  
+
How will you respond to the request for a guide?
What would you like to put inside a container?
+
What will you say about the missing treasure?
to view other pages. 
+
Toward You:
Your Inventory
+
Positive attitude
What would you like to throw?
+
Negative attitude
What would you like to drop?
+
Neutral attitude
With what would you like to eat or drink?
+
Patient
With what would you like to interact?
+
Impatient
: Cust
+
Animated
: View Wr
+
Agitated
What would you like to remove?
+
Bold
What would you like to wear?
+
Confident
: View Attributes
+
Acquiescent
Unfocused
+
Unassuming
: Desc
+
Loves you
: View Skills
+
Likes you
says, "
+
Hates you
says:  "
+
Dislikes you
Tree House
+
Terrified of you
Sewer Access
+
Scared of you
right under you
+
No fear of you
You've located a
+
Respects you
below and
+
No respect for you
above and
+
Low respect for you
You do not have a free grasp.
+
Trusts you
You do not have a free grasp and your pack is full.
+
Distrusts you
Announcements
+
Highly Loyal
No recent announcements.
+
General Mood:
You do not have a free grasp and your quivers are full.
+
Annoyed
You do not have a free grasp and your quiver and pack are full.
+
Satisfied
You do not have a free grasp and your packs are full.
+
Grouchy
You do not have a free grasp and your quiver is full.
+
Grumpy
You do not have a free grasp and your quivers and packs are full.
+
Fondness
and puts it in
+
Suspicious
You do not have a free grasp and your quivers and pack are full.
+
Alarmed
You do not have a free grasp and your quiver and packs are full.
+
Shocked
picks
+
Horrified
pick
+
Grimly Satisfied
and put it in
+
Grieving
up the
+
Triumphant
You drop
+
Enraged
You empty
+
Eexcited
pulls off
+
Gaiety
pull off
+
Joyous
It's too much!  You might not be able to keep it down.
+
Blissful
It's too much!  You feel even more sick.
+
Loving
You are starting to feel full.
+
Vengeful
You feel really full.
+
Accepting
Fortress Entrance
+
Admiration
Warehouse
+
Adoration
Empty market
+
Affection
Trenches
+
Aggravated
Carpenter's shop
+
In Agony
Leather goods shop
+
Alienated
Metal furniture shop
+
Amazed
Stone furniture shop
+
Ambivalent
Blacksmith's shop
+
Amused
Bowyer's shop
+
Angry
Metal craft shop
+
In Anguish
Armorsmith's shop
+
Anxious
Bone carver's shop
+
Apathetic
Leather clothing shop
+
Aroused
Weaponsmith's shop
+
Astonished
Gem cutter's shop
+
Averse
Cloth shop
+
In Awe
General imports
+
Bitter
Woven clothing shop
+
Bored
Leather shop
+
Caring
Abandoned shop
+
Confused
Tavern
+
Contemptuous
Clothing imports
+
Content
Food imports
+
Dejected
Civic Mound
+
Delighted
Library Tree
+
Despair
Drinking Mound
+
Disappointed
Castle Mound
+
Disgusted
Shaping Tree
+
Disillusioned
The Home Tree
+
Dislike
Tavern Tree
+
Displeasure
Market Tree
+
Distressed
Strv
+
Eager
Drws
+
Elated
: Stop
+
Embarrassed
Hngr
+
Empathetic
Death
+
Empty
Strongest Odor:
+
Enjoyment
VDrw
+
Exasperated
Slp!
+
Exhilarated
Ruined house
+
Afraid
Ruined hillock
+
Ferocious
Offloading site...
+
Free
No significant structures
+
Frustrated
Abandoned house
+
Gleeful
Abandoned hillock
+
Gloomy
Ruined houses
+
Glum
Ruined hillocks
+
Grateful
House
+
Guilty
Hillock
+
Happy
Abandoned houses
+
Hateful
Abandoned hillocks
+
Hopeful
Underground Stair
+
Hopeless
Underground Farms
+
Humiliated
Houses
+
Insulted
Hillocks
+
Interested
Cheese market
+
Irritated
Fruit and vegetable market
+
Isolated
Underground Fortress
+
Jolly
Processed goods market
+
Jovial
Imported food market
+
Jubilant
Imported goods market
+
Loathing
Meat market
+
Lonely
Imported clothing market
+
Lustful
Race:
+
Miserable
Name:
+
Mortified
Demigod
+
Nervous
Peasant
+
Nostalgic
You topple the statue!
+
Optimistic
- Bash it down
+
Outraged
Create Your Character
+
Panicked
You bash the door down!
+
Passionate
The hatch is operated by a remote mechanism.  You cannot proceed.
+
Pleasure
You break the hatch in!
+
Proud
- Topple it
+
Enraptured
You pick the lock!
+
Rejected
There is a locked
+
Relieved
You pull the lever.
+
Regretful
- Pick the lock
+
Remorseful
- Break it in
+
Repentant
You raise the bucket.
+
Resentful
- Lower the bucket
+
Restless
- Pull it
+
Indignant
You lower the bucket.
+
Self-pity
There is a
+
Servile
You cannot travel through the
+
Shaken
- Raise the bucket
+
Ashamed
here.
+
Sympathy
: Clouds
+
Tenderness
: Tracks
+
Thrilled
You have discovered a
+
Uneasy
Sneak
+
Unhappy
: Map
+
Wonder
: Sneak
+
Worried
: Sleep
+
Wrathful
: Log
+
Zealous
personality
+
Existential Crisis
Set your
+
Defeated
here. 
+
Expectant
Certain shapes and colors might not occur without full randomization.
+
Doubt
Note: This character's appearance is governed by local population information.
+
Enthusiastic
: Randomize
+
Pessimistic
: Fully randomize, without respecting population information
+
Euphoric
: Random Name
+
Your tone/tact:
: Customize Name
+
: Persuade
Background:
+
Almost guaranteed
: Become
+
Likely success
: Background
+
Favorable odds
to change
+
Impossible
: Set First Name
+
Nearly impossible
Locally Important
+
Likely failure
: Done   
+
Even odds
Attributes remaining:
+
Unfavorable odds
Skill remaining:  
+
: Intimidate
: Options/Abort
+
: Select,
: Status
+
: Scroll (Page
From
+
Current choice's keywords:
Outsider
+
: Done filter
Specific Person
+
: Filter
: Select 
+
Zone
There are no creatures available.
+
: Edit
Intelligent Wilderness Creature
+
: Assign
Leisure Time
+
hall
Perseverance
+
(No Specific Deity)
Romance
+
worshipper
Commerce
+
No worshippers
Hard Work
+
: Main hall
Skill
+
: Inn/tavern
Competition
+
: Craft Guildhall
Sacrifice
+
Remove assignment
Merriment
+
: Rename location
Harmony
+
: Add location
Martial Prowess
+
Define zone bounds
Craftsmanship
+
: Add rect
Introspection
+
: Start flow
Stoicism
+
: Remove rect
Tranquility
+
: Start remove
Self-control
+
: Add flow
Artwork
+
: Resize flow
Tradition
+
: Start rect
Independence
+
: Assign location
Cooperation
+
: Unassign
Eloquence
+
: Carpenter Wkshp
Cunning
+
: Workshop
Decorum
+
: Cancel plans
Fairness
+
: Remove bld/cnst
Friendship
+
: Material
Family
+
: Phase
Truth
+
: Place
Power
+
: Constructions
Your personality facets might be restricted based on your creature type.
+
: Buildings
denotes the default cultural value.
+
Rooms: need name!
Loyalty
+
: Start work!
No self-esteem  <->    Proud
+
Constructing
                --> Vengeful
+
Constructing unnamed site
Scatterbrained - Singleminded
+
: Name site (irreversible!)
Merciful - Impartial -  Cruel
+
Plan a construction or building to form a site (irreversible!)
      --> Sense of gratitude
+
Phase
                --> Ambitious
+
No construction planned at cursor
Humorless      <->      Zany
+
No building planned at cursor
Austere    <->    Extravagant
+
Warning:  This site will be smaller than usual.  Move away from other sites.
Fearful    <->      Fearless
+
Total work hours needed:
Overreliant <> Disdain advice
+
(Workers are needed!)
                    --> Vain
+
workers)
Pusillanimous - Overconfident
+
: You will work for
Harmony      <->      Discord
+
an hour
Meanness  <->  Wastefulness
+
hours
Rude        <->        Polite
+
: You will not work personally
Quarreler    <->    Flatterer
+
[CAN'T WORK]
              --> Intemperate
+
[WILL WORK]
                  --> Greedy
+
  Display Furniture
Quits easily <-> Too stubborn
+
  Bookcase
Avoid fights <-> Like brawls
+
Need
No anxiety <->  Very anxious
+
Have
No anger  <->  Easily angered
+
: Set worker
    --> Vulnerable to stress
+
: Select worker
No lust      <->      Lustful
+
: Scroll material
No envy  <->  Envies easily
+
: Start working!
No hate  <->    Hates easily
+
to view other pages
No sadness  <->  Easily sad
+
-
Cheerless <-> Easily cheerful
+
many
Knowledge
+
a swarm of
Peace
+
Miasma
No love  <->    Loves easily
+
An Ocean Wave
Intense Need
+
Lava Mist
Pray/Meditate
+
Magma Mist
Moderate Need
+
Vapor
Strong Need
+
Smoke
: Set
+
Dragonfire
  --> Inclined to create art
+
Fire
      --> Excitement-seeking
+
A Web
Leisurely    <->    Frenetic
+
Item Cloud
    --> Inclined to abstract
+
A Fire
Just facts - Flights of fancy
+
Track/Spoor:
Distrustful <-> Too trusting
+
broken vegetation
Sloppy      <->      Orderly
+
  print
Non-assertive <-> Overbearing
+
imprint
Loner    <->      Gregarious
+
right
              --> Altruistic
+
left
      --> Swayed by emotions
+
unintelligible
Too deliberate <> Thoughtless
+
/yours or companion's
                  --> Dutiful
+
Stagnant salt water [
Acquiescing <-> Resists ideas
+
Stagnant water [
Inattentive <-> Perfectionist
+
Water [
    --> Emotionally obsessive
+
Lava [
    --> Tolerates differences
+
A smear of
Incurious    <->    Curious
+
A pool of
Despairs - Hopeful - Presumes
+
A thin layer of
Private    <->    Overshares
+
A pile of
Shameless    <->    Bashful
+
A dusting of
You fill your
+
The vegetation is heavily damaged here.
near campfire
+
The vegetation is bent here.
It won't fit in your
+
The vegetation has been slightly perturbed here.
is empty.
+
The vegetation is broken here.
near burning twigs
+
thick
near burning branches
+
light
near fire
+
faint
near burning cap
+
deep
near lava
+
shallow
Heat
+
vague
  near burning trunk
+
  imprint in the
  near magma
+
  is here.
stagnant
+
This is an unintelligible mess.
Fill
+
The signs lead north.
Name the
+
The signs lead south.
salt
+
The signs lead east.
You cannot read.
+
The signs lead west.
You cannot see.
+
The signs lead northeast.
You pull out
+
The signs lead northwest.
You read
+
The signs lead southeast.
It is noon.
+
The signs lead southwest.
Dawn is breaking.
+
They belong to you or a companion.
You struggle for  
+
What do you want to aim for?
Night is falling.
+
to view other pages.
** Starting Adventurer **
+
cancels.
** Unretiring Adventurer **
+
Impossible strike
NULL artifact on create site map, skipping
+
Difficult strike
invalid lair entrance
+
Tricky strike
: Full customization
+
Normal strike
Slight Need
+
Easy strike
: Go!
+
Easier strike
: Change dream/goal (if possible)
+
Simple strike
, push off toward
+
can only graze
Ride
+
can't land squarely
Charge
+
can't quite connect
Guide
+
fairly solid
Attack error
+
square
You set a fire.
+
very square
Push
+
direct hit
Interact with
+
to go back.
The steam around the vegetation stops you from setting the fire.
+
Difficult
You make a campfire.
+
Tricky
The vegetation is too wet.
+
Normal
The vegetation is submerged.
+
Easy
You need to be holding an axe.
+
Easier
You cannot fell trees in the arena.
+
Simple
You cannot fell the trees here.
+
VVSlow
You need to be holding an axe with a sharp edge.
+
V Slow
Make Campfire (
+
Slow
Ignite
+
Fast
tree
+
V Fast
Fell
+
strike
Suck
+
Quick attack: faster to strike and recover, but not powerful
Put in
+
No heavy attack: enraged
Eat
+
Heavy attack: slower to strike and recover, but hits harder
Drink
+
Forced wild attack: enraged
Set on
+
Wild attack: fast strike, slow recovery, hard but unbalancing/inaccurate
is hot enough already.
+
No precise attack: enraged
Put
+
Precise attack: very slow to strike, improved accuracy
is already full.
+
No charge attack: no target
Your
+
No charge attack: you are on the ground
to no effect.
+
No charge attack: you are mounted
You heat the  
+
No charge attack: you are chained
to act
+
No charge attack: you are in uncontrolled flight
and more
+
No charge attack: you are on a vehicle
The cackling fades away.
+
No charge attack: you are on a projectile
Tracks Visible:  
+
No charge attack: you are climbing
Recover
+
No charge attack: target is on the ground
Dodge
+
No charge attack: target is mounted
Lie Down
+
No charge attack: target is chained
Stand Up
+
No charge attack: target is in uncontrolled flight
Talk
+
No charge attack: target is on a vehicle
Block
+
No charge attack: target is on a projectile
Parry
+
No charge attack: target is climbing
Release
+
No charge attack: target shares your location
Hold
+
No charge attack: target's location inaccessible
Suck Blood
+
Charge attack: move toward your opponent
Unsteady
+
Multi-attack: choose another simultaneous action afterward
Attack
+
has yielded.  Attack anyway?
Push Object
+
Really start a conflict with
Jump
+
Really attack
Hold
+
aborts.
Hang from
+
pages)
Climb down
+
Parry
Release hold on
+
Block
Climb to
+
Parry (
Magma
+
Block (
  releasing hold
+
Dodge (
  holding
+
selected
/Air
+
adjacent only
Move to
+
own tile only
Lava
+
, range
/Water
+
, disturber only
Jumping
+
  move
, aiming for
+
  done,
Holding terrain
+
remove last
Pushing Object
+
cancel,  
quick
+
pages
  with grab
+
cancel
precise
+
this location
wild
+
Who will you shoot?  
Recovering from attacking
+
fires. 
IMMINENT:
+
Who will you target? 
  with wrestling
+
throws. 
Attacking
+
fires.
Distant:
+
  throws.
Remote:
+
Move to a creature or press
Incoming:
+
to shoot this direction.
Starting:
+
to throw this direction.
(below)
+
Party tactical settings
(above)
+
Become a party member
downward
+
Who will you talk to?
upward
+
: Zones/Rooms
, Force
+
[WITH YOU]
, Deity
+
No quick attack: enraged
Moving
+
Which creature will you attack? 
Charging
+
You are fighting
Begin a performance
+
Select
Assume an identity
+
Rooms: need site!
The Void
+
FATAL ERROR
Shout out to everybody
+
Could not locate adventure start square
Can I help you with something?
+
The peaceful town of
You are surrounded by incessant cackling.
+
is threatened!  The forces of
You
+
darkness
in play interaction
+
are on the march.
, the
+
Commanded by
worshipper of
+
, they
goddess
+
The enemy
  faithful
+
  will have no mercy. There is little time -- you must flee.  Perhaps your family and friends can be convinced to leave.
n ardent
+
Legends speak of
  dubious
+
an ancient
  casual
+
  vault,
You are a peasant in
+
, where
You emerged from the wilds and came to reside in
+
wrested
  You are a
+
power from the Underworld by invoking
, and you have never strayed far from home.
+
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.
You are a newly-minted
+
The citizens of  
You emerged from the wilds and managed to prove yourself to the locals.  Now you are finally a
+
are plagued by bandits. The gang
. Destiny is calling!
+
  has even sent some troublemakers to harass people right here in town.
of the great
+
Just reunited after a long journey, you are together with your companions again. 
Your wanderings have led you to
+
After a long journey, you are here to meet your most trusted companion. 
You are a wanderer of the wilderness.
+
is from here and might have some local information.
. You are a stranger here.
+
Your wanderings have brought you to this place after a long journey.
, a  
+
Your most trusted local companions are meeting you here today.
Recovering from deflection
+
Your most trusted companions have made the journey to meet you here today.
Blocking
+
After a long journey, you are here to meet your most trusted companion.
Lying Down
+
Your most trusted companion has made the journey to meet you here today.
Standing Up
+
You've finally got your equipment together, such as it is.  Now it's time for action and adventure! 
Working
+
In the rush of excitement, you've forgotten where you were going to go.
Sucking Blood
+
  A foolhardy soul might try to rescue the
Parrying
+
children that have been kidnapped.
Talking
+
child that has been kidnapped.
Holding item
+
  Let the party venture forth!
Releasing hold on terrain
+
  Perhaps some of the people here will be worth talking to before you continue on your way.
Regaining balance
+
  Perhaps some of your friends here have ideas.
Releasing hold on item
+
  Perhaps some of your friends here can remind you.
Escalation/
+
for help.
Attack/
+
Tell a story
Group/
+
Give a sermon
Beast/
+
Recite a poem
SelfID/
+
Perform music
Blood-drinking
+
Give a sermon concerning a deity or object of worship
YieldDemand/
+
Give a sermon concerning a cosmic principle
RefusedID/
+
Give a sermon promoting a value
Vandalism
+
Give a sermon inveighing against a value
BuildDest
+
Tell a story about a person or creature
Robbery
+
Tell a story about a site
Theft
+
Tell a story about a civilization or organization
SlowLabor
+
Tell a story about a region
JobViol
+
Unknown
Disorder
+
Self-Control
Murder
+
Chant
Death/
+
Speak
Death/You
+
Simulate
ExpViol
+
  pull off
ProdViol
+
pulls off
Gained
+
  pick
Held
+
  picks
Reunion/
+
  up the  
  Denied
+
  and put it in
/You
+
  and puts it in
  Given
+
You do not have a free grasp and your quivers and packs are full.
  Destroyed
+
You do not have a free grasp and your quiver and packs are full.
  you
+
You do not have a free grasp and your quivers and pack are full.
, the force
+
You do not have a free grasp and your quiver and pack are full.
deity
+
You do not have a free grasp and your quivers are full.
  Dropped
+
You do not have a free grasp and your quiver is full.
  which permeates
+
You do not have a free grasp and your packs are full.
Outcast
+
You do not have a free grasp and your pack is full.
Military Unit
+
You do not have a free grasp.
, Dead
+
You've assumed tactical control as nobody else is available.
Performance Troupe
+
You awaken from your slumber.
Migrating Group
+
Your sleep has been interrupted!
Vessel Crew
+
You have bestowed the name
Religion
+
You fail to grab the
Nomadic Group
+
lady
No Artifact/
+
lord consort
Artifact/
+
ladies consort
Site Government
+
hearthpeople
Civilization
+
cannot jump.
Occupation/
+
You cannot jump while swimming.
Invasion/
+
You cannot jump while prone.
Abduction/
+
You cannot jump while in the air.
Abduction/You
+
You are too injured to jump.
Founded/
+
You cannot jump while wrestling.
Reclaimed/
+
You cannot build here.
Founding/
+
You do not have the authority to build here.
Reclaiming/
+
There are no visible tracks or other signs, aside from yours.
Overthrow
+
There are no visible tracks or other signs.
Insurrection
+
You've already searched this area recently.
Crushed
+
You've found a colony of
Failed
+
and another small creature.
Leave/
+
and some other small creatures.
Harass/
+
You've found a small creature.
Abandon/
+
You've found some small creatures.
Flee/
+
Your intense search turns up nothing.
NoTribute/
+
  cannot speak.
Tribute/
+
You cannot speak.
NoPeace/
+
You have nothing with which to interact.
Peace/
+
You have nothing to examine.
Tropical Moist Broadleaf Forest
+
You assume a submissive posture.
Tropical Dry Broadleaf Forest
+
You no longer assume a submissive posture.
Temperate Savanna
+
You strap
Temperate Grassland
+
  to your
Temperate Coniferous Forest
+
You draw
Taiga
+
with your
Tropical Coniferous Forest
+
You do not have a free grasp for
Temperate Broadleaf Forest
+
You have nothing left to draw or put away.
Mangrove Swamp
+
You have nothing left to remove.
Tropical Saltwater Swamp
+
You have nothing left to wear.
Tropical Saltwater Marsh
+
You have nothing left to eat or drink.
Tropical Freshwater Marsh
+
You have nothing to put inside a container or on a pack animal.
Temperate Freshwater Marsh
+
You have nothing left to drop.
Temperate Saltwater Swamp
+
There is nothing to pick up here.
Tropical Freshwater Swamp
+
You have nothing left to throw.
Temperate Saltwater Marsh
+
You have nothing to fire with.
prisoner
+
You have nothing left to fire.
slave
+
Things smell bad when you are dead.
Temperate Freshwater Swamp
+
You smell
Mountain
+
on the wind.
  slave
+
You aren't picking up any odor in particular.
mercenary
+
There is no sunlight when you are dead.
member
+
The sky is alive with vortices of purple light and dark, boiling clouds.
Former
+
The area gives off a sickly light.
Affiliated
+
There are no traces of sunlight here.
Aligned
+
Being dead is cold and clammy.
  member
+
The temperature is as it has been and always will be.
Associated
+
The temperature cannot be judged.
Criminal
+
It is burning.
Enemy
+
It is deathly cold.
Loyal
+
The temperature is pleasant.
Devoted
+
It is scorching.
Subterranean Chasm
+
It is warm.
Subterranean Water
+
It is cool.
It is traditionally thought to be
+
It is freezing.
Subterranean Magma
+
It is cold.
Tropical Freshwater River
+
You've lost track of time since your death.
Temperate Saltwater River
+
It is the  
Tropical Saltwater River
+
You need a free grasp to climb.
Tropical Brackish River
+
You are too injured to climb.
Tropical Saltwater Lake
+
cannot climb.
Tropical Brackish Lake
+
If you move, your performance will be interrupted.
Temperate Brackish River
+
You cannot climb or mount while prone.
Temperate Freshwater River
+
You need a free grasp to hold the terrain.
Temperate Brackish Lake
+
You are too injured to hold the terrain.
Temperate Freshwater Lake
+
cannot hold the terrain.
Tropical Freshwater Lake
+
You are riding and cannot lie down.
Temperate Saltwater Lake
+
The webs make it impossible to stand.
Tropical Freshwater Pool
+
You are too tired to stand.
Temperate Saltwater Pool
+
You can't stand up -- somebody is in the way.
Tropical Saltwater Pool
+
You must
Tropical Brackish Pool
+
You can't travel until you emerge from underground or enter a tunnel.
Arctic Ocean
+
You must move away from the surrounding obstacles before you can travel.
Temperate Ocean
+
You must move away from the river before you can travel.
Temperate Brackish Pool
+
Squad Order
Temperate Freshwater Pool
+
Main
Rocky Wasteland
+
Siege Engines
Badlands
+
Traps/Levers
Tropical Ocean
+
Workshops
Sand Desert
+
Furnaces
Tropical Grassland
+
Wall/Floor/Stairs/Track
Temperate Shrubland
+
Machine Components
Tropical Shrubland
+
Track
Tropical Savanna
+
Weapons and Ammunition
You have only heard tell of these creatures.
+
Furniture
You have encountered these creatures in the past but not recently.
+
Siege Equipment
of these creatures.
+
Other Objects
You have killed
+
Metal Clothing
This is your owner.
+
Engrave Memorial Slab
This is your former apprentice.
+
  slabs engraved
You have recently encountered one of these creatures.
+
Slab engraved
This is your  
+
No slabs engraved
This is your apprentice.
+
Entombed and memorialized
This is your master.
+
Memorialized
This is your former master.
+
Entombed
This is your traveling companion.
+
Ghost
This is your lover.
+
Not memorialized
You worship this figure.
+
Following
This is your jailor.
+
  Saving... 
This is your prisoner.
+
  Offloading units...
You have known each other your entire lives.
+
  Offloading units... 
birth.
+
Disconnected Build Overflow
You have heard this name suggested as a potential guide to faraway places.
+
SOAP
You last spoke
+
PAPER_PLANT
alongside you
+
PARCHMENT
and your military subordinate
+
SHEET_PLANT
You have known this person since
+
to select. 
You have known this person your entire life.
+
to abort.
This person is
+
scroll.  Type in parts of the name to narrow your search.
deity
+
: View task
This person is one of the
+
Building Placement Distance Overflow
and your military commander
+
This visitor is ready to leave.
It was last rumored to be
+
This visitor has come
It was last seen
+
to pray
Died in the year
+
to study
held by
+
to relax
musical composition
+
to perform
  is an example of
+
to slay beasts
CHAR
+
seeking work as a performer
choreography
+
seeking work as a mercenary
Tell a story about a region
+
seeking work as a scholar
Tell a story about a civilization or organization
+
for diplomacy
[C:6:0:1]
+
seeking sanctuary
Speak
+
asking questions
Perform music
+
heard this was a good place to search for monsters.
Recite a poem
+
heard this was the place for those seeking danger.
Tell a story about a site
+
heard
Tell a story about a person or creature
+
this
The absence of
+
  was the place for prayer.
Your possession of
+
went on this journey out of curiosity.
Tell a story
+
was curious about
Your lack of possession of
+
  was the place for a good drink.
The abduction of
+
  was the place to admire fine architecture.
Your abduction
+
  was the place to enjoy oneself.
The presence of
+
  was the place to entertain people.
The destruction of
+
  was the place to perform research.
The death of  
+
  was the place for long-term scholarship.
Your death
+
would make a good base for a mercenary.
The occupation of
+
was the place to look for long-term work.
The insurrection
+
believes
The destruction of
+
would be a safe place to stay.
in the year
+
is seeking information
The reunion of
+
about the location of
Your reunion with
+
You can learn more about this visitor after they chat with a local.
This creature lives in
+
The performance is at
This creature can be found in
+
the stanza
This event occurred on the
+
a simple passage
This creature dwells underground.
+
the exposition
until you leave this site.
+
  of the first theme
You cannot
+
  of the second theme
You must come down from the mountains before you can
+
the synthesis
You must move away from the water before you can
+
  of previous passages
until you stop riding this projectile.
+
the finale
until you stop riding this vehicle.
+
the coda
because you are drowning.
+
a bridge-passage
  because you are starving to death.
+
first
until you are on a stable surface.
+
second
  because you are swimming.
+
theme
  until you've stopped the bleeding.
+
a series of variations
  because you are carrying someone else's goodsPurchase them or put some distance between yourself and the site.
+
  on the theme
  because you are dying of thirst.
+
on the second theme
  because you can't breathe.
+
The dance has reached the point where its accompaniment is at
You feel too watched to
+
The topic being considered is
You are still surrounded by cackling.
+
The topic being discussed is
You can't
+
The topic being taught is
You don't feel safe enough to  
+
The topic being written about is
fell trees
+
This organizational activity will branch into specific social events.
build a fire
+
This organizational activity will branch into specific worship events.
write
+
This organizational activity will branch into specific play events.
compose
+
There is no specific information for this activity.
build
+
vector<bool>::_M_fill_insert
  Select Item  
+
BALLISTA
  Points Remaining 
+
  Stockpile Settings 
  to abort.
+
  Items Desired/Kept By Vehicle 
to select. 
+
  Crafts
PARCHMENT
+
Logs
PAPER_PLANT
+
WORSHIP_HF
  Select Item:
+
[PROFILE]
SHEET_PLANT
+
TITLE:
Disconnected Build Overflow
+
[SKILL:
PAPER_SLURRY
+
[RECLAIM_SKILL:
SOAP
+
[ITEM:
  Saving...  
+
[PET:
Following
+
Entity
  Items Desired/Kept By Vehicle 
+
has self-referential diplomacy state
  Stockpile Settings 
+
FORCED_ADMINISTRATOR
This organizational activity will branch into specific worship events.
+
entity_layer
This organizational activity will branch into specific social events.
+
[ENTITY:
There is no specific information for this activity.
+
*** Error(s) finalizing the entity
This organizational activity will branch into specific play events.
+
Unrecognized entity creature token:
The topic being discussed is
+
Unrecognized entity digger token:
The topic being considered is  
+
Unrecognized entity weapon token:
The topic being written about is
+
Unrecognized entity armor token:
The topic being taught is
+
Unrecognized entity ammo token:
The performance is at
+
Unrecognized entity helm token:
The dance has reached the point where its accompaniment is at
+
Unrecognized entity gloves token:
  line
+
Unrecognized entity shoes token:
Building Placement Distance Overflow
+
Unrecognized entity pants token:
Track
+
Unrecognized entity shield token:
This visitor has come
+
Unrecognized entity trapcomp token:
This visitor is ready to leave.
+
Unrecognized entity toy token:
Furnaces
+
Unrecognized entity instrument token:
Workshops
+
Unrecognized entity tool token:
Machine Components
+
Unrecognized entity siege ammo token:
Wall/Floor/Stairs/Track
+
Unrecognized entity position allowed caste token:
Main
+
Unrecognized entity position allowed creature token:
Traps/Levers
+
Unrecognized entity position rejected caste token:  
Siege Engines
+
Unrecognized entity position rejected creature token:
Engrave Memorial Slab
+
Unrecognized symbol:
Siege Equipment
+
Gem shape not found:
Furniture
+
Stone shape not found:
Metal Clothing
+
CHEESE_MAT
Other Objects
+
  trying to generate musical form without speech or instruments
Ghost
+
patch: removed market link from non-site entity
Entombed
+
CREATURE
Weapons and Ammunition
+
TISSUE_STYLE
Not memorialized
+
TS_MAINTAIN_LENGTH
No slabs engraved
+
TS_PREFERRED_SHAPING
Slab engraved
+
DIGGER
Memorialized
+
TRANSLATION
Entombed and memorialized
+
HELM
scroll.  Type in parts of the name to narrow your search.
+
PANTS
slabs engraved
+
SHIELD
: View task
+
SIEGEAMMO
about the location of
+
INSTRUMENT
is seeking information
+
CIV_CONTROLLABLE
You can learn more about this visitor after they chat with a local.
+
SITE_CONTROLLABLE
  was the place to look for long-term work.
+
ALL_MAIN_POPS_CONTROLLABLE
would make a good base for a mercenary.
+
AMBUSHER
would be a safe place to stay.
+
LAYER_LINKED
believes
+
BABYSNATCHER
was the place to entertain people.
+
ITEM_THIEF
was the place to enjoy oneself.
+
SUBTERRANEAN_CLOTHING
was the place for long-term scholarship.
+
CLOTHING
was the place to perform research.
+
SITE_GUARDIAN
was curious about
+
CURRENCY_BY_YEAR
went on this journey out of curiosity.
+
METAL_PREF
was the place to admire fine architecture.
+
GEM_PREF
was the place for a good drink.
+
STONE_PREF
heard
+
DIVINE_MAT_WEAPONS
heard this was the place for those seeking danger.
+
DIVINE_MAT_ARMOR
was the place for prayer.
+
DIVINE_MAT_CRAFTS
this
+
DIVINE_MAT_CLOTHING
seeking sanctuary
+
GENERATE_KEYBOARD_INSTRUMENTS
for diplomacy
+
GENERATE_STRINGED_INSTRUMENTS
heard this was a good place to search for monsters.
+
GENERATE_WIND_INSTRUMENTS
asking questions
+
GENERATE_PERCUSSION_INSTRUMENTS
seeking work as a performer
+
GENERATE_POETIC_FORMS
to slay beasts
+
GENERATE_MUSICAL_FORMS
seeking work as a scholar
+
GENERATE_DANCE_FORMS
seeking work as a mercenary
+
MINING_UNDERWORLD_DISASTERS
to study
+
WOOD_WEAPONS
to pray
+
WOOD_ARMOR
to perform
+
RIVER_PRODUCTS
to relax
+
OCEAN_PRODUCTS
SDL initialization failure
+
INDOOR_WOOD
Requested single-buffering not available
+
OUTDOOR_WOOD
data/art/icon.png
+
INDOOR_ORCHARDS
SDL initialization failure, trying windowed mode
+
OUTDOOR_ORCHARDS
Resizing font to
+
INDOOR_GARDENS
Dwarf Fortress
+
OUTDOOR_GARDENS
Font size:
+
INDOOR_FARMING
Resizing grid to
+
OUTDOOR_FARMING
INIT FAILED!
+
UNDEAD_CANDIDATE
New window size:
+
USE_CAVE_ANIMALS
Fatal error
+
USE_EVIL_ANIMALS
Unable to create texture!
+
USE_GOOD_ANIMALS
Error
+
USE_EVIL_WOOD
%s: %s
+
USE_GOOD_WOOD
 
+
USE_EVIL_PLANTS
map/set<T> too long
+
USE_GOOD_PLANTS
deque<T> too long
+
LOCAL_BANDITRY
list<T> too long
+
BANDITRY
Error Initializing Text:
+
START_BIOME
PRINT_MODE
+
EXCLUSIVE_START_BIOME
data/init/interface.txt
+
SETTLEMENT_BIOME
EMERGENCY: Unknown case in async_wait
+
BIOME_SUPPORT
TEXT not supported on windows
+
MERCHANT_NOBILITY
OpenGL
+
SKULKING
Resetting textures
+
GEM_SHAPE
[SYM:*:*]
+
STONE_SHAPE
[KEY:*]
+
PERMITTED_JOB
not found, or I/O error encountered
+
PERMITTED_BUILDING
[BIND:*:*]
+
PERMITTED_REACTION
REPEAT_BROKEN
+
WORLD_CONSTRUCTION
Loading bindings from
+
WILL_ACCEPT_TRIBUTE
REPEAT_SLOW
+
BUILDS_OUTDOOR_FORTIFICATIONS
REPEAT_FAST
+
BUILDS_OUTDOOR_TOMBS
Button
+
ETHIC
REPEAT_NOT
+
HISTORIAN
Alt+
+
CHEMIST
SDL+
+
GEOGRAPHER
Shift+
+
ENGINEER
Ctrl+
+
NO_ARTIFACT_CLAIMS
Space
+
SET_SCHOLARS_ON_VALUES_AND_JOBS
.mak
+
VARIABLE_VALUE
data/init
+
VALUE
data/init/macros
+
WANDERER
data/init/macros/*.mak
+
MAX_STARTING_CIV_NUMBER
data/init/macros/
+
MAX_SITE_POP_NUMBER
Binding missing while loading macro:
+
MAX_POP_NUMBER
Quantity not numeric or Unexpected tab(s) while loading macro:
+
RELIGION_SPHERE
Binding name unknown while loading macro:
+
TREE_CAP_DIPLOMACY
End of macro
+
DIPLOMAT_BODYGUARDS
End of group
+
MERCHANT_BODYGUARDS
NO BINDING
+
ACTIVE_SEASON
I/O error while loading macro
+
PROGRESS_TRIGGER_POPULATION
[BUTTON:
+
PROGRESS_TRIGGER_PRODUCTION
Missing binding displayed:
+
PROGRESS_TRIGGER_TRADE
[KEY:
+
PROGRESS_TRIGGER_POP_SIEGE
[SYM:
+
PROGRESS_TRIGGER_PROD_SIEGE
I/O error while writing keyboard mapping
+
PROGRESS_TRIGGER_TRADE_SIEGE
[BIND:
+
DEFAULT_SITE_TYPE
for writing
+
LIKES_SITE
Failed to open
+
TOLERATES_SITE
Saving bindings to
+
USE_NON_EXOTIC_PET_RACE
.partial
+
USE_ANY_PET_RACE
Broken button (should be [BUTTON:#:#]):
+
USE_MISC_PROCESSED_WOOD_PRODUCTS
Unknown binding:
+
IMPROVED_BOWS
Unknown SDLKey:
+
INVADERS_IGNORE_NEUTRALS
Broken unicode:
+
AT_PEACE_WITH_WILDLIFE
[BUTTON:*:*]
+
EQUIPMENT_IMPROVEMENTS
Broken repeat request:
+
ABUSE_BODIES
Crafts
+
USE_ANIMAL_PRODUCTS
Logs
+
COMMON_DOMESTIC_PACK
CHEESE_MAT
+
COMMON_DOMESTIC_PULL
Seed text
+
COMMON_DOMESTIC_MOUNT
GENERATE_MUSICAL_FORMS
+
COMMON_DOMESTIC_PET
GENERATE_DANCE_FORMS
+
SPHERE_ALIGNMENT
GENERATE_PERCUSSION_INSTRUMENTS
+
ART_FACET_MODIFIER
GENERATE_POETIC_FORMS
+
ART_IMAGE_ELEMENT_MODIFIER
GENERATE_STRINGED_INSTRUMENTS
+
ITEM_IMPROVEMENT_MODIFIER
GENERATE_WIND_INSTRUMENTS
+
CURRENCY
DIVINE_MAT_CLOTHING
+
SELECT_SYMBOL
GENERATE_KEYBOARD_INSTRUMENTS
+
REMAINING
DIVINE_MAT_ARMOR
+
SUBSELECT_SYMBOL
DIVINE_MAT_CRAFTS
+
CULL_SYMBOL
STONE_PREF
+
FRIENDLY_COLOR
DIVINE_MAT_WEAPONS
+
VARIABLE_POSITIONS
METAL_PREF
+
SITE_VARIABLE_POSITIONS
GEM_PREF
+
LAND_HOLDER_TRIGGER
SITE_GUARDIAN
+
POSITION
CURRENCY_BY_YEAR
+
ANIMAL
SUBTERRANEAN_CLOTHING
+
ANIMAL_TOKEN
CLOTHING
+
ANIMAL_CASTE_TOKEN
BABYSNATCHER
+
ANIMAL_CLASS
ITEM_THIEF
+
ANIMAL_FORBIDDEN_CLASS
AMBUSHER
+
ANIMAL_ALWAYS_PRESENT
LAYER_LINKED
+
ANIMAL_NEVER_MOUNT
ALL_MAIN_POPS_CONTROLLABLE
+
ANIMAL_ALWAYS_MOUNT
 +
ANIMAL_NEVER_WAGON_PULLER
 +
ANIMAL_ALWAYS_WAGON_PULLER
 +
ANIMAL_NEVER_SIEGE
 +
ANIMAL_ALWAYS_SIEGE
 +
ANIMAL_NEVER_PET
 +
ANIMAL_ALWAYS_PET
 +
ANIMAL_NEVER_PACK_ANIMAL
 +
ANIMAL_ALWAYS_PACK_ANIMAL
 +
CONQUERED_SITE
 +
REQUIRES_MARKET
 +
ELECTED
 +
has negative foreground color, set to 7
 +
has foreground color > 7, set to 7
 +
has negative background color, set to 0
 +
has background color > 7, set to 0
 +
has invalid brightness value (must be 0 or 1), set to 0
 +
has equal foreground/background colors without brightness, background set to 0
 +
EXECUTION_SKILL
 +
SPECIAL_BURIAL
 +
FLASHES
 +
BRAG_ON_KILL
 +
CHAT_WORTHY
 +
DO_NOT_CULL
 +
RULES_FROM_LOCATION
 +
MENIAL_WORK_EXEMPTION
 +
MENIAL_WORK_EXEMPTION_SPOUSE
 +
SLEEP_PRETENSION
 +
PUNISHMENT_EXEMPTION
 +
KILL_QUEST
 +
QUEST_GIVER
 +
ALLOWED_CREATURE
 +
ALLOWED_CLASS
 +
REJECTED_CREATURE
 +
REJECTED_CLASS
 +
GENDER
 +
MILITARY_SCREEN_ONLY
 +
EXPORTED_IN_LEGENDS
 +
DETERMINES_COIN_DESIGN
 +
SUCCESSION
 +
BY_HEIR
 +
BY_POSITION
 +
APPOINTED_BY
 +
REPLACED_BY
 +
REQUIRES_POPULATION
 +
PRECEDENCE
 +
: Negative precedence changed to zero
 +
: Precedence exceeding
 +
capped
 +
LAND_HOLDER
 +
RESPONSIBILITY
 +
COMMANDER
 +
AS_NEEDED
 +
LAND_NAME
 +
NAME_MALE
 +
NAME_FEMALE
 +
SPOUSE_MALE
 +
SPOUSE_FEMALE
 +
REQUIRED_BOXES
 +
: REQUIRED_BOXES negative, set to 0
 +
: REQUIRED_BOXES exceeds 100, capped
 +
REQUIRED_CABINETS
 +
: REQUIRED_CABINETS negative, set to 0
 +
: REQUIRED_CABINETS exceeds 100, capped
 +
REQUIRED_RACKS
 +
: REQUIRED_RACKS negative, set to 0
 +
: REQUIRED_RACKS exceeds 100, capped
 +
REQUIRED_STANDS
 +
: REQUIRED_STANDS negative, set to 0
 +
: REQUIRED_STANDS exceeds 100, capped
 +
REQUIRED_OFFICE
 +
: REQUIRED_OFFICE negative, set to 0
 +
: REQUIRED_OFFICE exceeds 1000000, capped
 +
REQUIRED_BEDROOM
 +
: REQUIRED_BEDROOM negative, set to 0
 +
: REQUIRED_BEDROOM exceeds 1000000, capped
 +
REQUIRED_DINING
 +
: REQUIRED_DINING negative, set to 0
 +
: REQUIRED_DINING exceeds 1000000, capped
 +
REQUIRED_TOMB
 +
: REQUIRED_TOMB negative, set to 0
 +
: REQUIRED_TOMB exceeds 1000000, capped
 +
MANDATE_MAX
 +
: MANDATE_MAX negative, set to 0
 +
: MANDATE_MAX exceeds 100, capped
 +
DEMAND_MAX
 +
: DEMAND_MAX negative, set to 0
 +
: DEMAND_MAX exceeds 100, capped
 +
ACCOUNT_EXEMPT
 +
DUTY_BOUND
 +
Unrecognized Entity Token:
 +
INDIV_CONTROLLABLE
 
SIEGER
 
SIEGER
SITE_CONTROLLABLE
+
Leather armor
INDIV_CONTROLLABLE
+
Metal armor
TRANSLATION
+
Archer
CIV_CONTROLLABLE
+
failure to get start square construction for transport link
TS_PREFERRED_SHAPING
+
failure to get end square construction for transport link
DIGGER
+
midmap construction path build failure
TISSUE_STYLE
+
lords
TS_MAINTAIN_LENGTH
+
law-giver
PERMITTED_JOB
+
law-givers
PERMITTED_BUILDING
+
CUSTOM_MILITARY_GOALS
GEM_SHAPE
+
war leader
STONE_SHAPE
+
war leaders
MERCHANT_NOBILITY
+
CUSTOM_MILITARY_STRATEGY
SKULKING
+
general
SETTLEMENT_BIOME
+
generals
BIOME_SUPPORT
+
field
START_BIOME
+
marshal
EXCLUSIVE_START_BIOME
+
marshals
LOCAL_BANDITRY
+
constable
BANDITRY
+
constables
USE_EVIL_PLANTS
+
CUSTOM_OFFICIAL_
USE_GOOD_PLANTS
+
royal
USE_EVIL_WOOD
+
chief
USE_GOOD_WOOD
+
high
USE_EVIL_ANIMALS
+
head
USE_GOOD_ANIMALS
+
chancellor
UNDEAD_CANDIDATE
+
chancellors
USE_CAVE_ANIMALS
+
keeper of the seal
INDOOR_FARMING
+
keepers of the seal
OUTDOOR_FARMING
+
justiciar
INDOOR_GARDENS
+
justiciars
OUTDOOR_GARDENS
+
treasurer
INDOOR_ORCHARDS
+
treasurers
OUTDOOR_ORCHARDS
+
counselor
INDOOR_WOOD
+
counselors
OUTDOOR_WOOD
+
advisor
RIVER_PRODUCTS
+
advisors
OCEAN_PRODUCTS
+
chamberlain
WOOD_WEAPONS
+
chamberlains
WOOD_ARMOR
+
master of beasts
IMPROVED_BOWS
+
masters of beasts
INVADERS_IGNORE_NEUTRALS
+
butler
USE_ANY_PET_RACE
+
butlers
USE_MISC_PROCESSED_WOOD_PRODUCTS
+
cup-bearer
LIKES_SITE
+
cup-bearers
TOLERATES_SITE
+
doctors
PROGRESS_TRIGGER_TRADE_SIEGE
+
executioner
DEFAULT_SITE_TYPE
+
executioners
PROGRESS_TRIGGER_POP_SIEGE
+
chef
PROGRESS_TRIGGER_PROD_SIEGE
+
chefs
PROGRESS_TRIGGER_PRODUCTION
+
housekeeper
PROGRESS_TRIGGER_TRADE
+
housekeepers
ACTIVE_SEASON
+
CUSTOM_MARKET_OFFICIAL_
PROGRESS_TRIGGER_POPULATION
+
sewer
DIPLOMAT_BODYGUARDS
+
grain
MERCHANT_BODYGUARDS
+
harvest
RELIGION_SPHERE
+
judge
TREE_CAP_DIPLOMACY
+
judges
MAX_SITE_POP_NUMBER
+
justices
MAX_POP_NUMBER
+
magistrate
WANDERER
+
magistrates
MAX_STARTING_CIV_NUMBER
+
tunnel
VARIABLE_VALUE
+
road
VALUE
+
bridge
NO_ARTIFACT_CLAIMS
+
master
SET_SCHOLARS_ON_VALUES_AND_JOBS
+
caretaker
BUILDS_OUTDOOR_TOMBS
+
caretakers
ETHIC
+
commissioner
WILL_ACCEPT_TRIBUTE
+
commissioners
BUILDS_OUTDOOR_FORTIFICATIONS
+
official
PERMITTED_REACTION
+
officials
WORLD_CONSTRUCTION
+
administrator
ANIMAL_ALWAYS_WAGON_PULLER
+
administrators
ANIMAL_NEVER_SIEGE
+
has assumed the position of
ANIMAL_ALWAYS_MOUNT
+
Mission Report:
ANIMAL_NEVER_WAGON_PULLER
+
Pillage
ANIMAL_ALWAYS_PRESENT
+
Demand Tribute from
ANIMAL_NEVER_MOUNT
+
Raze
ANIMAL_CLASS
+
Take Over
ANIMAL_FORBIDDEN_CLASS
+
Raid
ANIMAL_TOKEN
+
Recover
ANIMAL_CASTE_TOKEN
+
Rescue
POSITION
+
Make Request of
ANIMAL
+
(Set out
SITE_VARIABLE_POSITIONS
+
Spring
LAND_HOLDER_TRIGGER
+
camp order missing parent -- army will camp forever
FRIENDLY_COLOR
+
invalid nem in army during guard creation
VARIABLE_POSITIONS
+
guard army unattached from parent army
SUBSELECT_SYMBOL
+
leader
CULL_SYMBOL
+
bosses
SELECT_SYMBOL
+
chieftess
REMAINING
+
chieftesses
ITEM_IMPROVEMENT_MODIFIER
+
captain
CURRENCY
+
captains
ART_FACET_MODIFIER
+
commander
ART_IMAGE_ELEMENT_MODIFIER
+
ringleaders
COMMON_DOMESTIC_PET
+
chieftain
SPHERE_ALIGNMENT
+
CUSTOM_MERCENARY_LEADER
COMMON_DOMESTIC_PULL
+
lord
COMMON_DOMESTIC_MOUNT
+
commander
USE_ANIMAL_PRODUCTS
+
commanders
COMMON_DOMESTIC_PACK
+
masters
EQUIPMENT_IMPROVEMENTS
+
General
ABUSE_BODIES
+
Grandmaster
REJECTED_CLASS
+
Captain
GENDER
+
Sergeant
ALLOWED_CLASS
+
Adept
REJECTED_CREATURE
+
Soldier
QUEST_GIVER
+
Novice
ALLOWED_CREATURE
+
Initiate
PUNISHMENT_EXEMPTION
+
sword
KILL_QUEST
+
blade
MENIAL_WORK_EXEMPTION_SPOUSE
+
mace
SLEEP_PRETENSION
+
spear
RULES_FROM_LOCATION
+
crossbow
MENIAL_WORK_EXEMPTION
+
pike
CHAT_WORTHY
+
whip
DO_NOT_CULL
+
lash
FLASHES
+
kick
BRAG_ON_KILL
+
grappling
EXECUTION_SKILL
+
Bearer
SPECIAL_BURIAL
+
Perfect
has invalid brightness value (must be 0 or 1), set to 0
+
Ultimate
has equal foreground/background colors without brightness, background set to 0
+
Exalted
has negative background color, set to 0
+
Degree
has background color > 7, set to 0
+
Rank
has negative foreground color, set to 7
+
Master
has foreground color > 7, set to 7
+
Adept
REQUIRES_MARKET
+
Bearer
ELECTED
+
Novice
ANIMAL_ALWAYS_PACK_ANIMAL
+
up the stairs
CONQUERED_SITE
+
, the door on your right
ANIMAL_ALWAYS_PET
+
, the door on your left
ANIMAL_NEVER_PACK_ANIMAL
+
, at the end of the hall
ANIMAL_ALWAYS_SIEGE
+
, the
ANIMAL_NEVER_PET
+
door
: REQUIRED_RACKS exceeds 100, capped
+
on your right
REQUIRED_STANDS
+
on your left
REQUIRED_RACKS
+
abbot
: REQUIRED_RACKS negative, set to 0
+
abbots
: REQUIRED_CABINETS negative, set to 0
+
CUSTOM_GUILD_LEADER
: REQUIRED_CABINETS exceeds 100, capped
+
dean
: REQUIRED_BOXES exceeds 100, capped
+
deans
REQUIRED_CABINETS
+
doyen
REQUIRED_BOXES
+
doyens
: REQUIRED_BOXES negative, set to 0
+
doyenne
SPOUSE_MALE
+
doyennes
SPOUSE_FEMALE
+
CUSTOM_GUILD_ALDERPERSON
NAME_MALE
+
CUSTOM_GUILD_STEWARD
NAME_FEMALE
+
CUSTOM_GUILD_CLERK
AS_NEEDED
+
alderperson
LAND_NAME
+
steward
RESPONSIBILITY
+
stewards
COMMANDER
+
clerk
capped
+
clerks
LAND_HOLDER
+
bookkeeper
: Negative precedence changed to zero
+
bookkeepers
: Precedence exceeding
+
recordkeeper
REQUIRES_POPULATION
+
recordkeepers
PRECEDENCE
+
baron
APPOINTED_BY
+
barons
REPLACED_BY
+
baroness
BY_HEIR
+
baronesses
BY_POSITION
+
baron consort
DETERMINES_COIN_DESIGN
+
barons consort
SUCCESSION
+
baroness consort
MILITARY_SCREEN_ONLY
+
baronesses consort
EXPORTED_IN_LEGENDS
+
NULL artifact on wg loot building, skipping
Unrecognized Entity Token:
+
high priest
ACCOUNT_EXEMPT
+
high priests
DUTY_BOUND
+
HIGHEST_PRIEST
: DEMAND_MAX negative, set to 0
+
most high
: DEMAND_MAX exceeds 100, capped
+
absolute
: MANDATE_MAX exceeds 100, capped
+
most exalted
DEMAND_MAX
+
most holy
MANDATE_MAX
+
most sacred
: MANDATE_MAX negative, set to 0
+
most high priest
: REQUIRED_TOMB negative, set to 0
+
most high priests
: REQUIRED_TOMB exceeds 1000000, capped
+
CUSTOM_LAW_MAKER_2
: REQUIRED_DINING exceeds 1000000, capped
+
Murder-target mismatch: year
REQUIRED_TOMB
+
, entity #
REQUIRED_DINING
+
CUSTOM_MERCENARY_TREASURER
: REQUIRED_DINING negative, set to 0
+
  Music and Sound Options 
: REQUIRED_BEDROOM negative, set to 0
+
Volume:  
: REQUIRED_BEDROOM exceeds 1000000, capped
+
/255
: REQUIRED_OFFICE exceeds 1000000, capped
+
=========
REQUIRED_BEDROOM
+
or left-click: Change volume. 
REQUIRED_OFFICE
+
: Done.
: REQUIRED_OFFICE negative, set to 0
+
---------
: REQUIRED_STANDS negative, set to 0
+
  Export Local Image 
: REQUIRED_STANDS exceeds 100, capped
+
Your Units
Unrecognized entity position allowed caste token:
+
Buildings
Unrecognized entity position allowed creature token:
+
: Export Image
Unrecognized entity siege ammo token:  
+
: Cancel
Unrecognized symbol:  
+
: Done
Unrecognized entity instrument token:  
+
: Type Value
Unrecognized entity tool token:  
+
: Nullify Value
Unrecognized entity trapcomp token:  
+
: Decrease Value
Unrecognized entity toy token:  
+
: Increase Value
Unrecognized entity pants token:  
+
Range:  
Unrecognized entity shield token:  
+
: Set Preset Field Values
Unrecognized entity gloves token:  
+
NULL unit projectile loaded
Unrecognized entity shoes token:
+
NULL item projectile loaded
Unrecognized entity ammo token:
+
  Dwarf Fortress Options: Save Game 
Unrecognized entity helm token:  
+
Initializing...
Unrecognized entity weapon token:
+
Checking directory structure...
Unrecognized entity armor token:
+
Preliminary cleaning...
Unrecognized entity creature token:
+
Offloading units...
Unrecognized entity digger token:
+
Offloading art...
*** Error(s) finalizing the entity
+
Opening file...
on your right
+
Characterizing raw data...
on your left
+
Allocating space...
, at the end of the hall
+
Saving items...
door
+
Saving units...
, the door on your right
+
Saving jobs...
, the door on your left
+
Saving schedules...
lieutenants
+
Saving projectiles...
up the stairs
+
Saving buildings...
chieftains
+
Saving machines...
lieutenant
+
Saving flow guides...
warlords
+
Saving effects...
chieftain
+
Saving entities...
ringleaders
+
Saving local animal populations...
warlord
+
Saving events...
commanders
+
Saving mandates...
ringleader
+
Saving work quotas...
masters
+
Saving world events...
commander
+
Saving coin information...
captain
+
Saving formations...
captains
+
Saving interactions...
chieftess
+
Saving incidents...
chieftesses
+
Saving crimes...
chief
+
Saving armies...
chiefs
+
Saving tracking information...
boss
+
Saving cultural identities...
bosses
+
Saving agreement...
CUSTOM_BANDIT_LEADER
+
Saving image sets...
leaders
+
Saving announcements...
Gem shape not found:
+
Saving fortress information...
Stone shape not found:
+
Saving world information...
Unrecognized entity position rejected caste token:
+
Saving artifacts...
Unrecognized entity position rejected creature token:
+
Saving active historical figures...
[ITEM:
+
Saving adventure data...
[PET:
+
Saving general information...
[SKILL:
+
  Relationships of
[RECLAIM_SKILL:
+
Pet Owner
[PROFILE]
+
Spouse
TITLE:
+
Mother
Entity
+
Father
has self-referential diplomacy state
+
Lover
failure to get end square construction for transport link
+
Child
midmap construction path build failure
+
Bonded
WORSHIP_HF
+
Childhood Friend
failure to get start square construction for transport link
+
War Buddy
priest
+
Obsession
priests
+
Fellow Scholar
high priests
+
Fellow Artist
PRIEST
+
Fellow Athlete
sacred
+
Kindred Spirit
high priest
+
Close Friend
exalted
+
Friend
holy
+
Athletic Rival
HIGH_PRIEST
+
Business Rival
high
+
Persecutor
general
+
Religious Persecutor
generals
+
Grudge
war leaders
+
Jealous Grudge
CUSTOM_MILITARY_STRATEGY
+
Supernatural Vengeance
CUSTOM_MILITARY_GOALS
+
Pure Hate
war leader
+
Hated
law-giver
+
Disliked
law-givers
+
Deity
Murder-target mismatch: year
+
Force
, entity #
+
Object of Worship
guard army unattached from parent army
+
Long-term Acquaintance
camp order missing parent -- army will camp forever
+
Passing Acquaintance
invalid nem in army during guard creation
+
Hero
Autumn
+
Intruder
Winter
+
Considers Monster
Spring
+
Considers Brigand
Summer
+
Considers Bully
Rescue
+
Considers Preacher
(Set out
+
Considers Storyteller
Raid
+
Considers Poet
Recover
+
Considers Bard
Mission Report:
+
Considers Dancer
Explore
+
Considers Violent
raw/
+
Considers Psychotic
Monster
+
Good for Business
trying to generate musical form without speech or instruments
+
Friendly Terms
[ENTITY:
+
Considers Killer
has assumed the position of  
+
Considers Murderer
entity_layer
+
Comrade
[OBJECT:ENTITY]
+
Member of Respected Group
Leather armor
+
Member of Hated Group
Metal armor
+
Enemy Fighter
administrator
+
Friendly Fighter
administrators
+
Loyal Soldier
training methods.
+
Apprentice
have attained a general familiarity with
+
Former Master
training.
+
Former Apprentice
now know a few facts about
+
Considers Quarreler
body
+
Considers Flatterer
Miner destination wiped
+
Hunter
tameable small creature
+
Protector of the Weak
processable (to barrel)
+
Preserver of Knowledge
processable (to vial)
+
Treasure Hunter
extract-bearing small creature
+
Thief
extract-bearing fish
+
: Back to Main
extract-bearing plant
+
: Zoom
solid
+
  Workshop Profile 
cookable
+
: Permitted Workers
processable
+
Work Orders
empty
+
Labor Restrictions
sharpenable
+
: Permit/Restrict
collected
+
: Permit All
undisturbed
+
: Min -
unrotten
+
: Max -
possibly buriable
+
Work Orders Created For This Shop
millable
+
Validated
butcherable
+
Active:
improvable
+
Waiting:
unused
+
Checking:
DRINK_MAT
+
Ready:
Something has unchained a creature!
+
There are no active work orders tied to this shop.
Something has emptied a cage!
+
All work orders must be validated by the manager before they become active.
Something has triggered a pressure plate!
+
: New Order 
Something has pulled a lever!
+
: Remove 
has adopted
+
: Wages
has become a
+
: Conditions
An animal
+
: General work orders cannot task this shop
The merchants need a trade depot to unload their goods.
+
: General work orders are allowed to task this shop
Merchants have arrived and are unloading their goods.
+
: Maximum general work order tasks allowed =
are now expert
+
Permitted General Work Order Labors
  trainers.
+
: Allow/disallow
are now quite knowledgeable
+
  Dwarf Fortress: Load World  
soap
+
Processing raw data...
plaster-containing
+
Shapes...
pearl
+
Colors...
horn
+
Patterns...
shell
+
Material templates...
hair/wool
+
Inorganics...
bone
+
Plants...
leather
+
Tissue templates...
yarn
+
Items...
silk
+
Body detail plans...
plant
+
Creature bodies...
non-economic
+
Creature variations...
building material
+
Entities...
magma-safe
+
Reactions...
fire-safe
+
Interactions...
screw
+
Sorting material templates...
sewn-imageless
+
Sorting inorganics...
deep material
+
Sorting plants...
melt-designated
+
Sorting tissue templates...
dyed
+
Sorting items...
glass-making
+
Sorting buildings...
totemable
+
Sorting body detail plans...
dyeable
+
Sorting creature bodies...
dye
+
Sorting creature variations...
furniture
+
Sorting creatures...
ammo
+
Sorting entities...
finished good
+
Sorting languages...
milkable
+
Sorting descriptors...
milk
+
Sorting reactions...
lye-bearing
+
Sorting interactions...
glass
+
Finalizing languages...
sand-bearing
+
Finalizing descriptors...
small object container
+
Finalizing material templates...
nest box
+
Finalizing inorganics...
hive
+
Finalizing plants...
food storage
+
Finalizing tissue templates...
liquid container
+
Finalizing items...
meal container
+
Finalizing buildings...
meat-carving holder
+
Finalizing body detail plans...
meat cleaving
+
Finalizing creature variations...
meat slicing
+
Finalizing creatures...
meat boning
+
Finalizing entities...
meat carving
+
Finalizing reactions...
powder grinding
+
Finalizing interactions...
powder grinding receptacle
+
Preparing material data...
liquid scoop
+
Generating inorganics...
liquid cooking
+
Generating plants...
-containing
+
Generating items...
-producing
+
Generating creatures...
-bearing
+
Generating entities...
on-ground
+
Generating reactions...
edged
+
Generating interactions...
sand
+
Finalizing generated objects...
metal
+
Preparing text objects...
hard
+
Preparing graphics...
non-pressed
+
Loading items...
food storage
+
Loading buildings...
non-absorbent
+
Loading entities...
written-on
+
Loading coin information...
unimproved
+
Loading map data...
unengraved
+
Loading civilized populations...
blunt
+
Loading history...
lye/milk-free
+
Loading parameters...
ivory/tooth
+
Loading artifacts...
Short Pathing Flood Overflow
+
Loading active historical figures...
that isn't a bin
+
Loading squads...
display object
+
Loading formations...
bookcase
+
Loading activities...
writing container
+
Loading interactions...
folded sheet protector
+
Loading written content...
sheet roller
+
Loading identities...
stand-and-work
+
Loading incidents...
heavy object hauler
+
Loading crimes...
track cart
+
Loading vehicles...
block
+
Loading armies...
log
+
Loading army controllers...
rough
+
Loading tracking information...
flown
+
Loading cultural identities...
by a
+
Loading agreements...
the river
+
Loading art forms...
the cave
+
Loading occupations...
the pit
+
Loading belief systems...
the magma pool
+
Loading image sets...
the volcano
+
Loading divination sets...
the underworld portal
+
Rebuilding temporary information...
the subterranean water
+
Preparing game...
the underworld
+
Failed!
deposit
+
Button
: Null Pop Num
+
: Customize Nickname
One of the compressed files on disk has errors in it.  Restore from backup if you are able.
+
: Customize Profession Name
The glowing barrier has disappeared!
+
: Done with string entry
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
+
: Abort string entry
Horrifying screams come from the darkness below!
+
: View Biomes
The event featured
+
Brush Radius
unknown
+
Smoothing Brush
The causes of the conflict are debated by scholars and very little is truly known.
+
Normal Brush
, lost
+
ELEV
creature
+
RAIN
losses
+
TEMP
, all lost
+
DRAIN
, no losses
+
VOLC
, one loss
+
(View)
creatures
+
Brush =
, mostly
+
Painting
Attacker was uncontested.
+
Not painting
Defender was victorious.
+
Will be saved
Attacker was victorious.
+
Randomize at gen
  occurred in
+
This creature
A festival commemorating
+
is non-hostile.
A holy period dedicated to
+
is a skulking perpetrator of mischief.
A fair occurred in
+
  is a minion of evil.
  divine aspect of  
+
  is a brutal enemy of your kind.
  centered around
+
  is of the wilderness.
A dance
+
is of the walking dead.
A performance of  
+
is opposed to the living.
A recital of  
+
has returned from beyond the grave.
A concert
+
is crazed!
The story of
+
is an invader.
A poetry recital
+
is from the depths of the underworld.
A performance
+
is an uninvited guest.
A story recital
+
is a current resident.
A dance competition
+
is from
A competition involving
+
is from a mysterious place.
A poetry competition
+
Account:
A music competition
+
Owned Objects:
a telling of the story of
+
Holdings:
mounted
+
Needs:
a recital of
+
Chest
storytelling
+
Demands:
a performance of
+
Throne Room/Office
a poetry recital
+
Bedroom
a dance
+
Dining Room
a concert
+
Tomb
criers in front
+
Mandates:
a moving performance stage
+
Export of
banners
+
Make
an order of precedence
+
Prohibited
the carrying of
+
: Thoughts and preferences
images
+
: Relationships
the scattering of
+
Set Follow Hotkey (
flowers
+
  etc.):
incense burning
+
Site
acrobats
+
Error 1
candles
+
Error 2
costumes
+
data/save/current/world.sav
the sacrifice of
+
NO_FILE
the giving of
+
Animals
  was waged by
+
Food
Year
+
Furniture/Siege Ammo
The most significant cause of the conflict was
+
Corpses
One of the most significant causes of the conflict was
+
Refuse
disgust with the adversary's godlessness
+
Bars/Blocks
a family matter
+
Gems
religious opposition to the adversary's inherent association with
+
Cloth
religious opposition to the adversary's worship of
+
Wood
natural aversion to the adversary's inherent association with
+
Weapons/Trap Comps
natural aversion to the adversary's worship of
+
Armor
various civilized races peopled the world.
+
Sheet
powers fought their final battles.
+
Additional Options
yet
+
Fish
was a time after civilization had
+
Unprepared Fish
crumbled completely.
+
Drink (Plant)
again
+
Drink (Animal)
only simple creatures inhabited
+
Cheese (Plant)
fantastic creatures were but mere stories told by travelers.
+
Cheese (Animal)
the world.
+
Seeds
no civilized peoples existed in
+
Fruit/Leaves
Part of
+
Milled Plant
occurred.
+
Bone Meal
ended.
+
Pressed Material
Legends
+
Extract (Plant)
began.
+
Extract (Animal)
Initialization complete...
+
Misc. Liquid
Sorting
+
Item Types
completed
+
Body Parts
Historical events
+
Skulls
Historical figures
+
Bones
Check for culled historical figures
+
Shells
Structures completed
+
Teeth
Artifacts completed
+
Horns/Hooves
Historical events left to discover:
+
Hair/Wool
event sort
+
Type
Codices, scrolls, etc.
+
Other Materials
Historical Figures
+
Stone/Clay
Civilizations and other entities
+
Metal
Historical Maps
+
Bars: Other Materials
Structures
+
Bars: Metal
A flying race
+
Blocks: Other Materials
A foot race
+
Blocks: Metal
A wrestling competition
+
Blocks: Stone/Clay
race
+
Metal Ores
A gladiatory competition
+
Economic
throwing competition
+
Rough Glass
A procession occurred in
+
Cut Glass
A competition
+
Rough Gem
and returned there after following its route.
+
Cut Gem
  It started at
+
Cut Stone
  It ended at
+
Thread (Silk)
and ended at
+
Thread (Plant)
A fearsome
+
Thread (Metal)
A ceremony occurred in
+
Cloth (Silk)
was a time when the
+
Cloth (Metal)
attack
+
Paper
was a time when
+
Parchment
were the only great powers in the world.
+
Trap Components
again
+
Body
yet
+
Head
living gods and mighty beasts
+
Feet
was the only great power in the world.
+
Legs
held sway.
+
Shield
still
+
Core Quality
great powers had returned to the world
+
Total Quality
the powers of the world were fading
+
: Toggle
fantastic creatures no longer lived in great numbers.
+
: Enable
there were still great powers in the world
+
: Disable
ruled the world.
+
Cheeses
fantastic creatures were few and far between, and some even doubted their existence.
+
Mill Products
ancient
+
Fats
the last of the
+
Pastes
Unnamed Underworld area
+
Extracts
Unnamed magma sea area
+
Liquids
: Filter on string
+
Types
Populations
+
Materials
Movement keys to view.
+
Silk Thread
: Done filtering.
+
Yarn Thread
to change year.
+
Metal Thread
: civ/site
+
Plant Thread
: toggle territories. 
+
Silk Cloth
: view top event
+
Yarn Cloth
: done. 
+
Metal Cloth
: select an option. 
+
Plant Cloth
: show only important events. 
+
Trap Comps
: export current map. 
+
Footwear
: back to age. 
+
Legwear
: show all events. 
+
Shields
: export site map.
+
Qualities
: XML dump (incomplete)
+
Empty Cages
: export detailed map.
+
Empty Animal Traps
: export map/gen info.
+
Prepared Food
Elevations including lake and ocean floors
+
Usable
Standard biome+site map
+
Unusable
Current vegetation
+
: Allow All
Elevations respecting water level
+
: Block All
Salinity
+
: Permit
Evil
+
: Forbid
Trade
+
ecwe
Biome
+
hlaas
Hydrosphere
+
  Dwarf Fortress Options: Load Game 
Structures/fields/roads/etc.
+
Loading units...
Diplomacy
+
Loading jobs...
Nobility/holdings
+
Loading schedules...
Unnamed
+
Loading projectiles...
Underground Regions
+
Loading machines...
, force
+
Loading flow guides...
Codices, Scrolls, Etc.
+
Loading effects...
Keep
+
Loading local animal populations...
Civilizations and Other Entities
+
Loading events...
Underworld Spire
+
Loading mandates...
Dark Tower
+
Loading work quotas...
Dungeon
+
Loading world events...
Market
+
Loading announcements...
Catacombs
+
Loading fortress information...
Sewers
+
Loading world information...
Received
+
Loading adventure...
Slain
+
Loading general information...
  wounds
+
Rebuilding more temporary information...
a wound
+
Preparing game screen...
  yet emerged
+
Handling compatibility issues...
Fled
+
Testing Arena
  yet
+
Testing Arena (Adventurer)
Victorious
+
Unknown Type Error
Drove forward
+
There are no active games.
drove forward
+
  Dwarf Fortress Options  
repelled
+
Ending game...
  and was
+
Really retire? All active saves will be deleted. (
stood fast
+
  = yes, other = no)
Repelled
+
You will be saved for later use in the region.
beaten back
+
Really quit?  All active saves will be deleted.  (
Stood fast
+
The region will be saved for later use, but consider retiring the fort
Unnamed underground area
+
instead if it is not a lost cause.
Beaten back
+
The fortress will become part of the world.  You may reassume control later,
REVEAL_ALL_HISTORY
+
but the circumstances will not necessarily be as you leave them now.
COMPLETE_OCEAN_EDGE_MIN
+
The region will be saved for later use.
EROSION_CYCLE_COUNT
+
Return to Title Screen
CULL_HISTORICAL_FIGURES
+
Return to Game
OROGRAPHIC_PRECIPITATION
+
Save Game
PERIODICALLY_ERODE_EXTREMES
+
Key Bindings
NORTH_OR_SOUTH
+
Export Local Image
POLE
+
Music and Sound
NORTH
+
Abandon the Fortress to Ruin
NORTH_AND_OR_SOUTH
+
Abort Game
NORTH_AND_SOUTH
+
Succumb to the Invasion
SOUTH
+
Retire the Fortress (for the time being)
PLAYABLE_CIVILIZATION_REQUIRED
+
Give in to the Night
ALL_CAVES_VISIBLE
+
Retire at this location (or rest a while)
END_YEAR
+
Finish Game
VOLCANO_MIN
+
Give in to Starvation
ELEVATION
+
(holding another's goods)
BEAST_END_YEAR
+
local_map
DRAINAGE
+
-param-
RAINFALL
+
Created in DF
SAVAGERY
+
current
VOLCANISM
+
data/save/*
PS_RF
+
data/save/
PS_EL
+
/world.sav
PS_DR
+
Nuked Activity Reference
PS_TP
+
Nuked Job Reference
PS_SV
+
Nuked Unit Reference (Worker/Inventory)
PS_VL
+
Nuked Building Reference (Party)
preset attempted beyond Y range
+
Nuked Item Reference (General)
Attempted to set world gen presets prior to dimensions
+
Nuked Effect Reference
ELEVATION_FREQUENCY
+
Nuked Vermin Event Reference
preset failed to load X value at Y =
+
Nuked Vermin Reference (Escaped Pet)
to cancel
+
Nuked Entity Reference
to export
+
Nuked Plot Info Reference
Export of column
+
Nuked Viewscreen Reference
to scroll
+
Nuked Unit Reference (Item Wrestle)
data/save/current/world.dat
+
Nuked Hist Fig Reference
complete
+
Nuked Site Reference
  Dwarf Fortress: Save World 
+
Nuked Artifact Reference
Command Line: World exported.
+
Nuked Item Improvement Reference
Offloading art images...
+
Nuked Coin Front Reference
Offloading units...
+
Nuked Coin Back Reference
Saving map data...
+
Nuked Detail Event Reference
Sorting world information...
+
Nuked Subregion Reference
Saving history...
+
Nuked Feature Layer Reference
Saving civilized populations...
+
Nuked Entity Population Reference
Saving tracking info...
+
Nuked Breed Reference
Saving parameters...
+
Nuked Art Image Reference
Synchronizing folders...
+
Nuked Creature Def Reference
Saving agreements...
+
NULL JOB ITEM (1):
  Dwarf Fortress: Updating World 
+
NULL JOB ITEM (2):  
WORLD_GEN
+
Civ Zone
data/init/world_gen.txt
+
: Null Unit Assignment (Id
SEED
+
: Null Item Assignment (Id
TITLE
+
Cage: Null Unit Assignment
NAME_SEED
+
Cage: Null Item Assignment
HISTORY_SEED
+
NULL Aid Requester
CUSTOM_NAME
+
/world.dat
CREATURE_SEED
+
clearing orders from squad with invalid mission
PEAK_NUMBER_MIN
+
unprepared
EMBARK_POINTS
+
Plant Growth (?)
OCEAN_EDGE_MIN
+
large pots/food storage
PARTIAL_OCEAN_EDGE_MIN
+
minecarts
HAVE_BOTTOM_LAYER_1
+
wheelbarrows
CAVERN_LAYER_WATER_MAX
+
other large tools
LEVELS_ABOVE_GROUND
+
sand bags
HAVE_BOTTOM_LAYER_2
+
Bone
LEVELS_ABOVE_LAYER_2
+
Pearl
LEVELS_ABOVE_LAYER_1
+
Shell
LEVELS_ABOVE_LAYER_4
+
Silk
LEVELS_ABOVE_LAYER_3
+
Amber
LEVELS_AT_BOTTOM
+
Coral
LEVELS_ABOVE_LAYER_5
+
Green Glass
CAVE_MAX_SIZE
+
Clear Glass
CAVE_MIN_SIZE
+
Crystal Glass
NON_MOUNTAIN_CAVE_MIN
+
Standard
MOUNTAIN_CAVE_MIN
+
Well-crafted
TOTAL_CIV_POPULATION
+
Finely-crafted
TOTAL_CIV_NUMBER
+
Superior Quality
ELEVATION_RANGES
+
Exceptional
SITE_CAP
+
Masterwork
DRAINAGE_RANGES
+
Fresh Raw Hide
RAIN_RANGES
+
Rotten Raw Hide
VOLCANISM_RANGES
+
Coal
SAVAGERY_RANGES
+
Potash
LARGE ISLAND
+
Pearlash
Unrecognized World Gen Token:
+
Soap
MEDIUM ISLAND
+
Allow Plant/Animal
LARGE REGION
+
Allow Non-Plant/Animal
SMALL ISLAND
+
Use Seed
MEDIUM REGION
+
Random
SMALLER ISLAND
+
Seed
SMALL REGION
+
Use History Seed
POCKET ISLAND
+
Use Name Seed
SMALLER REGION
+
Use Creature Seed
DRAINAGE_FREQUENCY
+
Embark Points
RAIN_FREQUENCY
+
End Year
SAVAGERY_FREQUENCY
+
Population Cap After Civ Creation
TEMPERATURE_FREQUENCY
+
No Cap
MINERAL_SCARCITY
+
Site Cap After Civ Creation
VOLCANISM_FREQUENCY
+
Percentage Beasts Dead For Stoppage
SEMIMEGABEAST_CAP
+
Ignore
MEGABEAST_CAP
+
Year to Begin Checking Megabeast Percentage
TITAN_ATTACK_TRIGGER
+
Cull Unimportant Historical Figures
TITAN_NUMBER
+
Reveal All Historical Events
NIGHT_TROLL_NUMBER
+
Temperature
DEMON_NUMBER
+
Drainage
VAMPIRE_NUMBER
+
Volcanism
BOGEYMAN_NUMBER
+
Minimum
SECRET_NUMBER
+
Maximum
WEREBEAST_NUMBER
+
X-Variance
DISTURBANCE_INTERACTION_NUMBER
+
Y-Variance
REGIONAL_INTERACTION_NUMBER
+
Elevation Mesh Size
GENERATE_DIVINE_MATERIALS
+
2 x 2
EVIL_CLOUD_NUMBER
+
4 x 4
GOOD_SQ_COUNTS
+
8 x 8
EVIL_RAIN_NUMBER
+
16 x 16
REGION_COUNTS
+
32 x 32
EVIL_SQ_COUNTS
+
Elevation Weighted Range (
SUBREGION_MAX
+
Rain Mesh Size
RIVER_MINS
+
Rain Weighted Range (
CAVERN_LAYER_OPENNESS_MIN
+
Drainage Mesh Size
CAVERN_LAYER_COUNT
+
Drainage Weighted Range (
CAVERN_LAYER_PASSAGE_DENSITY_MIN
+
Savagery Mesh Size
CAVERN_LAYER_OPENNESS_MAX
+
Savagery Weighted Range (
CAVERN_LAYER_WATER_MIN
+
Temperature Mesh Size
CAVERN_LAYER_PASSAGE_DENSITY_MAX
+
Temperature Weighted Range (
You might want to check your maximum volcanism value. 
+
Volcanism Mesh Size
The world generator is having trouble placing enough volcanos. 
+
  Volcanism Weighted Range (
You might want to check your preset volcanism for the value 100.  
+
Pole
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
+
North or South
Alternatively, you can reduce the number of volcanos required by the parameters.
+
North and/or South
You must have at least as many of these highest volcanism points as you are requiring volcanos. 
+
North and South
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. 
+
Minimum Mountain Peak Number
The world generator is having trouble placing swamps and marshes. 
+
Minimum Partial Edge Oceans
The world generator is having trouble placing deserts and badlands. 
+
Minimum Complete Edge Oceans
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
+
Minimum Volcano Number
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
+
Mineral Scarcity (Low = More minerals)
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. 
+
Max Megabeast Caves
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas. 
+
No Beasts
The world generator is having trouble placing forests. 
+
Max Semimegabeast Caves
The world generator is having trouble placing mountains. 
+
Titan Number
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
+
Titan Attack Population Requirement
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
+
Titan Attack Exported Wealth Requirement
Make sure your parameters and presets can support high elevation areas. 
+
Titan Attack Created Wealth Requirement
Make sure your parameters and presets can support low elevation areas. 
+
Number of Demon Types
The world generator is having trouble placing oceans. 
+
Number of Night Troll Types
The world generator is having trouble placing glaciers. 
+
Number of Bogeyman Types
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
+
Number of Nightmare Types
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
+
Number of Vampire Curse Types
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas. 
+
Number of Werebeast Curse Types
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas. 
+
Werebeast Attack Population Requirement
The world generator is having trouble placing tundra regions. 
+
Werebeast Attack Exported Wealth Requirement
The world generator is having trouble placing grasslands.  
+
Werebeast Attack Created Wealth Requirement
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
+
Number of Secret Types
The world generator is having trouble placing hills.  
+
Number of Regional Interaction Types
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas. 
+
Number of Disturbance Interaction Types
The world generator is having trouble placing rivers. 
+
Number of Evil Cloud Types
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. 
+
Number of Evil Rain Types
Command Line: World generation manually aborted.
+
Generate Divine Materials
POCKET REGION
+
Allow Divination
You might want to check your maximum elevation value and other elevation parameters. 
+
Allow Demonic Experiments
The world generator is having trouble placing enough mountain peaks. 
+
Allow Necromancer Experiments
You might want to check your preset elevations for the elevation 400. 
+
Allow Necromancer Lieutenants
Can the elevation 400 be placed enough times to provide space for your peaks? 
+
Allow Necromancer Ghouls
Alternatively, you can reduce the number of peaks required by the parameters.
+
Allow Necromancer Summons
You must have at least as many of these highest elevation points as you are requiring peaks. 
+
Desired Good Square Count in Small Subregions
Can your parameters achieve elevations between 100 and 299? 
+
Desired Good Square Count in Medium Subregions
The world generator is having trouble placing enough mid-level elevations. 
+
Desired Good Square Count in Large Subregions
Alternatively, you can reduce the number of mid-level elevation squares required.
+
Desired Evil Square Count in Small Subregions
You might want to adjust the parameters governing elevation frequencies. 
+
Desired Evil Square Count in Medium Subregions
Can your parameters achieve elevations between 0 and 99? 
+
Desired Evil Square Count in Large Subregions
The world generator is having trouble placing enough low elevations. 
+
Minimum Initial
Can your parameters achieve elevations between 300 and 400? 
+
  Square Count
The world generator is having trouble placing enough high elevations. 
+
  Region Count
Can your parameters achieve elevations between 0 and 99 frequently? 
+
Minimum Final
The world generator is having trouble placing enough ocean squares along the edges. 
+
Erosion Cycle Count
Alternatively, you can reduce the number of edge oceans required.
+
Minimum River Start Locations (Pre-Erosion)
You might want to adjust the parameters governing elevation. 
+
Desired River Start Locations (Post-Erosion)
You might want to adjust the parameters governing rainfall. 
+
Periodically Erode Extreme Cliffs
The world generator is having trouble placing rainfall in the manner specified by the parameters. 
+
Do Orographic Precipitation and Rain Shadows
The world generator is having trouble setting drainage in the manner specified by the parameters. 
+
Maximum Number of Subregions
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
+
Cavern Layer Number
Alternatively, you can reduce the number of high, medium or low drainage squares required.
+
Cavern Layer Openness Min
You might want to adjust the parameters governing drainage. 
+
Cavern Layer Openness Max
You might want to adjust the parameters governing savagery. 
+
Cavern Layer Passage Density Min
The world generator is having trouble placing savagery in the manner specified by the parameters. 
+
Cavern Layer Passage Density Max
The world generator is having trouble setting volcanism in the manner specified by the parameters. 
+
Cavern Layer Water Min
Alternatively, you can reduce the number of high, medium or low savagery squares required.
+
Cavern Layer Water Max
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
+
Magma Layer
You might want to adjust the parameters governing volcanism. 
+
Bottom Layer (Forces Magma)
World Size
+
Z Levels Above Ground
Create A World
+
Z Levels Above Layer 1
Smaller
+
Z Levels Above Layer 2
Pocket
+
Z Levels Above Layer 3
History
+
Z Levels Above Layer 4
Medium
+
Z Levels Above Layer 5
Short
+
Z Levels At Bottom
Very Short
+
Minimum Natural Cave Size
Very Long
+
Maximum Natural Cave Size
Long
+
Number of Mountain Caves
Maximum Number of Sites
+
Number of Non-Mountain Caves
Very High
+
Make Caves Visible
Natural Savagery
+
Allow Init Embark Options to Show Tunnels
Number of Beasts
+
Always
Very Rare
+
Only in Finder
Mineral Occurrence
+
Number of Civilizations
Sparse
+
Playable Civilization Required
Rare
+
Minimum Number of Mid-Elevation Squares
Everywhere
+
Minimum Number of Low-Elevation Squares
Frequent
+
Minimum Number of High-Elevation Squares
17 x 17
+
Minimum Number of Mid-Rain Squares
This controls the size of the world map.  Current:  
+
Minimum Number of Low-Rain Squares
65 x 65
+
Minimum Number of High-Rain Squares
33 x 33
+
Minimum Number of Mid-Drainage Squares
257 x 257
+
Minimum Number of Low-Drainage Squares
129 x 129
+
Minimum Number of High-Drainage Squares
5 years
+
Minimum Number of Mid-Savagery Squares
This is the length of pre-generated history.  Current:
+
Minimum Number of Low-Savagery Squares
250 years
+
Minimum Number of High-Savagery Squares
125 years
+
Minimum Number of Mid-Volcanism Squares
1050 years
+
Minimum Number of Low-Volcanism Squares
550 years
+
Minimum Number of High-Volcanism Squares
Alternatively, you can reduce the number of rivers required by the parameters.
+
NULL unit pointer on load
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points. 
+
NULL item pointer on load
Make sure your parameters and presets aren't so variable that biomes change frequently. 
+
NULL job pointer on load
The world generator is placing too many subregions. 
+
NULL building pointer on load
The world generator is having trouble placing mountain caves. 
+
NULL play unit on load: id #
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
+
NULL play item on load: id #
Alternatively, you can reduce the number of mountain caves required by the parameters.
+
NULL play building on load: id #
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves. 
+
NULL displayed announcement
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves. 
+
old save: fixing possibly broken knowledge from unretire
The world generator is having trouble placing low-lying caves. 
+
patching corruption: item off-loaded and also in play:
The world generator is having trouble placing enough civilizations. 
+
** Loading Fortress **
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
+
** Loading Adventurer **
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. 
+
patching dangerously broken trade definition -- magma powder changed to water/snow
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. 
+
removed erroneous unit occupancy flag
Alternatively, you can reduce the number of civilizations required by the parameters.
+
removed erroneous unit ground occupancy flag
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well. 
+
Repairing squad info for Unit #
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. 
+
cleaning up 0.44.01/2 broken display reference
The world generator couldn't find any civilization definitions. 
+
have corrupt feature map at
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. 
+
0.44.03 or earlier save: removing corrupted route stop
The world generator is having trouble placing a controllable civilization. 
+
0.44.03 or earlier save: removing erroneous travel log
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
+
Patched save: fixed missing equipment assignment
Make sure your parameters and presets have adequate squares of this kind. 
+
Patched save: fixed duplicate ammo assignment
Civilizations use available plants in their surroundings as their initial crops. 
+
Patched save: fixed duplicate training equipment assignment
The world generator is having trouble placing farming civilizations. 
+
Patched save: fixed duplicate equipment assignment
Command Line: World generation parameter set located successfully.
+
Patched save: Historical spy
Make sure your parameters and raw objects have adequate vegetation. 
+
stops using out-of-place cover identity
not found -- using default.
+
old save: removing potentially broken rest job
Command Line: World generation parameter set
+
removing broken building inventory link
  Dwarf Fortress: New World 
+
compat: removing prisoner from non-hereditary position
Command Line: World image, detailed image and info exported.
+
Something has pulled a lever!
to continue.
+
Something has triggered a pressure plate!
Finalizing...
+
Something has emptied a cage!
Are you sure you want to abort?
+
Something has unchained a creature!
: Change
+
unused
: Yes
+
improvable
You haven't saved your changes.
+
butcherable
Creating New Region
+
millable
Are you sure you want to go on?
+
possibly buriable
Preparing elevation...
+
unrotten
Rejected)
+
undisturbed
Running rivers...
+
collected
Setting temperature...
+
sharpenable
and minerals...
+
empty
Forming lakes
+
processable
Verifying terrain...
+
cookable
Growing vegetation...
+
solid
Recounting legends...
+
extract-bearing plant
Importing wildlife...
+
extract-bearing fish
Placing civilizations... (
+
extract-bearing small creature
Finished prehistory...
+
processable (to vial)
Making cave pops...
+
processable (to barrel)  
Making cave civilizations...
+
tameable small creature
Placing megabeasts...
+
sand-bearing
Placing other beasts...
+
glass
Placing caves... (
+
lye-bearing
Placing good/evil...
+
milk
Hist Figs:
+
milkable
Prehistory init...
+
finished good  
  Events:
+
ammo
    Dead:
+
furniture
Finalizing art... (
+
dye
Finalizing civ mats... (
+
dyeable
Finalizing sites... (
+
totemable
Finalizing uniforms... (
+
glass-making
This is how many distinct places can exist after world generation.
+
dyed
This controls how many distinct races/cultures there are.
+
melt-designated
Increasing savagery makes the world more difficult to settle.
+
deep material
Increasing this setting makes large beasts more prevalent.
+
sewn-imageless
TO CREATE THE WORLD.
+
screw
Increasing mineral occurrence makes more embark sites have more minerals.
+
fire-safe
Seed:
+
magma-safe
Title:
+
building material
Dimensions:
+
non-economic
Various
+
plant
Random Name
+
silk
Custom Name:
+
yarn
: New param set
+
leather
: Enter advanced parameters
+
bone
: Delete param set
+
hair/wool
: Copy param set
+
shell
: Use random name
+
horn
: Enter title
+
pearl
: Use random seed
+
plaster-containing
: Enter custom name
+
soap
: Change dimensions
+
ivory/tooth
: Enter custom seed
+
lye/milk-free
to save the world params.
+
blunt
to load the world params.
+
unengraved
Seed:
+
unimproved
Last Param Set:
+
written-on
  Name Seed:
+
non-absorbent
History Seed:
+
food storage
Really delete this parameter set?
+
non-pressed
Creature Seed:
+
hard
This parameter set will be reset.
+
metal
Really change the dimensions?
+
sand
: ALLOW ALL REJECTS, even if I end up with a legends-only world!
+
edged
: ALLOW THIS REJECTION TYPE and continue reporting others.
+
on-ground
: Accept
+
-bearing
  has been created.
+
-producing
: Use the world as it currently exists
+
-containing
: Export image/info
+
liquid cooking
 +
liquid scoop
 +
powder grinding receptacle
 +
powder grinding
 +
meat carving
 +
meat boning
 +
meat slicing
 +
meat cleaving
 +
meat-carving holder
 +
meal container
 +
liquid container
 +
food storage
 +
hive
 +
nest box
 +
small object container
 +
track cart
 +
heavy object hauler
 +
stand-and-work
 +
sheet roller
 +
folded sheet protector
 +
writing container
 +
bookcase
 +
display object
 +
offering placement
 +
divination
 +
games of chance
 +
body part
 +
that isn't a bin
 +
PRIEST
 +
Short Pathing Flood Overflow
 +
DRINK_MAT
 +
Tribute Report:  
 +
Tribute is being unloaded.  (A report is available.)
 +
Merchants have arrived and are unloading their goods.
 +
A trade depot is requiered for the delivery of the tribute.
 +
The merchants need a trade depot to unload their goods.
 +
An animal
 +
  has adopted
 +
Miner destination wiped
 +
body
 +
now know a few facts about
 +
training.
 +
have attained a general familiarity with  
 +
  training methods.
 +
are now quite knowledgeable
 +
trainers.
 +
are now expert
 +
flown
 +
rough
 +
log
 +
block
 +
the underworld portal
 +
deposit
 +
the river
 +
the subterranean water
 +
the pit
 +
the magma pool
 +
the volcano
 +
Horrifying screams come from the darkness below!
 +
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
 +
The glowing barrier has disappeared!
 +
Cleaning game objects...
 +
Cleaning stranded objects...
 +
Cleaning play objects...
 +
Null site on overall status
 +
Legends
 +
Standard biome+site map
 +
Elevations including lake and ocean floors
 +
Elevations respecting water level
 +
Rainfall
 +
Savagery
 +
Current vegetation
 +
Evil
 +
Salinity
 +
Biome
 +
Trade
 +
Structures/fields/roads/etc.
 +
Hydrosphere
 +
Nobility/holdings
 +
to export
 +
to cancel
 +
to scroll
 +
Export of column
 +
complete
 +
  Dwarf Fortress: Save World 
 +
Offloading art images...
 +
Sorting world information...
 +
Saving map data...
 +
Saving civilized populations...
 +
Saving history...
 +
Saving parameters...
 +
Saving squads...
 +
Saving activities...
 +
Saving written content...
 +
Saving identities...
 +
Saving vehicles...
 +
Saving army controllers...
 +
Saving tracking info...
 +
Saving agreements...
 +
Saving art forms...
 +
Saving occupations...
 +
Saving belief systems...
 +
Saving divination sets...
 +
Closing file...
 +
Synchronizing folders...
 +
  Becoming The Capital 
 +
Architecture
 +
Desired:
 +
Current:
 +
Offerings
 +
Worker:
 +
Inactive
 +
Location:
 +
Repeating
 +
Suspended
 +
Items:
 +
This building
 +
was designed by
 +
was well-designed by
 +
was finely-designed by
 +
was superiorly designed by
 +
bears the exceptional design of
 +
was masterfully designed by
 +
an unknown architect
 +
The structure
 +
was built by
 +
was solidly built by
 +
was finely-built by
 +
was superiorly built by
 +
was exceptionally built by
 +
was masterfully built by
 +
an unknown artisan
 +
Status
 +
Wounds
 +
Treatment
 +
History
 +
  Overall Health Report 
 +
__________
 +
____________
 +
: Key
 +
: Diagnosis request 
 +
: Cleaning req. 
 +
: Surgery req. 
 +
: Inoperable rot
 +
: Heavy bleeding
 +
: Bleeding
 +
: Pale
 +
: Severe blood loss
 +
: Faint
 +
: Blood loss
 +
: Serious fever
 +
: Moderate fever
 +
: Slight fever
 +
: Dizzy
 +
: Drowning
 +
: Winded
 +
: Cannot breathe
 +
: Trouble breathing
 +
: Vision lost
 +
: Vision impaired
 +
: Vision ~impaired
 +
: Spilled
 +
: Major artery torn
 +
: Artery torn
 +
: Overlapping fracture
 +
: Broken tissue
 +
: Heavy damage
 +
: Moderate damage
 +
: Light damage
 +
: Suture request
 +
: Setting req.
 +
: Dressing request
 +
: Paralyzed
 +
: Partially paralyzed
 +
: Sluggish
 +
: Overall pain++
 +
: Overall pain+
 +
: Overall pain
 +
: Stunned
 +
: Dehydrated
 +
: Thirsty
 +
: Starving
 +
: Hungry
 +
: Cannot stand
 +
: Stand impaired
 +
: Cannot grasp
 +
: Grasp impaired
 +
: Compound fracture
 +
: Torn tendon
 +
: Tendon strain
 +
: Tendon brs.
 +
: Part brok tis
 +
: Tissue pain++
 +
: Tissue pain+
 +
: Tissue pain
 +
: Traction request
 +
: Immobilization request
 +
: Crutch required
 +
: Completely numb
 +
: Partially numb
 +
: Slightly numb
 +
: Exhausted
 +
: Over-exerted
 +
: Tired
 +
: Very drowsy
 +
: Drowsy
 +
: Nauseous
 +
: Cannot fly
 +
: Flight impaired
 +
: Motor nerve
 +
: Sensory nerve
 +
: Torn ligament
 +
: Lig. sprain
 +
: Ligament bruise
 +
: Need setting
 +
: Extreme swell
 +
: Medium swell
 +
: Minor swelling
 +
: Infection
 +
: View health
 +
: Recenter
 +
  Currency Counts 
 +
The broker recommends keeping
 +
of each coin type to match accounts.
 +
No accessible fuel!
 +
Requires fuel
 +
Takes place at
 
  or  
 
  or  
: Continue
+
REAGENTS
CREATE WORLD NOW =
+
PRODUCTS
  to pause/finish.
+
  Stone Restrictions  
Cleaning game objects...
+
Magma-safe
LARGE
+
Restricted stones
Cleaning play objects...
+
are reserved for use by the listed tasks.
Cleaning stranded objects...
+
: Stone type
/raw/
+
Economic Stone
** Starting New Arena **
+
Other Stone
Preparing arena...
+
Quantity (0 for perpetual order):  
  Dwarf Fortress: Arena 
+
Type in parts of the name to narrow your search.
Preparing Arena...
+
shop
Preparing screen...
+
max
Continue Playing
+
No linked shop
Importing world...
+
There are no active work orders.
Create New World!
+
A manager is required to coordinate work orders.
Start Playing
+
How many workshops can this order task? (0 = no limit)
Object Testing Arena
+
: Increase priority  
Design New World with Advanced Parameters
+
: Max priority  
Quit
+
: Set maximum workshops
About DF
+
: Details
scroll.
+
Wage
to select an option.
+
Setter
  at any time for the manual.
+
Vegetables/fruit/leaves
  at any time for options, including key bindings.
+
Meat/fish/other
MEDIUM ELEVATION REJECTION
+
Ingredient Type
LACK OF PEAKS
+
Number
HIGH ELEVATION REJECTION
+
Permissions
LOW ELEVATION REJECTION
+
Cook
RAINFALL REJECTION
+
----
LACK OF EDGE OCEANS
+
Brew
SAVAGERY REJECTION
+
: Toggle cook.
DRAINAGE REJECTION
+
: Toggle brew.
LACK OF VOLCANOS
+
You have no appropriate ingredients.
VOLCANISM REJECTION
+
: Change category.
DESERT REJECTION
+
Page
SWAMP REJECTION
+
: Zoom to unit
MOUNTAIN REJECTION
+
: Zoom to item
FOREST REJECTION
+
  Dwarf Fortress: Updating World 
GLACIER REJECTION
+
Year
OCEAN REJECTION
+
data/init/world_gen.txt
GRASSLAND REJECTION
+
The world generator is having trouble placing enough mountain peaks. 
TUNDRA REJECTION
+
You might want to check your maximum elevation value and other elevation parameters. 
LACK OF RIVERS
+
Can the elevation 400 be placed enough times to provide space for your peaks? 
HILLS REJECTION
+
You might want to check your preset elevations for the elevation 400. 
LACK OF MOUNTAIN CAVES
+
You must have at least as many of these highest elevation points as you are requiring peaks. 
TOO MANY REGIONS
+
Alternatively, you can reduce the number of peaks required by the parameters.
UNABLE TO PLACE ENOUGH CIVILIZATIONS
+
The world generator is having trouble placing enough mid-level elevations. 
LACK OF LOW-LYING CAVES
+
Can your parameters achieve elevations between 100 and 299? 
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
+
You might want to adjust the parameters governing elevation frequencies. 
NO CIVILIZATIONS AVAILABLE
+
Alternatively, you can reduce the number of mid-level elevation squares required.
Note: If you are using the default parameters in unmodded DF,
+
The world generator is having trouble placing enough low elevations. 
FARMING CIVILIZATION PLACED WITHOUT CROPS
+
Can your parameters achieve elevations between 0 and 99? 
the issue at the B12 forum.
+
The world generator is having trouble placing enough high elevations.
and it doesn't work after continuing a few times, please report
+
Can your parameters achieve elevations between 300 and 400? 
: ABORT NOW and I'll look over my parameters.
+
The world generator is having trouble placing enough ocean squares along the edges. 
: CONTINUE until you give me another warning.
+
Can your parameters achieve elevations between 0 and 99 frequently? 
.bmp
+
You might want to adjust the parameters governing elevation.
-dip
+
Alternatively, you can reduce the number of edge oceans required.
biome_color_key.txt
+
The world generator is having trouble placing rainfall in the manner specified by the parameters.
temperate freshwater lake (0,224,255)
+
You might want to adjust the parameters governing rainfall.
mountain (128,128,128)
+
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
temperate saltwater lake (0,160,255)
+
The world generator is having trouble setting drainage in the manner specified by the parameters. 
temperate brackish lake (0,192,255)
+
You might want to adjust the parameters governing drainage.  
tropical brackish lake (0,64,255)
+
Alternatively, you can reduce the number of high, medium or low drainage squares required.
tropical freshwater lake (0,96,255)
+
The world generator is having trouble placing savagery in the manner specified by the parameters. 
arctic ocean (0,255,255)
+
You might want to adjust the parameters governing savagery. 
tropical saltwater lake (0,32,255)
+
Alternatively, you can reduce the number of high, medium or low savagery squares required.
temperate ocean (0,128,255)
+
The world generator is having trouble setting volcanism in the manner specified by the parameters. 
tropical ocean (0,0,255)
+
You might want to adjust the parameters governing volcanism.  
tundra (128,255,255)
+
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
glacier (64,255,255)
+
The world generator is having trouble placing enough volcanos. 
temperate saltwater swamp (64,192,128)
+
You might want to check your maximum volcanism value. 
temperate freshwater swamp (96,192,128)
+
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
temperate saltwater marsh (64,255,128)
+
You might want to check your preset volcanism for the value 100. 
temperate freshwater marsh (96,255,128)
+
You must have at least as many of these highest volcanism points as you are requiring volcanos. 
tropical saltwater swamp (64,192,64)
+
Alternatively, you can reduce the number of volcanos required by the parameters.
tropical freshwater swamp (96,192,64)
+
The world generator is having trouble placing swamps and marshes. 
tropical freshwater marsh (96,255,64)
+
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. 
mangrove swamp (64,255,96)
+
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
taiga forest (0,96,64)
+
The world generator is having trouble placing deserts and badlands. 
tropical saltwater marsh (64,255,64)
+
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. 
temperate broadleaf forest (0,160,32)
+
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
temperate conifer forest (0,96,32)
+
The world generator is having trouble placing forests. 
tropical dry broadleaf forest (0,128,0)
+
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas. 
tropical conifer forest (0,96,0)
+
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
temperate grassland (0,255,32)
+
The world generator is having trouble placing mountains. 
tropical moist broadleaf forest (0,160,0)
+
Make sure your parameters and presets can support high elevation areas. 
Select a source for your arena objects:
+
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
, Folder:
+
The world generator is having trouble placing oceans. 
/raw
+
Make sure your parameters and presets can support low elevation areas. 
raw (Default)
+
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
+
The world generator is having trouble placing glaciers. 
This Version of DF used the FMOD Sound System
+
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas. 
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
+
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
This version of DF uses SDL: Simple DirectMedia Layer,
+
The world generator is having trouble placing tundra regions.
Portions of this version are Copyright(C)2008
+
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.
See the SDL folder for license information.
+
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
All rights reserved.
+
The world generator is having trouble placing grasslands. 
The FreeType Project (www.freetype.org).
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas. 
0000
+
The world generator is having trouble placing hills. 
to return to the menu.
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. 
-detailed
+
The world generator is having trouble placing rivers. 
-tmp
+
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points. 
-elw
+
Alternatively, you can reduce the number of rivers required by the parameters.
-drn
+
The world generator is placing too many subregions. 
-rain
+
Make sure your parameters and presets aren't so variable that biomes change frequently. 
-vol
+
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
-sav
+
The world generator is having trouble placing mountain caves. 
-evil
+
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves. 
-veg
+
Alternatively, you can reduce the number of mountain caves required by the parameters.
-sal
+
The world generator is having trouble placing low-lying caves. 
-str
+
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.
-trd
+
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
-nob
+
The world generator is having trouble placing enough civilizations. 
-hyd
+
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. 
river/ocean (0,112,255)
+
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. 
major river (0,128,255)
+
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well. 
Greed
+
Alternatively, you can reduce the number of civilizations required by the parameters.
Histories of  
+
The world generator couldn't find any civilization definitions. 
Jealousy
+
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. 
Avarice
+
The world generator is having trouble placing a controllable civilization.
Gluttony
+
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. 
Cupidity
+
Make sure your parameters and presets have adequate squares of this kind. 
Enterprise
+
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
Industry
+
The world generator is having trouble placing farming civilizations. 
Determination
+
Civilizations use available plants in their surroundings as their initial crops. 
Resourcefulness
+
Make sure your parameters and raw objects have adequate vegetation. 
Dynamism
+
  Squad Schedules:
Mettle
+
Early Wet Season
Toil
+
Early Dry Season
Labor
+
First Quarter
Exertion
+
Second Quarter
Diligence
+
Third Quarter
*** STARTING NEW GAME ***
+
Fourth Quarter
Tenacity
+
Alert State
data/init/announcements.txt
+
Squads 
Command Line:
+
Months 
PAUSE
+
  Months:
DO_MEGA
+
  Squads:
A_DISPLAY
+
(Cur)
RECENTER
+
(Current)
D_DISPLAY
+
: Name grid cell
UNIT_COMBAT_REPORT
+
: Sleep
UNIT_COMBAT_REPORT_ALL_ACTIVE
+
in room at will
temperate shrubland (0,192,32)
+
in barracks at will
temperate savanna (0,224,32)
+
in barracks at need
tropical savanna (255,176)
+
Inactive = Uniformed
tropical grassland (255,160,0)
+
Inactive = Civ clothes
badland desert (255,96,32)
+
minimum
tropical shrubland (255,192,0)
+
preferred
rock desert (255,128,64)
+
: Edit order
sand desert (255,255,0)
+
: Cancel order
castle (128,128,128)
+
: Copy orders
structure_color_key.txt
+
: Paste orders
crops (255,128,0)(255,160,0)(255,192,0)
+
: Move selector
village (255,255,255)
+
: Schedule grid
meadow (64,255,0)
+
: Order list
pasture (0,255,0)
+
: View alerts
orchard (0,160,0)
+
: Swap squads/months
woodland (0,128,0)
+
: Defend burrows
stone bridge (224,224,224)
+
Burrow
tunnel (20,20,20)
+
: Patrol route
stone road (192,192,192)
+
Route
other bridge (180,167,20)
+
: Station
stone wall (96,96,96)
+
Point
other road (150,127,20)
+
soldier
mountain (255,255,192)
+
Position
other wall (160,127,20)
+
  Petitions 
land (128,64,32)
+
You do not have an official capable of handling these matters.
lake (0,96,255)
+
There are no petitions that need your attention.
hydro_color_key.txt
+
Parley with
ocean (0,64,255)
+
Status of
stream (0,224,255)
+
Citizenship of
brook (0,255,255)
+
A Priest for
river (0,160,255)
+
A Guildhall for
minor river (0,192,255)
+
A High Priest for
data/speech/arch_info_justification.txt
+
A Grand Guildhall for
data/speech/same_site_specific_hf_seeker.txt
+
Some corrupt data
data/speech/justification_proximity.txt
+
wishes to parley
data/speech/justification_representation.txt
+
in order to avert
data/speech/justification_reminder.txt
+
loss of life.
data/speech/justification_experience.txt
+
Do you approve this request?
data/speech/no_family.txt
+
: Approve
data/speech/justification_antithetical.txt
+
: Deny
data/speech/family_relationship_no_spec.txt
+
wishes to reside in
data/speech/family_relationship_spec.txt
+
for the purpose of
data/speech/family_relationship_spec_dead.txt
+
eradicating monsters.
data/speech/family_relationship_additional.txt
+
entertaining citizens and visitors.
data/speech/family_relationship_additional_dead.txt
+
soldiering.
data/speech/family_relationship_no_spec_dead.txt
+
study.
data/speech/wandering_profession.txt
+
sanctuary.
data/speech/child_age_proclamation.txt
+
wishes to join
data/speech/snatcher_profession.txt
+
desires citizenship.
data/speech/hunting_profession.txt
+
as a citizen of
data/speech/wandering_profession_year.txt
+
has many worshippers in
data/speech/thief_profession.txt
+
and now requires
data/speech/snatcher_profession_year.txt
+
a temple complex and high priest
data/speech/hunting_profession_year.txt
+
a temple and priest
data/speech/past_wandering_profession.txt
+
The location must be built and furnished,
data/speech/thief_profession_year.txt
+
with the new position appointed by you.
data/speech/past_snatcher_profession.txt
+
has many members in
data/speech/past_hunting_profession.txt
+
a grand guildhall
data/speech/guard_profession.txt
+
with the hall designated for a
data/speech/past_thief_profession.txt
+
guild.
data/speech/soldier_profession.txt
+
wishes to reside here
data/speech/guard_warning.txt
+
has many worshippers here
data/speech/past_profession_year.txt
+
has many members here
data/speech/past_profession_no_year.txt
+
Basic Value:
data/sound/song_title.ogg
+
Weight:
UCR_A
+
Price:
data/art/mouse.png
+
Owner:
data/sound/song_game.ogg
+
Uses and Contents:
text
+
Uses:
data/movies
+
Contents:
data/dipscript/
+
: View selected
data/dipscript/*.*
+
: Melt
Command Line: World generation initiated.
+
: Dump
region
+
: Hide
data/speech/general.txt
+
: Description
Command Line: World generation aborted because folder exists.
+
None
data/speech/threat.txt
+
No treasures yet.
data/speech/slayer.txt
+
*PAUSED*
data/speech/greet_reply.txt
+
SIEGE
data/speech/greet.txt
+
: Petitions Available
data/speech/greet_reply_unusual_first.txt
+
[MORE]
data/speech/greet_reply_diff_language.txt
+
Idlers:
data/speech/greet_worship.txt
+
civilization
data/speech/greet_reply_after_hero.txt
+
Citizens
data/speech/goodbye_worship_1.txt
+
Pets/Livestock
data/speech/greet_baby.txt
+
Others
data/speech/goodbye_worship_3.txt
+
Dead/Missing
data/speech/goodbye_worship_2.txt
+
Missing
data/speech/temple_become_member.txt
+
Independent
data/speech/temple_already_member.txt
+
Wild Animal
data/speech/task_recommendation.txt
+
  (Caged)
data/speech/positive.txt
+
Undead
data/speech/ab_specific_hf_seeker.txt
+
Berserk
data/speech/unknown_hf_seeker.txt
+
Caged Prisoner
data/speech/same_site_ab_specific_hf_seeker.txt
+
Chained Prisoner
data/speech/site_specific_hf_seeker.txt
+
Invader
floodgate
+
Diplomat /
door
+
Merchant
grate
+
Guest /
hatch cover
+
Visitor
cabinet
+
Friendly
table
+
Underworld
armor stand
+
Caged Guest
weapon rack
+
Chained Guest
coffer
+
Uninvited Guest
boxes and bag
+
Current Resident
chest
+
Hostile
limb/body
+
Tame
backpack
+
You have not created any creatures yet.
splint
+
  to return
cast
+
There are no
quiver
+
  living here.
crutch
+
There are no pets or livestock here.
sarcophag
+
There are no other creatures nearby.
casket
+
No one has gone missing or died.
rope
+
The year is still young.
coffin
+
to return,
waterskin
+
: Manager
chain
+
: Go to Unit
flask
+
: Go to Bld
vial
+
: Remove Worker
unglazed
+
: Set Job Repeat
musical instrument
+
: Vw Activity
tool
+
: View Job
data/speech/current_profession_year.txt
+
: Suspend Job
data/speech/current_profession_no_year.txt
+
: Cancel Job
data/speech/animal_slayer.txt
+
Opposed to life
data/speech/hist_fig_slayer.txt
+
Diplomat
data/speech/mercenary_profession_year.txt
+
There are no idle
data/speech/mercenary_profession.txt
+
  or jobs.
  were unable to complete the
+
The item sparkles with a supernatural brilliance.
data/speech/past_mercenary_profession.txt
+
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
grown
+
The object looks oddly square.
Jobs removed from unpowered
+
The item constantly emits a nearly inaudible high-pitched whistle.
branch
+
The item is covered with small bumps.
logs
+
The item smells like wet earth.
rough gems
+
Tiny streaks of lightning streak quickly over the object's surface.
raw clear glass
+
Creatures that look at the item cannot think negative thoughts.
raw green glass
+
The item is covered with minute gray hairs.
rock
+
The item sounds like rustling leaves when moved.
raw crystal glass
+
Mountainhome
wafers
+
Metropolis
stones
+
City
charcoal
+
Town
bars
+
Village
refined coal
+
Hamlet
coke
+
Outpost
cut gems
+
Stocks
bars
+
Health
cut clear glass gems
+
Prices
cut green glass gems
+
Currency
gems
+
Justice
cut crystal glass gems
+
Created Wealth:
portal
+
Weapons:
blocks
+
Armor and Garb:
  paste
+
Furniture:
bloody
+
Other Objects:
  laced with
+
Architecture:
glob
+
Displayed:
cheese
+
Held/Worn:
powder
+
You need a broker with
mechanisms
+
the appraisal skill.
catapult parts
+
Imported Wealth:
pipe section
+
Exported Wealth:
tube
+
Trade Information:
ballista parts
+
Population:
trap component
+
Nobles/Admins
amulet
+
Peasants
anvil
+
Recruit/Others
siege ammo
+
Trained Animals
ballista arrow head
+
Other Animals
scepter
+
Food Stores:
ammunition
+
Plant
coin
+
Drink
crown
+
Other
green glass
+
Evaluate Depot Access Overflow
perfect
+
Evaluate Depot Caravan Access Overflow
crystal glass
+
Royal Throne Room
clear glass
+
Opulent Throne Room
  gem
+
Throne Room
earring
+
Splendid Office
ring
+
Decent Office
bracelet
+
Office
quern
+
Modest Office
traction bench
+
Meager Office
window
+
No Office
goblet
+
Royal Bedroom
cage
+
Grand Bedroom
terrarium
+
Great Bedroom
bucket
+
Fine Quarters
barrel
+
Decent Quarters
chair
+
Quarters
animal trap
+
Modest Quarters
throne
+
Meager Quarters
yarn
+
No Quarters
strands
+
Royal Dining Room
cloth
+
Grand Dining Room
thread
+
Great Dining Room
tanned hide
+
Fine Dining Room
sheet
+
Decent Dining Room
-bound
+
Modest Dining Room
totem
+
Meager Dining Room
codex
+
No Dining Room
codices
+
Royal Mausoleum
rotten
+
Grand Mausoleum
figurine
+
Mausoleum
sticky
+
Fine Tomb
filthy
+
Burial Chamber
slimy
+
Servant's Burial Chamber
vomitous
+
Grave
gooey
+
No Tomb
dirty
+
(S)
ichorous
+
/ Spouse
purulent
+
No Owner
leather body part
+
You don't have any buildings.
silk body part
+
Evaluation:
soap body part
+
: View building information
wooden body part
+
: Zoom to building items
pearl
+
: Zoom to building tasks
horn
+
: Swap right panel
strand body part
+
caught in a burst of
yarn body part
+
Overall Training
seeds
 
Rotten
 
leaves
 
withered
 
raw
 
leaf
 
live
 
tame
 
small live animal
 
prepared meal
 
small tame animal
 
chops
 
preserved
 
meat
 
chop
 
chain
 
weapon
 
armor
 
suits of
 
shield
 
handwear
 
footwear
 
/buckler
 
statue
 
millstone
 
craft shop sign
 
memorial
 
armorsmith's shop sign
 
weaponsmith's shop sign
 
food shop sign
 
general store sign
 
clothing imports sign
 
food imports sign
 
cloth shop sign
 
general imports sign
 
woven clothing shop sign
 
leather shop sign
 
bone carver's shop sign
 
leather clothing shop sign
 
bowyer's shop sign
 
gem cutter's shop sign
 
metal craft shop sign
 
blacksmith's shop sign
 
carpenter's shop sign
 
leather goods shop sign
 
metal furniture shop sign
 
stone furniture shop sign
 
slab
 
tavern sign
 
tooth
 
corpse
 
bone
 
teeth
 
plant part
 
shell
 
: Zoom to location
 
Announcement Date:  
 
Meat/fish/other
 
Vegetables/fruit/leaves
 
Number
 
Ingredient Type
 
----
 
Permissions
 
: Toggle cook.
 
Brew
 
You have no appropriate ingredients.
 
: Toggle brew.
 
Creatures
 
: Change category.
 
 
Creature
 
Creature
Overall Training
+
Price
 
Status:  
 
Status:  
Price
+
Trained
 
Well-trained
 
Well-trained
Trained
+
Skillfully trained
 
Expertly trained
 
Expertly trained
Skillfully trained
+
Exceptionally trained
 
Masterfully trained
 
Masterfully trained
Exceptionally trained
+
Domesticated
 
Semi-Wild
 
Semi-Wild
Domesticated
+
Trainer:
 
Trainer: Any
 
Trainer: Any
Trainer:  
+
Trainer: Any unassigned
 
Ready for Slaughter
 
Ready for Slaughter
Trainer: Any unassigned
+
Uninterested
 
For Sale
 
For Sale
Uninterested
+
Not For Sale
legwear
+
Unavailable
headwear
 
has stolen
 
A kidnapper has made off with
 
A thief has stolen
 
is taken by a fey mood!
 
has been possessed!
 
withdraws from society...
 
begins to stalk and brood...
 
looses a roaring laughter, fell and terrible!
 
claims it as an heirloom in the name of the family ancestor
 
has created
 
claims it as a personal treasure.
 
claims it as a family heirloom
 
*PAUSED*
 
offers it to
 
: Petitions Available
 
SIEGE
 
[PAUSED]
 
Idlers:
 
Resume
 
Pause
 
fighting!
 
Page
 
sparring.
 
hunting.
 
: View report
 
No recent reports.
 
Last Report Date:
 
Nobody
 
Monster Slayer
 
Goblets (Desired):
 
Boxes/bags in common area:
 
Rented rooms (Total):
 
Stored Instruments (Desired):
 
Bookcases:
 
Dance floor in common area:
 
Total number of each to scribe:
 
Written objects (incl. copies):
 
Tables:
 
Writing Material (Desired):
 
Dedicated to
 
Chairs:
 
All visitors welcome
 
No particular deity
 
Citizens only
 
Citizens and long-term residents only
 
: Change restriction
 
Assign occupation
 
: Assign Occupation
 
: Retire location
 
You do not have an official capable of handling these matters.
 
  Petitions 
 
Parley with
 
There are no petitions that need your attention.
 
Citizenship of
 
Status of
 
wishes to parley
 
Some corrupt data
 
loss of life.
 
in order to avert
 
Not For Sale
 
Available
 
 
Geld
 
Geld
Unavailable
 
Being Traded
 
 
Work Animal
 
Work Animal
 +
Not Tame
 
: Toggle pet availability.
 
: Toggle pet availability.
Not Tame
+
: Slaughter.
 
: Geld.
 
: Geld.
: Slaughter.
+
: Select trainer.
 
: War training.
 
: War training.
: Select trainer.
+
: Hunting training.
 
You have no appropriate creatures.
 
You have no appropriate creatures.
: Hunting training.
+
Any trainer
 
Any unassigned trainer
 
Any unassigned trainer
Any trainer
+
Knowledge
 +
A few facts
 
General familiarity
 
General familiarity
A few facts
+
Knowledgeable
 +
Expert
 
You don't know how to train any animals.
 
You don't know how to train any animals.
Knowledgeable
+
lumber limits
You have not designated any locations.
+
This land has no important leaders.
  Locations 
+
Exports to
area zones, dining rooms and bedrooms.  These larger associations of rooms
+
Petty Annoyance
Locations such as taverns, temples and libraries can be created from meeting
+
Terror
location, you can come to this screen to manage occupations and more.
+
Imports from
can attract visitors from outside the fortress.  Once you have created a
+
Offerings from  
Tavern Keeper
+
Vengeance
: Go Back
+
You can look at trade information once you have a broker
Scholar
+
with appraisal skill.
Performer
+
You accept their tribute every
Mercenary
+
Trade Agreement (Exports to
Scribe
+
Trade Agreement (Imports from
Date:  
+
: View Agreement
Found the body.
+
You have no agreements with this land.
No Sentence Pending.
+
to change modes.
Reported:  
+
ROOM SHARING INDEX OUT OF BOUNDS:  
Beating.
+
praying
  Hammerstrike
+
  weeping
  in Prison.
+
  cringing
  Day
+
  screaming
None Assigned
+
being tortured
Officer:
+
committing a depraved act
Violation of Export Prohibition.
+
making a submissive gesture
Violation of Production Order.
+
in a fetal position
Conspiracy to Slow Labor.
+
smeared out into a spiral
Violation of Job Order.
+
falling
Disorderly Conduct.
+
dead
Murder.
+
laughing
Vandalism.
+
being shot
Building Destruction.
+
making a plaintive gesture
Robbery.
+
melting
Theft.
+
burning
: Convict
+
looks dejected
Blood-drinking.
+
looks terrified
: View cold cases (
+
looks offended
: View recent crimes (
+
looks confused
General Items
+
suffering
: Convict somebody
+
withering away
Stone/Gems/Metals
+
striking a menacing pose
Thread/Cloth
+
striking a triumphant pose
Plnt Extracts
+
laboring
Anml Extracts
+
traveling
Plnt Cheeses
+
contemplating
Anml Cheeses
+
cooking
: Approve
+
engraving
Do you approve this request?
+
unnaturally contorted
wishes to reside in
+
being flayed
: Deny
+
being mutilated
for the purpose of
+
prostrating itself before
wishes to reside here
+
torturing
entertaining citizens and visitors.
+
committing a depraved act upon
eradicating monsters.
+
devouring
study.
+
admiring
soldiering.
+
burning
wishes to join
+
shooting
sanctuary.
+
surrounded by
as a citizen of
+
massacring
desires citizenship.
+
fighting with
  Justice  
+
  greeting
: Select/scroll
+
  refusing
Violation of Production Order
+
speaking with
  Cages&Chains:
+
embracing
Violation of Job Order
+
striking down
Violation of Export Prohibition
+
raising
Disorderly Conduct
+
hiding
Conspiracy to Slow Labor
+
praying to  
, Deceased
+
contemplating
Building Destruction
+
cooking
1 witness
+
engraving
There are no criminals.
+
impaled on
No witnesses
+
being flayed by
  witnesses
+
  hanging from
Convicted:
+
being mutilated by
Injured Party:
+
This is a
Accuses:
+
These are
Witness:
+
migrating
Anvil Construction
+
local
Block Construction
+
civilization
Pipe Section Construction
+
craft
Window Construction
+
government
Clay Collection
+
religion
Sand Collection
+
Stone Hauling
Glass Cutting
+
Wood Hauling
Gem Encrusting
+
Burial
Basic Ore Smelting
+
Food Hauling
Glass Encrusting
+
Refuse Hauling
Craft Making
+
Item Hauling
Object Melting
+
Furniture Hauling
Metal Studding
+
Animal Hauling
Coin Minting
+
Push/Haul Vehicles
Weapon Construction
 
Metal Strand Extraction
 
Quiver Construction
 
Ammo Construction
 
Weapon Rack Construction
 
Armor Stand Construction
 
Totem Construction
 
Tool Construction
 
Goblet Construction
 
Flask Construction
 
Toy Construction
 
Bone/Shell Decoration
 
Glove Construction
 
Armor Construction
 
Shield Construction
 
Helm Construction
 
Shoe Construction
 
Pants Construction
 
Milled Plants
 
Milled Animal
 
Setter
 
Item Type
 
 
Cleaning
 
Cleaning
Wage
+
Wood Cutting
Store Item in Stockpile
+
Stone Detailing
Place Item in Tomb
+
Animal Care
Store Weapon
+
Diagnosis
Store Item in Bag
+
Setting Bones
Store Item in Barrel
+
Dressing Wounds
Store Armor
+
Feed Patients/Prisoners
Store Vehicle in Bin
+
Recovering Wounded
Store Item in Bin
+
Trapping
Store Item in Location
+
Small Animal Dissection
Store Item in Hospital
+
Tanning
Building Construction
+
Dyeing
Dump Item
+
Beekeeping
Door Construction
+
Clothesmaking
Building Removal
+
Plant Processing
Hatch Cover Construction
+
Cheese Making
Floodgate Construction
+
Milking
Bed Construction
+
Gelding
Grate Construction
+
Shearing
Coffin Construction
+
Cooking
Chair Construction
+
Farming (Fields)
Bin Construction
 
Table Construction
 
Cabinet Construction
 
Chest Construction
 
Slab Construction
 
Statue Construction
 
Ballista Part Construction
 
Catapult Part Construction
 
Wall Detailing
 
Fortification Carving
 
Stair/Ramp Removal
 
Floor Detailing
 
Carving Downward Staircase
 
Carving Upward Staircase
 
Carving Ramp
 
Carving Up/Down Staircase
 
Tree Felling
 
Digging Channel
 
Construction Removal
 
 
Plant Gathering
 
Plant Gathering
 
Hunting
 
Hunting
Track Carving
+
Furnace Operating
Capturing Land Animals
+
Armoring
Returning Kill
+
Blacksmithing
Hunting Animal Training
+
Metalcrafting
Capturing Fish
+
Woodcrafting
Web Collection
+
Stonecrafting
War Animal Training
+
Bone Carving
Chain Construction
+
Siege Operating
Cage Construction
+
Crossbow-making
Planting
+
Mechanics
Bucket Construction
+
Pump Operating
Fertilizing
+
Trade Good Hauling
Harvesting
+
Water Hauling
Cloth Dyeing
+
Lever Operation
Thread Dyeing
+
Road Building
Plant Extraction
+
Wall/Floor Construction
Image Sewing
+
Construction Removal
Figurine Making
+
Woodworking
Backpack Construction
+
Stoneworking
Scepter Making
+
Hunting/Related
Amulet Making
+
Healthcare
Ring Making
+
Farming/Related
Crown Making
+
Fishing/Related
Bracelet Making
+
Jewelry
Earring Making
+
Crafts
Animal Trap Construction
+
Engineering
Large Gem Cutting
+
Hauling
Install Colony In Hive
 
Trap Baiting
 
Mechanism Construction
 
Collect Hive Products
 
Trap Cleaning
 
Trap Component Construction
 
Cage Trap Loading
 
Trigger Linking
 
Weapon Trap Loading
 
Stone Trap Loading
 
Operate Pump
 
Lever Pulling
 
Construct Millstone
 
Construct Quern
 
Push Track Vehicle
 
Place Track Vehicle
 
Ballista Loading
 
Catapult Loading
 
Ballista Firing
 
Catapult Firing
 
Siege Ammo Construction
 
Ballista Arrow Head Construction
 
Trading at Depot
 
Updating Stockpile Records
 
Execute Criminal
 
Beat Criminal
 
Give Food
 
Give Water
 
Diagnose Patient
 
Recover Wounded
 
Apply Cast
 
Immobilize Break
 
Dress Wound
 
Bring Crutch
 
Suture
 
Clean Patient
 
Place In Traction
 
Set Bone
 
Crutch Construction
 
Splint Construction
 
shop
 
Traction Bench Construction
 
No linked shop
 
max
 
A manager is required to coordinate work orders.
 
There are no active work orders.
 
: Set maximum workshops
 
How many workshops can this order task? (0 = no limit)
 
Type in parts of the name to narrow your search. 
 
Quantity (0 for perpetual order):
 
available is
 
Amount of
 
at most
 
at least
 
Plant Processing/Vial
 
Plant Processing
 
Fish Extraction
 
Plant Processing/Barrel
 
Small Creature Taming
 
Land Animal Extraction
 
Butchering
 
Large Creature Taming
 
Fish Processing
 
Slaughtering
 
 
Other Jobs
 
Other Jobs
Barrel Construction
+
MATERIAL_TEMPLATE
Animal Unchaining
+
ITEM
Animal Chaining
+
CREATURE_VARIATION
Releasing Small Creature
+
BUILDING
Releasing Large Creature
+
DESCRIPTOR_SHAPE
Handling Small Creature
+
DESCRIPTOR_PATTERN
Handling Large Creature
+
DESCRIPTOR_COLOR
Small Creature Caging
+
REACTION
Large Creature Caging
+
large
Aquarium Filling
+
grown
Aquarium Draining
+
logs
Large Creature Pit/Ponding
+
branch
Pond Filling
+
rough gems
Large Creature Pen/Pasturing
+
raw green glass
Small Creature Pit/Ponding
+
raw clear glass
Charcoal Making
+
raw crystal glass
Small Creature Pen/Pasturing
+
small
Potash Making (Lye)
+
stones
Ash Making
+
wafers
Managing Work Orders
+
bars
Potash Making (Ash)
+
charcoal
: Delete condition
+
coke
: Change number
+
refined coal
: Add conditions from reagents/materials
+
bars
: Activation/completion
+
cut green glass gems
items
+
cut clear glass gems
: Add conditions from products
+
cut crystal glass gems
no material
+
gems
Suspended
+
blocks
Missing
+
portal
Inactive
+
door
Independent
+
floodgate
(Caged)
+
hatch cover
Wild Animal
+
grate
Undead
+
table
(Chained)
+
cabinet
Berserk
+
weapon rack
Opposed to life
+
armor stand
Chained Prisoner
+
coffer
Caged Prisoner
+
chest
Diplomat
+
boxes and bag
Invader
+
backpack
Guest /  
+
limb/body
Merchant
+
cast
Friendly
+
splint
Visitor
+
crutch
Caged Guest
+
quiver
Underworld
+
casket
Uninvited Guest
+
sarcophag
Chained Guest
+
coffin
less than
+
rope
greater than
+
waterskin
exactly
+
vial
Filter:
+
flask
No material
+
musical instrument
Waiting
+
unglazed
Active
+
tool
Ready
+
window
Ready to check
+
terrarium
Restarts if completed, conditions checked daily
+
cage
One-time order, conditions checked daily
+
barrel
Restarts if completed, conditions checked seasonally
+
bucket
Restarts if completed, conditions checked monthly
+
animal trap
One-time order
+
chair
Restarts if completed, conditions checked yearly
+
throne
Restarts if completed, checked monthly
+
strands
Restarts if completed, checked daily
+
yarn
Restarts if completed, checked yearly
+
thread
Restarts if completed, checked seasonally
+
cloth
Not satisfied for next check
+
sheet
Satisfied for next check
+
tanned hide
must first be completed
+
totem
must first be activated
+
-bound
: Add item condition
+
codices
This work order does not have any conditions.
+
codex
: Frequency
+
figurine
: Add order condition
+
filthy
: Change material
+
sticky
: Change item type
+
vomitous
: Change inequality
+
slimy
: Change traits
+
stagnant
civilization
+
dirty
No treasures yet.
+
gooey
Exports to
+
purulent
This land has no important leaders.
+
ichorous
Terror
+
bloody
Petty Annoyance
+
paste
Offerings from
+
glob
Imports from
+
laced with
You can look at trade information once you have a broker
+
powder
Vengeance
+
cheese
Trade Agreement (Exports to
+
catapult parts
with appraisal skill.
+
mechanisms
: View Agreement
+
tube
Trade Agreement (Imports from
+
pipe section
to change modes.
+
trap component
You have no agreements with this land.
+
ballista parts
marched on
+
anvil
the army of
+
amulet
an insurrection against
+
ballista arrow head
was known to be
+
siege ammo
was overthrown after an insurrection
+
ammunition
began in
+
scepter
crushed an insurrection
+
crown
waited out an insurrection
+
coin
was conquered
+
perfect
a group calling itself
+
green glass
refugees calling themselves
+
crystal glass
moved on in search of a better future after the horrible mismanagement of
+
ring
descended upon
+
earring
fled from the area just before an army
+
bracelet
days' travel
+
traction bench
  The World 
+
quern
Hostile
+
millstone
Current Resident
+
statue
You have not created any creatures yet.
+
memorial
Tame
+
craft shop sign
There are no idle
+
weaponsmith's shop sign
to return
+
armorsmith's shop sign
to return,
+
general store sign
or jobs.
+
food shop sign
: View Unit
+
food imports sign
: Manager
+
clothing imports sign
: Go to Bld
+
general imports sign
: Go to Unit
+
cloth shop sign
: Set Job Repeat
+
leather shop sign
: Remove Worker
+
woven clothing shop sign
: View Job
+
leather clothing shop sign
: Vw Activity
+
bone carver's shop sign
: Cancel Job
+
gem cutter's shop sign
: Suspend Job
+
bowyer's shop sign
Pets/Livestock
+
blacksmith's shop sign
Citizens
+
metal craft shop sign
Dead/Missing
+
leather goods shop sign
Others
+
carpenter's shop sign
There are no
+
stone furniture shop sign
Diplomat /
+
metal furniture shop sign
There are no pets or livestock here.
+
tavern sign
living here.
+
slab
No one has gone missing or died.
+
tooth
There are no other creatures nearby.
+
teeth
(Destroyed/Transformed)
+
bone
The year is still young.
+
shell
(Lost)
+
plant part
(Gone)
+
silk body part
Civilization:
+
leather body part
Site government:
+
wooden body part
No contact
+
soap body part
Offering tribute
+
pearl
Accepting tribute
+
yarn body part
Prisoners
+
strand body part
Skirmishing
+
Rotten
: Your civilization
+
remains
Artifacts (Rumored)
+
seeds
: Explore this site (creates new mission)
+
withered
: Cannot order mission without leader
+
leaves
: Inaccessible mission location
+
leaf
: Raid this site (creates new mission)
+
plants
  News and Rumors 
+
raw
: Center on fort
+
fish
You have not created any missions.
+
live
   Missions 
+
small live animal
Artifacts and People modes.
+
tame
Mission can be created from the World,
+
small tame animal
commander
+
prepared meal
No commanders
+
preserved
and more...
+
chops
traveling
+
chop
: Remove mission
+
meat
: Assign squads
+
weapon
: Select mission
+
chain
This mission cannot be altered now.
+
suits of
No specific orders
+
armor
On this mission
+
handwear
: Assign squad
+
shield
: Remove squad
+
/buckler
A day's travel
+
footwear
More than a day's travel
+
headwear
A half day's travel
+
legwear
Nearly a day's travel
+
chain
Inaccessible from your location
+
goblet
A short trip
+
: Mode
Population: >10000
+
Artifacts
Your location
+
   Create a Creature 
Population: ~7500
+
: Side =
Population: ~10000
+
: Create
Population: ~5000
+
: New item
Population: ~6000
+
: Blank list
Population: ~3000
+
: Remove item
Population: ~4000
+
: Change value
Population: ~1000
+
: Change amount
Population: ~2000
+
: No Effect
Population: ~600
+
: Tame/mountable
Population: ~750
+
: Not tame/mountable
Population: ~400
+
: Filter name
Population: ~500
+
[PAUSED]
Population: ~200
+
fighting!
Population: ~300
+
hunting.
Population: ~75
+
sparring.
Population: ~100
+
No recent reports.
Population: ~50
+
: View report
Population: ~60
+
Last Report Date:  
Population: ~30
+
The event featured
Population: ~40
+
mounted
Population: ~10
+
a telling of the story of
Population: ~20
+
storytelling
No civilized population
+
a performance of
Population: <10
+
a concert
herself
+
a dance
himself
+
a moving performance stage
itself
+
criers in front
caught up in the web!
+
an order of precedence
caught in a cloud of flames!
+
banners
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
+
images
The item sparkles with a supernatural brilliance.
+
the carrying of
The item constantly emits a nearly inaudible high-pitched whistle.
+
flowers
The object looks oddly square.
+
the scattering of
The item smells like wet earth.
+
acrobats
The item is covered with small bumps.
+
incense burning
Creatures that look at the item cannot think negative thoughts.
+
costumes
Tiny streaks of lightning streak quickly over the object's surface.
+
candles
The item sounds like rustling leaves when moved.
+
the giving of
The item is covered with minute gray hairs.
+
the sacrifice of
Disconnected
+
You have
Needs
+
created a masterpiece
Needs walkable perimeter
+
Select an element to begin.
Need trigger type
+
Related to historical figure
Needs to be anchored on edge
+
Related to site
Hidden
+
Related to civilization or other group
Surrounded by empty space
+
Related to history event
Blocked
+
Existing image
Needs open space
+
Specify a new image
Needs adjacent wall
+
Let your mind wander
Water
+
Allow artist to choose
Off map
+
: Done filtering
Building present
+
Group symbol
Lava/Magma
+
Group commission
Must be inside
+
Civilization symbol
Construction present
+
Civ commission
: Select squad
+
Historical figure
This squad cannot be reassigned now.
+
Tree
Last in
+
Shape
  People  
+
Object
Location unknown
+
Artifact
Last known to be traveling
+
Action or relationship
: Rescue person (creates new mission)
+
Delete element
: Select person
+
: Change name
  Artifacts 
+
: Done!
You have no recoverable missing citizens.
+
How many?
Claimed by local
+
Enter 0 for an unnumbered plural.
Claimed by your local government
+
Untitled/unnamed
Last held by
+
Choose X:
Claimed by local family
+
Choose Y:
: Recover artifact (creates new mission)
+
: Use this option
: Select artifact
+
Warning!
  Civilizations 
+
You won't perform your action if you leave.
There are no recoverable missing artifacts.
+
: Don't perform action.
: World
+
: Keep working.
: View details
+
Any image data you've changed will be lost.
: News and rumors
+
: Leave editor and discard data.
: Missions
+
: select
: Artifacts
+
  left
: People
+
, not consumed
[B][P]Active Syndromes[B]
+
, consumed
: Civilizations
+
Select a tool.
seconds)
+
Select an art type.
phase
+
Select memorized content or a form of prose.
Population:
+
not consumed
Trade Information:
+
consumed
Peasants
+
You are not that hungry.
Nobles/Admins
+
Butcher this object.
Trained Animals
+
You must unretract to use this ability.
Recruit/Others
+
You must wait to use this ability.
Food Stores:
+
You are missing a body part.
Other Animals
+
Use this ability.
Drink
+
You must unretract to use this power.
Plant
+
You must wait to use this power.
Mountainhome
+
Use this power.
Other
+
Make this composition.
City
+
Write on this object.
Metropolis
+
: Back/Abort
Village
+
: create
Town
+
: butcher
Outpost
+
: natural ability
Hamlet
+
: acquired power
Evaluate Depot Caravan Access Overflow
+
: compose
Evaluate Depot Access Overflow
+
: write
(S)
+
Unknown interaction
  Building List 
+
Poem
No Owner
+
Musical Composition
/ Spouse
+
Choreography
Evaluation:
+
You cannot read or write.
You don't have any buildings.
+
No available item.
: Zoom to building items
+
No appropriate tool.
: View building information
+
No suitable forms known.
: Swap right panel
+
No suitable forms or content known.
: Zoom to building tasks
+
Manual
In Traction
+
Guide
  The Health of
+
Chronicle
Must be outside
+
Short story
Too close to edge
+
Novel
Needs soil or mud
+
Biography
Cannot build at highest level
+
Autobiography
Needs ground or near machine
+
Letter
Needs soil
+
Essay
Mud is left by water
+
Dialog
No mud/soil for farm
+
Musical composition
No access
+
Comparative biography
No access to
+
Biographical dictionary
Null site on overall status
+
Genealogy
Mid-
+
Encyclopedia
Early
+
Cultural history
Stocks
+
Cultural comparison
Late
+
Alternate history
Prices
+
Treatise on technological evolution
Health
+
Dictionary
Justice
+
Star chart
Currency
+
Star catalogue
Weapons:
+
Atlas
Created Wealth:
+
Select an action.
Furniture:
+
Amount of
Armor and Garb:
+
available is
Architecture:
+
at least
Other Objects:
+
greater than
Held/Worn:
+
less than
Displayed:
+
exactly
the appraisal skill.
+
No material
You need a broker with
+
Filter:
Exported Wealth:
+
Active
Imported Wealth:
+
Waiting
Torn ligament
+
Ready to check
Bruised tendon
+
One-time order, conditions checked daily
Bruised ligament
+
Restarts if completed, conditions checked daily
Sprained ligament
+
Restarts if completed, conditions checked monthly
Overlapping fracture (in traction)
+
Restarts if completed, conditions checked seasonally
Compound fracture
+
Restarts if completed, conditions checked yearly
Needs setting
+
One-time order
  Overlapping fracture
+
Restarts if completed, checked daily
Smashed apart
+
Restarts if completed, checked monthly
Cut apart
+
Restarts if completed, checked seasonally
Torn apart
+
Restarts if completed, checked yearly
Broken apart
+
Satisfied for next check
Smashed open
+
Not satisfied for next check
Cut open
+
must first be activated
  Torn open
+
must first be completed
Broken open
+
: Add item condition
Heavy bruising
+
: Add order condition
Dented
+
: Frequency
Light bruising
+
: Change item type
Moderate bruising
+
: Change material
Moderate burn
+
: Change traits
Serious burn
+
: Change inequality
Serious frost-bite
+
: Change number
Minor burn
+
: Delete condition
Minor frost-bite
+
: Activation/completion
Moderate frost-bite
+
: Add conditions from reagents/materials
Moderate melting
+
: Add conditions from products
Serious melting
+
Ready
Serious boiling
+
This work order does not have any conditions.
Minor melting
+
  Dwarf Fortress: New World  
Minor boiling
+
Loading object files...
Moderate boiling
+
Languages...
Moderate Blood Loss
+
Buildings...
Severe Blood Loss
+
Creatures...
Moderate Fever
+
Finishing...
Serious Fever
+
Finalizing...
Moderate Pain
+
  to continue.
Slight Fever
+
Create A World
Cannot breathe
+
World Size
Slight Pain
+
Pocket
Vision lost
+
Smaller
Trouble breathing
+
Small
Vision somewhat impaired
+
Very Short
Vision impaired
+
Short
Ability to stand somewhat impaired
+
Long
Ability to stand lost
+
Very Long
Ability to grasp somewhat impaired
+
Very High
Ability to grasp lost
+
Maximum Number of Sites
Ability to fly somewhat impaired
+
Number of Beasts
Ability to fly lost
+
Natural Savagery
Sensory nerve damage
+
Mineral Occurrence
Motor nerve damage
+
Very Rare
Gelded
+
Rare
No health problems
+
Sparse
Butchered
+
Frequent
Spilled
+
Everywhere
Artery torn
+
This controls the size of the world map.  Current:
Major artery torn
+
17 x 17
Bleeding
+
33 x 33
Heavy bleeding
+
65 x 65
Sensory nerve severed
+
129 x 129
Motor nerve severed
+
257 x 257
Strained tendon
+
This is the length of pre-generated history.  Current:
Torn tendon
+
5 years
Crutch required
+
125 years
Diagnosis required
+
250 years
Needs cleaning
+
550 years
Rotten -- inoperable
+
1050 years
Needs sutures
+
This controls how many distinct races/cultures there are.
Needs surgery
+
This is how many distinct places can exist after world generation.
  Needs traction
+
Increasing this setting makes large beasts more prevalent.
  Needs dressing
+
Increasing savagery makes the world more difficult to settle.
No treatment scheduled
+
Increasing mineral occurrence makes more embark sites have more minerals.
  Needs immobilization
+
: Go!
cast
+
Title:
Diagnosed with
+
Seed:
dressing on
+
Various
splint on
+
Dimensions:
Bleeding stopped
+
Custom Name:
sutures on
+
: Enter advanced parameters
repaired
+
: New param set
Compound fracture of
+
: Copy param set
Rotten tissue excised from
+
: Delete param set
amputated
+
: Enter title
  set
+
: Use random name
Had
+
: Enter custom name
Evaluated
+
: Use random seed
Placed in traction
+
: Enter custom seed
Cleaned
+
: Change dimensions
Brought to rest
+
  to load the world params.
No medical history
+
  to save the world params.
                                      -
+
Last Param Set:
Magma-safe
+
  Creature Seed:
  Stone Restrictions 
+
Really delete this parameter set?
are reserved for use by the listed tasks.
+
: Delete
Restricted stones
+
Really change the dimensions?
Moderate freezing
+
This parameter set will be reset.
Serious freezing
+
: Change
Serious condensation
+
Are you sure you want to abort?
Minor freezing
+
You haven't saved your changes.
Minor condensation
+
: Yes
Moderate condensation
+
Are you sure you want to go on?
Moderate rot
+
Creating New Region
Advanced rot
+
  Rejected)
Serious blistering
+
Preparing elevation...
Minor rot
+
Setting temperature...
Minor blistering
+
Running rivers...
Moderate blistering
+
Forming lakes
Moderate pain
+
and minerals...
Extreme pain
+
Growing vegetation...
Nausea
+
Verifying terrain...
Minor pain
+
Importing wildlife...
Paralysis
+
Recounting legends...
Dizziness
+
Finished prehistory...
Some sluggishness
+
Placing civilizations... (
Partial paralysis
+
Making cave civilizations...
Partial numbness
+
Making cave pops...
Complete numbness
+
Placing other beasts...
Extreme swelling
+
Placing megabeasts...
Slight numbness
+
Placing good/evil...
Minor swelling
+
Placing caves... (
Moderate swelling
+
Prehistory init...
Partially impaired function
+
Hist Figs:
Function totally impaired
+
    Dead:
Has been sutured
+
  Events:
Slightly impaired function
+
Finalizing civ mats... (
No evaluated wounds
+
Finalizing art... (
Infection
+
Finalizing uniforms... (
Economic Stone
+
Finalizing sites... (
: Stone type
+
LACK OF PEAKS
Requires fuel
+
MEDIUM ELEVATION REJECTION
No accessible fuel!
+
LOW ELEVATION REJECTION
REAGENTS
+
HIGH ELEVATION REJECTION
Takes place at
+
LACK OF EDGE OCEANS
  Currency Counts 
+
RAINFALL REJECTION
PRODUCTS
+
DRAINAGE REJECTION
of each coin type to match accounts.
+
SAVAGERY REJECTION
The broker recommends keeping
+
VOLCANISM REJECTION
__________
+
LACK OF VOLCANOS
  Overall Health Report 
+
SWAMP REJECTION
____________
+
DESERT REJECTION
: Trouble breathing
+
FOREST REJECTION
: Cannot breathe
+
MOUNTAIN REJECTION
: Vision impaired
+
OCEAN REJECTION
: Vision lost
+
GLACIER REJECTION
: Spilled
+
TUNDRA REJECTION
: Vision ~impaired
+
GRASSLAND REJECTION
: Artery torn
+
HILLS REJECTION
: Major artery torn
+
LACK OF RIVERS
: Broken tissue
+
TOO MANY REGIONS
: Overlapping fracture
+
LACK OF MOUNTAIN CAVES
: Moderate damage
+
LACK OF LOW-LYING CAVES
: Heavy damage
+
UNABLE TO PLACE ENOUGH CIVILIZATIONS
: Suture request
+
NO CIVILIZATIONS AVAILABLE
: Light damage
+
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
: Dressing request
+
FARMING CIVILIZATION PLACED WITHOUT CROPS
: Setting req.
+
Note: If you are using the default parameters in unmodded DF,
: Partially paralyzed
+
and it doesn't work after continuing a few times, please report
: Paralyzed
+
the issue at the B12 forum.
: Overall pain++
+
: CONTINUE until you give me another warning.
: Sluggish
+
: ABORT NOW and I'll look over my parameters.
: Overall pain
+
: ALLOW THIS REJECTION TYPE and continue reporting others.
: Overall pain+
+
: ALLOW ALL REJECTS, even if I end up with a legends-only world!
: Dehydrated
+
has been created.
: Stunned
+
: Accept
: Starving
+
: Export image/info
: Thirsty
+
Movement keys to view.
: Cannot stand
+
: Use the world as it currently exists
: Hungry
+
: Continue
: Cannot grasp
+
to pause/finish.
: Stand impaired
+
TO CREATE THE WORLD.
: Compound fracture
+
Random Name
: Grasp impaired
+
caught in a cloud of flames!
: Key
+
were unable to complete the
: Cleaning req.
+
Jobs removed from unpowered
: Diagnosis request 
+
0000
: Inoperable rot
+
-detailed
: Surgery req.
+
-elw
: Bleeding
+
-tmp
: Heavy bleeding
+
-rain
: Severe blood loss
+
-drn
: Pale
+
-sav
: Blood loss
+
-vol
: Faint
+
-veg
: Moderate fever
+
-evil
: Serious fever
+
-sal
: Dizzy
+
-trd
: Slight fever
+
-str
: Winded
+
-hyd
: Drowning
+
-nob
: select
+
-dip
: Recenter
+
-rel
, not consumed
+
src/game.cpp
left
+
biome_color_key.txt
Select a tool.
+
mountain (128,128,128)
, consumed
+
temperate freshwater lake (0,224,255)
Select memorized content or a form of prose.
+
temperate brackish lake (0,192,255)
Select an art type.
+
temperate saltwater lake  (0,160,255)
not consumed
+
tropical freshwater lake (0,96,255)
nothing.
+
tropical brackish lake (0,64,255)
You are not that hungry.
+
tropical saltwater lake  (0,32,255)
consumed
+
arctic ocean (0,255,255)
You must unretract to use this ability.
+
tropical ocean (0,0,255)
Butcher this object.
+
temperate ocean (0,128,255)
You are missing a body part.
+
glacier (64,255,255)
You must wait to use this ability.
+
tundra (128,255,255)
You must unretract to use this power.
+
temperate freshwater swamp (96,192,128)
Use this ability.
+
temperate saltwater swamp (64,192,128)
Use this power.
+
temperate freshwater marsh (96,255,128)
You must wait to use this power.
+
temperate saltwater marsh (64,255,128)
Write on this object.
+
tropical freshwater swamp (96,192,64)
Make this composition.
+
tropical saltwater swamp (64,192,64)
: Back/Abort
+
mangrove swamp (64,255,96)
Select an action.
+
tropical freshwater marsh (96,255,64)
: butcher
+
tropical saltwater marsh (64,255,64)
: create
+
taiga forest (0,96,64)
: acquired power
+
temperate conifer forest (0,96,32)
: natural ability
+
temperate broadleaf forest (0,160,32)
: write
+
tropical conifer forest (0,96,0)
: compose
+
tropical dry broadleaf forest (0,128,0)
Poem
+
tropical moist broadleaf forest (0,160,0)
Unknown interaction
+
temperate grassland (0,255,32)
: Tendon strain
+
temperate savanna (0,224,32)
: Torn tendon
+
temperate shrubland (0,192,32)
: Part brok tis
+
tropical grassland (255,160,0)
: Tendon brs.
+
tropical savanna (255,176)
: Tissue pain+
+
tropical shrubland (255,192,0)
: Tissue pain++
+
badland desert (255,96,32)
: Traction request
+
sand desert (255,255,0)
: Tissue pain
+
rock desert (255,128,64)
: Crutch required
+
structure_color_key.txt
: Immobilization request
+
castle (128,128,128)
: Partially numb
+
village (255,255,255)
: Completely numb
+
crops (255,128,0)(255,160,0)(255,192,0)
: Exhausted
+
pasture (0,255,0)
: Slightly numb
+
meadow (64,255,0)
: Tired
+
woodland (0,128,0)
: Over-exerted
+
orchard (0,160,0)
: Drowsy
+
tunnel (20,20,20)
: Very drowsy
+
stone bridge (224,224,224)
: Cannot fly
+
other bridge (180,167,20)
: Nauseous
+
stone road (192,192,192)
: Motor nerve
+
other road (150,127,20)
: Flight impaired
+
stone wall (96,96,96)
: Torn ligament
+
other wall (160,127,20)
: Sensory nerve
+
mountain (255,255,192)
: Ligament bruise
+
lake (0,96,255)
: Lig. sprain
+
land (128,64,32)
: Extreme swell
+
ocean (0,64,255)
: Need setting
+
hydro_color_key.txt
: Minor swelling
+
brook (0,255,255)
: Medium swell
+
stream (0,224,255)
: View health
+
minor river (0,192,255)
: Infection
+
river (0,160,255)
Treatment
+
major river (0,128,255)
Wounds
+
river/ocean (0,112,255)
: Side =
+
  Dwarf Fortress: Arena 
  Create a Creature 
+
Preparing arena...
: New item
+
Preparing screen...
: Create
+
Preparing Arena...
: Remove item
+
Importing world...
: Blank list
+
to select an option. 
: Change value
+
scroll.
: Move selector
+
at any time for options, including key bindings.
: No Effect
+
at any time for the manual.
: Change amount
+
, Folder:  
Ghostly
+
Select a source for your arena objects:
: Filter name
+
Folder:  
  Squad Schedules:
+
raw (Default)
  Corpse
+
/raw
Late Wet Season
+
This Version of DF used the FMOD Sound System
Early Wet Season
+
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
Late Dry Season
+
This version of DF uses SDL: Simple DirectMedia Layer,
Early Dry Season
+
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
Second Quarter
+
See the SDL folder for license information.
First Quarter
+
Portions of this version are Copyright(C)2008
Fourth Quarter
+
The FreeType Project (www.freetype.org).
Third Quarter
+
All rights reserved.
Squads 
+
  to return to the menu.
Alert State
+
** Starting New Arena **
  Months:
+
data/save/current
Months  
+
/raw/
  (Cur)
+
Command Line: World generation manually aborted.
  Squads:
+
data/save/current/*.dat
  (Current)
+
data/save/current/*.sav
Choreography
+
data/save/current/
Musical Composition
+
world.dat
No available item.
+
world.sav
You cannot read or write.
+
*.dat
No suitable forms known.
+
*.sav
No appropriate tool.
+
[B][P]Active Syndromes[B]
Manual
+
  phase
No suitable forms or content known.
+
  seconds)
Chronicle
+
the army of
Guide
+
  marched on
Novel
+
claimed
Short story
+
ruler
Autobiography
+
was known to be
Biography
+
an insurrection against
Essay
+
was overthrown after an insurrection
Letter
+
waited out an insurrection
Musical composition
+
crushed an insurrection
Dialog
+
a group calling itself
Biographical dictionary
+
reclaimed
Comparative biography
+
was conquered
Encyclopedia
+
moved on in search of a better future after the horrible mismanagement of
Genealogy
+
refugees calling themselves
Cultural comparison
+
fled from the area just before an army
Cultural history
+
descended upon
Treatise on technological evolution
+
from
Alternate history
+
General Items
Star chart
+
Handwear
Dictionary
+
Thread/Cloth
Atlas
+
Tooth
Star catalogue
+
Horn
Status
+
Yarn
You butcher
+
Stone/Gems/Metals
Royal Throne Room
+
Anml Extracts
Offerings
+
Plnt Extracts
Throne Room
+
Anml Cheeses
Opulent Throne Room
+
Plnt Cheeses
Decent Office
+
Milled Animal
Splendid Office
+
Milled Plants
Modest Office
+
Pets
Office
+
Item Type
No Office
+
Your site and direct holdings
Meager Office
+
Vassal holdings
Grand Bedroom
+
Occupied holdings
Royal Bedroom
+
Tributaries
Fine Quarters
+
Occupied tributaries
Great Bedroom
+
Economically linked
Quarters
+
Your civilization
Decent Quarters
+
Peace
Meager Quarters
+
  The World 
Modest Quarters
+
days' travel
Royal Dining Room
+
More than a day's travel
No Quarters
+
A day's travel
Great Dining Room
+
Nearly a day's travel
Grand Dining Room
+
A half day's travel
Decent Dining Room
+
A short trip
Fine Dining Room
+
Inaccessible from your location
Meager Dining Room
+
Your location
Modest Dining Room
+
Population: >10000
Royal Mausoleum
+
Population: ~10000
No Dining Room
+
Population: ~7500
Mausoleum
+
Population: ~6000
Grand Mausoleum
+
Population: ~5000
Burial Chamber
+
Population: ~4000
Fine Tomb
+
Population: ~3000
: Sleep
+
Population: ~2000
: Name grid cell
+
Population: ~1000
in barracks at will
+
Population: ~750
in room at will
+
Population: ~600
Inactive = Uniformed
+
Population: ~500
in barracks at need
+
Population: ~400
minimum
+
Population: ~300
Inactive = Civ clothes
+
Population: ~200
preferred
+
Population: ~100
: Edit order
+
Population: ~75
: Give order
+
Population: ~60
: Copy orders
+
Population: ~50
: Cancel order
+
Population: ~40
: Schedule grid
+
Population: ~30
: Paste orders
+
Population: ~20
: View alerts
+
Population: ~10
: Order list
+
Population: <10
: Defend burrows
+
No civilized population
: Swap squads/months
+
Site government:  
: Patrol route
+
Civilization:  
Burrow
+
They offer
: Station
+
They accept
Route
+
  tribute
: Train
+
Alliance
Point
+
No contact
Position
+
They offer tribute
  soldier
+
They accept tribute
Architecture
+
Skirmishing
  Becoming The Capital 
+
Economically linked to you
Current:
+
Prisoners
Desired:
+
Artifacts (Rumored)
: View selected
+
: Cannot raid your civilization
Contents:
+
: Cannot make request without leader
: Description
+
: No workers available
: Claim
+
: Request workers
was designed by
+
: Inaccessible mission location
This building
+
: Cannot order mission without leader
was finely-designed by
+
: Explore this site (creates new mission)
was well-designed by
+
: Raid this site (creates new mission)
bears the exceptional design of
+
: Center on fort
was superiorly designed by
+
: Holdings and tribute
an unknown architect
+
: Legend
was masterfully designed by
+
  News and Rumors  
was built by
+
  Missions  
The structure
+
You have not created any missions.
was finely-built by
+
Mission can be created from the World,
was solidly built by
+
Artifacts and People modes.
was exceptionally built by
+
Explore
was superiorly built by
+
Seize
an unknown artisan
+
No messengers
was masterfully built by
+
  messenger
Untitled/unnamed
+
  here
  weeping
+
No commanders
  praying
+
Messenger (unfilled)
screaming
+
and more...
cringing
+
: Assign messengers
committing a depraved act
+
: Assign squads
being tortured
+
: Remove mission
in a fetal position
+
This mission cannot be altered now.
making a submissive gesture
+
: Select mission
falling
+
On this mission
  smeared out into a spiral
+
No specific orders
Grave
+
: Remove messenger
Servant's Burial Chamber
+
: Assign messenger
  has been disturbed.
+
This messenger cannot be reassigned now.
No Tomb
+
: Select messenger
Many
+
: Remove squad
group of
+
: Assign squad
swarm of
+
This squad cannot be reassigned now.
have been disturbed.
+
: Select squad
caught in a burst of
+
: Request
its way out of confinement!
+
No workers available
and the surrounding lands have been made
+
: Free captives belonging to your civilization
an official land of the realm
+
: Release other prisoners
lumber limits
+
: Take important treasures
an even more official land of the realm
+
: Loot other items
  Select Items for Display 
+
: Steal livestock
ROOM SHARING INDEX OUT OF BOUNDS:  
+
: Raid (squads will try to avoid detection)
  The Wealth of
+
: Pillage (openly attack)
: Mode
+
: Raze (openly attack and destroy site)
: Forbid
+
: Demand one-time tribute
: Melt
+
: Demand ongoing tribute
: Hide
+
: Conquer and occupy
: Dump
+
: Demand surrender and occupy
Weight:  
+
WARNING: If successful, your soldiers will join the
Basic Value:
+
occupation and not return. Your new holdings will
Owner:  
+
be manageable from this screen.
Price:  
+
  People  
Uses:  
+
Last in
Uses and Contents:  
+
Last known to be traveling
speaking with
+
Location unknown
refusing
+
: Select person
striking down
+
: Rescue person (creates new mission)
embracing
+
You have no recoverable missing citizens.
hiding
+
  Artifacts 
raising
+
Claimed by your local government
contemplating
+
Claimed by local
praying to
+
Claimed by local family
  engraving
+
Last held by
  cooking
+
: Select artifact
being flayed by
+
: Recover artifact (creates new mission)
  impaled on
+
There are no recoverable missing artifacts.
being mutilated by
+
  Civilizations 
hanging from
+
: World
These are
+
: Missions
This is a
+
: News and rumors
nomadic
+
: People
migrating
+
: Artifacts
outcast
+
: Civilizations
local  
+
: View details
group
+
WORLD_GEN
civilization
+
TITLE
government
+
HISTORY_SEED
performance troupe
+
NAME_SEED
religion
+
CREATURE_SEED
vessel
+
CUSTOM_NAME
Image information
+
EMBARK_POINTS
military unit
+
PEAK_NUMBER_MIN
Related to historical figure
+
PARTIAL_OCEAN_EDGE_MIN
for engraving
+
OCEAN_EDGE_MIN
Related to civilization or other group
+
REVEAL_ALL_HISTORY
Related to site
+
CULL_HISTORICAL_FIGURES
laughing
+
EROSION_CYCLE_COUNT
dead
+
PERIODICALLY_ERODE_EXTREMES
making a plaintive gesture
+
OROGRAPHIC_PRECIPITATION
being shot
+
POLE
burning
+
NORTH_OR_SOUTH
melting
+
NORTH
looks terrified
+
SOUTH
looks dejected
+
NORTH_AND_SOUTH
looks confused
+
ALL_CAVES_VISIBLE
looks offended
+
PLAYABLE_CIVILIZATION_REQUIRED
withering away
+
VOLCANO_MIN
suffering
+
END_YEAR
striking a triumphant pose
+
BEAST_END_YEAR
striking a menacing pose
+
TEMPERATURE
contemplating
+
DRAINAGE
laboring
+
PS_EL
engraving
+
PS_RF
cooking
+
PS_TP
being flayed
+
PS_DR
unnaturally contorted
+
PS_VL
prostrating itself before
+
PS_SV
being mutilated
+
Attempted to set world gen presets prior to dimensions
committing a depraved act upon
+
preset attempted beyond Y range
torturing
+
preset failed to load X value at Y =
admiring
+
ELEVATION_FREQUENCY
devouring
+
RAIN_FREQUENCY
shooting
+
DRAINAGE_FREQUENCY
burning
+
TEMPERATURE_FREQUENCY
massacring
+
SAVAGERY_FREQUENCY
surrounded by
+
VOLCANISM_FREQUENCY
greeting
+
MINERAL_SCARCITY
fighting with
+
MEGABEAST_CAP
Stone Hauling
+
SEMIMEGABEAST_CAP
Items:
+
TITAN_NUMBER
Burial
+
TITAN_ATTACK_TRIGGER
Wood Hauling
+
WEREBEAST_ATTACK_TRIGGER
Refuse Hauling
+
DEMON_NUMBER
Food Hauling
+
NIGHT_TROLL_NUMBER
Animal Hauling
+
BOGEYMAN_NUMBER
Item Hauling
+
NIGHTMARE_NUMBER
Stone Detailing
+
VAMPIRE_NUMBER
Push/Haul Vehicles
+
WEREBEAST_NUMBER
Diagnosis
+
SECRET_NUMBER
Animal Care
+
REGIONAL_INTERACTION_NUMBER
Dressing Wounds
+
DISTURBANCE_INTERACTION_NUMBER
Setting Bones
+
EVIL_CLOUD_NUMBER
Recovering Wounded
+
GENERATE_DIVINE_MATERIALS
Feed Patients/Prisoners
+
ALLOW_DIVINATION
Clothesmaking
+
ALLOW_DEMONIC_EXPERIMENTS
Small Animal Dissection
+
ALLOW_NECROMANCER_EXPERIMENTS
Furnace Operating
+
ALLOW_NECROMANCER_LIEUTENANTS
Farming (Fields)
+
ALLOW_NECROMANCER_GHOULS
Blacksmithing
+
ALLOW_NECROMANCER_SUMMONS
Armoring
+
EVIL_RAIN_NUMBER
Woodcrafting
+
GOOD_SQ_COUNTS
Metalcrafting
+
EVIL_SQ_COUNTS
Siege Operating
+
REGION_COUNTS
Stonecrafting
+
RIVER_MINS
Mechanics
+
SUBREGION_MAX
Crossbow-making
+
CAVERN_LAYER_COUNT
Trade Good Hauling
+
CAVERN_LAYER_OPENNESS_MIN
Pump Operating
+
CAVERN_LAYER_OPENNESS_MAX
Lever Operation
+
CAVERN_LAYER_PASSAGE_DENSITY_MIN
Water Hauling
+
CAVERN_LAYER_PASSAGE_DENSITY_MAX
Existing image
+
CAVERN_LAYER_WATER_MIN
Related to history event
+
CAVERN_LAYER_WATER_MAX
Let your mind wander
+
HAVE_BOTTOM_LAYER_1
Specify a new image
+
HAVE_BOTTOM_LAYER_2
: Done filtering
+
LEVELS_ABOVE_GROUND
Allow artist to choose
+
LEVELS_ABOVE_LAYER_1
Group commission
+
LEVELS_ABOVE_LAYER_2
Group symbol
+
LEVELS_ABOVE_LAYER_3
Civ commission
+
LEVELS_ABOVE_LAYER_4
Civilization symbol
+
LEVELS_ABOVE_LAYER_5
Tree
+
LEVELS_AT_BOTTOM
Historical figure
+
CAVE_MIN_SIZE
Object
+
CAVE_MAX_SIZE
Shape
+
MOUNTAIN_CAVE_MIN
Delete element
+
NON_MOUNTAIN_CAVE_MIN
Action or relationship
+
TOTAL_CIV_NUMBER
: Done!
+
TOTAL_CIV_POPULATION
: Change name
+
SITE_CAP
Enter 0 for an unnumbered plural.
+
ELEVATION_RANGES
How many?
+
RAIN_RANGES
Choose Y:
+
DRAINAGE_RANGES
Choose X:
+
SAVAGERY_RANGES
Warning!
+
VOLCANISM_RANGES
: Use this option
+
Unrecognized World Gen Token:
: Don't perform action.
+
LARGE ISLAND
You won't perform your action if you leave.
+
LARGE REGION
Any image data you've changed will be lost.
+
MEDIUM ISLAND
: Keep working.
+
MEDIUM REGION
Worker:
+
SMALL ISLAND
: Leave editor and discard data.
+
SMALL REGION
Repeating
+
SMALLER ISLAND
Location:
+
SMALLER REGION
 +
POCKET ISLAND
 +
POCKET REGION
 +
COMPLETE_OCEAN_EDGE_MIN
 +
Command Line: World generation parameter set located successfully.
 +
Command Line: World generation parameter set
 +
not found -- using default.
 +
Command Line: World image, detailed image and info exported.
 
You make  
 
You make  
Select an element to begin.
+
and more
 
You have finished working on  
 
You have finished working on  
and more
+
You practice your
 
  but make nothing of note.
 
  but make nothing of note.
You practice your
 
 
You make nothing.
 
You make nothing.
Wall/Floor Construction
+
is taken by a fey mood!
Road Building
+
withdraws from society...
Stoneworking
+
has been possessed!
Woodworking
+
looses a roaring laughter, fell and terrible!
Healthcare
+
begins to stalk and brood...
Hunting/Related
+
Disconnected
Fishing/Related
+
Need trigger type
Farming/Related
+
Needs walkable perimeter
Engineering
+
Hidden
Jewelry
+
Needs to be anchored on edge
LANGUAGE
+
Blocked
Hauling
+
Surrounded by empty space
BUILDING
+
Needs adjacent wall
MATERIAL_TEMPLATE
+
Needs open space
DESCRIPTOR_PATTERN
+
Off map
DESCRIPTOR_SHAPE
+
Water
GRAPHICS
+
Lava/Magma
DESCRIPTOR_COLOR
+
Building present
INTERACTION
+
Construction present
REACTION
+
Must be inside
*.dat
+
Too close to edge
/*.*
+
Must be outside
*.sav
+
Cannot build at highest level
data/save/current/*.sav
+
Needs soil or mud
data/save/current/*.dat
+
Needs soil
world.sav
+
Needs ground or near machine
world.dat
+
No mud/soil for farm
created a masterpiece
+
Mud is left by water
You have
+
No access to
glClientActiveTexture
+
No access
glCompressedTexImage1D
+
has created
glTexSubImage3D
+
claims it as an heirloom in the name of the family ancestor
glActiveTexture
+
claims it as a family heirloom
glCompressedTexSubImage1D
+
claims it as a personal treasure.
glCompressedTexSubImage2D
+
offers it to
glCompressedTexImage2D
+
Image information
glCompressedTexImage3D
+
for engraving
glLoadTransposeMatrixd
+
was waged by
glLoadTransposeMatrixf
+
One of the most significant causes of the conflict was
glCompressedTexSubImage3D
+
The most significant cause of the conflict was
glGetCompressedTexImage
+
a family matter
glMultiTexCoord1d
+
disgust with the adversary's godlessness
glMultiTexCoord1dv
+
religious opposition to the adversary's worship of
glMultTransposeMatrixd
+
religious opposition to the adversary's inherent association with
glMultTransposeMatrixf
+
natural aversion to the adversary's worship of
glMultiTexCoord1i
+
natural aversion to the adversary's inherent association with
glMultiTexCoord1iv
+
a dispute over
glMultiTexCoord1f
+
the treatment of animals
glMultiTexCoord1fv
+
the treatment of plants
glMultiTexCoord2d
+
a formalized agreement
glMultiTexCoord2dv
+
truthfulness
glMultiTexCoord1s
+
the devouring of the bodies of sapient beings
glMultiTexCoord1sv
+
the display of war and hunting trophies
glMultiTexCoord2i
+
the adversary's inability to communicate and form treaties
glMultiTexCoord2iv
+
a desire to kill the living and any others in opposition
glMultiTexCoord2f
+
the disturbance of once-eternal rest
glMultiTexCoord2fv
+
a dispute over the ownership of
glMultiTexCoord3d
+
prior aggression by the adversary
glMultiTexCoord3dv
+
a first contact that went horribly wrong
glMultiTexCoord2s
+
the adversary's refusal to form treaties
glMultiTexCoord2sv
+
the adversary's abuse of the aggressor's fallen
glDrawRangeElements
+
an incident involving a lost diplomat
glTexImage3D
+
a disagreement over prior treaties
glCopyTexSubImage3D
+
an incident involving a trade caravan
glSecondaryColor3fv
+
water rights
glSecondaryColor3i
+
fishing rights
glSecondaryColor3dv
+
general ill feelings over past historical events
glSecondaryColor3f
+
a previous war
glSecondaryColor3sv
+
a previous battle
glSecondaryColor3ub
+
a previous duel
glSecondaryColor3iv
+
a previous conquest
glSecondaryColor3s
+
an abduction
glSecondaryColor3uiv
+
an act of theft
glSecondaryColor3us
+
an attack by a beast
glSecondaryColor3ubv
+
a journey
glSecondaryColor3ui
+
a previous insurrection
glWindowPos2d
+
a special occasion
glWindowPos2dv
+
a purge
glSecondaryColor3usv
+
a raid
glSecondaryColorPointer
+
persecution
glWindowPos2i
+
a coup
glWindowPos2iv
+
The causes of the conflict are debated by scholars and very little is truly known.
glWindowPos2f
+
unknown
glWindowPos2fv
+
creature
glWindowPos3d
+
, lost
glWindowPos3dv
+
, all lost
glWindowPos2s
+
losses
glWindowPos2sv
+
, one loss
glWindowPos3i
+
, no losses
glWindowPos3iv
+
, mostly
glWindowPos3f
+
various zombies
glWindowPos3fv
+
, mostly various zombies
glBeginQuery
+
creatures
glBindBuffer
+
Attacker was uncontested.
glWindowPos3s
+
Attacker was victorious.
glWindowPos3sv
+
Defender was victorious.
glMultiTexCoord3i
+
A festival commemorating
glMultiTexCoord3iv
+
occurred in
glMultiTexCoord3f
+
A fair occurred in
glMultiTexCoord3fv
+
A holy period dedicated to
glMultiTexCoord4d
+
centered around
glMultiTexCoord4dv
+
divine aspect of
glMultiTexCoord3s
+
A performance of
glMultiTexCoord3sv
+
A dance
glMultiTexCoord4i
+
A concert
glMultiTexCoord4iv
+
A recital of
glMultiTexCoord4f
+
A poetry recital
glMultiTexCoord4fv
+
The story of
glSampleCoverage
+
A story recital
glBlendColor
+
A performance
glMultiTexCoord4s
+
A competition involving
glMultiTexCoord4sv
+
A dance competition
glFogCoordPointer
+
A music competition
glFogCoordd
+
A poetry competition
glBlendEquation
+
A foot race
glBlendFuncSeparate
+
A flying race
glFogCoordfv
+
A wrestling competition
glMultiDrawArrays
+
A gladiatory competition
glFogCoorddv
+
A competition
glFogCoordf
+
A procession occurred in
glPointParameterfv
+
  It started at
glPointParameteri
+
A ceremony occurred in
glMultiDrawElements
+
A fearsome
glPointParameterf
+
beast
glSecondaryColor3bv
+
attack
glSecondaryColor3d
+
was a time when the
glPointParameteriv
+
were the only great powers in the world.
glSecondaryColor3b
+
was a time when
glGetProgramiv
+
yet
glGetShaderInfoLog
+
again
glGetAttribLocation
+
was the only great power in the world.
glGetProgramInfoLog
+
living gods and mighty beasts
glGetUniformLocation
+
still
glGetUniformfv
+
held sway.
glGetShaderSource
+
the powers of the world were fading
glGetShaderiv
+
great powers had returned to the world
glGetVertexAttribdv
+
there were still great powers in the world
glGetVertexAttribfv
+
fantastic creatures no longer lived in great numbers.
glGetUniformiv
+
fantastic creatures were few and far between, and some even doubted their existence.
glGetVertexAttribPointerv
+
ruled the world.
glIsShader
+
the last of the
glLinkProgram
+
ancient
glGetVertexAttribiv
+
powers fought their final battles.
glIsProgram
+
various civilized races peopled the world.
glStencilMaskSeparate
+
was a time after civilization had
glStencilOpSeparate
+
yet
glShaderSource
+
again
glStencilFuncSeparate
+
crumbled completely.
glUniform1i
+
fantastic creatures were but mere stories told by travelers.
glUniform1iv
+
only simple creatures inhabited
glUniform1f
+
no civilized peoples existed in
glUniform1fv
+
the world.
glUniform2i
+
Part of
glUniform2iv
+
ended.
glUniform2f
+
occurred.
glUniform2fv
+
began.
glUniform3i
+
Corpse
glUniform3iv
+
CREATE WORLD NOW =
glUniform3f
+
LARGE
glUniform3fv
+
data/save/current/world.dat
glDeleteBuffers
+
Command Line: World exported.
glDeleteQueries
+
*** STARTING NEW GAME ***
glBufferData
+
Command Line:
glBufferSubData
+
data/init/announcements.txt
glGenQueries
+
DO_MEGA
glGetBufferParameteriv
+
UCR_A
glEndQuery
+
data/sound/song_title.ogg
glGenBuffers
+
data/sound/song_game.ogg
glGetQueryObjectiv
+
data/art/mouse.png
glGetQueryObjectuiv
+
data/movies
glGetBufferPointerv
+
data/dipscript/*
glGetBufferSubData
+
Command Line: World generation initiated.
glIsQuery
+
Command Line: World generation aborted because folder exists.
glMapBuffer
+
data/speech/general.txt
glGetQueryiv
+
data/speech/slayer.txt
glIsBuffer
+
data/speech/threat.txt
glBindAttribLocation
+
data/speech/greet.txt
glBlendEquationSeparate
+
data/speech/greet_reply.txt
glUnmapBuffer
+
data/speech/greet_reply_diff_language.txt
glAttachShader
+
data/speech/greet_reply_unusual_first.txt
glCreateShader
+
data/speech/greet_reply_after_hero.txt
glDeleteProgram
+
data/speech/greet_worship.txt
glCompileShader
+
data/speech/greet_baby.txt
glCreateProgram
+
data/speech/goodbye_worship_1.txt
glDisableVertexAttribArray
+
data/speech/goodbye_worship_2.txt
glDrawBuffers
+
data/speech/goodbye_worship_3.txt
glDeleteShader
+
data/speech/temple_already_member.txt
glDetachShader
+
data/speech/temple_become_member.txt
glGetActiveUniform
+
data/speech/positive.txt
glGetAttachedShaders
+
data/speech/task_recommendation.txt
glEnableVertexAttribArray
+
data/speech/unknown_hf_seeker.txt
glGetActiveAttrib
+
data/speech/ab_specific_hf_seeker.txt
glVertexAttrib4bv
+
data/speech/site_specific_hf_seeker.txt
glVertexAttrib4d
+
data/speech/same_site_ab_specific_hf_seeker.txt
glVertexAttrib4Nuiv
+
data/speech/same_site_specific_hf_seeker.txt
glVertexAttrib4Nusv
+
data/speech/arch_info_justification.txt
glVertexAttrib4fv
+
data/speech/justification_representation.txt
glVertexAttrib4iv
+
data/speech/justification_proximity.txt
glVertexAttrib4dv
+
data/speech/justification_experience.txt
glVertexAttrib4f
+
data/speech/justification_reminder.txt
glVertexAttrib4ubv
+
data/speech/justification_antithetical.txt
glVertexAttrib4uiv
+
data/speech/no_family.txt
glVertexAttrib4s
+
data/speech/family_relationship_spec.txt
glVertexAttrib4sv
+
data/speech/family_relationship_no_spec.txt
glUniformMatrix2x3fv
+
data/speech/family_relationship_additional.txt
glUniformMatrix2x4fv
+
data/speech/family_relationship_spec_dead.txt
glVertexAttrib4usv
+
data/speech/family_relationship_no_spec_dead.txt
glVertexAttribPointer
+
data/speech/family_relationship_additional_dead.txt
glUniformMatrix4x2fv
+
data/speech/child_age_proclamation.txt
glUniformMatrix4x3fv
+
data/speech/wandering_profession.txt
glUniformMatrix3x2fv
+
data/speech/hunting_profession.txt
glUniformMatrix3x4fv
+
data/speech/snatcher_profession.txt
glBindFragDataLocation
+
data/speech/thief_profession.txt
glClampColor
+
data/speech/wandering_profession_year.txt
glBeginConditionalRender
+
data/speech/hunting_profession_year.txt
glBeginTransformFeedback
+
data/speech/snatcher_profession_year.txt
glClearBufferiv
+
data/speech/thief_profession_year.txt
glClearBufferuiv
+
data/speech/past_wandering_profession.txt
glClearBufferfi
+
data/speech/past_hunting_profession.txt
glClearBufferfv
+
data/speech/past_snatcher_profession.txt
glEnablei
+
data/speech/past_thief_profession.txt
glEndConditionalRender
+
data/speech/guard_profession.txt
glColorMaski
+
data/speech/guard_warning.txt
glDisablei
+
data/speech/soldier_profession.txt
glUniform4i
+
data/speech/past_profession_no_year.txt
glUniform4iv
+
data/speech/past_profession_year.txt
glUniform4f
+
data/speech/current_profession_no_year.txt
glUniform4fv
+
data/speech/current_profession_year.txt
glUniformMatrix4fv
+
data/speech/hist_fig_slayer.txt
glUseProgram
+
data/speech/animal_slayer.txt
glUniformMatrix2fv
+
data/speech/mercenary_profession.txt
glUniformMatrix3fv
+
data/speech/mercenary_profession_year.txt
glVertexAttrib1dv
+
data/speech/past_mercenary_profession.txt
glVertexAttrib1f
+
PAUSE
glValidateProgram
+
RECENTER
glVertexAttrib1d
+
A_DISPLAY
glVertexAttrib1sv
+
D_DISPLAY
glVertexAttrib2d
+
UNIT_COMBAT_REPORT
glVertexAttrib1fv
+
UNIT_COMBAT_REPORT_ALL_ACTIVE
glVertexAttrib1s
+
items
glVertexAttrib2fv
+
no material
glVertexAttrib2s
+
an official land of the realm
glVertexAttrib2dv
+
and the surrounding lands have been made
glVertexAttrib2f
+
an even more official land of the realm
glVertexAttrib3dv
+
In Traction
glVertexAttrib3f
+
Heavy Bleeding
glVertexAttrib2sv
+
Pale
glVertexAttrib3d
+
Severe Blood Loss
glVertexAttrib3sv
+
Moderate Blood Loss
glVertexAttrib4Nbv
+
Completely Numb
glVertexAttrib3fv
+
Partially Numb
glVertexAttrib3s
+
Serious Fever
glVertexAttrib4Nub
+
Moderate Fever
glVertexAttrib4Nubv
+
Slight Fever
glVertexAttrib4Niv
+
Moderate Pain
glVertexAttrib4Nsv
+
Slight Pain
glVertexAttribI4bv
+
Very Drowsy
glVertexAttribI4i
+
Drowsy
glVertexAttribI3ui
+
Thirsty
glVertexAttribI3uiv
+
Very Hungry
glVertexAttribI4ubv
+
Cannot breathe
glVertexAttribI4ui
+
Trouble breathing
glVertexAttribI4iv
+
Vision lost
glVertexAttribI4sv
+
Vision impaired
glVertexAttribIPointer
+
Vision somewhat impaired
glDrawArraysInstanced
+
Ability to stand lost
glVertexAttribI4uiv
+
Ability to stand somewhat impaired
glVertexAttribI4usv
+
Ability to grasp lost
glTexBuffer
+
Ability to grasp somewhat impaired
glFramebufferTexture
+
Ability to fly lost
glDrawElementsInstanced
+
Ability to fly somewhat impaired
glPrimitiveRestartIndex
+
Motor nerve damage
glVertexAttribDivisor
+
Sensory nerve damage
glBlendEquationSeparatei
+
No health problems
glGetBufferParameteri64v
+
Gelded
glGetInteger64i_v
+
Spilled
glBlendFunci
+
Butchered
glMinSampleShading
+
Major artery torn
glBlendEquationi
+
Artery torn
glBlendFuncSeparatei
+
Heavy bleeding
glDebugMessageEnableAMD
+
Bleeding
glDebugMessageInsertAMD
+
Motor nerve severed
glTbufferMask3DFX
+
Sensory nerve severed
glDebugMessageCallbackAMD
+
Torn tendon
glBlendEquationSeparateIndexedAMD
+
Strained tendon
glBlendFuncIndexedAMD
+
Bruised tendon
glGetDebugMessageLogAMD
+
Torn ligament
glBlendEquationIndexedAMD
+
Sprained ligament
glGetFragDataLocation
+
Bruised ligament
glGetStringi
+
Compound fracture
glEndTransformFeedback
+
Overlapping fracture (in traction)
glGetBooleani_v
+
Overlapping fracture
glGetTransformFeedbackVarying
+
Needs setting
glGetUniformuiv
+
Cut apart
glGetTexParameterIiv
+
Smashed apart
glGetTexParameterIuiv
+
Broken apart
glIsEnabledi
+
Torn apart
glTexParameterIiv
+
Cut open
glGetVertexAttribIiv
+
Smashed open
glGetVertexAttribIuiv
+
Broken open
glUniform1ui
+
Torn open
glUniform1uiv
+
Dented
glTexParameterIuiv
+
Heavy bruising
glTransformFeedbackVaryings
+
Moderate bruising
glUniform3ui
+
Light bruising
glUniform3uiv
+
Serious burn
glUniform2ui
+
Moderate burn
glUniform2uiv
+
Minor burn
glVertexAttribI1i
+
Serious frost-bite
glVertexAttribI1iv
+
Moderate frost-bite
glUniform4ui
+
Minor frost-bite
glUniform4uiv
+
Serious melting
glVertexAttribI2i
+
Moderate melting
glVertexAttribI2iv
+
Minor melting
glVertexAttribI1ui
+
Serious boiling
glVertexAttribI1uiv
+
Moderate boiling
glVertexAttribI3i
+
Minor boiling
glVertexAttribI3iv
+
Serious freezing
glVertexAttribI2ui
+
Moderate freezing
glVertexAttribI2uiv
+
Minor freezing
glObjectUnpurgeableAPPLE
+
Serious condensation
glGetTexParameterPointervAPPLE
+
Moderate condensation
glGetObjectParameterivAPPLE
+
Minor condensation
glObjectPurgeableAPPLE
+
Advanced rot
glDeleteVertexArraysAPPLE
+
Moderate rot
glGenVertexArraysAPPLE
+
Minor rot
glTextureRangeAPPLE
+
Serious blistering
glBindVertexArrayAPPLE
+
Moderate blistering
glVertexArrayParameteriAPPLE
+
Minor blistering
glVertexArrayRangeAPPLE
+
Extreme pain
glIsVertexArrayAPPLE
+
Moderate pain
glFlushVertexArrayRangeAPPLE
+
Minor pain
glIsVertexAttribEnabledAPPLE
+
Nausea
glMapVertexAttrib1dAPPLE
+
Dizziness
glDisableVertexAttribAPPLE
+
Paralysis
glEnableVertexAttribAPPLE
+
Partial paralysis
glMapVertexAttrib2fAPPLE
+
Some sluggishness
glBindFragDataLocationIndexed
+
Complete numbness
glMapVertexAttrib1fAPPLE
+
Partial numbness
glMapVertexAttrib2dAPPLE
+
Slight numbness
glCopyBufferSubData
+
Extreme swelling
glDrawBuffersARB
+
Moderate swelling
glGetFragDataIndex
+
Minor swelling
glClampColorARB
+
Function totally impaired
glBlendFuncSeparateiARB
+
Partially impaired function
glBlendFunciARB
+
Slightly impaired function
glBlendEquationSeparateiARB
+
Has been sutured
glBlendEquationiARB
+
Infection
glDrawRangeElementsBaseVertex
+
No evaluated wounds
glMultiDrawElementsBaseVertex
+
Diagnosis required
glDrawElementsBaseVertex
+
Crutch required
glDrawElementsInstancedBaseVertex
+
Rotten -- inoperable
glGenNamesAMD
+
Needs cleaning
glIsNameAMD
+
Needs surgery
glBlendFuncSeparateIndexedAMD
+
Needs sutures
glDeleteNamesAMD
+
Needs dressing
glEndPerfMonitorAMD
+
Needs traction
glGenPerfMonitorsAMD
+
Needs immobilization
glBeginPerfMonitorAMD
+
No treatment scheduled
glDeletePerfMonitorsAMD
+
Diagnosed with
glGetPerfMonitorCounterStringAMD
+
Received
glGetPerfMonitorCountersAMD
+
cast
glGetPerfMonitorCounterDataAMD
+
splint on
glGetPerfMonitorCounterInfoAMD
+
dressing on
glSelectPerfMonitorCountersAMD
+
sutures on
glTessellationFactorAMD
+
Bleeding stopped
glGetPerfMonitorGroupStringAMD
+
Compound fracture of
glGetPerfMonitorGroupsAMD
+
repaired
glDrawRangeElementArrayAPPLE
+
amputated
glElementPointerAPPLE
+
Rotten tissue excised from
glTessellationModeAMD
+
Had
glDrawElementArrayAPPLE
+
set
glDeleteFencesAPPLE
+
Placed in traction
glFinishFenceAPPLE
+
Evaluated
glMultiDrawElementArrayAPPLE
+
Brought to rest
glMultiDrawRangeElementArrayAPPLE
+
Cleaned
glIsFenceAPPLE
+
                                      -
glSetFenceAPPLE
+
No medical history
glFinishObjectAPPLE
+
  The Health of
glGenFencesAPPLE
+
You
glBufferParameteriAPPLE
+
You butcher
glFlushMappedBufferRangeAPPLE
+
Sorting
glTestFenceAPPLE
+
Initialization complete...
glTestObjectAPPLE
+
Historical events
glProgramUniform3dvEXT
+
completed
glProgramUniform4dEXT
+
Check for culled historical figures
glProgramUniform2dvEXT
+
Historical figures
glProgramUniform3dEXT
+
Artifacts completed
glProgramUniformMatrix2x3dvEXT
+
Structures completed
glProgramUniformMatrix2x4dvEXT
+
event sort
glProgramUniform4dvEXT
+
Historical events left to discover:
glProgramUniformMatrix2dvEXT
+
Historical Figures
glProgramUniformMatrix3x4dvEXT
+
Sites
glProgramUniformMatrix4dvEXT
+
Codices, scrolls, etc.
glProgramUniformMatrix3dvEXT
+
Civilizations and other entities
glProgramUniformMatrix3x2dvEXT
+
Structures
glUniform1d
+
Historical Maps
glUniform1dv
+
Underground Regions
glProgramUniformMatrix4x2dvEXT
+
Unnamed
glProgramUniformMatrix4x3dvEXT
+
female
glUniform3d
+
male
glUniform3dv
+
, force
glUniform2d
+
: export network map.
glUniform2dv
+
Codices, Scrolls, Etc.
glUniformMatrix2dv
+
Civilizations and Other Entities
glUniformMatrix2x3dv
+
: export religion map.
glUniform4d
+
Counting House
glUniform4dv
+
Keep
glUniformMatrix3x2dv
+
Dark Tower
glUniformMatrix3x4dv
+
Underworld Spire
glUniformMatrix2x4dv
+
Market
glUniformMatrix3dv
+
Dungeon
glUniformMatrix4x3dv
+
Sewers
glColorSubTable
+
Catacombs
glUniformMatrix4dv
+
Slain
glUniformMatrix4x2dv
+
a wound
glDrawArraysInstancedARB
+
wounds
glDrawElementsInstancedARB
+
Subdued
glDrawArraysIndirect
+
Fled
glDrawElementsIndirect
+
yet emerged
glBlitFramebuffer
+
victorious
glCheckFramebufferStatus
+
Victorious
glBindFramebuffer
+
yet
glBindRenderbuffer
+
drove forward
glFramebufferRenderbuffer
+
Drove forward
glFramebufferTexture1D
+
and was
glDeleteFramebuffers
+
repelled
glDeleteRenderbuffers
+
Repelled
glFramebufferTextureLayer
+
stood fast
glGenFramebuffers
+
Stood fast
glFramebufferTexture2D
+
beaten back
glFramebufferTexture3D
+
Beaten back
glGetFramebufferAttachmentParameteriv
+
Unnamed underground area
glGetRenderbufferParameteriv
+
Unnamed Underworld area
glGenRenderbuffers
+
Populations
glGenerateMipmap
+
: Filter on string
glRenderbufferStorage
+
: Done filtering.
glRenderbufferStorageMultisample
+
: civ/site
glIsFramebuffer
+
to change year.
glIsRenderbuffer
+
: view top event
glFramebufferTextureLayerARB
+
: toggle territories. 
glProgramParameteriARB
+
: select an option. 
glFramebufferTextureARB
+
: done. 
glFramebufferTextureFaceARB
+
: export current map. 
glProgramUniform1dvEXT
+
: show only important events. 
glProgramUniform2dEXT
+
: show all events. 
glGetUniformdv
+
: back to age. 
glProgramUniform1dEXT
+
: XML dump (incomplete)
glCurrentPaletteMatrixARB
+
: export site map.
glMatrixIndexPointerARB
+
: export map/gen info.
glFlushMappedBufferRange
+
: export detailed map.
glMapBufferRange
+
has been disturbed.
glMatrixIndexusvARB
+
group of
glSampleCoverageARB
+
Many
glMatrixIndexubvARB
+
have been disturbed.
glMatrixIndexuivARB
+
swarm of
glMultiTexCoord1dARB
+
its way out of confinement!
glMultiTexCoord1dvARB
+
A kidnapper has made off with
glActiveTextureARB
+
has stolen
glClientActiveTextureARB
+
A thief has stolen
glMultiTexCoord1iARB
+
[INITIAL_LOAD]
glMultiTexCoord1ivARB
+
item
glMultiTexCoord1fARB
+
in the wilds
glMultiTexCoord1fvARB
+
Slayer
glMultiTexCoord2dARB
+
Unknown creature
glMultiTexCoord2dvARB
+
kill
glMultiTexCoord1sARB
+
rotten
glMultiTexCoord1svARB
+
material
glMultiTexCoord2iARB
+
partial
glMultiTexCoord2ivARB
+
skeleton
glMultiTexCoord2fARB
+
partial remains
glMultiTexCoord2fvARB
+
mutilated
glMultiTexCoord3dARB
+
corpse
glMultiTexCoord3dvARB
+
mangled
glMultiTexCoord2sARB
+
icicle
glMultiTexCoord2svARB
+
your
glMultiTexCoord3iARB
+
TALLOW
glMultiTexCoord3ivARB
+
It is made from
glMultiTexCoord3fARB
+
well-crafted
glMultiTexCoord3fvARB
+
finely-crafted
glColorTableParameteriv
+
superior quality
glConvolutionFilter1D
+
exceptional
glColorTable
+
woven by
glColorTableParameterfv
+
The thread is
glConvolutionParameterfv
+
well-
glConvolutionParameteri
+
finely
glConvolutionFilter2D
+
superbly
glConvolutionParameterf
+
exceptionally
glCopyColorTable
+
masterfully
glCopyConvolutionFilter1D
+
colored
glConvolutionParameteriv
+
Coin
glCopyColorSubTable
+
Bar/Block
glGetColorTableParameterfv
+
Finished Goods
glGetColorTableParameteriv
+
Bin
glCopyConvolutionFilter2D
+
(copy)
glGetColorTable
+
Seed
glGetConvolutionParameteriv
+
Cheese
glGetHistogram
+
Spice
glGetConvolutionFilter
+
Mill
glGetConvolutionParameterfv
+
Rendered Fat
glGetMinmax
+
Paste
glGetMinmaxParameterfv
+
Barrel
glGetHistogramParameterfv
+
NULL inventory pointer on load
glGetHistogramParameteriv
+
NULL inventory item on load: id #
glHistogram
+
rapidly shifts between topics
glMinmax
+
moves quickly from subject to subject
glGetMinmaxParameteriv
+
takes frequent interesting tangents
glGetSeparableFilter
+
hopelessly meanders
glSeparableFilter2D
+
meanders somewhat
glVertexAttribDivisorARB
+
gets off track from time to time
glResetHistogram
+
bubbles over with cheerfulness
glResetMinmax
+
is quite cheerful
glSamplerParameteri
+
is fairly cheerful
glSamplerParameteriv
+
overflows with sadness
glSamplerParameterf
+
is depressing
glSamplerParameterfv
+
has a touch of melancholy
glCreateProgramObjectARB
+
is thoroughly organized
glCreateShaderObjectARB
+
is clearly organized
glAttachObjectARB
+
is organized
glCompileShaderARB
+
is thoroughly mechanical
glGetActiveUniformARB
+
is very rigid
glGetAttachedObjectsARB
+
is a bit stiff
glDeleteObjectARB
+
is completely serious
glDetachObjectARB
+
has a very serious tone
glGetObjectParameterfvARB
+
is reasonably serious
glGetObjectParameterivARB
+
artfully flashes through seemingly disjoint topics
glGetHandleARB
+
breaks sharply between topics with regularity
glGetInfoLogARB
+
has some particularly crisp changes in topic
glGetUniformfvARB
+
is utterly disjointed
glGetUniformivARB
+
skips around a lot
glGetShaderSourceARB
+
occasionally changes topic abruptly
glGetUniformLocationARB
+
uses only artful words and phrases selected with care
glUniform1fARB
+
is throughout ornate and refined
glUniform1fvARB
+
has rare but particularly exquisite turns of phrase
glLinkProgramARB
+
is excessively ornate
glShaderSourceARB
+
is quite florid
glUniform2fARB
+
is somewhat showy
glUniform2fvARB
+
drives forward relentlessly
glUniform1iARB
+
is full of force
glUniform1ivARB
+
is forceful
glUniform3fARB
+
is a comedy treasure trove
glUniform3fvARB
+
is quite humorous
glUniform2iARB
+
has a touch of humor
glUniform2ivARB
+
is littered with terrible jokes inartfully told
glMultiTexCoord4dARB
+
has poorly-executed humor
glMultiTexCoord4dvARB
+
tries and fails to be funny at times
glMultiTexCoord3sARB
+
is artfully suffused with what would otherwise be childish and immature material
glMultiTexCoord3svARB
+
contains a deft use throughout of what might be considered immature material
glMultiTexCoord4iARB
+
manages an artful inclusion here and there of childish material
glMultiTexCoord4ivARB
+
is absolutely puerile
glMultiTexCoord4fARB
+
is very childish
glMultiTexCoord4fvARB
+
is a bit immature
glBeginQueryARB
+
indulges the author's every whim
glDeleteQueriesARB
+
artfully indulges the author's fancies
glMultiTexCoord4sARB
+
contains some asides related to the author's preferences
glMultiTexCoord4svARB
+
is stunningly self-indulgent
glGetQueryObjectivARB
+
is quite self-indulgent
glGetQueryObjectuivARB
+
is somewhat self-indulgent
glEndQueryARB
+
could only have been produced by a merciful spirit
glGenQueriesARB
+
is quite touching
glPointParameterfARB
+
shows a hint of tenderness
glPointParameterfvARB
+
is clear evidence of a compassionate being
glGetQueryivARB
+
is very compassionate
glIsQueryARB
+
gives a feeling of compassion here and there
glBindSampler
+
is as vicious as can be
glDeleteSamplers
+
is quite cruel
glProvokingVertex
+
has a hint of viciousness to it
glMinSampleShadingARB
+
is a monument to concision
glGetSamplerParameterIuiv
+
is very concise
glGetSamplerParameterfv
+
is fairly crisp
glGenSamplers
+
is a pit of bitter scorn
glGetSamplerParameterIiv
+
is quite mocking in tone
glSamplerParameterIiv
+
contains the occasional biting remark
glSamplerParameterIuiv
+
is a reservoir of amusingly clever quips
glGetSamplerParameteriv
+
is refreshingly witty
glIsSampler
+
has its moments of cleverness
glTexBufferARB
+
is an awe-inspiring wild rant
glCompressedTexImage1DARB
+
careens forward as a rant
glPatchParameterfv
+
tumbles out almost as a rant at times
glPatchParameteri
+
is a completely unhinged rant
glCompressedTexSubImage1DARB
+
is a rant more or less
glCompressedTexSubImage2DARB
+
descends to a rant in places
glCompressedTexImage2DARB
+
It asks the question, "What if
glCompressedTexImage3DARB
+
had unfolded differently?" 
glGetMultisamplefv
+
It concerns the lineage of
glSampleMaski
+
It concerns
glCompressedTexSubImage3DARB
+
The work has no particular subject. 
glGetCompressedTexImageARB
+
The writing conveys a moral lesson regarding
glGetQueryObjecti64v
+
The overall text emphasizes
glGetQueryObjectui64v
+
For lyrics, the composer has selected
glTexImage2DMultisample
+
For musical accompaniment, the choreographer has selected
glTexImage3DMultisample
+
The writing
glDeleteTransformFeedbacks
+
yet it
glDrawTransformFeedback
+
and it
glQueryCounter
+
Overall, the information is compiled masterfully
glBindTransformFeedback
+
Overall, the splendid source of information
glPauseTransformFeedback
+
Overall, this is a great source of information
glResumeTransformFeedback
+
Overall, this is a good source of information
glGenTransformFeedbacks
+
Overall, the information is not compiled very well
glIsTransformFeedback
+
Overall, this is a terrible compilation of information
glEndQueryIndexed
+
Overall, the poetry is masterful
glGetQueryIndexediv
+
Overall, the poetry is inspired
glBeginQueryIndexed
+
Overall, the poetry is great
glDrawTransformFeedbackStream
+
Overall, the poetry is passable
glMultTransposeMatrixdARB
+
Overall, the poetry is not awful, but not very good either
glMultTransposeMatrixfARB
+
Overall, the poetry is very, very bad
glLoadTransposeMatrixdARB
+
Overall, the composition is masterful
glLoadTransposeMatrixfARB
+
Overall, the composition is inspired
glUniform4fARB
+
Overall, the composition is great
glUniform4fvARB
+
Overall, the composition is passable
glUniform3iARB
+
Overall, the composition is not awful, but not very good either
glUniform3ivARB
+
Overall, the composition is atrocious
glUniformMatrix2fvARB
+
Overall, the choreography is masterful
glUniformMatrix3fvARB
+
Overall, the choreography is inspired
glUniform4iARB
+
Overall, the choreography is great
glUniform4ivARB
+
Overall, the choreography is passable
glValidateProgramARB
+
Overall, the choreography is not awful, but not very good either
glGetActiveSubroutineName
+
Overall, the choreography is just terrible
glUniformMatrix4fvARB
+
Overall, the prose is masterful
glUseProgramObjectARB
+
Overall, the prose is splendid
glGetProgramStageiv
+
Overall, the prose is great
glGetSubroutineIndex
+
Overall, the prose is passable
glGetActiveSubroutineUniformName
+
Overall, the prose is not awful, but not very good either
glGetActiveSubroutineUniformiv
+
Overall, the prose is amateurish at best
glUniformSubroutinesuiv
+
The work has a single chapter. 
glCompileShaderIncludeARB
+
The work has
glGetSubroutineUniformLocation
+
chapters. 
glGetUniformSubroutineuiv
+
chapter
glGetNamedStringivARB
+
covers
glIsNamedStringARB
+
Written on the item is
glDeleteNamedStringARB
+
There used to be writing on the item. 
glGetNamedStringARB
+
an untitled
glDeleteSync
+
chronicle
glFenceSync
+
short story
glNamedStringARB
+
novel
glClientWaitSync
+
biography
glIsSync
+
autobiography
glWaitSync
+
poem
glGetInteger64v
+
letter
glGetSynciv
+
musical composition
glUnmapBufferARB
+
choreography
glBindProgramARB
+
treatise on technological evolution
glIsBufferARB
+
dictionary
glMapBufferARB
+
star chart
glEnableVertexAttribArrayARB
+
star catalogue
glGenProgramsARB
+
atlas
glDeleteProgramsARB
+
entitled
glDisableVertexAttribArrayARB
+
, authored by
glGetProgramLocalParameterdvARB
+
The written portion consists of
glGetProgramLocalParameterfvARB
+
page
glGetProgramEnvParameterdvARB
+
nothing.
glGetProgramEnvParameterfvARB
+
untitled
glGetVertexAttribPointervARB
+
shared
glGetVertexAttribdvARB
+
aquarium
glGetProgramStringARB
+
gains possession of the
glGetProgramivARB
+
remains stuck in
glIsProgramARB
+
maintains possession of the
glProgramEnvParameter4dARB
+
You gain possession of the
glGetVertexAttribfvARB
+
remains stuck in your
glGetVertexAttribivARB
+
You maintain possession of the
glProgramEnvParameter4fvARB
+
is torn from your
glProgramLocalParameter4dARB
+
You've lost possession of the
glProgramEnvParameter4dvARB
+
has been lost!
glProgramEnvParameter4fARB
+
In memory of
glProgramLocalParameter4fvARB
+
/ Born
glProgramStringARB
+
Went missing
glProgramLocalParameter4dvARB
+
in the year
glProgramLocalParameter4fARB
+
Boiled
glVertexAttrib1fARB
+
Melted
glVertexAttrib1fvARB
+
Condensed
glVertexAttrib1dARB
+
Solidified
glVertexAttrib1dvARB
+
Died in the heat
glGetActiveUniformBlockName
+
Encased in cooling lava
glGetActiveUniformBlockiv
+
Encased in cooling magma
glBindBufferBase
+
Encased in ice
glBindBufferRange
+
Froze to death
glGetIntegeri_v
+
Died in a cage
glGetUniformBlockIndex
+
Fell into a deep chasm
glGetActiveUniformName
+
Died peacefully
glGetActiveUniformsiv
+
Died in the dark
glBindVertexArray
+
Starved to death
glDeleteVertexArrays
+
Died of thirst
glGetUniformIndices
+
Drowned
glUniformBlockBinding
+
Burned up in magma
glVertexBlendARB
+
Burned up in
glWeightPointerARB
+
dragon fire
glGenVertexArrays
+
dragon fire
glIsVertexArray
+
Burned to death by
glWeightfvARB
+
fire
glWeightivARB
+
Burned to death by a
glWeightbvARB
+
Burned to death
glWeightdvARB
+
Scalded to death
glWeightuivARB
+
Burned up in a magma mist
glWeightusvARB
+
Crushed by a drawbridge
glWeightsvARB
+
Crushed under a collapsing ceiling
glWeightubvARB
+
Killed by falling rocks
glBufferSubDataARB
+
Shot and killed
glDeleteBuffersARB
+
Bled to death
glBindBufferARB
+
Succumbed to infection
glBufferDataARB
+
Suffocated
glGetBufferPointervARB
+
Hacked to pieces
glGetBufferSubDataARB
+
Executed
glGenBuffersARB
+
Beheaded
glGetBufferParameterivARB
+
Crucified
glGetActiveAttribARB
+
Buried alive
glGetAttribLocationARB
+
Left out in the air
glVertexAttribPointerARB
+
Burned alive
glBindAttribLocationARB
+
Fed to beasts
glColorP4ui
+
Struck down
glColorP4uiv
+
Slaughtered
glColorP3ui
+
Scuttled
glColorP3uiv
+
Drained of blood
glMultiTexCoordP2ui
+
Murdered
glMultiTexCoordP2uiv
+
Killed by a trap
glMultiTexCoordP1ui
+
Killed by a vehicle
glMultiTexCoordP1uiv
+
Killed by a flying object
glMultiTexCoordP4ui
+
Vanished
glMultiTexCoordP4uiv
+
Collapsed
glMultiTexCoordP3ui
+
Put to rest
glMultiTexCoordP3uiv
+
Died after colliding with an obstacle
glSecondaryColorP3ui
+
Impaled on spikes
glSecondaryColorP3uiv
+
Scared to death
glNormalP3ui
+
Leapt from a great height
glNormalP3uiv
+
Died
glTexCoordP2ui
+
Slayer of
glTexCoordP2uiv
+
Slayer of
glTexCoordP1ui
+
Hunter of
glTexCoordP1uiv
+
Loving
glTexCoordP4ui
+
Devoted
glTexCoordP4uiv
+
father and husband
glTexCoordP3ui
+
husband
glTexCoordP3uiv
+
mother and wife
glVertexAttribP2ui
+
mother
glVertexAttribP2uiv
+
parent and spouse
glVertexAttribP1ui
+
United with
glVertexAttribP1uiv
+
At one with
glVertexAttrib2dARB
+
Lover of
glVertexAttrib2dvARB
+
wood
glVertexAttrib1sARB
+
fabric
glVertexAttrib1svARB
+
Admirer of
glVertexAttrib2sARB
+
Friend of
glVertexAttrib2svARB
+
The color
glVertexAttrib2fARB
+
made
glVertexAttrib2fvARB
+
happy
glVertexAttrib3fARB
+
This is
glVertexAttrib3fvARB
+
This is a stack of
glVertexAttrib3dARB
+
bundles of
glVertexAttrib3dvARB
+
This is a bundle of
glVertexAttrib4NbvARB
+
well-prepared
glVertexAttrib4NivARB
+
finely-prepared
glVertexAttrib3sARB
+
superiorly prepared
glVertexAttrib3svARB
+
exceptional prepared
glVertexAttrib4NubvARB
+
masterfully prepared
glVertexAttrib4NuivARB
+
superior quality
glVertexAttrib4NsvARB
+
exceptional
glVertexAttrib4NubARB
+
masterful
glVertexAttrib4dARB
+
created by an unknown artisan
glVertexAttrib4dvARB
+
All
glVertexAttrib4NusvARB
+
ship is of the highest quality. 
glVertexAttrib4bvARB
+
It is sized for
glVertexAttrib4ivARB
+
The ingredients are
glVertexAttrib4sARB
+
superiorly
glVertexAttrib4fARB
+
minced
glVertexAttrib4fvARB
+
cooked
glVertexAttrib4uivARB
+
It is
glVertexAttrib4usvARB
+
encrusted with
glVertexAttrib4svARB
+
studded with
glVertexAttrib4ubvARB
+
decorated with
glAlphaFragmentOp1ATI
+
glazed with
glAlphaFragmentOp2ATI
+
well-prepared
glTexBumpParameterfvATI
+
finely-prepared
glTexBumpParameterivATI
+
exceptionally prepared
glBindFragmentShaderATI
+
masterfully prepared
glColorFragmentOp1ATI
+
exceptionally worked
glAlphaFragmentOp3ATI
+
masterfully worked
glBeginFragmentShaderATI
+
by an unknown artist
glDeleteFragmentShaderATI
+
encircled with bands of
glEndFragmentShaderATI
+
are made from
glColorFragmentOp2ATI
+
is made from
glColorFragmentOp3ATI
+
The handle is made from
glSampleMapATI
+
The rollers are made from
glSetFragmentShaderConstantATI
+
This object
glGenFragmentShadersATI
+
is adorned with hanging rings of
glPassTexCoordATI
+
menaces with spikes of
glPNTrianglesfATI
+
On the faces of the object are
glPNTrianglesiATI
+
a series of
glMapObjectBufferATI
+
images and symbols
glUnmapObjectBufferATI
+
images
glArrayObjectATI
+
words
glFreeObjectBufferATI
+
which you cannot read
glStencilFuncSeparateATI
+
symbols
glStencilOpSeparateATI
+
dots
glGetObjectBufferfvATI
+
, ranging from
glGetObjectBufferivATI
+
numbers
glGetArrayObjectfvATI
+
The upward face is
glGetArrayObjectivATI
+
There is writing on this item which you have not read.
glIsObjectBufferATI
+
There is writing on this item, but you cannot read.
glNewObjectBufferATI
+
The pages are blank.
glGetVariantArrayObjectfvATI
+
You have not read this book.
glGetVariantArrayObjectivATI
+
There is writing in the book, but you cannot read.
glVertexAttribP4ui
+
The slab reads "
glVertexAttribP4uiv
+
There is writing on the slab, but you cannot read.
glVertexAttribP3ui
+
This object is showing some wear. 
glVertexAttribP3uiv
+
This object is threadbare. 
glVertexP3ui
+
This object is in tatters. 
glVertexP3uiv
+
This object is heavily worn. 
glVertexP2ui
+
This object is mangled. 
glVertexP2uiv
+
null item load -- type:
glWindowPos2dARB
+
NAME
glWindowPos2dvARB
+
LEVEL
glVertexP4ui
+
CLASS
glVertexP4uiv
+
ADJECTIVE
glWindowPos2iARB
+
ARMORLEVEL
glWindowPos2ivARB
+
UPSTEP
glWindowPos2fARB
+
BLOCKCHANCE
glWindowPos2fvARB
+
MATERIAL_SIZE
glWindowPos3dARB
+
HARD_MAT
glWindowPos3dvARB
+
ATTACK_PREPARE_AND_RECOVER
glWindowPos2sARB
+
GENERATED
glWindowPos2svARB
+
SOURCE_HFID
glWindowPos3iARB
+
SOURCE_ENID
glWindowPos3ivARB
+
Unrecognized Item Token:
glWindowPos3fARB
+
SOFT
glWindowPos3fvARB
+
HARD
glDrawBuffersATI
+
METAL
glDrawElementArrayATI
+
BARRED
glWindowPos3sARB
+
SCALED
glWindowPos3svARB
+
LEATHER
glGetTexBumpParameterfvATI
+
SHAPED
glGetTexBumpParameterivATI
+
CHAIN_METAL_TEXT
glDrawRangeElementArrayATI
+
STRUCTURAL_ELASTICITY_WOVEN_THREAD
glElementPointerATI
+
STRUCTURAL_ELASTICITY_CHAIN_METAL
glVertexStream4dATI
+
STRUCTURAL_ELASTICITY_CHAIN_ALL
glVertexStream4dvATI
+
LAYER_SIZE
glVertexStream3sATI
+
LAYER_PERMIT
glVertexStream3svATI
+
LAYER
glVertexStream4iATI
+
OVER
glVertexStream4ivATI
+
UNDER
glVertexStream4fATI
+
COVER
glVertexStream4fvATI
+
COVERAGE
glGetUniformBufferSizeEXT
+
METAL_ARMOR_LEVELS
glGetUniformOffsetEXT
+
PREPLURAL
glVertexStream4sATI
+
MATERIAL_PLACEHOLDER
glVertexStream4svATI
+
LBSTEP
glBlendEquationSeparateEXT
+
UBSTEP
glBlendFuncSeparateEXT
+
BOLT
glUniformBufferEXT
+
SIZE
glBlendColorEXT
+
WEIGHT
glCopyColorSubTableEXT
+
EDGE
glLockArraysEXT
+
IS_SCREW
glBlendEquationEXT
+
IS_SPIKE
glColorSubTableEXT
+
HITS
glConvolutionFilter2DEXT
+
SHOOT_MAXVEL
glConvolutionParameterfEXT
+
RANGED
glUnlockArraysEXT
+
TWO_HANDED
glConvolutionFilter1DEXT
+
MINIMUM_SIZE
glConvolutionParameterivEXT
+
CAN_STONE
glCopyConvolutionFilter1DEXT
+
TRAINING
glConvolutionParameterfvEXT
+
SHOOT_FORCE
glConvolutionParameteriEXT
+
MUSIC_SKILL
glGetConvolutionParameterfvEXT
+
TIMBRE
glGetConvolutionParameterivEXT
+
REGISTER
glCopyConvolutionFilter2DEXT
+
INDEFINITE_PITCH
glGetConvolutionFilterEXT
+
PLACED_AS_BUILDING
glGetVertexAttribArrayObjectfvATI
+
METAL_MAT
glGetVertexAttribArrayObjectivATI
+
STONE_MAT
glUpdateObjectBufferATI
+
WOOD_MAT
glVariantArrayObjectATI
+
GLASS_MAT
glNormalStream3bATI
+
CERAMIC_MAT
glNormalStream3bvATI
+
SHELL_MAT
glVertexAttribArrayObjectATI
+
BONE_MAT
glClientActiveVertexStreamATI
+
DOMINANT_MATERIAL_PIECE
glNormalStream3fATI
+
INSTRUMENT_PIECE
glNormalStream3fvATI
+
ALWAYS_PLURAL
glNormalStream3dATI
+
ALWAYS_SINGULAR
glNormalStream3dvATI
+
: unrecognized INSTRUMENT PIECE tag
glNormalStream3sATI
+
: Did not find token following VALUE
glNormalStream3svATI
+
PITCH_RANGE
glNormalStream3iATI
+
VOLUME_mB
glNormalStream3ivATI
+
SOUND_PRODUCTION
glVertexStream2dATI
+
SOUND_PRODUCTION missing part token
glVertexStream2dvATI
+
SOUND_PRODUCTION missing first part token
glVertexBlendEnvfATI
+
SOUND_PRODUCTION missing second part token
glVertexBlendEnviATI
+
PITCH_CHOICE
glVertexStream2iATI
+
PITCH_CHOICE missing first part token
glVertexStream2ivATI
+
PITCH_CHOICE STOPPING_FRET missing second part token
glVertexStream2fATI
+
PITCH_CHOICE STOPPING_AGAINST_BODY missing second part token
glVertexStream2fvATI
+
PITCH_CHOICE PITCH_CHOICE_METHOD_FOOT_PEDALS missing second part token
glVertexStream3dATI
+
TUNING
glVertexStream3dvATI
+
[OBJECT:ITEM]
glVertexStream2sATI
+
[ITEM_
glVertexStream2svATI
+
AMMO
glVertexStream3iATI
+
SHOES
glVertexStream3ivATI
+
FOOD
glVertexStream3fATI
+
SELF
glVertexStream3fvATI
+
did not find instrument piece
glCopyTextureSubImage1DEXT
+
, setting index to zero
glCopyTextureSubImage2DEXT
+
did not find tool with index
glCopyTextureImage1DEXT
+
for instrument piece
glCopyTextureImage2DEXT
+
ITEM_WEAPON
glDisableClientStateiEXT
+
ITEM_TOY
glDisableVertexArrayAttribEXT
+
ITEM_TOOL
glCopyTextureSubImage3DEXT
+
ITEM_INSTRUMENT
glDisableClientStateIndexedEXT
+
ITEM_TRAPCOMP
glEnableClientStateiEXT
+
ITEM_ARMOR
glEnableVertexArrayAttribEXT
+
ITEM_AMMO
glDisableVertexArrayEXT
+
ITEM_SIEGEAMMO
glEnableClientStateIndexedEXT
+
ITEM_GLOVES
glFramebufferDrawBufferEXT
+
ITEM_SHOES
glFramebufferDrawBuffersEXT
+
ITEM_SHIELD
glEnableVertexArrayEXT
+
ITEM_HELM
glFlushMappedNamedBufferRangeEXT
+
ITEM_PANTS
glGenerateTextureMipmapEXT
+
ITEM_FOOD
glGetCompressedMultiTexImageEXT
+
: Did not find token following NAME
glFramebufferReadBufferEXT
+
: Did not find plural token following NAME
glGenerateMultiTexMipmapEXT
+
SHEET_MAT
glGetDoublei_vEXT
+
SOFT_MAT
glGetFloatIndexedvEXT
+
METAL_WEAPON_MAT
glGetCompressedTextureImageEXT
+
NO_DEFAULT_IMPROVEMENTS
glGetDoubleIndexedvEXT
+
SHAPE_CATEGORY
glGetMultiTexEnvfvEXT
+
: Did not find token following SHAPE_CATEGORY
glGetMultiTexEnvivEXT
+
USES_FACE_IMAGE_SET
glGetFloati_vEXT
+
NO_DEFAULT_JOB
glGetFramebufferParameterivEXT
+
INCOMPLETE_ITEM
glGetMultiTexGenivEXT
+
UNIMPROVABLE
glGetMultiTexImageEXT
+
INVERTED_TILE
glGetMultiTexGendvEXT
+
FURNITURE
glGetMultiTexGenfvEXT
+
LEATHER_MAT
glBinormalPointerEXT
+
SILK_MAT
glTangentPointerEXT
+
THREAD_PLANT_MAT
glGetSeparableFilterEXT
+
TILE
glSeparableFilter2DEXT
+
: Did not find token following TILE
glCopyTexSubImage1DEXT
+
TOOL_USE
glCopyTexSubImage2DEXT
+
: Did not find token following TOOL_USE
glCopyTexImage1DEXT
+
DEFAULT_IMPROVEMENT
glCopyTexImage2DEXT
+
CONTAINER_CAPACITY
glCullParameterfvEXT
+
Construct Building
glDepthBoundsEXT
+
Butcher an Animal
glCopyTexSubImage3DEXT
+
Catch Live Fish
glCullParameterdvEXT
+
Catch Live Land Animal
glClientAttribDefaultEXT
+
Prepare a Raw Fish
glCompressedMultiTexImage1DEXT
+
Mill Plants
glBindMultiTextureEXT
+
Process Plants
glCheckNamedFramebufferStatusEXT
+
Milk
glCompressedMultiTexSubImage1DEXT
+
Animal
glCompressedMultiTexSubImage2DEXT
+
Shear
glCompressedMultiTexImage2DEXT
+
Spin Thread
glCompressedMultiTexImage3DEXT
+
Make Cheese
glCompressedTextureImage2DEXT
+
Process Plants (Vial)
glCompressedTextureImage3DEXT
+
Process Plants (Barrel)
glCompressedMultiTexSubImage3DEXT
+
Make Lye
glCompressedTextureImage1DEXT
+
Make Potash From Lye
glCompressedTextureSubImage3DEXT
+
Make Potash From Ash
glCopyMultiTexImage1DEXT
+
Prepare Easy Meal
glCompressedTextureSubImage1DEXT
+
Prepare Fine Meal
glCompressedTextureSubImage2DEXT
+
Prepare Lavish Meal
glCopyMultiTexSubImage2DEXT
+
Extract from Plants
glCopyMultiTexSubImage3DEXT
+
Extract from Raw Fish
glCopyMultiTexImage2DEXT
+
Extract from Land Animal
glCopyMultiTexSubImage1DEXT
+
Handle
glMatrixLoadTransposedEXT
+
a Large Animal
glMatrixLoadTransposefEXT
+
Unchain Pet
glMatrixFrustumEXT
+
Interrogate
glMatrixLoadIdentityEXT
+
Subject
glMatrixMultTransposedEXT
+
Release
glMatrixMultTransposefEXT
+
Release Pet
glMatrixLoaddEXT
+
Release Small Creature
glMatrixLoadfEXT
+
Handle Small Creature
glMatrixOrthoEXT
+
Recover Pet
glMatrixPopEXT
+
Cage
glMatrixMultdEXT
+
Recover Wounded
glMatrixMultfEXT
+
Diagnose Patient
glMatrixRotatefEXT
+
Immobilize Break
glMatrixScaledEXT
+
Apply Cast
glMatrixPushEXT
+
Bring Crutch
glMatrixRotatedEXT
+
Dress Wound
glMatrixTranslatefEXT
+
Clean Patient
glMultiTexBufferEXT
+
Suture
glMatrixScalefEXT
+
Set Bone
glMatrixTranslatedEXT
+
Place In Traction
glMultiTexEnvfvEXT
+
Put Item on Display
glMultiTexEnviEXT
+
Cage Small Animal
glMultiTexCoordPointerEXT
+
Pit/Pond
glMultiTexEnvfEXT
+
Pit/Pond Small Animal
glMultiTexGendvEXT
+
Pen/Pasture
glMultiTexGenfEXT
+
Pen/Pasture Small Animal
glMultiTexEnvivEXT
+
Drain Aquarium
glMultiTexGendEXT
+
Fill Aquarium
glMultiTexGenivEXT
+
Fill Pond
glMultiTexImage1DEXT
+
Give Water
glMultiTexGenfvEXT
+
Give Food
glMultiTexGeniEXT
+
Manage Work Orders
glGetMultiTexParameterIivEXT
+
Update Stockpile Records
glGetMultiTexParameterIuivEXT
+
Trade at Depot
glGetMultiTexLevelParameterfvEXT
+
Chain
glGetMultiTexLevelParameterivEXT
+
Put In Chains
glGetNamedBufferParameterivEXT
+
Slaughter
glGetNamedBufferPointervEXT
+
Geld
glGetMultiTexParameterfvEXT
+
Unchain
glGetMultiTexParameterivEXT
+
Tame
glGetNamedProgramLocalParameterIivEXT
+
Tame a Small Animal
glGetNamedProgramLocalParameterIuivEXT
+
Figurine
glGetNamedBufferSubDataEXT
+
Amulet
glGetNamedFramebufferAttachmentParameterivEXT
+
Scepter
glGetNamedProgramStringEXT
+
Crown
glGetNamedProgramivEXT
+
Ring
glGetNamedProgramLocalParameterdvEXT
+
Earring
glGetNamedProgramLocalParameterfvEXT
+
Bracelet
glGetPointeri_vEXT
+
Make Large
glGetTextureImageEXT
+
Gem
glGetNamedRenderbufferParameterivEXT
+
Mint
glGetPointerIndexedvEXT
+
Coins
glGetTextureParameterIivEXT
+
Cut
glGetTextureParameterIuivEXT
+
(Engrave Memorial)
glGetTextureLevelParameterfvEXT
+
Decorate With
glGetTextureLevelParameterivEXT
+
Stud With
glGetVertexArrayIntegeri_vEXT
+
Encrust
glGetVertexArrayIntegervEXT
+
With
glGetTextureParameterfvEXT
+
Collect Sand
glGetTextureParameterivEXT
+
Collect Clay
glMapNamedBufferEXT
+
Install Colony In Hive
glMapNamedBufferRangeEXT
+
Collect Hive Products
glGetVertexArrayPointeri_vEXT
+
Construct
glGetVertexArrayPointervEXT
+
Blocks
glNamedRenderbufferStorageEXT
+
Make Raw
glNamedRenderbufferStorageMultisampleCoverageEXT
+
Portal
glNamedProgramLocalParametersI4uivEXT
+
Hatch Cover
glNamedProgramStringEXT
+
Grate
glProgramUniform1fvEXT
+
Construct Traction Bench
glProgramUniform1iEXT
+
Splint
glNamedRenderbufferStorageMultisampleEXT
+
Crutch
glProgramUniform1fEXT
+
Box
glProgramUniform1uivEXT
+
Forge
glProgramUniform2fEXT
+
Make Totem
glProgramUniform1ivEXT
+
Terrarium
glProgramUniform1uiEXT
+
Cage
glProgramUniform2ivEXT
+
Waterskin
glProgramUniform2uiEXT
+
Vial
glProgramUniform2fvEXT
+
Flask
glProgramUniform2iEXT
+
Cup
glProgramUniform3fvEXT
+
Mug
glProgramUniform3iEXT
+
Toy
glProgramUniform2uivEXT
+
Tube
glProgramUniform3fEXT
+
Pipe Section
glProgramUniform3uivEXT
+
Bucket
glProgramUniform4fEXT
+
Backpack
glProgramUniform3ivEXT
+
Quiver
glProgramUniform3uiEXT
+
Bait Trap with
glProgramUniform4ivEXT
+
Ballista Arrow Head
glProgramUniform4uiEXT
+
Assemble
glProgramUniform4fvEXT
+
Construct
glProgramUniform4iEXT
+
Catapult Parts
glProgramUniformMatrix2x3fvEXT
+
Mechanisms
glProgramUniformMatrix2x4fvEXT
+
Ballista Parts
glProgramUniform4uivEXT
+
Anvil
glProgramUniformMatrix2fvEXT
+
Bed
glMultiTexParameterIivEXT
+
Quern
glMultiTexParameterIuivEXT
+
Millstone
glMultiTexImage2DEXT
+
Train
glMultiTexImage3DEXT
+
to Hunt
glMultiTexParameteriEXT
+
Hunting Animal
glMultiTexParameterivEXT
+
for War
glMultiTexParameterfEXT
+
War Animal
glMultiTexParameterfvEXT
+
Make Charcoal
glMultiTexSubImage2DEXT
+
Make Ash
glMultiTexSubImage3DEXT
+
Reaction
glMultiTexRenderbufferEXT
+
Smelt
glMultiTexSubImage1DEXT
+
Ore
glNamedCopyBufferSubDataEXT
+
Melt a Metal Object
glNamedFramebufferRenderbufferEXT
+
Extract Metal Strands
glNamedBufferDataEXT
+
Dye Thread
glNamedBufferSubDataEXT
+
Dye Cloth
glNamedFramebufferTexture3DEXT
+
Sew
glNamedFramebufferTextureEXT
+
Image
glNamedFramebufferTexture1DEXT
+
Collect Webs
glNamedFramebufferTexture2DEXT
+
Weave Metal Cloth
glNamedProgramLocalParameter4dEXT
+
Weave Thread into Silk
glNamedProgramLocalParameter4dvEXT
+
Weave Yarn into Cloth
glNamedFramebufferTextureFaceEXT
+
Weave Thread into Cloth
glNamedFramebufferTextureLayerEXT
+
(Dyed Only)
glNamedProgramLocalParameterI4iEXT
+
Harvest Plants
glNamedProgramLocalParameterI4ivEXT
+
Plant Seeds
glNamedProgramLocalParameter4fEXT
+
Fertilize Field
glNamedProgramLocalParameter4fvEXT
+
Pull the Lever
glNamedProgramLocalParameters4fvEXT
+
Link a Building to Trigger
glNamedProgramLocalParametersI4ivEXT
+
Carve Fortification
glNamedProgramLocalParameterI4uiEXT
+
Detail Wall
glNamedProgramLocalParameterI4uivEXT
+
Detail Floor
glDisableIndexedEXT
+
Carve Track
glEnableIndexedEXT
+
Remove Stairs/Ramps
glVertexArrayVertexOffsetEXT
+
Carve Upward Staircase
glColorMaskIndexedEXT
+
Carve Downward Staircase
glIsEnabledIndexedEXT
+
Carve Up/Down Staircase
glDrawArraysInstancedEXT
+
Carve Ramp
glGetBooleanIndexedvEXT
+
Dig Channel
glGetIntegerIndexedvEXT
+
Fell Tree
glFogCoordPointerEXT
+
Gather Plants
glFogCoorddEXT
+
Bring Item to Shop
glDrawElementsInstancedEXT
+
Bring Item to Depot
glDrawRangeElementsEXT
+
Get Provisions
glFogCoordfvEXT
+
Clean Self
glFragmentColorMaterialEXT
+
Fill Waterskin
glFogCoorddvEXT
+
Sleep
glFogCoordfEXT
+
Kidnap
glFragmentLightModeliEXT
+
Cause Trouble
glFragmentLightModelivEXT
+
No Activity
glFragmentLightModelfEXT
+
Report Crime
glFragmentLightModelfvEXT
+
Hunt
glFragmentLightiEXT
+
Starting Fist Fight
glFragmentLightivEXT
+
Beat Criminal
glFragmentLightfEXT
+
Place Track Vehicle
glFragmentLightfvEXT
+
Push Track Vehicle
glFragmentMaterialiEXT
+
Execute Criminal
glFragmentMaterialivEXT
+
Hunt for Small Creature
glFragmentMaterialfEXT
+
Collect Taxes
glFragmentMaterialfvEXT
+
Guard Tax Collector
glGetFragmentMaterialfvEXT
+
Return Kill
glGetFragmentMaterialivEXT
+
Go Shopping
glGetFragmentLightfvEXT
+
Attend Party
glGetFragmentLightivEXT
+
Store Owned Item
glProgramUniformMatrix3x4fvEXT
+
Place Item in Tomb
glProgramUniformMatrix4fvEXT
+
Store Item in Stockpile
glProgramUniformMatrix3fvEXT
+
Store Item in Bag
glProgramUniformMatrix3x2fvEXT
+
Store Item in Barrel
glPushClientAttribDefaultEXT
+
Store Item in Bin
glTextureBufferEXT
+
Store Item in Vehicle
glProgramUniformMatrix4x2fvEXT
+
Store Weapon
glProgramUniformMatrix4x3fvEXT
+
Store Armor
glTextureImage3DEXT
+
Store Item in Hospital
glTextureParameterIivEXT
+
Store Item in Location
glTextureImage1DEXT
+
Pickup Equipment
glTextureImage2DEXT
+
Dump Item
glTextureParameterfvEXT
+
Strange Mood
glTextureParameteriEXT
+
Clean Trap
glTextureParameterIuivEXT
+
Load Catapult
glTextureParameterfEXT
+
Load Ballista
glTextureSubImage1DEXT
+
Fire Catapult
glTextureSubImage2DEXT
+
Fire Ballista
glTextureParameterivEXT
+
Operate Pump
glTextureRenderbufferEXT
+
Load Cage Trap
glVertexArrayColorOffsetEXT
+
Load Stone Trap
glVertexArrayEdgeFlagOffsetEXT
+
Load Weapon Trap
glTextureSubImage3DEXT
+
Goblet
glUnmapNamedBufferEXT
+
Stop Bleeding
glVertexArrayMultiTexCoordOffsetEXT
+
Repair Compound Fracture
glVertexArrayNormalOffsetEXT
+
Remove Rotten Tissue
glVertexArrayFogCoordOffsetEXT
+
DOUBLE TAGGED ITEM:
glVertexArrayIndexOffsetEXT
+
Impoverished Word Selector
glVertexArrayVertexAttribIOffsetEXT
+
NOUN
glVertexArrayVertexAttribOffsetEXT
+
ADJ_DIST
glVertexArraySecondaryColorOffsetEXT
+
THE_NOUN_SING
glVertexArrayTexCoordOffsetEXT
+
THE_NOUN_PLUR
glUniform2uivEXT
+
THE_COMPOUND_NOUN_SING
glUniform3uiEXT
+
THE_COMPOUND_NOUN_PLUR
glUniform1uivEXT
+
THE_COMPOUND_ADJ
glUniform2uiEXT
+
OF_NOUN_SING
glUniform4uivEXT
+
OF_NOUN_PLUR
glVertexAttribI1iEXT
+
FRONT_COMPOUND_NOUN_SING
glUniform3uivEXT
+
FRONT_COMPOUND_NOUN_PLUR
glUniform4uiEXT
+
REAR_COMPOUND_NOUN_SING
glVertexAttribI1uivEXT
+
REAR_COMPOUND_NOUN_PLUR
glVertexAttribI2iEXT
+
FRONT_COMPOUND_ADJ
glVertexAttribI1ivEXT
+
REAR_COMPOUND_ADJ
glVertexAttribI1uiEXT
+
FRONT_COMPOUND_PREFIX
glVertexAttribI2uivEXT
+
THE_COMPOUND_PREFIX
glVertexAttribI3iEXT
+
STANDARD_VERB
glVertexAttribI2ivEXT
+
Unrecognized Word Token:
glVertexAttribI2uiEXT
+
S_WORD
glVertexAttribI3uivEXT
+
Unrecognized Symbol Token:
glVertexAttribI4bvEXT
+
T_WORD
glVertexAttribI3ivEXT
+
Unrecognized Translation Token:
glVertexAttribI3uiEXT
+
*** Error(s) finalizing the symbol
glVertexAttribI4svEXT
+
Unrecognized word token:
glVertexAttribI4ubvEXT
+
language_layer
glVertexAttribI4iEXT
+
[OBJECT:LANGUAGE]
glVertexAttribI4ivEXT
+
[WORD:
glVertexAttribI4usvEXT
+
[SYMBOL:
glVertexAttribIPointerEXT
+
[TRANSLATION:
glVertexAttribI4uiEXT
+
WORD
glVertexAttribI4uivEXT
+
SYMBOL
glGetHistogramParameterivEXT
+
*** Error(s) finalizing the translation
glGetMinmaxEXT
+
DEATH
glGetHistogramEXT
+
NAME_SWAMP
glGetHistogramParameterfvEXT
+
HOLY
glRenderbufferStorageMultisampleEXT
+
NEGATIVE
glBindFramebufferEXT
+
NAME_DESERT
glLightEnviEXT
+
NAME_OCEAN
glBlitFramebufferEXT
+
NAME_GLACIER
glDeleteFramebuffersEXT
+
NAME_TUNDRA
glDeleteRenderbuffersEXT
+
NAME_GRASSLAND
glBindRenderbufferEXT
+
NAME_HILLS
glCheckFramebufferStatusEXT
+
NAME_REGION
glFramebufferTexture2DEXT
+
NAME_PEAK
glFramebufferTexture3DEXT
+
NAME_VOLCANO
glFramebufferRenderbufferEXT
+
NAME_ISLAND_SMALL
glFramebufferTexture1DEXT
+
NAME_ISLAND
glGenerateMipmapEXT
+
NAME_CONTINENT
glGetFramebufferAttachmentParameterivEXT
+
NAME_WAR
glGenFramebuffersEXT
+
NAME_BATTLE
glGenRenderbuffersEXT
+
NAME_SIEGE
glIsRenderbufferEXT
+
NAME_ENTITY_MERCHANT_COMPANY
glRenderbufferStorageEXT
+
NAME_BUILDING_LIBRARY
glGetRenderbufferParameterivEXT
+
NAME_COMMON_RELIGION
glIsFramebufferEXT
+
NAME_BUILDING_TEMPLE
glFramebufferTextureLayerEXT
+
NAME_ROAD
glProgramParameteriEXT
+
NAME_BRIDGE
glFramebufferTextureEXT
+
NAME_TUNNEL
glFramebufferTextureFaceEXT
+
NAME_WALL
glBindFragDataLocationEXT
+
NAME_BUILDING_KEEP
glGetFragDataLocationEXT
+
NAME_BUILDING_TOMB
glProgramEnvParameters4fvEXT
+
NAME_FESTIVAL
glProgramLocalParameters4fvEXT
+
Machine node out of bounds on split
glGetVertexAttribIuivEXT
+
Failed to find machine node frontier on split
glUniform1uiEXT
+
Unreachable machine node on split
glGetUniformuivEXT
+
CE_MATERIAL_FORCE_MULTIPLIER:
glGetVertexAttribIivEXT
+
vomit
glSecondaryColor3dvEXT
+
blood.
glSecondaryColor3fEXT
+
cough
glSecondaryColor3bvEXT
+
coughs
glSecondaryColor3dEXT
+
up blood.
glSecondaryColor3ivEXT
+
SYN_INJECTED
glSecondaryColor3sEXT
+
SYN_NO_HOSPITAL
glSecondaryColor3fvEXT
+
MOON_PHASE
glSecondaryColor3iEXT
+
ALCOHOLIC
glSecondaryColor3ubvEXT
+
CAVE_ADAPT
glSecondaryColor3uiEXT
+
PARTIED_OUT
glSecondaryColor3svEXT
+
MILK_COUNTER
glSecondaryColor3ubEXT
+
EGG_SPENT
glSecondaryColor3usvEXT
+
GROUNDED_ANIMAL_ANGER
glSecondaryColorPointerEXT
+
TIME_SINCE_SUCKED_BLOOD
glSecondaryColor3uivEXT
+
DRINKING_BLOOD
glSecondaryColor3usEXT
+
Unrecognized Counter:
glUseShaderProgramEXT
+
IMPLIES_ANIMAL_KILL
glBindImageTextureEXT
+
ALCOHOL_PLANT
glActiveProgramEXT
+
ALCOHOL_CREATURE
glCreateShaderProgramEXT
+
CHEESE_PLANT
glTexSubImage1DEXT
+
CHEESE_CREATURE
glTexSubImage2DEXT
+
POWDER_MISC_PLANT
glMemoryBarrierEXT
+
POWDER_MISC_CREATURE
glActiveStencilFaceEXT
+
STOCKPILE_GLOB
glTexBufferEXT
+
STOCKPILE_GLOB_SOLID
glClearColorIiEXT
+
STOCKPILE_GLOB_PRESSED
glTexSubImage3DEXT
+
LIQUID_MISC_PLANT
glTexImage3DEXT
+
LIQUID_MISC_CREATURE
glGetTexParameterIuivEXT
+
LIQUID_MISC_OTHER
glTexParameterIivEXT
+
LIQUID_MISC
glClearColorIuiEXT
+
STRUCTURAL_PLANT_MAT
glGetTexParameterIivEXT
+
SEED_MAT
glHistogramEXT
+
STOCKPILE_PLANT_GROWTH
glMinmaxEXT
+
BONE
glGetMinmaxParameterfvEXT
+
WOOD
glGetMinmaxParameterivEXT
+
THREAD_PLANT
glIndexFuncEXT
+
TOOTH
glIndexMaterialEXT
+
HORN
glResetHistogramEXT
+
SHELL
glResetMinmaxEXT
+
SILK
glTextureMaterialEXT
+
GENERATES_MIASMA
glMultiDrawArraysEXT
+
ROTS
glApplyTextureEXT
+
BLOOD_MAP_DESCRIPTOR
glTextureLightEXT
+
ICHOR_MAP_DESCRIPTOR
glSamplePatternEXT
+
GOO_MAP_DESCRIPTOR
glColorTableEXT
+
SLIME_MAP_DESCRIPTOR
glMultiDrawElementsEXT
+
PUS_MAP_DESCRIPTOR
glSampleMaskEXT
+
SWEAT_MAP_DESCRIPTOR
glGetColorTableParameterivEXT
+
TEARS_MAP_DESCRIPTOR
glGetPixelTransformParameterfvEXT
+
SPIT_MAP_DESCRIPTOR
glGetColorTableEXT
+
EVAPORATES
glGetColorTableParameterfvEXT
+
ENTERS_BLOOD
glPixelTransformParameterfvEXT
+
ALCOHOL
glPixelTransformParameteriEXT
+
EDIBLE_VERMIN
glGetPixelTransformParameterivEXT
+
EDIBLE_RAW
glPixelTransformParameterfEXT
+
EDIBLE_COOKED
glPointParameterfvEXT
+
DO_NOT_CLEAN_GLOB
glPolygonOffsetEXT
+
NO_STONE_STOCKPILE
glPixelTransformParameterivEXT
+
ITEMS_METAL
glPointParameterfEXT
+
ITEMS_BARRED
glEndSceneEXT
+
ITEMS_SCALED
glSecondaryColor3bEXT
+
ITEMS_LEATHER
glProvokingVertexEXT
+
ITEMS_SOFT
glBeginSceneEXT
+
ITEMS_HARD
glVertexAttribL4dEXT
+
IS_STONE
glVertexAttribL4dvEXT
+
IS_CERAMIC
glVertexAttribL3dEXT
+
UNDIGGABLE
glVertexAttribL3dvEXT
+
DISPLAY_UNGLAZED
glBindLightParameterEXT
+
YARN
glBindMaterialParameterEXT
+
STOCKPILE_THREAD_METAL
glVertexAttribLPointerEXT
+
IS_METAL
glBeginVertexShaderEXT
+
IS_GLASS
glBindTextureUnitParameterEXT
+
CRYSTAL_GLASSABLE
glBindVertexShaderEXT
+
ITEMS_WEAPON
glBindParameterEXT
+
ITEMS_WEAPON_RANGED
glBindTexGenParameterEXT
+
ITEMS_ANVIL
glEnableVariantClientStateEXT
+
ITEMS_AMMO
glEndVertexShaderEXT
+
ITEMS_DIGGER
glDeleteVertexShaderEXT
+
ITEMS_ARMOR
glDisableVariantClientStateEXT
+
ITEMS_DELICATE
glGenVertexShadersEXT
+
ITEMS_SIEGE_ENGINE
glGetInvariantBooleanvEXT
+
ITEMS_QUERN
glExtractComponentEXT
+
STOCKPILE_GLOB_PASTE
glGenSymbolsEXT
+
PROB
glGetLocalConstantBooleanvEXT
+
LOCALIZED
glGetLocalConstantFloatvEXT
+
RESISTABLE
glGetInvariantFloatvEXT
+
ABRUPT
glGetInvariantIntegervEXT
+
ABRUPT_START
glGetVariantFloatvEXT
+
ABRUPT_END
glGetVariantIntegervEXT
+
SIZE_DELAYS
glGetLocalConstantIntegervEXT
+
SIZE_DILUTES
glGetVariantBooleanvEXT
+
VASCULAR_ONLY
glIsVariantEnabledEXT
+
MUSCULAR_ONLY
glSetInvariantEXT
+
START
glGetVariantPointervEXT
+
PEAK
glInsertComponentEXT
+
DWF_STRETCH
glBindTextureEXT
+
data/speech/
glDeleteTexturesEXT
+
Interaction Token not recognized :
glTexParameterIuivEXT
+
*** Error(s) finalizing the material template
glAreTexturesResidentEXT
+
Unrecognized Color Token in Material Template:
glPrioritizeTexturesEXT
+
: Unrecognized Color Token in Material Template:
glTextureNormalEXT
+
rock
glGenTexturesEXT
+
magma
glIsTextureEXT
+
boiling magma
glBeginTransformFeedbackEXT
+
GRAY
glBindBufferBaseEXT
+
amber
glGetQueryObjecti64vEXT
+
ground amber
glGetQueryObjectui64vEXT
+
amber paste
glEndTransformFeedbackEXT
+
pressed amber
glGetTransformFeedbackVaryingEXT
+
coral
glBindBufferOffsetEXT
+
ground coral
glBindBufferRangeEXT
+
coral paste
glColorPointerEXT
+
pressed coral
glDrawArraysEXT
+
WHITE
glTransformFeedbackVaryingsEXT
+
green glass
glArrayElementEXT
+
ground green glass
glIndexPointerEXT
+
green glass paste
glNormalPointerEXT
+
pressed green glass
glEdgeFlagPointerEXT
+
molten green glass
glGetPointervEXT
+
boiling green glass
glGetVertexAttribLdvEXT
+
DARK_GREEN
glVertexArrayVertexAttribLOffsetEXT
+
clear glass
glTexCoordPointerEXT
+
ground clear glass
glVertexPointerEXT
+
clear glass paste
glVertexAttribL2dEXT
+
pressed clear glass
glVertexAttribL2dvEXT
+
molten clear glass
glVertexAttribL1dEXT
+
boiling clear glass
glVertexAttribL1dvEXT
+
crystal glass
glTexCoordPointerListIBM
+
ground crystal glass
glVertexPointerListIBM
+
crystal glass paste
glNormalPointerListIBM
+
pressed crystal glass
glSecondaryColorPointerListIBM
+
molten crystal glass
glTexCoordPointervINTEL
+
boiling crystal glass
glVertexPointervINTEL
+
snow
glColorPointervINTEL
+
slush
glNormalPointervINTEL
+
water
glBufferRegionEnabledEXT
+
coal powder
glDeleteBufferRegionEXT
+
coal slush
glTexScissorFuncINTEL
+
pressed coal
glTexScissorINTEL
+
BLACK
glReadBufferRegionEXT
+
POTASH
glResizeBuffersMESA
+
potash
glDrawBufferRegionEXT
+
potash slush
glNewBufferRegionEXT
+
pressed potash
glWindowPos2fMESA
+
ash paste
glWindowPos2fvMESA
+
pressed ash
glWindowPos2dMESA
+
ASH_GLAZE
glWindowPos2dvMESA
+
GLAZE_MAT
glWindowPos2sMESA
+
pearlash
glWindowPos2svMESA
+
pearlash paste
glWindowPos2iMESA
+
pressed pearlash
glWindowPos2ivMESA
+
frozen lye
glWindowPos3fMESA
+
frozen lye powder
glWindowPos3fvMESA
+
lye slush
glWindowPos3dMESA
+
boiling lye
glWindowPos3dvMESA
+
dirt
glWindowPos3sMESA
+
pressed dirt
glWindowPos3svMESA
+
BROWN
glWindowPos3iMESA
+
pressed vomit
glWindowPos3ivMESA
+
molten salt
glShaderOp2EXT
+
boiling salt
glShaderOp3EXT
+
FILTH_B
glSetLocalConstantEXT
+
filth
glShaderOp1EXT
+
pressed filth
glVariantbvEXT
+
FILTH_Y
glVariantdvEXT
+
frozen filth
glSwizzleEXT
+
frozen filth powder
glVariantPointerEXT
+
filth slush
glVariantsvEXT
+
boiling filth
glVariantubvEXT
+
YELLOW
glVariantfvEXT
+
UNKNOWN_SUBSTANCE
glVariantivEXT
+
unknown frozen substance
glWriteMaskEXT
+
unknown frozen powder
glVertexWeightPointerEXT
+
unknown slush
glVariantuivEXT
+
unknown substance
glVariantusvEXT
+
unknown boiling substance
glFrameTerminatorGREMEDY
+
grime
glStringMarkerGREMEDY
+
grime paste
glVertexWeightfEXT
+
pressed grime
glVertexWeightfvEXT
+
CREATURE_1
glImageTransformParameterfHP
+
unknown frozen creature substance
glImageTransformParameterfvHP
+
unknown frozen creature powder
glGetImageTransformParameterfvHP
+
unknown creature paste
glGetImageTransformParameterivHP
+
unknown pressed frozen creature substance
glMultiModeDrawArraysIBM
+
unknown creature substance
glMultiModeDrawElementsIBM
+
unknown boiling creature substance
glImageTransformParameteriHP
+
PLANT_1
glImageTransformParameterivHP
+
unknown frozen plant substance
glFogCoordPointerListIBM
+
unknown frozen plant powder
glIndexPointerListIBM
+
unknown frozen plant paste
glColorPointerListIBM
+
unknown pressed frozen plant substance
glEdgeFlagPointerListIBM
+
unknown plant substance
glGetProgramNamedParameterfvNV
+
unknown boiling plant substance
glProgramNamedParameter4dNV
+
Unrecognized Creature/Caste Token in Body Transformation Effect:
glTestFenceNV
+
PAPER_SLURRY
glGetProgramNamedParameterdvNV
+
TARGET
glProgramNamedParameter4fvNV
+
LINE_OF_SIGHT
glRenderbufferStorageMultisampleCoverageNV
+
TOUCHABLE
glProgramNamedParameter4dvNV
+
DISTURBER_ONLY
glProgramNamedParameter4fNV
+
SELF_ALLOWED
glProgramEnvParameterI4ivNV
+
SELF_ONLY
glProgramEnvParameterI4uiNV
+
Unrecognized CDI Target Token:
glProgramVertexLimitNV
+
TARGET_RANGE
glProgramEnvParameterI4iNV
+
LOCATION_HINT
glProgramEnvParametersI4uivNV
+
USAGE_HINT
glProgramLocalParameterI4iNV
+
ADV_NAME
glProgramEnvParameterI4uivNV
+
MAX_TARGET_NUMBER
glProgramEnvParametersI4ivNV
+
WAIT_PERIOD
glProgramLocalParameterI4uivNV
+
VERBAL_SPEECH
glProgramLocalParametersI4ivNV
+
CAN_BE_MUTUAL
glProgramLocalParameterI4ivNV
+
VERBAL
glProgramLocalParameterI4uiNV
+
FREE_ACTION
glGetUniformui64vNV
+
VERB
glProgramUniform1i64NV
+
VERB_REVERSE
glProgramLocalParametersI4uivNV
+
TARGET_VERB
glGetUniformi64vNV
+
BP_REQUIRED
glProgramUniform1ui64vNV
+
FLOW
glProgramUniform2i64NV
+
SYNDROME
glProgramUniform1i64vNV
+
SYN_NAME
glProgramUniform1ui64NV
+
SYN_AFFECTED_CLASS
glProgramUniform2ui64vNV
+
SYN_IMMUNE_CLASS
glProgramUniform3i64NV
+
SYN_AFFECTED_CREATURE
glProgramUniform2i64vNV
+
SYN_CLASS
glProgramUniform2ui64NV
+
SYN_IDENTIFIER
glWindowPos4fMESA
+
SYN_IMMUNE_CREATURE
glWindowPos4fvMESA
+
SYN_CONCENTRATION_ADDED
glWindowPos4dMESA
+
CE_REDUCE_PAIN
glWindowPos4dvMESA
+
:BP missing body part group token
glWindowPos4sMESA
+
:BP missing body part token
glWindowPos4svMESA
+
:BP missing tissue token
glWindowPos4iMESA
+
Unrecognized CE_REDUCE_PAIN token:
glWindowPos4ivMESA
+
CE_PAIN
glCopyImageSubDataNV
+
Unrecognized CE_PAIN token:
glClearDepthdNV
+
CE_REDUCE_SWELLING
glBeginConditionalRenderNV
+
Unrecognized CE_REDUCE_SWELLING token:
glEndConditionalRenderNV
+
CE_CURE_INFECTION
glEvalMapsNV
+
Unrecognized CE_CURE_INFECTION token:
glGetMapAttribParameterfvNV
+
CE_SWELLING
glDepthBoundsdNV
+
Unrecognized CE_SWELLING token:
glDepthRangedNV
+
CE_HEAL_NERVES
glGetMapParameterfvNV
+
Unrecognized CE_HEAL_NERVES token:
glGetMapParameterivNV
+
CE_STOP_BLEEDING
glGetMapAttribParameterivNV
+
Unrecognized CE_STOP_BLEEDING token:
glGetMapControlPointsNV
+
CE_OOZING
glMapParameterivNV
+
Unrecognized CE_OOZING token:
glGetMultisamplefvNV
+
CE_BRUISING
glMapControlPointsNV
+
Unrecognized CE_BRUISING token:
glMapParameterfvNV
+
CE_CLOSE_OPEN_WOUNDS
glDeleteFencesNV
+
Unrecognized CE_CLOSE_OPEN_WOUNDS token:
glFinishFenceNV
+
CE_HEAL_TISSUES
glSampleMaskIndexedNV
+
Unrecognized CE_HEAL_TISSUES token:
glTexRenderbufferNV
+
CE_REGROW_PARTS
glIsFenceNV
+
Unrecognized CE_REGROW_PARTS token:
glSetFenceNV
+
CE_BLISTERS
glGenFencesNV
+
Unrecognized CE_BLISTERS token:
glGetFenceivNV
+
CE_NUMBNESS
glMultiTexCoord3hvNV
+
Unrecognized CE_NUMBNESS token:
glMultiTexCoord4hNV
+
CE_REDUCE_PARALYSIS
glMultiTexCoord2hvNV
+
Unrecognized CE_REDUCE_PARALYSIS token:
glMultiTexCoord3hNV
+
CE_PARALYSIS
glNormal3hvNV
+
Unrecognized CE_PARALYSIS token:
glSecondaryColor3hNV
+
CE_REDUCE_FEVER
glMultiTexCoord4hvNV
+
Unrecognized CE_REDUCE_FEVER token:
glNormal3hNV
+
Unrecognized CE_FEVER token:
glTexCoord1hvNV
+
CE_BLEEDING
glTexCoord2hNV
+
Unrecognized CE_BLEEDING token:
glSecondaryColor3hvNV
+
CE_COUGH_BLOOD
glTexCoord1hNV
+
Unrecognized CE_COUGH_BLOOD token:
glTexCoord3hvNV
+
CE_VOMIT_BLOOD
glTexCoord4hNV
+
Unrecognized CE_VOMIT_BLOOD token:
glTexCoord2hvNV
+
CE_REDUCE_NAUSEA
glTexCoord3hNV
+
Unrecognized CE_REDUCE_NAUSEA token:
glVertex2hvNV
+
CE_NAUSEA
glVertex3hNV
+
Unrecognized CE_NAUSEA token:
glTexCoord4hvNV
+
CE_UNCONSCIOUSNESS
glVertex2hNV
+
Unrecognized CE_UNCONSCIOUSNESS token:
glVertex4hvNV
+
CE_NECROSIS
glVertexAttrib1hNV
+
Unrecognized CE_NECROSIS token:
glVertex3hvNV
+
Unrecognized CE_IMPAIR_FUNCTION token:
glVertex4hNV
+
CE_DROWSINESS
glVertexAttrib2hvNV
+
Unrecognized CE_DROWSINESS token:
glVertexAttrib3hNV
+
CE_REDUCE_DIZZINESS
glVertexAttrib1hvNV
+
Unrecognized CE_REDUCE_DIZZINESS token:
glVertexAttrib2hNV
+
CE_DIZZINESS
glVertexAttrib4hvNV
+
Unrecognized CE_DIZZINESS token:
glVertexAttribs1hvNV
+
CE_SPECIAL_ATTACK_INTERACTION
glVertexAttrib3hvNV
+
:INTERACTION missing token
glVertexAttrib4hNV
+
Unrecognized CE_SPECIAL_ATTACK_INTERACTION token:
glProgramUniform3ui64vNV
+
CE_ADD_TAG
glProgramUniform4i64NV
+
EXTRAVISION
glProgramUniform3i64vNV
+
OPPOSED_TO_LIFE
glProgramUniform3ui64NV
+
NOEXERT
glProgramUniform4ui64vNV
+
CRAZED
glUniform1i64NV
+
NOBREATHE
glProgramUniform4i64vNV
+
NOSTUN
glProgramUniform4ui64NV
+
NOFEAR
glUniform1ui64vNV
+
NO_DRINK
glUniform2i64NV
+
NOTHOUGHT
glUniform1i64vNV
+
NO_AGING
glUniform1ui64NV
+
FIT_FOR_RESURRECTION
glUniform2ui64vNV
+
Unsupported CE add tag:
glUniform3i64NV
+
CE_REMOVE_TAG
glUniform2i64vNV
+
Unsupported CE remove tag:
glUniform2ui64NV
+
CE_DISPLAY_TILE
glUniform3ui64vNV
+
CAN_BE_HIDDEN
glUniform4i64NV
+
Unrecognized CE_DISPLAY_TILE token:
glUniform3i64vNV
+
CE_DISPLAY_NAME
glUniform3ui64NV
+
Unrecognized CE_DISPLAY_NAME token:
glUniform4ui64vNV
+
CE_FLASH_TILE
glColor3hNV
+
Unrecognized CE_FLASH_TILE token:
glUniform4i64vNV
+
CE_PHYS_ATT_CHANGE
glUniform4ui64NV
+
Unrecognized CE_PHYS_ATT_CHANGE token:
glColor4hvNV
+
CE_MENT_ATT_CHANGE
glFogCoordhNV
+
Unrecognized CE_MENT_ATT_CHANGE token:
glColor3hvNV
+
CE_BODY_APPEARANCE_MODIFIER
glColor4hNV
+
APPEARANCE_MODIFIER
glMultiTexCoord1hvNV
+
Unrecognized CE_BODY_APPEARANCE_MODIFIER token:
glMultiTexCoord2hNV
+
CE_BP_APPEARANCE_MODIFIER
glFogCoordhvNV
+
RESERVED_WHOLE_PART
glMultiTexCoord1hNV
+
Unrecognized CE_BP_APPEARANCE_MODIFIER token:
glGetCombinerInputParameterfvNV
+
CE_MATERIAL_FORCE_MULTIPLIER
glGetCombinerInputParameterivNV
+
MAT_MULT
glCombinerParameterivNV
+
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token:
glFinalCombinerInputNV
+
CE_SPEED_CHANGE
glGetFinalCombinerInputParameterfvNV
+
SPEED_PERC
glGetFinalCombinerInputParameterivNV
+
SPEED_ADD
glGetCombinerOutputParameterfvNV
+
Unrecognized CE_SPEED_CHANGE token:
glGetCombinerOutputParameterivNV
+
CE_BODY_MAT_INTERACTION
glGetBufferParameterui64vNV
+
MAT_TOKEN
glGetIntegerui64vNV
+
Unrecognized CE_BODY_MAT_INTERACTION token:
glCombinerStageParameterfvNV
+
CE_SENSE_CREATURE_CLASS
glGetCombinerStageParameterfvNV
+
Unrecognized CE_SENSE_CREATURE_CLASS token:
glIsNamedBufferResidentNV
+
CE_CAN_DO_INTERACTION
glMakeBufferNonResidentNV
+
Unrecognized CE_CAN_DO_INTERACTION token:
glGetNamedBufferParameterui64vNV
+
CE_BODY_TRANSFORMATION
glIsBufferResidentNV
+
Unrecognized CE_BODY_TRANSFORMATION token:
glMakeNamedBufferResidentNV
+
CE_FEEL_EMOTION
glProgramUniformui64NV
+
EMOTION
glMakeBufferResidentNV
+
Unrecognized CE_FEEL_EMOTION token:
glMakeNamedBufferNonResidentNV
+
CE_CHANGE_PERSONALITY
glUniformui64vNV
+
FACET
glTextureBarrierNV
+
Unrecognized CE_CHANGE_PERSONALITY token:
glProgramUniformui64vNV
+
CE_ERRATIC_BEHAVIOR
glUniformui64NV
+
Unrecognized CE_ERRATIC_BEHAVIOR token:
glBindBufferBaseNV
+
CE_SKILL_ROLL_ADJUST
glBindBufferOffsetNV
+
PERC
glActiveVaryingNV
+
PERC_ON
glBeginTransformFeedbackNV
+
Unrecognized CE_SKILL_ROLL_ADJUST token:
glGetActiveVaryingNV
+
CDI token precedes any CAN_DO_INTERACTION tag
glGetTransformFeedbackVaryingNV
+
SYNDROME_TAG
glBindBufferRangeNV
+
CREATURE_FLAG
glEndTransformFeedbackNV
+
FORBIDDEN_CREATURE_FLAG
glVertexAttribs4hvNV
+
CREATURE_CASTE_FLAG
glVertexWeighthNV
+
FORBIDDEN_CREATURE_CASTE_FLAG
glVertexAttribs2hvNV
+
HAVE_FAST_EFFORTLESS_GAIT_SPEED
glVertexAttribs3hvNV
+
ALL_SLOW_EFFORTLESS_GAIT_SPEED
glDeleteOcclusionQueriesNV
+
PERIODIC
glEndOcclusionQueryNV
+
COUNTER_TRIGGER
glVertexWeighthvNV
+
Unrecognized CE Token:
glBeginOcclusionQueryNV
+
PARALYZEIMMUNE
glGetOcclusionQueryuivNV
+
PREFIX
glIsOcclusionQueryNV
+
STONE_NAME
glGenOcclusionQueriesNV
+
IS_GEM
glGetOcclusionQueryivNV
+
OVERWRITE_SOLID
glProgramBufferParametersfvNV
+
TEMP_DIET_INFO
glFlushPixelDataRangeNV
+
BLOOD
glProgramBufferParametersIivNV
+
SLIME
glProgramBufferParametersIuivNV
+
ICHOR
glPointParameterivNV
+
FILTH
glGetVideoi64vNV
+
POWDER_DYE
glPixelDataRangeNV
+
ITEM_SYMBOL
glPointParameteriNV
+
DISPLAY_COLOR
glGetVideouivNV
+
BUILD_COLOR
glPresentFrameDualFillNV
+
TILE_COLOR
glGetVideoivNV
+
BASIC_COLOR
glGetVideoui64vNV
+
STATE_COLOR
glPrimitiveRestartNV
+
STATE_NAME
glCombinerInputNV
+
STATE_NAME_ADJ
glPresentFrameKeyedNV
+
STATE_ADJ
glPrimitiveRestartIndexNV
+
ABSORPTION
glCombinerParameterfvNV
+
IMPACT_YIELD
glCombinerParameteriNV
+
IMPACT_FRACTURE
glCombinerOutputNV
+
IMPACT_ELASTICITY
glCombinerParameterfNV
+
IMPACT_STRAIN_AT_YIELD
glVertexAttribL3ui64NV
+
COMPRESSIVE_FRACTURE
glVertexAttribL3ui64vNV
+
COMPRESSIVE_ELASTICITY
glVertexAttribL3i64NV
+
COMPRESSIVE_STRAIN_AT_YIELD
glVertexAttribL3i64vNV
+
TENSILE_FRACTURE
glVertexAttribL4ui64NV
+
TENSILE_ELASTICITY
glVertexAttribL4ui64vNV
+
TENSILE_STRAIN_AT_YIELD
glVertexAttribL4i64NV
+
TORSION_FRACTURE
glVertexAttribL4i64vNV
+
TORSION_ELASTICITY
glColorFormatNV
+
TORSION_STRAIN_AT_YIELD
glEdgeFlagFormatNV
+
SHEAR_FRACTURE
glVertexAttribLFormatNV
+
SHEAR_ELASTICITY
glBufferAddressRangeNV
+
SHEAR_STRAIN_AT_YIELD
glIndexFormatNV
+
BENDING_FRACTURE
glNormalFormatNV
+
BENDING_ELASTICITY
glFogCoordFormatNV
+
BENDING_STRAIN_AT_YIELD
glGetIntegerui64i_vNV
+
MATERIAL_VALUE
glVertexAttribFormatNV
+
MULTIPLY_VALUE
glVertexAttribIFormatNV
+
SPEC_HEAT
glSecondaryColorFormatNV
+
HEATDAM_POINT
glTexCoordFormatNV
+
COLDDAM_POINT
glBindProgramNV
+
IGNITE_POINT
glDeleteProgramsNV
+
MELTING_POINT
glVertexFormatNV
+
BOILING_POINT
glAreProgramsResidentNV
+
MAT_FIXED_TEMP
glGetProgramParameterdvNV
+
IF_EXISTS_SET_HEATDAM_POINT
glGetProgramParameterfvNV
+
IF_EXISTS_SET_COLDDAM_POINT
glExecuteProgramNV
+
IF_EXISTS_SET_IGNITE_POINT
glGenProgramsNV
+
IF_EXISTS_SET_MELTING_POINT
glGetTrackMatrixivNV
+
IF_EXISTS_SET_BOILING_POINT
glGetVertexAttribPointervNV
+
IF_EXISTS_SET_MAT_FIXED_TEMP
glGetProgramStringNV
+
SOLID_DENSITY
glGetProgramivNV
+
LIQUID_DENSITY
glTransformFeedbackVaryingsNV
+
MOLAR_MASS
glBindTransformFeedbackNV
+
EXTRACT_STORAGE
glGetVaryingLocationNV
+
BUTCHER_SPECIAL
glTransformFeedbackAttribsNV
+
MEAT_NAME
glGenTransformFeedbacksNV
+
BLOCK_NAME
glIsTransformFeedbackNV
+
MATERIAL_REACTION_PRODUCT
glDeleteTransformFeedbacksNV
+
ITEM_REACTION_PRODUCT
glDrawTransformFeedbackNV
+
HARDENS_WITH_WATER
glVDPAUFiniNV
+
SOAP_LEVEL
glVDPAUGetSurfaceivNV
+
COMPRESSIVE_YIELD
glPauseTransformFeedbackNV
+
TENSILE_YIELD
glResumeTransformFeedbackNV
+
TORSION_YIELD
glVDPAUMapSurfacesNV
+
SHEAR_YIELD
glVDPAURegisterOutputSurfaceNV
+
BENDING_YIELD
glVDPAUInitNV
+
MAX_EDGE
glVDPAUIsSurfaceNV
+
Unrecognized Material Template Token:
glVDPAUUnmapSurfacesNV
+
inorganic_generated
glVDPAUUnregisterSurfaceNV
+
[OBJECT:INORGANIC]
glVDPAURegisterVideoSurfaceNV
+
plant_generated
glVDPAUSurfaceAccessNV
+
[OBJECT:PLANT]
glGetVertexAttribLi64vNV
+
[PLANT:
glGetVertexAttribLui64vNV
+
: Smelt Ore Not Found, Token -
glFlushVertexArrayRangeNV
+
: Thread Metal Ore Not Found, Token -
glVertexArrayRangeNV
+
: Environment Spec Stone Not Found, Token -
glVertexAttribL1ui64NV
+
: Could not locate material template
glVertexAttribL1ui64vNV
+
WAFERS
glVertexAttribL1i64NV
+
SPECIAL
glVertexAttribL1i64vNV
+
DEEP_SPECIAL
glVertexAttribL2ui64NV
+
DIVINE
glVertexAttribL2ui64vNV
+
THREAD_METAL
glVertexAttribL2i64NV
+
DEEP_SURFACE
glVertexAttribL2i64vNV
+
AQUIFER
glVertexAttrib4fvNV
+
METAMORPHIC
glVertexAttrib4sNV
+
SEDIMENTARY
glVertexAttrib4dvNV
+
SOIL
glVertexAttrib4fNV
+
SOIL_OCEAN
glVertexAttrib4ubvNV
+
SOIL_SAND
glVertexAttribPointerNV
+
SEDIMENTARY_OCEAN_SHALLOW
glVertexAttrib4svNV
+
SEDIMENTARY_OCEAN_DEEP
glVertexAttrib4ubNV
+
IGNEOUS_INTRUSIVE
glVertexAttribs1svNV
+
IGNEOUS_EXTRUSIVE
glVertexAttribs2dvNV
+
ENVIRONMENT
glVertexAttribs1dvNV
+
Missing Stone Environment Token:
glVertexAttribs1fvNV
+
Missing Stone Environment Inclusion Type Token:
glVertexAttribs3dvNV
+
Missing Frequency for Stone Environment:
glVertexAttribs3fvNV
+
ALL_STONE
glVertexAttribs2fvNV
+
IGNEOUS_ALL
glVertexAttribs2svNV
+
ALLUVIAL
glVertexAttribs4fvNV
+
Unrecognized Stone Environment Token:
glVertexAttribs4svNV
+
ENVIRONMENT_SPEC
glVertexAttribs3svNV
+
Missing Stone Environment Spec Token:
glVertexAttribs4dvNV
+
Missing Stone Environment Spec Inclusion Type Token:
glClipPlanefOES
+
Missing Frequency for Stone Environment Spec:
glDepthRangefOES
+
LAVA
glVertexAttribs4ubvNV
+
Unrecognized Inorganic Material Definition Token:
glClearDepthfOES
+
Sharp blades
glOrthofOES
+
Extract
glDetailTexFuncSGIS
+
strands
glFrustumfOES
+
Ore of
glGetClipPlanefOES
+
MATERIAL
glGetFogFuncSGIS
+
GROWTH
glSampleMaskSGIS
+
GROWTH_ITEM
glGetDetailTexFuncSGIS
+
GROWTH_TRUNK_HEIGHT_PERC
glFogFuncSGIS
+
GROWTH_TIMING
glGetVertexAttribivNV
+
GROWTH_DROPS_OFF
glIsProgramNV
+
GROWTH_DROPS_OFF_NO_CLOUD
glGetVertexAttribdvNV
+
GROWTH_HOST_TILE
glGetVertexAttribfvNV
+
BRANCHES
glProgramParameter4dvNV
+
LIGHT_BRANCHES
glProgramParameter4fNV
+
HEAVY_BRANCHES
glLoadProgramNV
+
DIRECTED_BRANCHES
glProgramParameter4dNV
+
ROOTS
glProgramParameters4fvNV
+
TRUNK
glRequestResidentProgramsNV
+
TWIGS
glProgramParameter4fvNV
+
ALL_BRANCHES
glProgramParameters4dvNV
+
BRANCHES_AND_TWIGS
glVertexAttrib1dvNV
+
LIGHT_BRANCHES_AND_TWIGS
glVertexAttrib1fNV
+
ALL_BRANCHES_AND_TWIGS
glTrackMatrixNV
+
SAPLING
glVertexAttrib1dNV
+
ALL_BRANCHES_AND_TRUNK
glVertexAttrib1svNV
+
HEAVY_BRANCHES_AND_TRUNK
glVertexAttrib2dNV
+
DIRECTED_BRANCHES_AND_TRUNK
glVertexAttrib1fvNV
+
GROWTH_DENSITY
glVertexAttrib1sNV
+
GROWTH_HAS_SEED
glVertexAttrib2fvNV
+
GROWTH_PRINT
glVertexAttrib2sNV
+
GROWTH_NAME
glVertexAttrib2dvNV
+
ALL_NAMES
glVertexAttrib2fNV
+
TRUNK_PERIOD
glVertexAttrib3dvNV
+
HEAVY_BRANCH_DENSITY
glVertexAttrib3fNV
+
DIRECTED_BRANCH_DENSITY
glVertexAttrib2svNV
+
LIGHT_BRANCH_DENSITY
glVertexAttrib3dNV
+
HEAVY_BRANCH_RADIUS
glVertexAttrib3svNV
+
DIRECTED_BRANCH_RADIUS
glVertexAttrib4dNV
+
BRANCH_RADIUS
glVertexAttrib3fvNV
+
MAX_TRUNK_DIAMETER
glVertexAttrib3sNV
+
TRUNK_WIDTH_PERIOD
glReferencePlaneSGIX
+
CAP_PERIOD
glSpriteParameterfSGIX
+
CAP_RADIUS
glFrameZoomSGIX
+
ROOT_DENSITY
glPixelTexGenSGIX
+
ROOT_RADIUS
glSpriteParameterivSGIX
+
STANDARD_TILE_NAMES
glTagSampleBufferSGIX
+
trunk
glSpriteParameterfvSGIX
+
roots
glSpriteParameteriSGIX
+
branches
glColorTableSGI
+
twigs
glCopyColorTableSGI
+
cap
glColorTableParameterfvSGI
+
TRUNK_NAME
glColorTableParameterivSGI
+
ROOT_NAME
glGetColorTableSGI
+
ROOTS_NAME
glFinishTextureSUNX
+
LIGHT_BRANCHES_NAME
glGetColorTableParameterfvSGI
+
HEAVY_BRANCHES_NAME
glGetColorTableParameterivSGI
+
TWIGS_NAME
glGlobalAlphaFactorfSUN
+
GRASS
glGlobalAlphaFactoriSUN
+
TREE_TILE
glGlobalAlphaFactorbSUN
+
DEAD_TREE_TILE
glGlobalAlphaFactordSUN
+
SAPLING_TILE
glGlobalAlphaFactoruiSUN
+
DEAD_SAPLING_TILE
glGlobalAlphaFactorusSUN
+
TREE_COLOR
glGlobalAlphaFactorsSUN
+
DEAD_TREE_COLOR
glGlobalAlphaFactorubSUN
+
SAPLING_COLOR
glReplacementCodeubSUN
+
DEAD_SAPLING_COLOR
glReplacementCodeubvSUN
+
TREE_ROOT_SLOPING
glReadVideoPixelsSUN
+
TREE_ROOTS
glReplacementCodePointerSUN
+
TREE_TRUNK_N
glReplacementCodeusSUN
+
TREE_TRUNK_E
glReplacementCodeusvSUN
+
TREE_TRUNK_NW
glReplacementCodeuiSUN
+
TREE_TRUNK_NE
glReplacementCodeuivSUN
+
TREE_TRUNK_SW
glSharpenTexFuncSGIS
+
TREE_TRUNK_SE
glTexImage4DSGIS
+
TREE_TRUNK_BRANCH_N
glSamplePatternSGIS
+
TREE_TRUNK_BRANCH_S
glGetSharpenTexFuncSGIS
+
TREE_TRUNK_BRANCH_E
glTexFilterFuncSGIS
+
TREE_TRUNK_BRANCH_W
glAsyncMarkerSGIX
+
TREE_BRANCH_NS
glTexSubImage4DSGIS
+
TREE_BRANCH_NW
glGetTexFilterFuncSGIS
+
TREE_BRANCH_SW
glGenAsyncMarkersSGIX
+
TREE_BRANCH_NSE
glIsAsyncMarkerSGIX
+
TREE_BRANCH_NSW
glDeleteAsyncMarkersSGIX
+
TREE_BRANCH_NEW
glFinishAsyncSGIX
+
TREE_BRANCH_SEW
glTextureFogSGIX
+
TREE_BRANCH_NSEW
glFragmentColorMaterialSGIX
+
TREE_TWIGS
glPollAsyncSGIX
+
TREE_CAP_WALL_NE
glFlushRasterSGIX
+
TREE_CAP_WALL_SE
glFragmentLightModeliSGIX
+
TREE_ROOTS_DEAD
glFragmentLightModelivSGIX
+
TREE_TRUNK_PILLAR_DEAD
glFragmentLightModelfSGIX
+
TREE_TRUNK_NE_DEAD
glFragmentLightModelfvSGIX
+
TREE_TRUNK_SE_DEAD
glFragmentLightiSGIX
+
TREE_TRUNK_BRANCH_S_DEAD
glFragmentLightivSGIX
+
TREE_TRUNK_BRANCH_W_DEAD
glFragmentLightfSGIX
+
TREE_BRANCH_NSW_DEAD
glFragmentLightfvSGIX
+
TREE_BRANCH_SEW_DEAD
glFragmentMaterialiSGIX
+
TREE_SMOOTH_BRANCHES_DEAD
glFragmentMaterialivSGIX
+
TREE_TWIGS_DEAD
glFragmentMaterialfSGIX
+
TREE_CAP_RAMP_DEAD
glFragmentMaterialfvSGIX
+
TREE_CAP_WALL_N_DEAD
glGetFragmentMaterialfvSGIX
+
TREE_CAP_WALL_E_DEAD
glGetFragmentMaterialivSGIX
+
TREE_CAP_WALL_NW_DEAD
glGetFragmentLightfvSGIX
+
TREE_CAP_WALL_NE_DEAD
glGetFragmentLightivSGIX
+
TREE_CAP_WALL_SW_DEAD
glTexCoord2fVertex3fSUN
+
TREE_CAP_WALL_SE_DEAD
glTexCoord2fVertex3fvSUN
+
TREE_CAP_FLOOR1_DEAD
glTexCoord2fNormal3fVertex3fSUN
+
TREE_CAP_FLOOR3_DEAD
glTexCoord2fNormal3fVertex3fvSUN
+
TREE_TRUNK_NSE
glTexCoord4fVertex4fSUN
+
TREE_TRUNK_NEW
glTexCoord4fVertex4fvSUN
+
TREE_TRUNK_NS
glTexCoord4fColor4fNormal3fVertex4fSUN
+
TREE_TRUNK_EW
glTexCoord4fColor4fNormal3fVertex4fvSUN
+
TREE_TRUNK_NSEW
GL_3DFX_tbuffer
+
TREE_TRUNK_INTERIOR
GL_3DFX_texture_compression_FXT1
+
TREE_TRUNK_NSE_DEAD
glAddSwapHintRectWIN
+
TREE_TRUNK_NSW_DEAD
GL_3DFX_multisample
+
TREE_TRUNK_NEW_DEAD
GL_AMD_draw_buffers_blend
+
TREE_TRUNK_SEW_DEAD
GL_AMD_name_gen_delete
+
TREE_TRUNK_NS_DEAD
GL_AMD_conservative_depth
+
TREE_TRUNK_NSEW_DEAD
GL_AMD_debug_output
+
SAPLING_DROWN_LEVEL
GL_AMD_shader_stencil_export
+
TREE_DROWN_LEVEL
GL_AMD_texture_texture4
+
GROWDUR
GL_AMD_performance_monitor
+
SUMMER
GL_AMD_seamless_cubemap_per_texture
+
WINTER
GL_APPLE_aux_depth_stencil
+
PICKED_TILE
GL_APPLE_client_storage
+
DEAD_PICKED_TILE
GL_AMD_transform_feedback3_lines_triangles
+
UNDERGROUND_DEPTH
GL_AMD_vertex_shader_tessellator
+
GRASS_TILES
GL_APPLE_float_pixels
+
ALT_PERIOD
GL_APPLE_flush_buffer_range
+
ALT_GRASS_TILES
GL_APPLE_element_array
+
GRASS_COLORS
GL_APPLE_fence
+
TREE_HAS_MUSHROOM_CAP
GL_APPLE_rgb_422
+
SHRUB_TILE
GL_APPLE_row_bytes
+
DEAD_SHRUB_TILE
GL_APPLE_object_purgeable
+
CLUSTERSIZE
GL_APPLE_pixel_buffer
+
PICKED_COLOR
glColor4fNormal3fVertex3fSUN
+
DEAD_PICKED_COLOR
glColor4fNormal3fVertex3fvSUN
+
SHRUB_COLOR
glColor3fVertex3fSUN
+
DEAD_SHRUB_COLOR
glColor3fVertex3fvSUN
+
BASIC_MAT
glColor4ubVertex3fSUN
+
MILL
glColor4ubVertex3fvSUN
+
SHRUB_DROWN_LEVEL
glColor4ubVertex2fSUN
+
TWIGS_SIDE_BRANCHES
glColor4ubVertex2fvSUN
+
TWIGS_ABOVE_BRANCHES
glReplacementCodeuiColor3fVertex3fSUN
+
TWIGS_BELOW_BRANCHES
glReplacementCodeuiColor3fVertex3fvSUN
+
TWIGS_SIDE_HEAVY_BRANCHES
glNormal3fVertex3fSUN
+
TWIGS_ABOVE_HEAVY_BRANCHES
glNormal3fVertex3fvSUN
+
TWIGS_BELOW_HEAVY_BRANCHES
glReplacementCodeuiColor4ubVertex3fSUN
+
TWIGS_SIDE_TRUNK
glReplacementCodeuiColor4ubVertex3fvSUN
+
TWIGS_ABOVE_TRUNK
glReplacementCodeuiColor4fNormal3fVertex3fSUN
+
TWIGS_BELOW_TRUNK
glReplacementCodeuiColor4fNormal3fVertex3fvSUN
+
SEED
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN
+
EXTRACT_STILL_VIAL
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN
+
EXTRACT_VIAL
glReplacementCodeuiNormal3fVertex3fSUN
+
EXTRACT_BARREL
glReplacementCodeuiNormal3fVertex3fvSUN
+
Unrecognized Plant Token:
glReplacementCodeuiTexCoord2fVertex3fSUN
+
BRANCH_DENSITY
glReplacementCodeuiTexCoord2fVertex3fvSUN
+
MAX_TRUNK_HEIGHT
glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN
+
LIGHT_BRANCH_RADIUS
glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN
+
TRUNK_BRANCHING
glTexCoord2fColor3fVertex3fSUN
+
BRANCHES_NAME
glTexCoord2fColor3fVertex3fvSUN
+
DIRECTED_BRANCHES_NAME
glReplacementCodeuiVertex3fSUN
+
CAP_NAME
glReplacementCodeuiVertex3fvSUN
+
has dyed a masterpiece!
glTexCoord2fColor4ubVertex3fSUN
+
has become entangled in a hidden web!
glTexCoord2fColor4ubVertex3fvSUN
+
caught up in the web!
glTexCoord2fColor4fNormal3fVertex3fSUN
+
has cooked a masterpiece!
glTexCoord2fColor4fNormal3fVertex3fvSUN
+
has been cursed
GL_ARB_matrix_palette
+
path not closed, attempting fix
GL_ARB_multisample
+
path moved off track
GL_ARB_instanced_arrays
+
path not closed, attempting to follow
GL_ARB_map_buffer_range
+
destroyed
GL_ARB_occlusion_query2
+
toppled
GL_ARB_pixel_buffer_object
+
loop path fail:
GL_ARB_multitexture
+
<same square>
GL_ARB_occlusion_query
+
<invalid start>
GL_ARB_provoking_vertex
+
<invalid goal>
GL_ARB_sample_shading
+
->
GL_ARB_point_parameters
+
: Id #
GL_ARB_point_sprite
+
:Path Goal
GL_ARB_shader_bit_encoding
+
:Station
GL_ARB_shader_objects
+
You chop down the
GL_ARB_sampler_objects
+
has claimed a
GL_ARB_seamless_cube_map
+
has begun a mysterious construction!
GL_ARB_shading_language_100
+
Your mason has defaced a
GL_ARB_shading_language_include
+
Your engraver has carved a track through a
GL_ARB_shader_subroutine
+
Duplicate inventory removed:
GL_ARB_shader_texture_lod
+
while in
GL_ARB_sync
+
conflict
GL_ARB_tessellation_shader
+
experiencing trauma
GL_ARB_shadow
+
seeing
GL_ARB_shadow_ambient
+
somebody
GL_ARB_texture_buffer_object_rgb32
+
die
GL_ARB_texture_compression
+
somebody's
GL_ARB_texture_border_clamp
+
dead body
GL_ARB_texture_buffer_object
+
the unexpected death of somebody
GL_ARB_texture_cube_map
+
somebody's death
GL_ARB_texture_cube_map_array
+
while
GL_ARB_texture_compression_bptc
+
killing somebody
GL_ARB_texture_compression_rgtc
+
being reunited with a loved one
GL_APPLE_transform_hint
+
being caught sneaking
GL_APPLE_vertex_array_object
+
when
GL_APPLE_specular_vector
+
joining an existing conflict
GL_APPLE_texture_range
+
giving a sermon
GL_APPLE_ycbcr_422
+
attending a sermon
GL_ARB_blend_func_extended
+
watching a performance
GL_APPLE_vertex_array_range
+
producing a masterwork
GL_APPLE_vertex_program_evaluators
+
creating an artifact
GL_ARB_copy_buffer
+
upon
GL_ARB_depth_buffer_float
+
improving
GL_ARB_color_buffer_float
+
mastering
GL_ARB_compatibility
+
a break up
GL_ARB_draw_buffers
+
getting divorced
GL_ARB_draw_buffers_blend
+
you were
GL_ARB_depth_clamp
+
caught up in
GL_ARB_depth_texture
+
a new romance
GL_ARB_draw_instanced
+
realizing
GL_ARB_explicit_attrib_location
+
playing make believe
GL_ARB_draw_elements_base_vertex
+
playing with
GL_ARB_draw_indirect
+
becoming a parent
GL_ARB_fragment_program_shadow
+
being near to a conflict
GL_ARB_fragment_shader
+
an agreement was cancelled
GL_ARB_fragment_coord_conventions
+
joining a traveling group
GL_ARB_fragment_program
+
a site was controlled
GL_ARB_geometry_shader4
+
a tribute cancellation
GL_ARB_gpu_shader5
+
an incident
GL_ARB_framebuffer_object
+
hearing a rumor
GL_ARB_framebuffer_sRGB
+
leaving a performance troupe
GL_ARB_half_float_vertex
+
being removed from a performance troupe
GL_ARB_imaging
+
being removed from a military group
GL_ARB_gpu_shader_fp64
+
when a stranger advanced with a weapon
GL_ARB_half_float_pixel
+
seeing a stranger sneaking around
GL_ATI_fragment_shader
+
witnessing a night creature drinking blood
GL_ATI_map_object_buffer
+
petitioning for citizenship
GL_ATI_element_array
+
bringing up job scarcity in a meeting
GL_ATI_envmap_bumpmap
+
making suggestions about work allocations
GL_ATI_separate_stencil
+
requesting weapon production
GL_ATI_shader_texture_lod
+
yelling at a priest
GL_ATI_meminfo
+
crying on a priest
GL_ATI_pn_triangles
+
yelling at somebody in charge
GL_ATI_texture_env_combine3
+
crying on somebody in charge
GL_ATI_texture_float
+
telling somebody about being trapped here
GL_ATI_text_fragment_shader
+
being yelled at by an unhappy worshipper
GL_ATI_texture_compression_3dc
+
being cried on by an unhappy worshipper
GL_ATI_vertex_attrib_array_object
+
being yelled at by an unhappy citizen
GL_ATI_vertex_streams
+
being cried on by an unhappy citizen
GL_ATI_texture_mirror_once
+
hearing somebody was being prevented from leaving
GL_ATI_vertex_array_object
+
viewing
GL_EXT_abgr
+
in a personal museum
GL_EXT_bgra
+
near
GL_EXT_422_pixels
+
own
GL_EXT_Cg_shader
+
very fine
GL_EXT_blend_equation_separate
+
splendid
GL_EXT_blend_func_separate
+
wonderful
GL_EXT_bindable_uniform
+
completely sublime
GL_EXT_blend_color
+
tastefully arranged
GL_EXT_blend_subtract
+
losing a pet
GL_EXT_clip_volume_hint
+
throwing something
GL_EXT_blend_logic_op
+
being released from confinement
GL_EXT_blend_minmax
+
a miscarriage
GL_EXT_compiled_vertex_array
+
spouse's miscarriage
GL_EXT_convolution
+
to be
GL_EXT_cmyka
+
wearing old clothing
GL_EXT_color_subtable
+
wearing tattered clothing
GL_ARB_texture_env_crossbar
+
to have
GL_ARB_texture_env_dot3
+
clothes rot off of
GL_ARB_texture_env_add
+
being tormented in nightmares by a dead pet
GL_ARB_texture_env_combine
+
being tormented in nightmares by a dead spouse
GL_ARB_texture_mirrored_repeat
+
being tormented in nightmares by a dead lover
GL_ARB_texture_multisample
+
being tormented in nightmares by a dead sibling
GL_ARB_texture_float
+
being tormented in nightmares by
GL_ARB_texture_gather
+
own dead mother
GL_ARB_texture_rectangle
+
own dead father
GL_ARB_texture_rg
+
own dead child
GL_ARB_texture_non_power_of_two
+
being tormented in nightmares by a dead animal training partner
GL_ARB_texture_query_lod
+
being tormented in nightmares by a dead friend
GL_ARB_timer_query
+
being tormented in nightmares by a dead and still annoying acquaintance
GL_ARB_transform_feedback2
+
being tormented in nightmares by the dead
GL_ARB_texture_rgb10_a2ui
+
being
GL_ARB_texture_swizzle
+
by a dead pet
GL_ARB_uniform_buffer_object
+
by a dead spouse
GL_ARB_vertex_array_bgra
+
by a dead lover
GL_ARB_transform_feedback3
+
by a dead sibling
GL_ARB_transpose_matrix
+
by a dead animal training partner
GL_ARB_vertex_buffer_object
+
by a dead friend
GL_ARB_vertex_program
+
by a dead and still annoying acquaintance
GL_ARB_vertex_array_object
+
by the dead
GL_ARB_vertex_blend
+
combat drills
GL_ARB_window_pos
+
practicing at the archery target
GL_ATIX_point_sprites
+
a sparring session
GL_ARB_vertex_shader
+
being unable to petition for citizenship
GL_ARB_vertex_type_2_10_10_10_rev
+
being unable to find somebody to complain to about job scarcity
GL_ATIX_vertex_shader_output_point_size
+
being unable to make suggestions about work allocations
GL_ATI_draw_buffers
+
being unable to request weapon production
GL_ATIX_texture_env_combine3
+
being unable to find a priest to complain to
GL_ATIX_texture_env_route
+
being unable to find a priest to cry on
GL_EXT_polygon_offset
+
being unable to find somebody in charge to yell at
GL_EXT_provoking_vertex
+
being unable to find somebody in charge to cry on
GL_EXT_pixel_transform_color_table
+
during
GL_EXT_point_parameters
+
long patrol duty
GL_EXT_secondary_color
+
being nauseated by the sun
GL_EXT_separate_shader_objects
+
being out in the sunshine again
GL_EXT_rescale_normal
+
drowsy
GL_EXT_scene_marker
+
utterly sleep-deprived
GL_EXT_shadow_funcs
+
thirsty
GL_EXT_shared_texture_palette
+
dehydrated
GL_EXT_separate_specular_color
+
starving
GL_EXT_shader_image_load_store
+
due to
GL_EXT_stencil_wrap
+
suffering a major injury
GL_EXT_subtexture
+
suffering a minor injury
GL_EXT_stencil_clear_tag
+
sleeping uneasily due to noise
GL_EXT_stencil_two_side
+
being disturbed during sleep by loud noises
GL_EXT_texture_array
+
loud noises made it impossible to sleep
GL_EXT_texture_buffer_object
+
being able to rest and recuperate
GL_EXT_texture
+
caught in the rain
GL_EXT_texture3D
+
caught in a snow storm
GL_EXT_texture_compression_rgtc
+
retching on a miasma
GL_EXT_texture_compression_s3tc
+
choking on smoke underground
GL_EXT_texture_compression_dxt1
+
being near to a waterfall
GL_EXT_texture_compression_latc
+
choking on dust underground
GL_EXT_texture_env
+
considering
GL_EXT_texture_env_add
+
the state of demands
GL_EXT_texture_cube_map
+
that a criminal could not be properly punished
GL_EXT_texture_edge_clamp
+
having
GL_EXT_texture_filter_anisotropic
+
punishment reduced
GL_EXT_texture_integer
+
elected
GL_EXT_texture_env_combine
+
re-elected
GL_EXT_texture_env_dot3
+
the establishment of a temple for
GL_EXT_cull_vertex
+
the acceptance of a petition for a temple for
GL_EXT_depth_bounds_test
+
the establishment of a guildhall for
GL_EXT_coordinate_frame
+
the acceptance of a petition for a guildhall for
GL_EXT_copy_texture
+
being granted residency
GL_EXT_draw_instanced
+
being granted citizenship
GL_EXT_draw_range_elements
+
being denied residency
GL_EXT_direct_state_access
+
being denied citizenship
GL_EXT_draw_buffers2
+
having a request approved
GL_EXT_framebuffer_blit
+
having a request ignored
GL_EXT_framebuffer_multisample
+
that nobody could be punished for a failure
GL_EXT_fog_coord
+
having
GL_EXT_fragment_lighting
+
punishment delayed
GL_EXT_geometry_shader4
+
the delayed punishment of a criminal