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		<summary type="html">&lt;p&gt;AvenkyrPakacit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{For/see|user-created graphic sets|[[Graphics set repository]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A character set, or simply [[tilesets|tileset]], is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the text elements in graphics mode and everything in ASCII mode. This page serves as a repository for custom tilesets made by users, including instructions on how to install them.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The default tilesets (640×300 and 800×600) render 8×12 and 10×12 characters respectively, with majuscule latin letters occupying a 7×9 box, and appear broadly similar to the IBM MDA font based on the shape of the &amp;quot;0&amp;quot;, &amp;quot;g&amp;quot;, and &amp;quot;f&amp;quot; characters (but with slight differences including the &amp;quot;0&amp;quot;, &amp;quot;W&amp;quot;, and &amp;quot;y&amp;quot;). The exact origin of the DF font is unknown.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&amp;lt;!-- last tested 53.10 --&amp;gt;&lt;br /&gt;
{{TipBox|#fb0|float=center|'''Currently, using some tilesets can cause the lower and right edges of the screen to not react to the mouse.'''{{bug|13462}} This is dependent on size; the 8×12 and 10×12 that come with the game are fine, but the 16×16 is not. Maximizing the window or [[Settings|setting]] the game to fullscreen may avoid this.}}&lt;br /&gt;
Other issues that can appear when using a different tileset:&lt;br /&gt;
* In graphics mode, the minimap frame will scale to the tileset, but the minimap image will not.&lt;br /&gt;
* In graphics mode, using a tileset with a different aspect ratio will stretch UI elements.&lt;br /&gt;
* In graphics mode, some UI elements do not scale to the tileset.&lt;br /&gt;
* In either mode, and even with the default tileset at some scales and game display sizes, some menus may not have enough space to display all elements; the [[Noble#Menu|Nobles menu]] especially.&lt;br /&gt;
&lt;br /&gt;
To use a specific tileset with ''Dwarf Fortress'', you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.) Alternatively, export a BMP from [https://github.com/viler-int10h/Fontraption Fontraption].&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## Under '''ANY''' circumstances, you '''MUST NOT''' just change the extension to .bmp or .png or the tileset will be unusable, because the extension is changed, but not the file header and encoding. You '''MUST''' use a program like MS Paint to save it properly.&lt;br /&gt;
## For ''[[40d:Release information/0.28.181.40d|DF 0.28.181.40d]] or older:'' open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.&lt;br /&gt;
## For ''[[v0.31:Release information/0.31.01|DF 0.31.01]] or newer:'' open the file in an image editor and save it as a '''PNG'''  with ''transparency'' if it isn't already in that format.&lt;br /&gt;
# Move or copy the file to the DF art directory ({{tt|data/art}}), which is in the game installation folder.&lt;br /&gt;
## Alternatively, depending on the the [[Settings#Portable_mode|portable mode setting]], files in the ''Local User''{{tt|/data/art}} folder will override the files in the installation folder.&lt;br /&gt;
# Edit the {{tt|data/init/init_default.txt}} file to specify the tileset file to use. There are three lines that can be changed:&lt;br /&gt;
## '''[FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a windowed display.&lt;br /&gt;
## '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a full-screen display.&lt;br /&gt;
## '''[BASIC_FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for initial loading and menu display.&lt;br /&gt;
## All three can be set to the same file. In fact, setting them to different files can give unexpected results.&lt;br /&gt;
## Once you have made the changes you need to remember to save the file.&lt;br /&gt;
# If the selected tileset requires modifications to the [[Raw]]s, you will have to make those edits.  What those changes are will depend on the tileset itself, and may only be valid for older versions. Likewise, some tilesets may suggest changes to {{tt|d_init.txt}}, such as {{tt|[PILLAR_TILE:255]}}, but those options, sadly, no longer exist.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset! The game does not save these FONT options in {{tt|prefs/init.txt}}, so adding them there will only be temporary.&lt;br /&gt;
&lt;br /&gt;
=Square tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Monoscii Lite.png&lt;br /&gt;
|image=[[Image:Monoscii_Lite.png]]&lt;br /&gt;
|author=Loud Whispers&lt;br /&gt;
|dated=2015-03-30&lt;br /&gt;
|size=1&amp;amp;times;1&lt;br /&gt;
|resolution=80&amp;amp;times;25&lt;br /&gt;
|comments=So on suggestion I made the new version of Monoscii which has every tile be 1 pixel, the entire map nearly fits into the screen just fine. Monoscii Lite is superior in every way, the information is denser, crisper and cleaner. pUrists will finally be one step closer to the most pUrist DF possible. ([http://www.bay12forums.com/smf/index.php?topic=149759.msg6131651#msg6131651 forum post link])&lt;br /&gt;
|demo=[[Image:Monoscii lite large world screenshot.png|thumb|right|Monoscii Lite]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_400x125.png&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abbeyverse succession game.&lt;br /&gt;
|demo=[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x5.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Geti_custom_6x6.png&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most glyphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font01.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a separator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font02.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some Greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
|demo=[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version of the tiny tileset, superseded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150_v2.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
|demo=[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbins6x6.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbin_ts_v2.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Herrbdog_7x7_tileset.gif&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terbert_7x7.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_8x8.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_square_16x16.png|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|filename=cheepicus_8x8.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jdpage_8x8.png&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki_square_8x8.png|Anikki 8x8 tileset]]. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thick.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thin.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
|demo=[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LN_EGA8x8.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_8x8.png&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2018-08-17&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Meant to resemble the vanilla curses tileset, which itself is similar to Microsoft's 8x12 Terminal font. Glyphs sourced from various bitmap fonts and/or modified by hand.&lt;br /&gt;
|demo=[[Image:RDE_8x8_screencap.png|thumb|right|RedDeadElite's 8x8 tileset with [[Graphics_set_repository#Phoebus.27_Graphics_Set|Phoebus's color scheme]].]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Pastiche_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of ''Dwarf Fortress'' should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset8x8.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.bay12games.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_c64_640x200.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the Commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_c64_1280x400_83b157.png|below]]. :)&lt;br /&gt;
|demo=[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_msx.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
|demo=[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls.PNG&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
|demo=[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls7.png&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nostalgia_720x225.png&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modelled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DortenSolid.png&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
|demo=[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_720x225_8d6752.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[#720x225_SmoothWalls.PNG|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
|demo=[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_10x10.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
|demo=[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy--graphical.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=ddw.png&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on [[#Anikki_square_10x10.png|Anikki]], with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Paul_10x10.png&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_10x10.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer 10x10.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
|demo=[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terbert_10x10.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tocky_square_10x10.png&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down-ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
|demo=[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terminus.png&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
|demo=[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DB_curses_12x12.PNG&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Alloy_curses_12x12.png&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haberdash_curses_12x12.png&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_classic_square_12x12.png&lt;br /&gt;
|author=DPh Kraken&lt;br /&gt;
|dated=2025-1-1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments=The vanilla tileset, resized to 12x12 with no added frills. Some non-text characters have been additionally centered within the wider margins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|filename=cheepicus_12x12.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
|demo=[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown curses 12x12 &amp;amp; Markvii Walls.png&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
|demo=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_144.png&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog_16x16_tileset.gif|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Dullard_Exponent_12x12.png&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=mkv_solidcurses_stairs_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_solidcurses_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markvii.png&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
|demo=[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tileset_unknown_960x300_02.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown_curses_12x12.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
|demo=[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_12x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
|demo=[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_12x12.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&amp;lt;br&amp;gt;A [[Tileset repository#zesty_curses_24x24.png|24x24 version]] is available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kren_13x13.png&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27 (Updated 2017-08-27)&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.  On a 1680&amp;amp;times;1050 display the resolution is 129&amp;amp;times;80 with this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_tunur_1040x325.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
|demo=[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_14x14&lt;br /&gt;
|filename=cheepicus_14x14.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2018-11-28&lt;br /&gt;
|size=14&amp;amp;times;14&lt;br /&gt;
|resolution=1120&amp;amp;times;350&lt;br /&gt;
|comments=Back on my bullshit. I made this because I wanted a bold, low-eyestrain tileset.&lt;br /&gt;
|demo=[[Image:cheepicus_14x14_ss2.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_14x14_ss1.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|filename=cheepicus_15x15.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
|demo=[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Talryth_square_15x15.png&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vidumec_15x15.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
|demo=[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anno_16x16.png&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on [[#Anikki_square_16x16.png|Anikki's 16x16 tileset]], but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Aesomatica_16x16.png&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LCD_Tileset.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2020-02-07&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Semi-graphical ASCII tileset, original work. Font used is Kelora. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16-RogueYun-AgmEdit.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2017-10-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=ASCII Edit of [[User:RogueYun|Rogue Yun]]'s tileset with diagonal walls and other edited tiles. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_16x16.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_16x16.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
|demo=[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|filename=cheepicus_8x8x2.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|filename=cheepicus_16x16.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
|demo=[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_square_16x16.png&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
|demo=[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Guybrush_square_16x16.png&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].&lt;br /&gt;
|demo=[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
|demo2=[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=GuybrushASCII_curses_square_16x16.png&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_16x16_tileset.gif&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oddball_16x16.png&lt;br /&gt;
|author=[[User:HexaBlu|HexaBlu]]&lt;br /&gt;
|title=Oddball-16&lt;br /&gt;
|dated=2021-07-05&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=&amp;quot;A silly and whimsical 16x16 Tileset focused on unique graphics, Made completely from scratch. The font is designed off of my bad handwriting. &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=178707 Forum Page]&lt;br /&gt;
|demo=[[Image:Oddball_16x16_Gameplay.png|thumb|right|A screenshot of what the landscape looks like using Oddball-16.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_square_16x16.png&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Redjack17.png&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kai-1280x400-v2 7512b5.png&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal-clouds.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kenran.png&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v02.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v00.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Md_curses_16x16.png&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many roguelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_16x16.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=256&amp;amp;times;256&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=PTTGV2tiles.png&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Fnord 16x16.png&lt;br /&gt;
|author=PopTart&lt;br /&gt;
|dated=2016-5-08&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=&amp;quot;FnordSet contributes a bold Roman font that takes advantage of the square tile. Baskerville served as the main model. This set was also inspired by (and borrows from) the bold geometry of Rogue Yun's Simple Mood and the seriffed grace of the Duerer set. It also draws inspiration from the Ishmeria tileset, which I think complements it nicely as text in TWBT. (Nowadays I use the nicely contrasting sans serif tileset Jecfox for the text font.)&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=158009 Forum thread]&lt;br /&gt;
|demo=[[Image:Fnordgameplay.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Msgothic.png&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Raving_1280x400.png&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sm.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sb_ascii.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2018-11-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A good solid ASCII Tileset. See the [http://www.bay12forums.com/smf/index.php?topic=172536.0 Something Boxy] thread for more information and updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sapphos_square_16x16.png&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Savok_curses_1280x400_517caa.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=SFE_Curses_square_16x16.png&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tahin_16x16_rounded.png&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF-Nordic_v1.png&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markx.png&lt;br /&gt;
|author=[[User:TurnipII|TurnipII]]&lt;br /&gt;
|dated=2018-8-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Descended from the original MarkVII tileset. Has Markavian inspired walls, and many of Anikki's characters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tyr_1280x400.PNG&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Winterwing_Curses_16x16_lucon.png&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
|demo=[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yayo_c64_1280x400_83b157.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_16x16.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zilk_16x16.png&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
|demo=[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Minecraft-ish.png&lt;br /&gt;
|author=[[User:Qazwsxplm|Qazwsxplm]]&lt;br /&gt;
|dated=2026-01-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I like Minecraft and if the font is on DF that will be cooler. So I made this Minecraft-ish Tileset. Hope you guys love it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Minecraft-ish_Metal.png&lt;br /&gt;
|author=[[User:Qazwsxplm|Qazwsxplm]]&lt;br /&gt;
|dated=2026-01-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=It's Minecraft-ish, but Metallic. Also changed some characters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haowan_Curses_1440x450.png&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Teeto_K_18x18.PNG&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_20x20.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled-up version of [[#Anikki_square_10x10.png|the 10x10 tileset]] for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_ascii.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Rose_20x20.png&lt;br /&gt;
|author=[[User:Japa|Rose]]&lt;br /&gt;
|dated=2019-04-29&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of the default curses_800x600 tileset, hand-tweaked to give as similar a feel to the original as possible, while still being square and larger, without any resizing artifacts. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer_20x20.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=Looks best at high resolutions, or on very large monitors.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oreslam_1920x1200_20x20.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.&lt;br /&gt;
|demo=[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_mod_T.png&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses square 24.png&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_24x24.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
|demo=[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nagidal24x24shade.png&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].&lt;br /&gt;
|demo=[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_24x24.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=384&amp;amp;times;384&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_24x24.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= An upscaled alternative to [[Tileset_repository#zesty_curses_12x12.png|my 12x12 tileset]].&amp;lt;br&amp;gt;'''Original description:''' A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_32x32.png&lt;br /&gt;
|image=[[:Image:Runeset_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=512&amp;amp;times;512&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sir_Henry's_32x32.png&lt;br /&gt;
|image=[[:Image:Sir_Henry's_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;48==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_vector_48x48.png&lt;br /&gt;
|image=[[:Image:RDE_vector_48x48.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2021-04-21&lt;br /&gt;
|size=48&amp;amp;times;48&lt;br /&gt;
|resolution=3840&amp;amp;times;1200&lt;br /&gt;
|comments=A render of a vectorized version of [[:File:RDE_8x8.png|RDE_8x8]], with ASCII smileys substituting bearded dwarves.&amp;lt;/br&amp;gt;Original vector image and additional renders available at the [https://dffd.bay12games.com/file.php?id=15509 DF File Depot].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==64&amp;amp;times;64==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=hack_square_64x64.png&lt;br /&gt;
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]&lt;br /&gt;
|author=Taywee&lt;br /&gt;
|dated=2016-06-21&lt;br /&gt;
|size=64&amp;amp;times;64&lt;br /&gt;
|resolution=1024&amp;amp;times;1024&lt;br /&gt;
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square tilesets for edited raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of ''Dwarf Fortress'' have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Crazy 8x8s.png&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jolly12x12.png&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Grim Fortress sample tileset.png&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time I really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermin swimming in a goblin's vomit... anyway I tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then I spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then I applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and I think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Belal_Smooth_Walls.png&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
|demo=[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DarkondDigsDeeper_16x16.png &lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold_plated_16x16_v2.png&lt;br /&gt;
|title = '''Gold Plated'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]&lt;br /&gt;
|demo=[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
|demo2=[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold-plated-bmp-16x16.png&lt;br /&gt;
|title = '''Gold Plated (bmp-version)'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
|demo=[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Synergy.png&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Flying_Mage_square_16x16.png&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Hermano.png&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
|demo=[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_isenhertz_v2.png&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
|demo=[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lemunde_16x16.png&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
|demo=[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=DwarfletterGothic.PNG&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[http://dffd.wimbli.com/file.php?id=1205|Download here]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
|demo=[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--|demo2=[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
|demo3=[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
|demo4=[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Martin_16x16.png&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
|demo=[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phoebus_16x16.png&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phssthpok_16x16.png&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=SL_square_16x16.png&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Autonomous_Font.png&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
|demo=[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Moons_square_16x16.PNG&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]&lt;br /&gt;
|demo=[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3d.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3drunes.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tims_16x16.png&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
|demo=[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1.1875==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=analfabetico_80x60.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=1&amp;amp;times;1.1875&lt;br /&gt;
|resolution=80x60 (at 80x50 window size)&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#Analfabetico_640x300.png]] for a large version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord-Nightmare-Terminal-4x6.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_4x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Ti84.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2018-01-12&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=Based on Texas Instruments graphing calculators TI83/TI84/+. [https://pastebin.com/EWuDXjbg Color scheme] [https://pastebin.com/YhgiP0kq Inverted (dark) color scheme)]&lt;br /&gt;
|demo=[[Image:Ti84-demo-BothColorSchemes.png|thumb|right|6x8 tileset based on the TI84 graphing calculator.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Font6x8.png&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses6x9.png&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-10-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_cp866ish.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_sleipnir_8x12_tf.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07 (updated 2024-10-01)&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [https://www.myfonts.com/collections/loki-font-facetype Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF+Tileset.png&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{K|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Analfabetico_640x300.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#analfabetico_80x60.png]] for a tiny version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_640x300.png&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [[40d:Graphics set repository#Plac1d's graphics set|Plac1d's character graphic set]]. My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
|demo=[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Plac1d_640x300tileset.png&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky_square_10x10.png|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[40d:Graphics set repository#Plac1d's graphics set|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
|demo=[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=SyrenalianVeidancyr_8x12_updated.png&lt;br /&gt;
|author=[[User:AvenkyrPakacit|Avenkyr Pakacit]]&lt;br /&gt;
|dated=2025-4-28&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A graphical tileset that combines style &amp;amp; design. The official repository can be found [https://github.com/AvenkyrPakacit/Syrenalian-Veidancyr/tree/main/Tilesets here].&lt;br /&gt;
|demo=[[Image:SV_Tileset_image_8x12.png|thumb|right|Syrenalian Veidancyr 8x12 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses 640x300diag.png&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CP850.png&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_megazeux2.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-02.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA8x16.png&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-03.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yoshis_island.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA9x16.png&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_800x600_shade.png&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=eofshaded800x600pb9_f64ded.png&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sleroux_800x300.png&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzers_thin.png&lt;br /&gt;
|author=[[User:KyzerB|KyzerB]]&lt;br /&gt;
|dated=2018-11-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=853&amp;amp;times;480, 1280&amp;amp;times;720, 1920&amp;amp;times;1080, 3840&amp;amp;times;2160; looks fine at most others, legible down to 240p (for the most part).&lt;br /&gt;
|comments=Tileset designed to be a little easier to read and crisp. Very useful for lower resolutions, as it stays crisp down to 480p. 98% of the sprites have been changed, many received changes to their white-space, and the Dwarves have new and easily distinguishable sprites. Took about a week to make.&lt;br /&gt;
|demo=[[Image:Kyzers_thin_medmap.png|thumb|right|Kyzer's Thin Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=UncleSporky_curses_800x600.png&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
|demo2=[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_10x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom800x300ca3.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand^2_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vintl01.png&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_SleipnirLt_10x16_tf.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2024-10-01&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;768&lt;br /&gt;
|comments=Larger variant of my 8&amp;amp;times;12 Sleipnir tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-20-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_14x16.png&lt;br /&gt;
|author=Anonymous/[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2017-05-12&lt;br /&gt;
|size=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|comments=I was looking for a narrower, more readable tileset with the aesthetic of Cooz's shaded square 16x16 one and didn't see one, so I made this from it. Like the original, it's just rounded ASCII characters with no special glyphs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Shizzle_1280x500.png&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
|demo=[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_1280x600.png&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bmac smooth 16x24.png&lt;br /&gt;
|author=[[User:BMacZero|BMacZero]]&lt;br /&gt;
|dated=2020-11-07&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=A smaller version of [[:File:Kyzsmooth.png]] (24x32), with standard curses dwarf icons. Effectively, curses_640x300.png at 200% and smoothed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lumin_Graphical_1280x800.png&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_24pt_cleartype_ThomModifications.PNG&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=TerminusAliased_handedit_gal.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
|demo=[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
|demo2=[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terminus24.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;36==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_1920x900.png&lt;br /&gt;
|author=IBM, I think&lt;br /&gt;
|dated=2017-02-28&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzsmooth.png&lt;br /&gt;
|author=KyzerB&lt;br /&gt;
|dated=2019-07-02&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%, intricately smoothed for readability and a lack of chunkiness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;72==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vector square 48x72.png&lt;br /&gt;
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:DragonDePlatino|DragonDePlatino]]&lt;br /&gt;
|dated=2016-11-22&lt;br /&gt;
|size=48&amp;amp;times;72&lt;br /&gt;
|resolution=3820&amp;amp;times;1920 (4k)&lt;br /&gt;
|comments=A resolution-independent tileset based off of curses_640x300.bmp. The tileset was hand-vectorized in Inkscape then exported in multiple resolutions up to 4k. More information and resolutions can be found at the forum thread [http://www.bay12forums.com/smf/index.php?topic=161328.0 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[ru:Tileset repository]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12_updated.png&amp;diff=315253</id>
		<title>File:SyrenalianVeidancyr 8x12 updated.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12_updated.png&amp;diff=315253"/>
		<updated>2026-03-06T00:37:36Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=315252</id>
		<title>File:SyrenalianVeidancyr 8x12.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=315252"/>
		<updated>2026-03-06T00:36:00Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: AvenkyrPakacit reverted File:SyrenalianVeidancyr 8x12.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=315251</id>
		<title>File:SyrenalianVeidancyr 8x12.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=315251"/>
		<updated>2026-03-06T00:35:46Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: AvenkyrPakacit reverted File:SyrenalianVeidancyr 8x12.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=315250</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=315250"/>
		<updated>2026-03-06T00:34:20Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Upload a new version of the Syrenalian Veidancyr Tileset. Can't seem to correctly change the pre-existing images though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{For/see|user-created graphic sets|[[Graphics set repository]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A character set, or simply [[tilesets|tileset]], is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the text elements in graphics mode and everything in ASCII mode. This page serves as a repository for custom tilesets made by users, including instructions on how to install them.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The default tilesets (640×300 and 800×600) render 8×12 and 10×12 characters respectively, with majuscule latin letters occupying a 7×9 box, and appear broadly similar to the IBM MDA font based on the shape of the &amp;quot;0&amp;quot;, &amp;quot;g&amp;quot;, and &amp;quot;f&amp;quot; characters (but with slight differences including the &amp;quot;0&amp;quot;, &amp;quot;W&amp;quot;, and &amp;quot;y&amp;quot;). The exact origin of the DF font is unknown.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&amp;lt;!-- last tested 53.10 --&amp;gt;&lt;br /&gt;
{{TipBox|#fb0|float=center|'''Currently, using some tilesets can cause the lower and right edges of the screen to not react to the mouse.'''{{bug|13462}} This is dependent on size; the 8×12 and 10×12 that come with the game are fine, but the 16×16 is not. Maximizing the window or [[Settings|setting]] the game to fullscreen may avoid this.}}&lt;br /&gt;
Other issues that can appear when using a different tileset:&lt;br /&gt;
* In graphics mode, the minimap frame will scale to the tileset, but the minimap image will not.&lt;br /&gt;
* In graphics mode, using a tileset with a different aspect ratio will stretch UI elements.&lt;br /&gt;
* In graphics mode, some UI elements do not scale to the tileset.&lt;br /&gt;
* In either mode, and even with the default tileset at some scales and game display sizes, some menus may not have enough space to display all elements; the [[Noble#Menu|Nobles menu]] especially.&lt;br /&gt;
&lt;br /&gt;
To use a specific tileset with ''Dwarf Fortress'', you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.) Alternatively, export a BMP from [https://github.com/viler-int10h/Fontraption Fontraption].&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## Under '''ANY''' circumstances, you '''MUST NOT''' just change the extension to .bmp or .png or the tileset will be unusable, because the extension is changed, but not the file header and encoding. You '''MUST''' use a program like MS Paint to save it properly.&lt;br /&gt;
## For ''[[40d:Release information/0.28.181.40d|DF 0.28.181.40d]] or older:'' open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.&lt;br /&gt;
## For ''[[v0.31:Release information/0.31.01|DF 0.31.01]] or newer:'' open the file in an image editor and save it as a '''PNG'''  with ''transparency'' if it isn't already in that format.&lt;br /&gt;
# Move or copy the file to the DF art directory ({{tt|data/art}}), which is in the game installation folder.&lt;br /&gt;
## Alternatively, depending on the the [[Settings#Portable_mode|portable mode setting]], files in the ''Local User''{{tt|/data/art}} folder will override the files in the installation folder.&lt;br /&gt;
# Edit the {{tt|data/init/init_default.txt}} file to specify the tileset file to use. There are three lines that can be changed:&lt;br /&gt;
## '''[FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a windowed display.&lt;br /&gt;
## '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a full-screen display.&lt;br /&gt;
## '''[BASIC_FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for initial loading and menu display.&lt;br /&gt;
## All three can be set to the same file. In fact, setting them to different files can give unexpected results.&lt;br /&gt;
## Once you have made the changes you need to remember to save the file.&lt;br /&gt;
# If the selected tileset requires modifications to the [[Raw]]s, you will have to make those edits.  What those changes are will depend on the tileset itself, and may only be valid for older versions. Likewise, some tilesets may suggest changes to {{tt|d_init.txt}}, such as {{tt|[PILLAR_TILE:255]}}, but those options, sadly, no longer exist.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset! The game does not save these FONT options in {{tt|prefs/init.txt}}, so adding them there will only be temporary.&lt;br /&gt;
&lt;br /&gt;
=Square tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Monoscii Lite.png&lt;br /&gt;
|image=[[Image:Monoscii_Lite.png]]&lt;br /&gt;
|author=Loud Whispers&lt;br /&gt;
|dated=2015-03-30&lt;br /&gt;
|size=1&amp;amp;times;1&lt;br /&gt;
|resolution=80&amp;amp;times;25&lt;br /&gt;
|comments=So on suggestion I made the new version of Monoscii which has every tile be 1 pixel, the entire map nearly fits into the screen just fine. Monoscii Lite is superior in every way, the information is denser, crisper and cleaner. pUrists will finally be one step closer to the most pUrist DF possible. ([http://www.bay12forums.com/smf/index.php?topic=149759.msg6131651#msg6131651 forum post link])&lt;br /&gt;
|demo=[[Image:Monoscii lite large world screenshot.png|thumb|right|Monoscii Lite]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_400x125.png&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abbeyverse succession game.&lt;br /&gt;
|demo=[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x5.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Geti_custom_6x6.png&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most glyphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font01.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a separator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font02.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some Greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
|demo=[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version of the tiny tileset, superseded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150_v2.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
|demo=[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbins6x6.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbin_ts_v2.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Herrbdog_7x7_tileset.gif&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terbert_7x7.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_8x8.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_square_16x16.png|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|filename=cheepicus_8x8.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jdpage_8x8.png&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki_square_8x8.png|Anikki 8x8 tileset]]. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thick.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thin.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
|demo=[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LN_EGA8x8.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_8x8.png&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2018-08-17&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Meant to resemble the vanilla curses tileset, which itself is similar to Microsoft's 8x12 Terminal font. Glyphs sourced from various bitmap fonts and/or modified by hand.&lt;br /&gt;
|demo=[[Image:RDE_8x8_screencap.png|thumb|right|RedDeadElite's 8x8 tileset with [[Graphics_set_repository#Phoebus.27_Graphics_Set|Phoebus's color scheme]].]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Pastiche_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of ''Dwarf Fortress'' should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset8x8.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.bay12games.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_c64_640x200.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the Commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_c64_1280x400_83b157.png|below]]. :)&lt;br /&gt;
|demo=[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_msx.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
|demo=[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls.PNG&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
|demo=[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls7.png&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nostalgia_720x225.png&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modelled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DortenSolid.png&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
|demo=[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_720x225_8d6752.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[#720x225_SmoothWalls.PNG|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
|demo=[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_10x10.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
|demo=[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy--graphical.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=ddw.png&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on [[#Anikki_square_10x10.png|Anikki]], with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Paul_10x10.png&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_10x10.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer 10x10.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
|demo=[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terbert_10x10.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tocky_square_10x10.png&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down-ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
|demo=[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terminus.png&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
|demo=[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DB_curses_12x12.PNG&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Alloy_curses_12x12.png&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haberdash_curses_12x12.png&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_classic_square_12x12.png&lt;br /&gt;
|author=DPh Kraken&lt;br /&gt;
|dated=2025-1-1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments=The vanilla tileset, resized to 12x12 with no added frills. Some non-text characters have been additionally centered within the wider margins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|filename=cheepicus_12x12.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
|demo=[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown curses 12x12 &amp;amp; Markvii Walls.png&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
|demo=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_144.png&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog_16x16_tileset.gif|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Dullard_Exponent_12x12.png&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=mkv_solidcurses_stairs_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_solidcurses_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markvii.png&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
|demo=[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tileset_unknown_960x300_02.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown_curses_12x12.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
|demo=[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_12x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
|demo=[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_12x12.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&amp;lt;br&amp;gt;A [[Tileset repository#zesty_curses_24x24.png|24x24 version]] is available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kren_13x13.png&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27 (Updated 2017-08-27)&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.  On a 1680&amp;amp;times;1050 display the resolution is 129&amp;amp;times;80 with this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_tunur_1040x325.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
|demo=[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_14x14&lt;br /&gt;
|filename=cheepicus_14x14.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2018-11-28&lt;br /&gt;
|size=14&amp;amp;times;14&lt;br /&gt;
|resolution=1120&amp;amp;times;350&lt;br /&gt;
|comments=Back on my bullshit. I made this because I wanted a bold, low-eyestrain tileset.&lt;br /&gt;
|demo=[[Image:cheepicus_14x14_ss2.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_14x14_ss1.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|filename=cheepicus_15x15.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
|demo=[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Talryth_square_15x15.png&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vidumec_15x15.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
|demo=[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anno_16x16.png&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on [[#Anikki_square_16x16.png|Anikki's 16x16 tileset]], but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Aesomatica_16x16.png&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LCD_Tileset.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2020-02-07&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Semi-graphical ASCII tileset, original work. Font used is Kelora. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16-RogueYun-AgmEdit.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2017-10-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=ASCII Edit of [[User:RogueYun|Rogue Yun]]'s tileset with diagonal walls and other edited tiles. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_16x16.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_16x16.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
|demo=[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|filename=cheepicus_8x8x2.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|filename=cheepicus_16x16.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
|demo=[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_square_16x16.png&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
|demo=[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Guybrush_square_16x16.png&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].&lt;br /&gt;
|demo=[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
|demo2=[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=GuybrushASCII_curses_square_16x16.png&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_16x16_tileset.gif&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oddball_16x16.png&lt;br /&gt;
|author=[[User:HexaBlu|HexaBlu]]&lt;br /&gt;
|title=Oddball-16&lt;br /&gt;
|dated=2021-07-05&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=&amp;quot;A silly and whimsical 16x16 Tileset focused on unique graphics, Made completely from scratch. The font is designed off of my bad handwriting. &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=178707 Forum Page]&lt;br /&gt;
|demo=[[Image:Oddball_16x16_Gameplay.png|thumb|right|A screenshot of what the landscape looks like using Oddball-16.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_square_16x16.png&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Redjack17.png&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kai-1280x400-v2 7512b5.png&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal-clouds.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kenran.png&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v02.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v00.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Md_curses_16x16.png&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many roguelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_16x16.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=256&amp;amp;times;256&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=PTTGV2tiles.png&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Fnord 16x16.png&lt;br /&gt;
|author=PopTart&lt;br /&gt;
|dated=2016-5-08&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=&amp;quot;FnordSet contributes a bold Roman font that takes advantage of the square tile. Baskerville served as the main model. This set was also inspired by (and borrows from) the bold geometry of Rogue Yun's Simple Mood and the seriffed grace of the Duerer set. It also draws inspiration from the Ishmeria tileset, which I think complements it nicely as text in TWBT. (Nowadays I use the nicely contrasting sans serif tileset Jecfox for the text font.)&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=158009 Forum thread]&lt;br /&gt;
|demo=[[Image:Fnordgameplay.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Msgothic.png&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Raving_1280x400.png&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sm.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sb_ascii.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2018-11-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A good solid ASCII Tileset. See the [http://www.bay12forums.com/smf/index.php?topic=172536.0 Something Boxy] thread for more information and updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sapphos_square_16x16.png&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Savok_curses_1280x400_517caa.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=SFE_Curses_square_16x16.png&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tahin_16x16_rounded.png&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF-Nordic_v1.png&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markx.png&lt;br /&gt;
|author=[[User:TurnipII|TurnipII]]&lt;br /&gt;
|dated=2018-8-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Descended from the original MarkVII tileset. Has Markavian inspired walls, and many of Anikki's characters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tyr_1280x400.PNG&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Winterwing_Curses_16x16_lucon.png&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
|demo=[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yayo_c64_1280x400_83b157.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_16x16.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zilk_16x16.png&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
|demo=[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Minecraft-ish.png&lt;br /&gt;
|author=[[User:Qazwsxplm|Qazwsxplm]]&lt;br /&gt;
|dated=2026-01-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I like Minecraft and if the font is on DF that will be cooler. So I made this Minecraft-ish Tileset. Hope you guys love it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Minecraft-ish_Metal.png&lt;br /&gt;
|author=[[User:Qazwsxplm|Qazwsxplm]]&lt;br /&gt;
|dated=2026-01-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=It's Minecraft-ish, but Metallic. Also changed some characters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haowan_Curses_1440x450.png&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Teeto_K_18x18.PNG&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_20x20.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled-up version of [[#Anikki_square_10x10.png|the 10x10 tileset]] for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_ascii.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Rose_20x20.png&lt;br /&gt;
|author=[[User:Japa|Rose]]&lt;br /&gt;
|dated=2019-04-29&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of the default curses_800x600 tileset, hand-tweaked to give as similar a feel to the original as possible, while still being square and larger, without any resizing artifacts. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer_20x20.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=Looks best at high resolutions, or on very large monitors.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oreslam_1920x1200_20x20.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.&lt;br /&gt;
|demo=[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_mod_T.png&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses square 24.png&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_24x24.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
|demo=[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nagidal24x24shade.png&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].&lt;br /&gt;
|demo=[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_24x24.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=384&amp;amp;times;384&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_24x24.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= An upscaled alternative to [[Tileset_repository#zesty_curses_12x12.png|my 12x12 tileset]].&amp;lt;br&amp;gt;'''Original description:''' A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_32x32.png&lt;br /&gt;
|image=[[:Image:Runeset_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=512&amp;amp;times;512&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sir_Henry's_32x32.png&lt;br /&gt;
|image=[[:Image:Sir_Henry's_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;48==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_vector_48x48.png&lt;br /&gt;
|image=[[:Image:RDE_vector_48x48.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2021-04-21&lt;br /&gt;
|size=48&amp;amp;times;48&lt;br /&gt;
|resolution=3840&amp;amp;times;1200&lt;br /&gt;
|comments=A render of a vectorized version of [[:File:RDE_8x8.png|RDE_8x8]], with ASCII smileys substituting bearded dwarves.&amp;lt;/br&amp;gt;Original vector image and additional renders available at the [https://dffd.bay12games.com/file.php?id=15509 DF File Depot].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==64&amp;amp;times;64==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=hack_square_64x64.png&lt;br /&gt;
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]&lt;br /&gt;
|author=Taywee&lt;br /&gt;
|dated=2016-06-21&lt;br /&gt;
|size=64&amp;amp;times;64&lt;br /&gt;
|resolution=1024&amp;amp;times;1024&lt;br /&gt;
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square tilesets for edited raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of ''Dwarf Fortress'' have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Crazy 8x8s.png&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jolly12x12.png&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Grim Fortress sample tileset.png&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time I really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermin swimming in a goblin's vomit... anyway I tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then I spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then I applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and I think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Belal_Smooth_Walls.png&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
|demo=[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DarkondDigsDeeper_16x16.png &lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold_plated_16x16_v2.png&lt;br /&gt;
|title = '''Gold Plated'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]&lt;br /&gt;
|demo=[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
|demo2=[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold-plated-bmp-16x16.png&lt;br /&gt;
|title = '''Gold Plated (bmp-version)'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
|demo=[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Synergy.png&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Flying_Mage_square_16x16.png&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Hermano.png&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
|demo=[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_isenhertz_v2.png&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
|demo=[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lemunde_16x16.png&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
|demo=[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=DwarfletterGothic.PNG&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[http://dffd.wimbli.com/file.php?id=1205|Download here]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
|demo=[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--|demo2=[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
|demo3=[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
|demo4=[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Martin_16x16.png&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
|demo=[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phoebus_16x16.png&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phssthpok_16x16.png&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=SL_square_16x16.png&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Autonomous_Font.png&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
|demo=[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Moons_square_16x16.PNG&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]&lt;br /&gt;
|demo=[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3d.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3drunes.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tims_16x16.png&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
|demo=[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1.1875==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=analfabetico_80x60.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=1&amp;amp;times;1.1875&lt;br /&gt;
|resolution=80x60 (at 80x50 window size)&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#Analfabetico_640x300.png]] for a large version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord-Nightmare-Terminal-4x6.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_4x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Ti84.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2018-01-12&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=Based on Texas Instruments graphing calculators TI83/TI84/+. [https://pastebin.com/EWuDXjbg Color scheme] [https://pastebin.com/YhgiP0kq Inverted (dark) color scheme)]&lt;br /&gt;
|demo=[[Image:Ti84-demo-BothColorSchemes.png|thumb|right|6x8 tileset based on the TI84 graphing calculator.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Font6x8.png&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses6x9.png&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-10-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_cp866ish.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_sleipnir_8x12_tf.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07 (updated 2024-10-01)&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [https://www.myfonts.com/collections/loki-font-facetype Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF+Tileset.png&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{K|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Analfabetico_640x300.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#analfabetico_80x60.png]] for a tiny version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_640x300.png&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [[40d:Graphics set repository#Plac1d's graphics set|Plac1d's character graphic set]]. My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
|demo=[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Plac1d_640x300tileset.png&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky_square_10x10.png|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[40d:Graphics set repository#Plac1d's graphics set|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
|demo=[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=SyrenalianVeidancyr_8x12.png&lt;br /&gt;
|author=[[User:AvenkyrPakacit|Avenkyr Pakacit]]&lt;br /&gt;
|dated=2025-4-28&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A graphical tileset that combines style &amp;amp; design. The official repository can be found [https://github.com/AvenkyrPakacit/Syrenalian-Veidancyr/tree/main/Tilesets here].&lt;br /&gt;
|demo=[[Image:SV_Tileset_image_8x12.png|thumb|right|Syrenalian Veidancyr 8x12 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses 640x300diag.png&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CP850.png&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_megazeux2.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-02.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA8x16.png&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-03.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yoshis_island.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA9x16.png&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_800x600_shade.png&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=eofshaded800x600pb9_f64ded.png&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sleroux_800x300.png&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzers_thin.png&lt;br /&gt;
|author=[[User:KyzerB|KyzerB]]&lt;br /&gt;
|dated=2018-11-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=853&amp;amp;times;480, 1280&amp;amp;times;720, 1920&amp;amp;times;1080, 3840&amp;amp;times;2160; looks fine at most others, legible down to 240p (for the most part).&lt;br /&gt;
|comments=Tileset designed to be a little easier to read and crisp. Very useful for lower resolutions, as it stays crisp down to 480p. 98% of the sprites have been changed, many received changes to their white-space, and the Dwarves have new and easily distinguishable sprites. Took about a week to make.&lt;br /&gt;
|demo=[[Image:Kyzers_thin_medmap.png|thumb|right|Kyzer's Thin Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=UncleSporky_curses_800x600.png&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
|demo2=[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_10x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom800x300ca3.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand^2_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vintl01.png&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_SleipnirLt_10x16_tf.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2024-10-01&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;768&lt;br /&gt;
|comments=Larger variant of my 8&amp;amp;times;12 Sleipnir tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-20-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_14x16.png&lt;br /&gt;
|author=Anonymous/[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2017-05-12&lt;br /&gt;
|size=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|comments=I was looking for a narrower, more readable tileset with the aesthetic of Cooz's shaded square 16x16 one and didn't see one, so I made this from it. Like the original, it's just rounded ASCII characters with no special glyphs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Shizzle_1280x500.png&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
|demo=[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_1280x600.png&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bmac smooth 16x24.png&lt;br /&gt;
|author=[[User:BMacZero|BMacZero]]&lt;br /&gt;
|dated=2020-11-07&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=A smaller version of [[:File:Kyzsmooth.png]] (24x32), with standard curses dwarf icons. Effectively, curses_640x300.png at 200% and smoothed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lumin_Graphical_1280x800.png&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_24pt_cleartype_ThomModifications.PNG&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=TerminusAliased_handedit_gal.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
|demo=[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
|demo2=[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terminus24.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;36==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_1920x900.png&lt;br /&gt;
|author=IBM, I think&lt;br /&gt;
|dated=2017-02-28&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzsmooth.png&lt;br /&gt;
|author=KyzerB&lt;br /&gt;
|dated=2019-07-02&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%, intricately smoothed for readability and a lack of chunkiness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;72==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vector square 48x72.png&lt;br /&gt;
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:DragonDePlatino|DragonDePlatino]]&lt;br /&gt;
|dated=2016-11-22&lt;br /&gt;
|size=48&amp;amp;times;72&lt;br /&gt;
|resolution=3820&amp;amp;times;1920 (4k)&lt;br /&gt;
|comments=A resolution-independent tileset based off of curses_640x300.bmp. The tileset was hand-vectorized in Inkscape then exported in multiple resolutions up to 4k. More information and resolutions can be found at the forum thread [http://www.bay12forums.com/smf/index.php?topic=161328.0 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[ru:Tileset repository]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image_8x12.png&amp;diff=315249</id>
		<title>File:SV Tileset image 8x12.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image_8x12.png&amp;diff=315249"/>
		<updated>2026-03-06T00:31:42Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image.png&amp;diff=315248</id>
		<title>File:SV Tileset image.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image.png&amp;diff=315248"/>
		<updated>2026-03-06T00:30:08Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: AvenkyrPakacit reverted File:SV Tileset image.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image.png&amp;diff=315247</id>
		<title>File:SV Tileset image.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image.png&amp;diff=315247"/>
		<updated>2026-03-06T00:29:59Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: AvenkyrPakacit reverted File:SV Tileset image.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image.png&amp;diff=315246</id>
		<title>File:SV Tileset image.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image.png&amp;diff=315246"/>
		<updated>2026-03-06T00:26:06Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: AvenkyrPakacit uploaded a new version of File:SV Tileset image.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=315244</id>
		<title>File:SyrenalianVeidancyr 8x12.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=315244"/>
		<updated>2026-03-06T00:12:42Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: AvenkyrPakacit uploaded a new version of File:SyrenalianVeidancyr 8x12.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=313471</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=313471"/>
		<updated>2026-01-08T19:05:19Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Since it's not technically a bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
*Do '''''not''''' click the &amp;quot;+&amp;quot; button at the top of the page - if you do, your comment will be added as a new section below the [[#Bot Requests|Bot Requests]] section, which probably isn't what you want to do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past discussion are archived here: [[User talk:Quietust/archive|1]]&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
&lt;br /&gt;
===Vandalization===&lt;br /&gt;
Hi, was browsing the wiki when I noticed some articles defaced with images of Osama Bin Laden and the n-word. I found a couple offending templates that were edited to contain the image and blanked the templates. Apologies for not simply reverting the edits.&lt;br /&gt;
&lt;br /&gt;
===Default tile===&lt;br /&gt;
If you happen accross the default values for PICKED_TILE and PICKED_COLOR, stick them into &lt;br /&gt;
[[Template:Plantlookup/0]]. Currently using a black on black question mark. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 17:59, 26 July 2014 (UTC)&lt;br /&gt;
*They're already documented on [[Plant token]] - 231 (τ) and 2:0:0 (dark green). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:36, 26 July 2014 (UTC)&lt;br /&gt;
::It's corrected now. Thanks. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 12:50, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Raw data===&lt;br /&gt;
&lt;br /&gt;
I noticed something strange. The contents of [[template:gamedata]] sometimes don't match the contents of the corresponding raw page. See [[Olm man]] and [[Olm man/raw]]. What's up with that? Also, an extra line is showing up in the biome section of the creature info for subterranean creatures (like the [[Olm man]]). I poked around a bit and found &amp;lt;nowiki&amp;gt;{{#switch: {{NAMESPACE}}| ...}}&amp;lt;/nowiki&amp;gt; inside of [[Template:BiomeToken]] with an older namespace setup, but I haven't touched it so I'm not sure if that's the cause. (The error isn't present on Materwork: pages).&lt;br /&gt;
&lt;br /&gt;
It's cool that you got this stuff to work so well, though. :) [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 03:54, 24 July 2014 (UTC)&lt;br /&gt;
:The first thing you mentioned is because most/all /raw pages expand creature variations. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:00, 24 July 2014 (UTC)&lt;br /&gt;
::But [[template:gamedata]]  transcludes &amp;lt;nowiki&amp;gt;{{NAMESPACE}}:{{PAGENAME}}/raw&amp;lt;/nowiki&amp;gt;. It seems really strange to me that the unexpanded version is being displayed in the main article. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:13, 24 July 2014 (UTC)&lt;br /&gt;
:::Oh, I see it now. &amp;lt;nowiki&amp;gt;{{{{NAMESPACE}}:{{PAGENAME}}/raw|1}}&amp;lt;/nowiki&amp;gt; produces the unexpanded version. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:17, 24 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Redirect extension===&lt;br /&gt;
You can look at the code [https://github.com/illideristudios/dfwikifiles/pull/12 here], if you're interested. I'm planning on migrating it to a public repo as soon as I can (and getting rid of the commented-out echo statements), but let me know if you see any problems that I missed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 14 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Release notes===&lt;br /&gt;
Thanks for filling in the pages I left blank. (I copied the list from the &amp;quot;Older versions&amp;quot; page and used a [https://gist.github.com/lethosor/9512967 script] to convert them to wikitext, which is why I missed the unavailable releases from the 23a series.) One question: Where are you getting the release notes for releases like [[23a:Release information/0.21.104.21b‎|this one]]? I can't seem to find them on the devlog or the DF announcements board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:22, 12 March 2014 (UTC)&lt;br /&gt;
*If you're referring to the Toady One quote, I got it from &amp;quot;release notes.txt&amp;quot;; if you're referring to the individual changes, I reconstructed them from the old devlog entries between releases. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:29, 12 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Edition reverted===&lt;br /&gt;
Hi. I made an edition some minutes ago, intending to also upload an image to it, but when I was about to fix the issue, I saw you have reverted my Edition. Why? --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:09, 24 February 2014 (UTC)&lt;br /&gt;
:Mainly because the image link was broken, and it looked like it may have been a test edit of some sort (as is quite common on Wikipedia). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 22:10, 24 February 2014 (UTC)&lt;br /&gt;
::Hope it is right now. I just needed some minutes more to fix it :) --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:25, 24 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===EXE patches===&lt;br /&gt;
I would like to use the miscarriage buxfix thats on your userpage, how can I apply it? I can use binpatch, however I tried looking up data on its structure and the only suitable one was on wikipedia which didnt cover HEX patching. &amp;lt;br /&amp;gt;{{User:Latias1290/Sig/src|16:30|January 25, 2014}}&lt;br /&gt;
:Open dwarfort.exe in a hex-editor, then go to each address listed in the patch, check that the original values match, then replace them with the new values. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:19, 26 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===large number of new accounts - Spam?===&lt;br /&gt;
I &amp;quot;determined&amp;quot; ;) that you are an admin and since I'm not sure where to report it: Recent changes implies a large number of new bot-created accounts in the last days. Preparation for a spam avalanche? Should something be done about it? If you're the wrong guy to ask, would you mind forwarding it to the right place? --[[User:2013|2013]] 18:02, 27 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Parser issue ===&lt;br /&gt;
Hey Quietust, little question for you. I have put DFRawFunctions into extensions folder of mediawiki. Then installed both php files in LocalSettings.php. Yet &amp;lt;nowiki&amp;gt;{{#df_raw}}&amp;lt;/nowiki&amp;gt; gives  &amp;quot;Not found!&amp;quot;, being unable to find the file. Are &amp;quot;raws&amp;quot; meant to be placed in special location? Or maybe few lines are to be added in LocalSettings.php?&lt;br /&gt;
&amp;lt;br/&amp;gt;P.S. Question is not related to english wiki but russian one. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 06:11, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You need to add this line to &amp;lt;code&amp;gt;LocalSettings.php&amp;lt;/code&amp;gt;:&lt;br /&gt;
 $wgDFRawEnableDisk = true;&lt;br /&gt;
:--[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:30, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I made another function on github and sent a pull request. Will it be implemented into DFwiki? --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 09:21, 6 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Bot files ===&lt;br /&gt;
Do you happen to have the text files used to generate the DF2012 raw pages (the format you mentioned on [[User talk:J. d'Orc]])? I was thinking of making similar files for Masterwork pages, and I wanted to make sure I was formatting them correctly. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:15, 31 July 2013 (UTC)&lt;br /&gt;
:Sample data:&lt;br /&gt;
 toad	DF2012:creature_amphibians.txt	creature	CREATURE	TOAD&lt;br /&gt;
 worm	DF2012:creature_annelids.txt	creature	CREATURE	WORM&lt;br /&gt;
 blue jay	DF2012:creature_birds.txt	creature	CREATURE	BIRD_BLUEJAY&lt;br /&gt;
 cardinal	DF2012:creature_birds.txt	creature	CREATURE	BIRD_CARDINAL&lt;br /&gt;
 penguin man	DF2012:creature_birds.txt	creature	CREATURE	PENGUIN MAN	DF2012:c_variation_default.txt&lt;br /&gt;
 giant penguin	DF2012:creature_birds.txt	creature	CREATURE	BIRD_PENGUIN_GIANT	DF2012:c_variation_default.txt&lt;br /&gt;
 peregrine falcon man	DF2012:creature_birds.txt	creature	CREATURE	PEREGRINE FALCON MAN	DF2012:c_variation_default.txt&lt;br /&gt;
:Column 1 is the page name, column 2 is the raw file that contains it, column 3 is what goes into the category name (e.g. &amp;quot;Category:DF2012:Creature raw pages&amp;quot;), column 4 is the object type (should always be CREATURE here), column 5 is the creature's ID token, and column 6 (optional) is the file that contains all of the variations used by the creature. Note that some of the Masterwork creatures will probably require '''multiple''' creature variation files - for those, you should specify the variation files separated by a &amp;quot;|&amp;quot; character. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:39, 2 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hi ===&lt;br /&gt;
Just wanted to stop by and say hi, and thanks for correcting [http://dwarffortresswiki.org/index.php?title=DF2012%3AExtinction&amp;amp;diff=189929&amp;amp;oldid=189928 stupid things] I've been sprinkling about. Shoutout to [[User:Lethosor|Lethosor]] and [[User:Loci|Loci]] too, on that count. Nice wiki you got here. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 02:52, 12 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Patch Licence ===&lt;br /&gt;
Just a quick question about your MediaWiki patch at http://www.qmtpro.com/~quietust/misc/ns_link-1.17.0.diff&lt;br /&gt;
I don't see a licence for this patch specified anywhere.  Is it also GPLv2?&lt;br /&gt;
:That's because there isn't one - I have more important things to do than explicitly license every piece of code I write. Since it modifies MediaWiki, assume that it uses the same license. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:39, 20 June 2013 (UTC)&lt;br /&gt;
::Sorry for bothering you, and thanks.17:36, 20 June 2013 (UTC)&lt;br /&gt;
:::What version of MediaWiki are you using? If you're using 1.20+, there's a simpler version of the patch (although I'm not sure how to generate a patch file from it). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:43, 20 June 2013 (UTC)&lt;br /&gt;
::::It looks like this wiki has since been updated to version 1.20, and I'm guessing the original patch was simply reapplied to it. How exactly is it possible to simplify it? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 20:30, 20 June 2013 (UTC)&lt;br /&gt;
:::::I managed to get it to work (on a separate wiki) from the first commit listed in the wiki repo ([https://github.com/illideristudios/dfwikifiles/commit/a2a78972134188af635775f7e7ca5483c11ac949 a2a78972]). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:01, 20 June 2013 (UTC)&lt;br /&gt;
::::::That commit is enough to get basic links working, but unless you include the rest of the patch I highly suspect that interwiki links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[wikipedia:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot;) and fragment-only links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[#section]]&amp;lt;/nowiki&amp;gt;&amp;quot; will be rather horribly broken... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:26, 21 June 2013 (UTC)&lt;br /&gt;
:::::::Looks like you're right. I hadn't noticed that before, but they aren't interpreted as links at all. I'll try applying the rest of the patch now and see how that works on 1.20. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:10, 21 June 2013 (UTC)&lt;br /&gt;
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=== Adding mod raws to DFRawFunctions ===&lt;br /&gt;
I was wondering what you thought about adding Masterwork raws (since it would make creating new Masterwork: pages a lot easier). They are significantly larger than the vanilla raws, but the individual files are small enough that they shouldn't cause much extra load (I can test this myself and let you know how it works with MediaWiki if you like). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:07, 20 June 2013 (UTC)&lt;br /&gt;
*DFRawFunctions can automatically load raws from disk for any namespace that exists on the wiki, so all I would need to do would be to add them to the Git repository and wait for the server to pick them up (as I recall, it does a periodic check). If you can provide me a copy of the raw files, I should be able to get them imported fairly quickly. One concern I have, though, is how often these raws are going to be changing... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:47, 20 June 2013 (UTC)&lt;br /&gt;
::They do change periodically, but there usually aren't a lot of changes between versions. I sent you a PR, which (hopefully) works on MW 1.20.  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:02, 20 June 2013 (UTC)&lt;br /&gt;
Sorry to bother you about this, but any idea what's causing the layout issues at [[Masterwork:Golem/raw]]? I haven't noticed any inconsistent indentation in the original file (creature_masterwork.txt), and I don't see any problems with the template either... --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:44, 21 June 2013 (UTC)&lt;br /&gt;
:I'm assuming you're referring to the dotted-bordered boxes - those are caused by lines that have leading spaces '''before''' the tabs. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:20, 21 June 2013 (UTC)&lt;br /&gt;
::Apparently my terminal doesn't display tabs the way I thought it did. That would explain it, thanks. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:13, 21 June 2013 (UTC)&lt;br /&gt;
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===Link template===&lt;br /&gt;
I noticed you deleted [[:Template:L]] (in fact, it was over a year ago). I know it's probably unnecessary, but it renders the revision history of old pages practically unreadable (take [http://dwarffortresswiki.org/index.php?title=23a:Bedroom&amp;amp;oldid=123591 this page] for example). It's likely that someone else has pointed it out already and I didn't notice, in which case I apologize. I doubt many people tend to look at past revisions of pages, especially from old versions, but it would be nice to get rid of some of those red links. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:35, 23 February 2013 (UTC)&lt;br /&gt;
:I don't see how it's a problem that outdated revisions of pages are unreadable due to a template being removed - the template could have just as easily been '''changed''' to something incompatible and the effect would've been the same. Besides, people shouldn't be looking at outdated revisions of pages anyways, because they're '''outdated''' and likely incorrect. --[[User:Quietust|Quietust]] 02:14, 24 February 2013 (UTC)&lt;br /&gt;
::Yes, I agree that recreating an unused template is probably useless. I only ran across it when I was doing a little research and ran across a revision I didn't really need anyway. Also, since your bot fixed the links in the old namespaces, it really isn't a problem. If I ever need to look at an old revision (and to be honest, I'm not sure why I would either), I could always just view the source instead. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 24 February 2013 (UTC)&lt;br /&gt;
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===SPAMBOT DELETION===&lt;br /&gt;
Hey Quietust. I strongly suspect Hrtrey is a spambot. I reversed the edits made, but I thought I should point it out immediately since it began inserted external links at five minute intervals after the account creation, which seemed atypical.&lt;br /&gt;
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===SLEEP_PRETENSION ===&lt;br /&gt;
I noticed your change to the Noble page recently and want to inquire about the noble logic. I was under the impression that nobles could get two different kinds of upset: their own room is under value, OR another dwarf has a room that exceeds the value that the other dwarf should have. &lt;br /&gt;
&lt;br /&gt;
Do nobles actually compare their own rooms to the other dwarves, or do they just insist that other dwarves not exceed the other dwarves' place in society?&lt;br /&gt;
:I recently did some disassembly diving to figure out how that behavior actually worked, and it turns out it's 100% based on the other dwarf's room value compared to the noble's room value. Specifically, it takes the PRECEDENCE of each unit (for non-nobles, this is 30001), takes &amp;quot;(30001 - precedence) / 150&amp;quot; to get an &amp;quot;importance&amp;quot; figure (if the other dwarf's importance is greater than or equal to the noble's, it doesn't care), then it compares the other dwarf's room value to the highest valued room of that type belonging to the noble (it actually compares the room quality rating i.e. &amp;quot;Royal&amp;quot;/&amp;quot;Grand&amp;quot;/&amp;quot;Great&amp;quot;/etc.) and generates a complaint if the other's room is better '''or equal''' to the noble's room. The actual severity of the thought is &amp;quot;(importance_delta - 1) / 15 + (quality delta) + 1&amp;quot; , which corresponds to &amp;quot;put off&amp;quot;/&amp;quot;flustered&amp;quot;/&amp;quot;upset&amp;quot;//.../&amp;quot;traumatized&amp;quot;/&amp;quot;utterly traumatized&amp;quot;. --[[User:Quietust|Quietust]] 20:19, 9 September 2012 (UTC)&lt;br /&gt;
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=== Stockpile settings info ===&lt;br /&gt;
I'd like to read your oppinion on my planned long-term editing concerning [[User_talk:Emi#Stockpile_setting_info|Stockpile settings information]]. --[[User:Nagidal|Nagidal]] 07:17, 10 August 2012 (UTC)&lt;br /&gt;
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=== Any dragon fire proof materials? ===&lt;br /&gt;
Seeing you have mentioned that the dragonfire will melt dolomite, I guess there is no material safe from dragonfire in DF (except for dragon skin, bones, etc.), so maybe this note should have all material articles. (it is a mild Fun spoiler, though). Or the note about dragonfire it should be missing everywhere, because it is so general. --[[User:Nagidal|Nagidal]] 21:22, 9 August 2012 (UTC)&lt;br /&gt;
:Any material with a FIXED_TEMP is immune to dragonfire, which means that [[nether cap]] wood should be safe. --[[User:Quietust|Quietust]] 21:41, 9 August 2012 (UTC)&lt;br /&gt;
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===Ban===&lt;br /&gt;
Why did you ban my previus account (ilsinopeo)? I do not understand what is wrong in that username--Sinop&lt;br /&gt;
:I blocked it for the same reason that I've been blocking dozens of other accounts every day - it looked like a spambot, and it hadn't made a single edit within 2 hours of signup (lots of them have been known to wait several ''days'' before filling their talk page with spam links, hoping to escape detection). Also, why did you create a new account when '''Briess unbanned you about 6 hours ago'''? --[[User:Quietust|Quietust]] 11:22, 29 June 2012 (UTC)&lt;br /&gt;
::Ops i did not notice that, my bad--[[User:Ilsinopeo|Ilsinopeo]] 12:38, 29 June 2012 (UTC)&lt;br /&gt;
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===Binary Patches===&lt;br /&gt;
I've noticed some binary patches you've posted around and was wondering exactly what to do with them.  I'm guessing something like CFF Explorer?  Usually when I hex edit it's with Cheat Engine, so if I screw something up at least it's gone next program run. Wanted to make sure before I did anything drastic.  Also, would those edits screw up tools like DFHack and Therapist that depend on exact offsets? [[User:Hesuchia|Hesuchia]] 17:14, 26 June 2012 (UTC)&lt;br /&gt;
*You apply them by editing the EXE file itself (while it's not running) with a hex-editor. The Windows patches ones won't affect any existing tools since said tools look at the PE timestamp (which doesn't get changed), and the patches themselves have no effect on any of the offsets. --[[User:Quietust|Quietust]] 18:32, 26 June 2012 (UTC)&lt;br /&gt;
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=== Blocked for &amp;quot;Unacceptable username&amp;quot; ===&lt;br /&gt;
Why has my account (jimj316) been blocked? Just because it ends in a number?&lt;br /&gt;
If you need proof that I'm not a spambot, view the [[DF2012_Talk:Creature_token|Talk page for creature tokens]], where I left a message (before I made an account) about an edit I had made to improve the page. &lt;br /&gt;
[[Special:Contributions/212.219.142.161|212.219.142.161]] 09:22, 18 June 2012 (UTC)&lt;br /&gt;
:Yes, it was because your username, like many of the spambots, ended with a number. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
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=== Potential contributor banned ===&lt;br /&gt;
&lt;br /&gt;
I've got a message from 76.185.119.161 that he would like to contribute to the DF wiki, but his IP is banned. Why is he banned? Do you think you can unban him and see how it goes? --[[User:Nagidal|Nagidal]] 23:00, 17 June 2012 (UTC)&lt;br /&gt;
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:FYI, that IP address is in the Road Runner IP block in the Dallas, Texas area.  It's dynamically allocated to their customers so, unless this is a recent ban, the person who has it now probably isn't the same person who got it banned (assuming it's not part of a block of banned IP addresses).  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 00:07, 18 June 2012 (UTC)&lt;br /&gt;
::The ban is almost definitely an automatic one placed as a result of banning a suspected spambot - I need to which one it was (the wiki should say &amp;quot;Autoblocked because your IP address has been recently used by 'username'&amp;quot;) so I can remove it. --[[User:Quietust|Quietust]] 01:17, 18 June 2012 (UTC)&lt;br /&gt;
::: Please remove it. I think it's unlikely that will cause any trouble. This is what he gets when he tries to create an account:&lt;br /&gt;
::::Login error Your IP address is listed as an open proxy in the DNSBL used by Dwarf Fortress Wiki. You cannot create an account (76.185.119.161)&lt;br /&gt;
:::--[[User:Nagidal|Nagidal]] 08:44, 18 June 2012 (UTC)&lt;br /&gt;
::::There's nothing I can do to fix that one - you'll need to talk to Briess. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
::::Have him try again now.  If he still encounters the same issue, he'll have to apply to get his IP address removed from the blocklist at [http://www.spamhaus.org/lookup/] (I removed 3 of the blocklists we were using so it's only spamhaus now) --[[User:Briess|Briess]] 07:27, 19 June 2012 (UTC)&lt;br /&gt;
::::&amp;lt;s&amp;gt;Just checked, he is listed on [http://www.spamhaus.org/pbl/query/PBL238586] so he'll need to follow those instructions to get delisted. --[[User:Briess|Briess]] 07:30, 19 June 2012 (UTC)&amp;lt;/s&amp;gt; incorrect, this won't affect wiki signup --[[User:Briess|Briess]] 07:32, 19 June 2012 (UTC)&lt;br /&gt;
:::::Thank you guys for looking into it. He said he would sign up soon now. --[[User:Nagidal|Nagidal]] 08:33, 20 June 2012 (UTC)&lt;br /&gt;
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=== Would My Username Be Rejected? ===&lt;br /&gt;
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked.  I do appreciate your hard work.  It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.&lt;br /&gt;
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But then it occurred to me... My name looks like a spammer's!  If I signed up today, would I be blocked immediately?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)&lt;br /&gt;
:Probably not - the recent spammers have been signing up with account names following very specific patterns, and yours doesn't match any of them. While you're here, I thought you might be interested in knowing that I've confirmed a lot of your findings from studying my disassembly of 0.23.130.23a - while lots of things have changed in the past 5 years, lots of other things have stayed exactly the same. --[[User:Quietust|Quietust]] 20:01, 17 June 2012 (UTC)&lt;br /&gt;
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===Registration Spam===&lt;br /&gt;
Q, methinks the method shown under &amp;quot;Comment Spam defeated at last&amp;quot; on Steve Hanov's Blog stevehanov.ca would save you a lot of work.&lt;br /&gt;
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)&lt;br /&gt;
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===Blocking===&lt;br /&gt;
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)&lt;br /&gt;
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===More spammer blocking===&lt;br /&gt;
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8,  were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)&lt;br /&gt;
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)&lt;br /&gt;
::While reporting [[User talk:BrettWCotton7|BrettWCotton7]], I noticed that [[User talk:Lonna44|Lonna44]] was overlooked. --[[User:Cali|Cali]] 22:06, 2 July 2012 (UTC)&lt;br /&gt;
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===Blocking Vroomvroom1970===&lt;br /&gt;
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)&lt;br /&gt;
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===Clean up some deleted pages===&lt;br /&gt;
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)&lt;br /&gt;
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===Creaturelookup/0 and Creaturedesc templates===&lt;br /&gt;
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)&lt;br /&gt;
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)&lt;br /&gt;
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)&lt;br /&gt;
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===See Bot request===&lt;br /&gt;
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)&lt;br /&gt;
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===Gravitates/animal men===&lt;br /&gt;
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing.  Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)&lt;br /&gt;
===DFRawFunctions===&lt;br /&gt;
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)&lt;br /&gt;
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)&lt;br /&gt;
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===Re:DFRawFunctions===&lt;br /&gt;
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 22:30, 18 March 2012 (UTC)&lt;br /&gt;
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===Error submiting updates to DF2012:Creatures===&lt;br /&gt;
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)&lt;br /&gt;
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===Re: Stuff===&lt;br /&gt;
Gonna go do it right now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:59, 7 March 2012 (UTC)&lt;br /&gt;
===Good job===&lt;br /&gt;
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)&lt;br /&gt;
=== A new list ===&lt;br /&gt;
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)&lt;br /&gt;
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=== Frostbite ===&lt;br /&gt;
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&amp;amp;curid=17187&amp;amp;diff=153614&amp;amp;oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)&lt;br /&gt;
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)&lt;br /&gt;
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===Creature Logic + diagrams===&lt;br /&gt;
Thanks for the edits to creature logic.  It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page.  If there is a preferred method, maybe someone (lol &amp;quot;someone,&amp;quot; although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]?  Might save you from some future tedium, unless of course you enjoy those kind of edits.&lt;br /&gt;
  &lt;br /&gt;
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time.  Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals?  That is, if an edge detector detects an &amp;quot;edge&amp;quot; signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)&lt;br /&gt;
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off-&amp;gt;on and a different thing when the signal changes from on-&amp;gt;off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)&lt;br /&gt;
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===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Thank you!===&lt;br /&gt;
Thanks for helping me out by moving that file. I had no clue how to rename it myself,  and also for explaining how that citation worked. I wasn't sure how to do it heh. I'm kinda winging it here.&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 16:31, 29 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Cooking raw oysters===&lt;br /&gt;
Regarding [https://dwarffortresswiki.org/index.php?title=Oyster&amp;amp;curid=32026&amp;amp;diff=309820&amp;amp;oldid=299698 this edit], &amp;quot;cooked raw&amp;quot; means in this context that you can cook the &amp;quot;raw oyster&amp;quot; items that your [[fisherdwarf|fisherdwarves]] catch without having to clean them at [[fishery]] first. [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 19:53, 18 June 2025 (UTC)&lt;br /&gt;
:I actually didn't know that - apparently, [COOKABLE_LIVE] works on both unprocessed dead fish and also still-living fish. Given that &amp;quot;cooked raw&amp;quot; sounds like an oxy-moron, maybe &amp;quot;cooked '''whole'''&amp;quot; would make more sense. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 20:53, 18 June 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
=== v0.44.02 Raws Update ===&lt;br /&gt;
::Hi!&lt;br /&gt;
&lt;br /&gt;
::I'm not sure if this bot is still maintained, or if you're still accepting requests, but I figured I might as well give it a shot. Although the diff between the raws of v0.43.05 and v0.44.02 is minuscule, it's still a sizable enough number of changes to warrant some form of automation. Additionally, some of the Raws (like [[DF2014:Dog/raw|dogs]]) haven't been updated since 2014.&lt;br /&gt;
&lt;br /&gt;
::If you're still accepting requests, I'd like to request a general raws update throughout the wiki. If this isn't feasible, or you'd rather it be handled manually, no problem. &lt;br /&gt;
&lt;br /&gt;
:: Thank you!&lt;br /&gt;
&lt;br /&gt;
:: [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 12:15, 1 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== DF:2012 Namespace ===&lt;br /&gt;
::Hello, &lt;br /&gt;
&lt;br /&gt;
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.&lt;br /&gt;
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.&lt;br /&gt;
::For every article moved to a previous version namespace, create a new article in the new namespace with the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.&lt;br /&gt;
&lt;br /&gt;
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
::Thanks,&lt;br /&gt;
&lt;br /&gt;
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_damselfly&amp;diff=313461</id>
		<title>Giant damselfly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_damselfly&amp;diff=313461"/>
		<updated>2026-01-08T17:12:11Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: v53.09 Creature Variation changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_damselfly_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=42&lt;br /&gt;
|fat=17&lt;br /&gt;
|eye=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=8&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant damselflies''' are much [[giant animal|larger]] versions of the standard [[damselfly]] [[vermin]]. They cannot currently be encountered in any game mode, as they live only in [[murky pool]]s, which are currently unable to spawn anything larger than [[vermin]].&lt;br /&gt;
&lt;br /&gt;
They can be encountered in [[savage]] [[lake]]s, however they wouldn't be useful for anything other than immediate [[butcher]]ing, as they have a maximum lifespan of one year, like other giant insects. As they are not actually {{token|BENIGN|c}}, wild ones might often annoyingly interrupt your [[dwarf|dwarves]] when spotted.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant damselflies for their ''coloration''.&lt;br /&gt;
[[File:giant_damselfly_preview.png|thumb|350px|center|&amp;quot;'Sup, you dwarves want me to attack your entire fortress or am I gonna be an exotic mount?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art James W Johnson''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Damselfly_man&amp;diff=313460</id>
		<title>Damselfly man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Damselfly_man&amp;diff=313460"/>
		<updated>2026-01-08T17:09:24Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: v53.09 Creature Variation changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=damselfly_man_sprite.png&lt;br /&gt;
|portrait=damselfly_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Damselfly men''' are [[animal people]] variants of the common [[damselfly]] who can be found in [[savage]] [[pool]]s. They spawn in groups of 2-5 individuals and are generally content to keep to themselves, but may pick fights if provoked. In terms of size, they are a little over half the weight of the average [[dwarf]]. All damselfly men are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Damselfly men can appear in [[savage]] [[lake]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] damselfly men for their ''coloration''.&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The damselfly man uses the exact same sprite as the [[dragonfly man]].&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:AvenkyrPakacit&amp;diff=313459</id>
		<title>User talk:AvenkyrPakacit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:AvenkyrPakacit&amp;diff=313459"/>
		<updated>2026-01-08T15:40:15Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Created page with &amp;quot;==YingFortress==  Kind of looking for artists. ~~~~  ==Comments==  Post comments/replies/etc... below here.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==YingFortress==&lt;br /&gt;
&lt;br /&gt;
Kind of looking for artists. [[User:AvenkyrPakacit|AvenkyrPakacit]] ([[User talk:AvenkyrPakacit|talk]]) 15:40, 8 January 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
&lt;br /&gt;
Post comments/replies/etc... below here.&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=313458</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=313458"/>
		<updated>2026-01-08T15:29:33Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
*Do '''''not''''' click the &amp;quot;+&amp;quot; button at the top of the page - if you do, your comment will be added as a new section below the [[#Bot Requests|Bot Requests]] section, which probably isn't what you want to do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past discussion are archived here: [[User talk:Quietust/archive|1]]&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
&lt;br /&gt;
===Vandalization===&lt;br /&gt;
Hi, was browsing the wiki when I noticed some articles defaced with images of Osama Bin Laden and the n-word. I found a couple offending templates that were edited to contain the image and blanked the templates. Apologies for not simply reverting the edits.&lt;br /&gt;
&lt;br /&gt;
===Default tile===&lt;br /&gt;
If you happen accross the default values for PICKED_TILE and PICKED_COLOR, stick them into &lt;br /&gt;
[[Template:Plantlookup/0]]. Currently using a black on black question mark. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 17:59, 26 July 2014 (UTC)&lt;br /&gt;
*They're already documented on [[Plant token]] - 231 (τ) and 2:0:0 (dark green). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:36, 26 July 2014 (UTC)&lt;br /&gt;
::It's corrected now. Thanks. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 12:50, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Raw data===&lt;br /&gt;
&lt;br /&gt;
I noticed something strange. The contents of [[template:gamedata]] sometimes don't match the contents of the corresponding raw page. See [[Olm man]] and [[Olm man/raw]]. What's up with that? Also, an extra line is showing up in the biome section of the creature info for subterranean creatures (like the [[Olm man]]). I poked around a bit and found &amp;lt;nowiki&amp;gt;{{#switch: {{NAMESPACE}}| ...}}&amp;lt;/nowiki&amp;gt; inside of [[Template:BiomeToken]] with an older namespace setup, but I haven't touched it so I'm not sure if that's the cause. (The error isn't present on Materwork: pages).&lt;br /&gt;
&lt;br /&gt;
It's cool that you got this stuff to work so well, though. :) [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 03:54, 24 July 2014 (UTC)&lt;br /&gt;
:The first thing you mentioned is because most/all /raw pages expand creature variations. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:00, 24 July 2014 (UTC)&lt;br /&gt;
::But [[template:gamedata]]  transcludes &amp;lt;nowiki&amp;gt;{{NAMESPACE}}:{{PAGENAME}}/raw&amp;lt;/nowiki&amp;gt;. It seems really strange to me that the unexpanded version is being displayed in the main article. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:13, 24 July 2014 (UTC)&lt;br /&gt;
:::Oh, I see it now. &amp;lt;nowiki&amp;gt;{{{{NAMESPACE}}:{{PAGENAME}}/raw|1}}&amp;lt;/nowiki&amp;gt; produces the unexpanded version. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:17, 24 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Redirect extension===&lt;br /&gt;
You can look at the code [https://github.com/illideristudios/dfwikifiles/pull/12 here], if you're interested. I'm planning on migrating it to a public repo as soon as I can (and getting rid of the commented-out echo statements), but let me know if you see any problems that I missed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 14 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Release notes===&lt;br /&gt;
Thanks for filling in the pages I left blank. (I copied the list from the &amp;quot;Older versions&amp;quot; page and used a [https://gist.github.com/lethosor/9512967 script] to convert them to wikitext, which is why I missed the unavailable releases from the 23a series.) One question: Where are you getting the release notes for releases like [[23a:Release information/0.21.104.21b‎|this one]]? I can't seem to find them on the devlog or the DF announcements board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:22, 12 March 2014 (UTC)&lt;br /&gt;
*If you're referring to the Toady One quote, I got it from &amp;quot;release notes.txt&amp;quot;; if you're referring to the individual changes, I reconstructed them from the old devlog entries between releases. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:29, 12 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Edition reverted===&lt;br /&gt;
Hi. I made an edition some minutes ago, intending to also upload an image to it, but when I was about to fix the issue, I saw you have reverted my Edition. Why? --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:09, 24 February 2014 (UTC)&lt;br /&gt;
:Mainly because the image link was broken, and it looked like it may have been a test edit of some sort (as is quite common on Wikipedia). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 22:10, 24 February 2014 (UTC)&lt;br /&gt;
::Hope it is right now. I just needed some minutes more to fix it :) --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:25, 24 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===EXE patches===&lt;br /&gt;
I would like to use the miscarriage buxfix thats on your userpage, how can I apply it? I can use binpatch, however I tried looking up data on its structure and the only suitable one was on wikipedia which didnt cover HEX patching. &amp;lt;br /&amp;gt;{{User:Latias1290/Sig/src|16:30|January 25, 2014}}&lt;br /&gt;
:Open dwarfort.exe in a hex-editor, then go to each address listed in the patch, check that the original values match, then replace them with the new values. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:19, 26 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===large number of new accounts - Spam?===&lt;br /&gt;
I &amp;quot;determined&amp;quot; ;) that you are an admin and since I'm not sure where to report it: Recent changes implies a large number of new bot-created accounts in the last days. Preparation for a spam avalanche? Should something be done about it? If you're the wrong guy to ask, would you mind forwarding it to the right place? --[[User:2013|2013]] 18:02, 27 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Parser issue ===&lt;br /&gt;
Hey Quietust, little question for you. I have put DFRawFunctions into extensions folder of mediawiki. Then installed both php files in LocalSettings.php. Yet &amp;lt;nowiki&amp;gt;{{#df_raw}}&amp;lt;/nowiki&amp;gt; gives  &amp;quot;Not found!&amp;quot;, being unable to find the file. Are &amp;quot;raws&amp;quot; meant to be placed in special location? Or maybe few lines are to be added in LocalSettings.php?&lt;br /&gt;
&amp;lt;br/&amp;gt;P.S. Question is not related to english wiki but russian one. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 06:11, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You need to add this line to &amp;lt;code&amp;gt;LocalSettings.php&amp;lt;/code&amp;gt;:&lt;br /&gt;
 $wgDFRawEnableDisk = true;&lt;br /&gt;
:--[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:30, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I made another function on github and sent a pull request. Will it be implemented into DFwiki? --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 09:21, 6 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Bot files ===&lt;br /&gt;
Do you happen to have the text files used to generate the DF2012 raw pages (the format you mentioned on [[User talk:J. d'Orc]])? I was thinking of making similar files for Masterwork pages, and I wanted to make sure I was formatting them correctly. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:15, 31 July 2013 (UTC)&lt;br /&gt;
:Sample data:&lt;br /&gt;
 toad	DF2012:creature_amphibians.txt	creature	CREATURE	TOAD&lt;br /&gt;
 worm	DF2012:creature_annelids.txt	creature	CREATURE	WORM&lt;br /&gt;
 blue jay	DF2012:creature_birds.txt	creature	CREATURE	BIRD_BLUEJAY&lt;br /&gt;
 cardinal	DF2012:creature_birds.txt	creature	CREATURE	BIRD_CARDINAL&lt;br /&gt;
 penguin man	DF2012:creature_birds.txt	creature	CREATURE	PENGUIN MAN	DF2012:c_variation_default.txt&lt;br /&gt;
 giant penguin	DF2012:creature_birds.txt	creature	CREATURE	BIRD_PENGUIN_GIANT	DF2012:c_variation_default.txt&lt;br /&gt;
 peregrine falcon man	DF2012:creature_birds.txt	creature	CREATURE	PEREGRINE FALCON MAN	DF2012:c_variation_default.txt&lt;br /&gt;
:Column 1 is the page name, column 2 is the raw file that contains it, column 3 is what goes into the category name (e.g. &amp;quot;Category:DF2012:Creature raw pages&amp;quot;), column 4 is the object type (should always be CREATURE here), column 5 is the creature's ID token, and column 6 (optional) is the file that contains all of the variations used by the creature. Note that some of the Masterwork creatures will probably require '''multiple''' creature variation files - for those, you should specify the variation files separated by a &amp;quot;|&amp;quot; character. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:39, 2 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hi ===&lt;br /&gt;
Just wanted to stop by and say hi, and thanks for correcting [http://dwarffortresswiki.org/index.php?title=DF2012%3AExtinction&amp;amp;diff=189929&amp;amp;oldid=189928 stupid things] I've been sprinkling about. Shoutout to [[User:Lethosor|Lethosor]] and [[User:Loci|Loci]] too, on that count. Nice wiki you got here. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 02:52, 12 July 2013 (UTC)&lt;br /&gt;
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=== Patch Licence ===&lt;br /&gt;
Just a quick question about your MediaWiki patch at http://www.qmtpro.com/~quietust/misc/ns_link-1.17.0.diff&lt;br /&gt;
I don't see a licence for this patch specified anywhere.  Is it also GPLv2?&lt;br /&gt;
:That's because there isn't one - I have more important things to do than explicitly license every piece of code I write. Since it modifies MediaWiki, assume that it uses the same license. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:39, 20 June 2013 (UTC)&lt;br /&gt;
::Sorry for bothering you, and thanks.17:36, 20 June 2013 (UTC)&lt;br /&gt;
:::What version of MediaWiki are you using? If you're using 1.20+, there's a simpler version of the patch (although I'm not sure how to generate a patch file from it). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:43, 20 June 2013 (UTC)&lt;br /&gt;
::::It looks like this wiki has since been updated to version 1.20, and I'm guessing the original patch was simply reapplied to it. How exactly is it possible to simplify it? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 20:30, 20 June 2013 (UTC)&lt;br /&gt;
:::::I managed to get it to work (on a separate wiki) from the first commit listed in the wiki repo ([https://github.com/illideristudios/dfwikifiles/commit/a2a78972134188af635775f7e7ca5483c11ac949 a2a78972]). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:01, 20 June 2013 (UTC)&lt;br /&gt;
::::::That commit is enough to get basic links working, but unless you include the rest of the patch I highly suspect that interwiki links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[wikipedia:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot;) and fragment-only links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[#section]]&amp;lt;/nowiki&amp;gt;&amp;quot; will be rather horribly broken... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:26, 21 June 2013 (UTC)&lt;br /&gt;
:::::::Looks like you're right. I hadn't noticed that before, but they aren't interpreted as links at all. I'll try applying the rest of the patch now and see how that works on 1.20. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:10, 21 June 2013 (UTC)&lt;br /&gt;
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=== Adding mod raws to DFRawFunctions ===&lt;br /&gt;
I was wondering what you thought about adding Masterwork raws (since it would make creating new Masterwork: pages a lot easier). They are significantly larger than the vanilla raws, but the individual files are small enough that they shouldn't cause much extra load (I can test this myself and let you know how it works with MediaWiki if you like). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:07, 20 June 2013 (UTC)&lt;br /&gt;
*DFRawFunctions can automatically load raws from disk for any namespace that exists on the wiki, so all I would need to do would be to add them to the Git repository and wait for the server to pick them up (as I recall, it does a periodic check). If you can provide me a copy of the raw files, I should be able to get them imported fairly quickly. One concern I have, though, is how often these raws are going to be changing... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:47, 20 June 2013 (UTC)&lt;br /&gt;
::They do change periodically, but there usually aren't a lot of changes between versions. I sent you a PR, which (hopefully) works on MW 1.20.  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:02, 20 June 2013 (UTC)&lt;br /&gt;
Sorry to bother you about this, but any idea what's causing the layout issues at [[Masterwork:Golem/raw]]? I haven't noticed any inconsistent indentation in the original file (creature_masterwork.txt), and I don't see any problems with the template either... --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:44, 21 June 2013 (UTC)&lt;br /&gt;
:I'm assuming you're referring to the dotted-bordered boxes - those are caused by lines that have leading spaces '''before''' the tabs. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:20, 21 June 2013 (UTC)&lt;br /&gt;
::Apparently my terminal doesn't display tabs the way I thought it did. That would explain it, thanks. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:13, 21 June 2013 (UTC)&lt;br /&gt;
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===Link template===&lt;br /&gt;
I noticed you deleted [[:Template:L]] (in fact, it was over a year ago). I know it's probably unnecessary, but it renders the revision history of old pages practically unreadable (take [http://dwarffortresswiki.org/index.php?title=23a:Bedroom&amp;amp;oldid=123591 this page] for example). It's likely that someone else has pointed it out already and I didn't notice, in which case I apologize. I doubt many people tend to look at past revisions of pages, especially from old versions, but it would be nice to get rid of some of those red links. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:35, 23 February 2013 (UTC)&lt;br /&gt;
:I don't see how it's a problem that outdated revisions of pages are unreadable due to a template being removed - the template could have just as easily been '''changed''' to something incompatible and the effect would've been the same. Besides, people shouldn't be looking at outdated revisions of pages anyways, because they're '''outdated''' and likely incorrect. --[[User:Quietust|Quietust]] 02:14, 24 February 2013 (UTC)&lt;br /&gt;
::Yes, I agree that recreating an unused template is probably useless. I only ran across it when I was doing a little research and ran across a revision I didn't really need anyway. Also, since your bot fixed the links in the old namespaces, it really isn't a problem. If I ever need to look at an old revision (and to be honest, I'm not sure why I would either), I could always just view the source instead. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 24 February 2013 (UTC)&lt;br /&gt;
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===SPAMBOT DELETION===&lt;br /&gt;
Hey Quietust. I strongly suspect Hrtrey is a spambot. I reversed the edits made, but I thought I should point it out immediately since it began inserted external links at five minute intervals after the account creation, which seemed atypical.&lt;br /&gt;
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===SLEEP_PRETENSION ===&lt;br /&gt;
I noticed your change to the Noble page recently and want to inquire about the noble logic. I was under the impression that nobles could get two different kinds of upset: their own room is under value, OR another dwarf has a room that exceeds the value that the other dwarf should have. &lt;br /&gt;
&lt;br /&gt;
Do nobles actually compare their own rooms to the other dwarves, or do they just insist that other dwarves not exceed the other dwarves' place in society?&lt;br /&gt;
:I recently did some disassembly diving to figure out how that behavior actually worked, and it turns out it's 100% based on the other dwarf's room value compared to the noble's room value. Specifically, it takes the PRECEDENCE of each unit (for non-nobles, this is 30001), takes &amp;quot;(30001 - precedence) / 150&amp;quot; to get an &amp;quot;importance&amp;quot; figure (if the other dwarf's importance is greater than or equal to the noble's, it doesn't care), then it compares the other dwarf's room value to the highest valued room of that type belonging to the noble (it actually compares the room quality rating i.e. &amp;quot;Royal&amp;quot;/&amp;quot;Grand&amp;quot;/&amp;quot;Great&amp;quot;/etc.) and generates a complaint if the other's room is better '''or equal''' to the noble's room. The actual severity of the thought is &amp;quot;(importance_delta - 1) / 15 + (quality delta) + 1&amp;quot; , which corresponds to &amp;quot;put off&amp;quot;/&amp;quot;flustered&amp;quot;/&amp;quot;upset&amp;quot;//.../&amp;quot;traumatized&amp;quot;/&amp;quot;utterly traumatized&amp;quot;. --[[User:Quietust|Quietust]] 20:19, 9 September 2012 (UTC)&lt;br /&gt;
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=== Stockpile settings info ===&lt;br /&gt;
I'd like to read your oppinion on my planned long-term editing concerning [[User_talk:Emi#Stockpile_setting_info|Stockpile settings information]]. --[[User:Nagidal|Nagidal]] 07:17, 10 August 2012 (UTC)&lt;br /&gt;
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=== Any dragon fire proof materials? ===&lt;br /&gt;
Seeing you have mentioned that the dragonfire will melt dolomite, I guess there is no material safe from dragonfire in DF (except for dragon skin, bones, etc.), so maybe this note should have all material articles. (it is a mild Fun spoiler, though). Or the note about dragonfire it should be missing everywhere, because it is so general. --[[User:Nagidal|Nagidal]] 21:22, 9 August 2012 (UTC)&lt;br /&gt;
:Any material with a FIXED_TEMP is immune to dragonfire, which means that [[nether cap]] wood should be safe. --[[User:Quietust|Quietust]] 21:41, 9 August 2012 (UTC)&lt;br /&gt;
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===Ban===&lt;br /&gt;
Why did you ban my previus account (ilsinopeo)? I do not understand what is wrong in that username--Sinop&lt;br /&gt;
:I blocked it for the same reason that I've been blocking dozens of other accounts every day - it looked like a spambot, and it hadn't made a single edit within 2 hours of signup (lots of them have been known to wait several ''days'' before filling their talk page with spam links, hoping to escape detection). Also, why did you create a new account when '''Briess unbanned you about 6 hours ago'''? --[[User:Quietust|Quietust]] 11:22, 29 June 2012 (UTC)&lt;br /&gt;
::Ops i did not notice that, my bad--[[User:Ilsinopeo|Ilsinopeo]] 12:38, 29 June 2012 (UTC)&lt;br /&gt;
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===Binary Patches===&lt;br /&gt;
I've noticed some binary patches you've posted around and was wondering exactly what to do with them.  I'm guessing something like CFF Explorer?  Usually when I hex edit it's with Cheat Engine, so if I screw something up at least it's gone next program run. Wanted to make sure before I did anything drastic.  Also, would those edits screw up tools like DFHack and Therapist that depend on exact offsets? [[User:Hesuchia|Hesuchia]] 17:14, 26 June 2012 (UTC)&lt;br /&gt;
*You apply them by editing the EXE file itself (while it's not running) with a hex-editor. The Windows patches ones won't affect any existing tools since said tools look at the PE timestamp (which doesn't get changed), and the patches themselves have no effect on any of the offsets. --[[User:Quietust|Quietust]] 18:32, 26 June 2012 (UTC)&lt;br /&gt;
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=== Blocked for &amp;quot;Unacceptable username&amp;quot; ===&lt;br /&gt;
Why has my account (jimj316) been blocked? Just because it ends in a number?&lt;br /&gt;
If you need proof that I'm not a spambot, view the [[DF2012_Talk:Creature_token|Talk page for creature tokens]], where I left a message (before I made an account) about an edit I had made to improve the page. &lt;br /&gt;
[[Special:Contributions/212.219.142.161|212.219.142.161]] 09:22, 18 June 2012 (UTC)&lt;br /&gt;
:Yes, it was because your username, like many of the spambots, ended with a number. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
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=== Potential contributor banned ===&lt;br /&gt;
&lt;br /&gt;
I've got a message from 76.185.119.161 that he would like to contribute to the DF wiki, but his IP is banned. Why is he banned? Do you think you can unban him and see how it goes? --[[User:Nagidal|Nagidal]] 23:00, 17 June 2012 (UTC)&lt;br /&gt;
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:FYI, that IP address is in the Road Runner IP block in the Dallas, Texas area.  It's dynamically allocated to their customers so, unless this is a recent ban, the person who has it now probably isn't the same person who got it banned (assuming it's not part of a block of banned IP addresses).  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 00:07, 18 June 2012 (UTC)&lt;br /&gt;
::The ban is almost definitely an automatic one placed as a result of banning a suspected spambot - I need to which one it was (the wiki should say &amp;quot;Autoblocked because your IP address has been recently used by 'username'&amp;quot;) so I can remove it. --[[User:Quietust|Quietust]] 01:17, 18 June 2012 (UTC)&lt;br /&gt;
::: Please remove it. I think it's unlikely that will cause any trouble. This is what he gets when he tries to create an account:&lt;br /&gt;
::::Login error Your IP address is listed as an open proxy in the DNSBL used by Dwarf Fortress Wiki. You cannot create an account (76.185.119.161)&lt;br /&gt;
:::--[[User:Nagidal|Nagidal]] 08:44, 18 June 2012 (UTC)&lt;br /&gt;
::::There's nothing I can do to fix that one - you'll need to talk to Briess. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
::::Have him try again now.  If he still encounters the same issue, he'll have to apply to get his IP address removed from the blocklist at [http://www.spamhaus.org/lookup/] (I removed 3 of the blocklists we were using so it's only spamhaus now) --[[User:Briess|Briess]] 07:27, 19 June 2012 (UTC)&lt;br /&gt;
::::&amp;lt;s&amp;gt;Just checked, he is listed on [http://www.spamhaus.org/pbl/query/PBL238586] so he'll need to follow those instructions to get delisted. --[[User:Briess|Briess]] 07:30, 19 June 2012 (UTC)&amp;lt;/s&amp;gt; incorrect, this won't affect wiki signup --[[User:Briess|Briess]] 07:32, 19 June 2012 (UTC)&lt;br /&gt;
:::::Thank you guys for looking into it. He said he would sign up soon now. --[[User:Nagidal|Nagidal]] 08:33, 20 June 2012 (UTC)&lt;br /&gt;
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=== Would My Username Be Rejected? ===&lt;br /&gt;
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked.  I do appreciate your hard work.  It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.&lt;br /&gt;
&lt;br /&gt;
But then it occurred to me... My name looks like a spammer's!  If I signed up today, would I be blocked immediately?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)&lt;br /&gt;
:Probably not - the recent spammers have been signing up with account names following very specific patterns, and yours doesn't match any of them. While you're here, I thought you might be interested in knowing that I've confirmed a lot of your findings from studying my disassembly of 0.23.130.23a - while lots of things have changed in the past 5 years, lots of other things have stayed exactly the same. --[[User:Quietust|Quietust]] 20:01, 17 June 2012 (UTC)&lt;br /&gt;
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===Registration Spam===&lt;br /&gt;
Q, methinks the method shown under &amp;quot;Comment Spam defeated at last&amp;quot; on Steve Hanov's Blog stevehanov.ca would save you a lot of work.&lt;br /&gt;
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)&lt;br /&gt;
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===Blocking===&lt;br /&gt;
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)&lt;br /&gt;
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===More spammer blocking===&lt;br /&gt;
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8,  were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)&lt;br /&gt;
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)&lt;br /&gt;
::While reporting [[User talk:BrettWCotton7|BrettWCotton7]], I noticed that [[User talk:Lonna44|Lonna44]] was overlooked. --[[User:Cali|Cali]] 22:06, 2 July 2012 (UTC)&lt;br /&gt;
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===Blocking Vroomvroom1970===&lt;br /&gt;
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)&lt;br /&gt;
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===Clean up some deleted pages===&lt;br /&gt;
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)&lt;br /&gt;
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===Creaturelookup/0 and Creaturedesc templates===&lt;br /&gt;
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)&lt;br /&gt;
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)&lt;br /&gt;
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)&lt;br /&gt;
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===See Bot request===&lt;br /&gt;
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)&lt;br /&gt;
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===Gravitates/animal men===&lt;br /&gt;
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing.  Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)&lt;br /&gt;
===DFRawFunctions===&lt;br /&gt;
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)&lt;br /&gt;
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)&lt;br /&gt;
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===Re:DFRawFunctions===&lt;br /&gt;
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 22:30, 18 March 2012 (UTC)&lt;br /&gt;
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===Error submiting updates to DF2012:Creatures===&lt;br /&gt;
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)&lt;br /&gt;
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===Re: Stuff===&lt;br /&gt;
Gonna go do it right now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:59, 7 March 2012 (UTC)&lt;br /&gt;
===Good job===&lt;br /&gt;
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)&lt;br /&gt;
=== A new list ===&lt;br /&gt;
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&amp;amp;curid=17187&amp;amp;diff=153614&amp;amp;oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)&lt;br /&gt;
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Creature Logic + diagrams===&lt;br /&gt;
Thanks for the edits to creature logic.  It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page.  If there is a preferred method, maybe someone (lol &amp;quot;someone,&amp;quot; although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]?  Might save you from some future tedium, unless of course you enjoy those kind of edits.&lt;br /&gt;
  &lt;br /&gt;
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time.  Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals?  That is, if an edge detector detects an &amp;quot;edge&amp;quot; signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)&lt;br /&gt;
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off-&amp;gt;on and a different thing when the signal changes from on-&amp;gt;off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Thank you!===&lt;br /&gt;
Thanks for helping me out by moving that file. I had no clue how to rename it myself,  and also for explaining how that citation worked. I wasn't sure how to do it heh. I'm kinda winging it here.&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 16:31, 29 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Cooking raw oysters===&lt;br /&gt;
Regarding [https://dwarffortresswiki.org/index.php?title=Oyster&amp;amp;curid=32026&amp;amp;diff=309820&amp;amp;oldid=299698 this edit], &amp;quot;cooked raw&amp;quot; means in this context that you can cook the &amp;quot;raw oyster&amp;quot; items that your [[fisherdwarf|fisherdwarves]] catch without having to clean them at [[fishery]] first. [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 19:53, 18 June 2025 (UTC)&lt;br /&gt;
:I actually didn't know that - apparently, [COOKABLE_LIVE] works on both unprocessed dead fish and also still-living fish. Given that &amp;quot;cooked raw&amp;quot; sounds like an oxy-moron, maybe &amp;quot;cooked '''whole'''&amp;quot; would make more sense. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 20:53, 18 June 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Large Roaming &amp;amp; pools===&lt;br /&gt;
&lt;br /&gt;
Apologies if I came off as rude on the bug tracker.&lt;br /&gt;
&lt;br /&gt;
Any chance: was it fine that I edited the creature token page to mention the bug for modders unaware of it? [[User:AvenkyrPakacit|AvenkyrPakacit]] ([[User talk:AvenkyrPakacit|talk]]) 15:29, 8 January 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
=== v0.44.02 Raws Update ===&lt;br /&gt;
::Hi!&lt;br /&gt;
&lt;br /&gt;
::I'm not sure if this bot is still maintained, or if you're still accepting requests, but I figured I might as well give it a shot. Although the diff between the raws of v0.43.05 and v0.44.02 is minuscule, it's still a sizable enough number of changes to warrant some form of automation. Additionally, some of the Raws (like [[DF2014:Dog/raw|dogs]]) haven't been updated since 2014.&lt;br /&gt;
&lt;br /&gt;
::If you're still accepting requests, I'd like to request a general raws update throughout the wiki. If this isn't feasible, or you'd rather it be handled manually, no problem. &lt;br /&gt;
&lt;br /&gt;
:: Thank you!&lt;br /&gt;
&lt;br /&gt;
:: [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 12:15, 1 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== DF:2012 Namespace ===&lt;br /&gt;
::Hello, &lt;br /&gt;
&lt;br /&gt;
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.&lt;br /&gt;
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.&lt;br /&gt;
::For every article moved to a previous version namespace, create a new article in the new namespace with the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.&lt;br /&gt;
&lt;br /&gt;
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
::Thanks,&lt;br /&gt;
&lt;br /&gt;
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Creature_token&amp;diff=313456</id>
		<title>Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Creature_token&amp;diff=313456"/>
		<updated>2026-01-08T15:15:32Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: /* [LARGE_ROAMING] Pool biome bug. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Types? ==&lt;br /&gt;
&lt;br /&gt;
There seem to be three types in use creature, Caste, or special. What does that mean? &lt;br /&gt;
For example, why NAME is creature type but its DESCRIPTION is a Caste type. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:25, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Creature-level tokens apply to the whole creature, while caste-level tokens can be different for each caste. Special has to do with creature variations, these tokens act on some meta-level (before the others?) and decide how/which other tokens are loaded. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 00:49, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: So, caste-level tokens CAN be applied to the entire creature, but are also individually applicable to each caste.  I think I was also misinterpreting the phrase &amp;quot;Caste-specific&amp;quot; in some of the notes.  So yeah, that makes much more sense now. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 00:54, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== NO_EAT Token ==&lt;br /&gt;
&lt;br /&gt;
According to this page, the creature token [NO_EAT] &amp;quot;seems to cause worldgen crashes if it is part of an entity with [PERMITTED_JOB:FISHERMAN]&amp;quot;. However, the raws for version 50.11 appear to disagree. In creature_standard.txt, goblins have [NO_EAT], and in entity_default.txt, [ENTITY:EVIL] has [CREATURE:GOBLIN] and [PERMITTED_JOB:FISHERMAN]. Maybe the [NO_EAT] Token works here because goblins also have [BONECARN]? --[[User:Bigjetman|Bigjetman]] ([[User talk:Bigjetman|talk]]) 18:33, 7 February 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [LARGE_ROAMING] Pool biome bug. ==&lt;br /&gt;
&lt;br /&gt;
Felt the need to mention it, as future modders might be unaware of it.&lt;br /&gt;
&lt;br /&gt;
~Avenkyr Pakacit&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=313455</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=313455"/>
		<updated>2026-01-08T15:11:40Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Mentioned [LARGE_ROAMING] Pool biome bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}.  Currently does not work due to a bug ({{Bug|11069}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to develop [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonize evil areas. &lt;br /&gt;
&lt;br /&gt;
Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Displays the creature's {{token|DESCRIPTION|c}} in its [[legends mode]] entry and hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| The {{token|FREQUENCY|c}} value plays two separate roles. The first is in determining the initial distribution of creatures across the world map. Each creature is randomly assigned a single x, y co-ordinate on the world map, which act as the epicenter for that creature's distribution. A square is drawn around that x, y co-ordinate with a Manhattan radius equal to the {{token|FREQUENCY|c}} value divided by 100 times the world map size. For example, in a 256 by 256 size world map, the [[lion]] might be assigned 14, 112. The [[lion]] has {{token|FREQUENCY:5|c}}, and so a square is drawn by moving 13 tiles in each direction from the [[lion]]'s x, y co-ordinate. This is the [[lion]]'s &amp;quot;territory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Each sub-region in the world will attempt to fill lists of wildlife. There are five lists - {{token|VERMIN_GROUNDER|c}}, {{token|VERMIN_SOIL|c}}, {{token|VERMIN_SOIL_COLONY|c}}, {{token|LARGE_ROAMING|c}}, and {{token|LARGE_PREDATOR|c}}, corresponding with the relevant tokens. The game will attempt to place seven creatures in each list for each sub-region. The game will select the seven nearest valid creatures. Creatures are valid for sub-region's list if they have the requisite token for that list, if they have the valid token for that sub-region's biome (for example, the [lion] can only be selected for {{token|BIOME:SAVANNA_TROPICAL|c}}, {{token|BIOME:GRASSLAND_TROPICAL|c}}, and {{token|BIOME:SHRUBLAND_TROPICAL|c}}, and if their &amp;quot;territory&amp;quot; as defined by their random epicenter and {{token|FREQUENCY|c}} radius overlaps with that sub-region. These lists then determine the creatures that can actually appear within that sub-region during gameplay.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions to the above. If the game was not capable of filling all seven entries in a list, it will drop the overlapping territory requirement, and simply pull the nearest creature which has the correct token and biome availability. Conversely, if a creature has an epicenter but has not appeared on any of the list for any of the world map's sub-regions, the creature will be assigned to the relevant list for the nearest appropriate sub-region - meaning it is occasionally possible to have lists of eight creatures or more. This is more common in smaller worlds where there are less possible sub-regions to be assigned towards. Creatures with the {{token|GOOD|c}} and {{token|EVIL|c}} tokens ignore the epicenter distribution system altogether. They are always capable of appearing in appropriate biomes which are {{token|GOOD|b}} or {{token|EVIL|b}} respectively. This is not true for {{token|SAVAGE|c}}, which acts more like the biome tokens. Creatures with {{token|UBIQUITOUS|c}} have a &amp;quot;territory&amp;quot; which covers the entire map, regardless of their epicenter (although they can still fail to be chosen if there are 7 creatures which are eligible and have nearer epicenters to the sub-region in question).&lt;br /&gt;
&lt;br /&gt;
The second use for {{token|FREQUENCY|c}} is to determine how often a creature actually appears on map. In Fortress Mode, the game will try and spawn large wildlife (creatures with {{token|LARGE_ROAMING|c}} or {{token|LARGE_PREDATOR|c}} in fairly regular waves. These waves include {{token|LARGE_ROAMING|c}}, {{token|LARGE_ROAMING|c}} combined with {{token|FLIER|c}}, {{token|LARGE_PREDATOR|c}}, and {{token|CURIOUS_BEAST|c}} - so a [[lion]] does not compete for selection with a [[gazelle]]. When the game decides it needs to spawn in a fresh wave of e.g. {{token|LARGE_ROAMING|c}} creatures, it will select one of the creatures available to it from the lists for that sub-region at random, with all creatures weighted equally. Once it has selected a creature, it then effectively rolls a d100 against the relevant creature's {{token|FREQUENCY|c}}. If the d100 is equal to the creature's {{token|FREQUENCY|c}} or less, that creature is then spawned in. If the d100 is above the creature's {{token|FREQUENCY|c}}, the game returns to the relevant list and selects again. {{token|UBIQUITOUS|c}} acts as {{token|FREQUENCY:100|c}} for these purposes - in other words, the creature cannot fail the d100 check and will always be spawned in if it is selected from the list.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves, disabling the limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Pool]] biomes due to a bug.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male; usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal, and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature; a small number of those are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to the fortress military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. &lt;br /&gt;
&lt;br /&gt;
Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
Removes the high nature value check imposed by {{token|LOCAL_POPS_PRODUCE_HEROES|c}}.&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot be picked up for worldgen fell moods and cannot be made a skeleton deity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified. If the creature's chosen {{token|CLUSTER_NUMBER|c}} happens to be larger, it will be used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|[creature] [verb text] the [description of creature's location].|6:0}}&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=310716</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=310716"/>
		<updated>2025-09-08T23:44:52Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Forgot a part of the title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:NoFunAllowed.jpg|thumb|right|Of course, instead of trial and error you could also just read the wiki...]]&lt;br /&gt;
''Dwarf Fortress'' started as a pretty complex game back in the days when it was 2D and barely had a quarter of the features it has now. It's easy to get overwhelmed when you first fire it up. Don't worry though, following a tutorial is a very easy way to learn the basics of the game in an afternoon.&lt;br /&gt;
&lt;br /&gt;
Don't worry if you don't understand why you do things on your first run, even after reading the tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the current version, trial and error is great way of having lots of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Installing and Running the Game ==&lt;br /&gt;
&lt;br /&gt;
If you have not installed the game yet, see [[Installation]].&lt;br /&gt;
&lt;br /&gt;
== Learning Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Most of the tutorials were written for the older (40d) version of ''Dwarf Fortress'', but nonetheless, they are still helpful. If you get stuck within a specific aspect of the game, then [[Special:Search|search]] the wiki and don't hesitate to ask questions in the [http://www.bay12forums.com/smf/index.php?board=7.0 forum].&lt;br /&gt;
&lt;br /&gt;
The following tutorials will walk you through world generation, embarking with your 7 dwarves, game basics, and building a full-fledged fortress.&lt;br /&gt;
&lt;br /&gt;
=== Recommended tutorials and wiki articles===&lt;br /&gt;
[[File:FlowchartDF.png|thumb|right|200px|[[From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort.]]&lt;br /&gt;
&lt;br /&gt;
'''For v50:'''&lt;br /&gt;
*[[Quickstart guide|The Fortress Mode Quickstart Guide]]&lt;br /&gt;
*[https://steamcommunity.com/sharedfiles/filedetails/?id=2899235556 Dwarf Fortress Intermediate Guide: Strike The Earth Like a Master] by NimrodX on Steam&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLcOt9GXNrkgjHHTPWws2IjUVUuNfH_ddq Beginner Lets Play] by Blind&lt;br /&gt;
*[https://www.youtube.com/watch?v=84Os5ibjyBg&amp;amp;list=PLcOt9GXNrkgivAz2Su5-KYA-rWl-4CEFs Advanced World Generation] by Blind&lt;br /&gt;
*[https://www.youtube.com/watch?v=0ky7gDutcK0 Beginner's Guide to Modding Dwarf Fortress | Basics of Creatures]&lt;br /&gt;
'''For v0.47:'''&lt;br /&gt;
*[[DF2014:Quickstart guide|The Fortress Mode Quickstart Guide]]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL5-Ab4ta4zm9benUlfb5_vJXNTChfBll2 Salford Sal's Dwarf Fortress (Villains Update) Tutorials for the First Year of Your Fortress]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mp0pUoo_Z30&amp;amp;list=PL5-Ab4ta4zm9FRjc6I01T-ilXlOq_o0hC Salford Sal's Dwarf Fortress (Villains Update) Advanced Tutorials]&lt;br /&gt;
&lt;br /&gt;
'''For v0.40:'''&lt;br /&gt;
*[http://df-walkthrough.rtfd.org PeridexisErrant's DF walkthrough and tutorials]&lt;br /&gt;
*[http://dffd.bay12games.com/file.php?id=10552 Captain Duck's updated play along tutorial]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL_4titxTj-2v4tg_QisHa5os5qraDpTLZ Ongoing German tutorial series by konni.tv]&lt;br /&gt;
*[https://www.reddit.com/r/dwarffortress/comments/fkm1s4/from_wagon_to_fortress_in_thirteen_steps/ From Wagon to Fortress in Thirteen Steps]&lt;br /&gt;
&lt;br /&gt;
'''For v0.34:'''&lt;br /&gt;
*[https://www.youtube.com/watch?v=AI9Dy-4slVw&amp;amp;list=PLwWlb_jkC2UmyKmTWqD711j2QYX_Zmw-x A Noob's Guide to Dwarf Fortress] A tutorial series dedicated to beginners.&lt;br /&gt;
*[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]]. A minimalistic, but great, diagram (maybe for players with a bit more experience).&lt;br /&gt;
*[[User:Calite/Gloss Guide|Jumping Into Fortress Mode]]. An outline of main concepts, though it lacks any technical help.&lt;br /&gt;
*[http://www.youtube.com/watch?v=QmkPbGrH7VA&amp;amp;feature=plcp A beginner's tutorial to dwarf fortress.] Look here for a wide variety of guides on how to play fortress mode.&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2C4E18093853E338 Let's Play/Tutorial Dwarf Fortress by Gerugon] A German video series that will teach you all you need to know to create your own fort.&lt;br /&gt;
*[https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr A quick reference guide on fortress mode] (Credit to spongemandan on reddit.com)&lt;br /&gt;
&lt;br /&gt;
'''For the old versions:'''&lt;br /&gt;
*[http://dftutorial.wordpress.com/ I Play Dwarf Fortress - (And You Can Too!)] Play-Along Beginner's Guide With Pictures &lt;br /&gt;
*[[v0.31:Bentgirder]]. A good, mostly-complete tutorial.&lt;br /&gt;
*[[40d:Video_tutorials|The legendary video tutorials by Captain Duck]].&lt;br /&gt;
*[http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newby Tutorial for Dwarf Fortress] with lots of screenshots ([http://www.bay12forums.com/smf/index.php?topic=31928.0 forum thread])&lt;br /&gt;
*[[40d:Indecisive's illustrated fortress mode tutorial|Indecisive's illustrated fortress mode tutorial]].&lt;br /&gt;
*[[40d:Quickstart_guide|A quickstart guide]]&lt;br /&gt;
*[[40d:What should I build first|&amp;quot;What should I build first?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== Specific Elements ===&lt;br /&gt;
&lt;br /&gt;
These are not necessarily tutorials, but they can help out with specific parts of the game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Important advice|Important Advice]]''' - Disregard at your own risk.&lt;br /&gt;
&lt;br /&gt;
=== Basics of World Generation ===&lt;br /&gt;
&lt;br /&gt;
*[[World generation]]&lt;br /&gt;
*[[Map legend]]&lt;br /&gt;
&lt;br /&gt;
=== Basics of Embarking ===&lt;br /&gt;
&lt;br /&gt;
*[[Embark]]&lt;br /&gt;
*[[Location]]&lt;br /&gt;
*[[Biome]]&lt;br /&gt;
*[[Surroundings]]&lt;br /&gt;
&lt;br /&gt;
=== Feeding Dwarves ===&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
*[[Herbalist|Gathering plants]]&lt;br /&gt;
*[[Trading|Trading for food]]&lt;br /&gt;
*And not to forget: [[Alcohol]]&lt;br /&gt;
&lt;br /&gt;
=== Mining and Minerals ===&lt;br /&gt;
&lt;br /&gt;
*[[The Non-Dwarf's Guide to Rock]] - A primer, explaining geology in so far as it is implemented in ''Dwarf Fortress''. Note that DF geology is actually quite realistic, so knowledge of real world geology could make much of the game seem very familiar to you.&lt;br /&gt;
&lt;br /&gt;
=== Defending Against Enemies ===&lt;br /&gt;
&lt;br /&gt;
This is one of the most challenging aspects of the game, so if you feel confused even after reading all of this then you are not alone.&lt;br /&gt;
&lt;br /&gt;
*[[Military quickstart]]&lt;br /&gt;
*[[Military]] - or for a complete explanation and walkthrough of the military menu (advisable to look at first) the [[Military interface]]&lt;br /&gt;
*[[Armor]] and [[Weapon]]s&lt;br /&gt;
*[[Sparring]]&lt;br /&gt;
*[[Trap]]s&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
{{main|Adventurer mode}}&lt;br /&gt;
Adventure mode tutorials are less common than for fortress mode. Also, some of the adventure mode wiki content is in sections on related pages, rather than on adventure mode-specific pages; the [[Adventurer mode|main page]] provides an overview with links to the sections or pages with more information.&lt;br /&gt;
&lt;br /&gt;
===Recommended tutorials and wiki articles===&lt;br /&gt;
'''For v50:'''&lt;br /&gt;
*[[Adventure mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start]]&lt;br /&gt;
&lt;br /&gt;
'''For v0.47:'''&lt;br /&gt;
*[[DF2014:Adventure mode quick reference|Adventure mode quick reference]]&lt;br /&gt;
*[[DF2014:Adventure mode quick start|Adventure mode quick start]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=LHoJILHc7xU Salford Sal's Getting Started with Adventure Mode]&lt;br /&gt;
&lt;br /&gt;
'''For v0.44:'''&lt;br /&gt;
*[https://www.youtube.com/watch?v=Br0_zc7RzLE Nookrium's Adventure Mode Tutorial - (Beginners Guide)]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=310715</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=310715"/>
		<updated>2025-09-08T23:43:16Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Clarified what the video covers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:NoFunAllowed.jpg|thumb|right|Of course, instead of trial and error you could also just read the wiki...]]&lt;br /&gt;
''Dwarf Fortress'' started as a pretty complex game back in the days when it was 2D and barely had a quarter of the features it has now. It's easy to get overwhelmed when you first fire it up. Don't worry though, following a tutorial is a very easy way to learn the basics of the game in an afternoon.&lt;br /&gt;
&lt;br /&gt;
Don't worry if you don't understand why you do things on your first run, even after reading the tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the current version, trial and error is great way of having lots of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Installing and Running the Game ==&lt;br /&gt;
&lt;br /&gt;
If you have not installed the game yet, see [[Installation]].&lt;br /&gt;
&lt;br /&gt;
== Learning Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Most of the tutorials were written for the older (40d) version of ''Dwarf Fortress'', but nonetheless, they are still helpful. If you get stuck within a specific aspect of the game, then [[Special:Search|search]] the wiki and don't hesitate to ask questions in the [http://www.bay12forums.com/smf/index.php?board=7.0 forum].&lt;br /&gt;
&lt;br /&gt;
The following tutorials will walk you through world generation, embarking with your 7 dwarves, game basics, and building a full-fledged fortress.&lt;br /&gt;
&lt;br /&gt;
=== Recommended tutorials and wiki articles===&lt;br /&gt;
[[File:FlowchartDF.png|thumb|right|200px|[[From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort.]]&lt;br /&gt;
&lt;br /&gt;
'''For v50:'''&lt;br /&gt;
*[[Quickstart guide|The Fortress Mode Quickstart Guide]]&lt;br /&gt;
*[https://steamcommunity.com/sharedfiles/filedetails/?id=2899235556 Dwarf Fortress Intermediate Guide: Strike The Earth Like a Master] by NimrodX on Steam&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLcOt9GXNrkgjHHTPWws2IjUVUuNfH_ddq Beginner Lets Play] by Blind&lt;br /&gt;
*[https://www.youtube.com/watch?v=84Os5ibjyBg&amp;amp;list=PLcOt9GXNrkgivAz2Su5-KYA-rWl-4CEFs Advanced World Generation] by Blind&lt;br /&gt;
*[https://www.youtube.com/watch?v=0ky7gDutcK0 Beginner's Guide to Modding | Basics of Creatures]&lt;br /&gt;
'''For v0.47:'''&lt;br /&gt;
*[[DF2014:Quickstart guide|The Fortress Mode Quickstart Guide]]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL5-Ab4ta4zm9benUlfb5_vJXNTChfBll2 Salford Sal's Dwarf Fortress (Villains Update) Tutorials for the First Year of Your Fortress]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mp0pUoo_Z30&amp;amp;list=PL5-Ab4ta4zm9FRjc6I01T-ilXlOq_o0hC Salford Sal's Dwarf Fortress (Villains Update) Advanced Tutorials]&lt;br /&gt;
&lt;br /&gt;
'''For v0.40:'''&lt;br /&gt;
*[http://df-walkthrough.rtfd.org PeridexisErrant's DF walkthrough and tutorials]&lt;br /&gt;
*[http://dffd.bay12games.com/file.php?id=10552 Captain Duck's updated play along tutorial]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL_4titxTj-2v4tg_QisHa5os5qraDpTLZ Ongoing German tutorial series by konni.tv]&lt;br /&gt;
*[https://www.reddit.com/r/dwarffortress/comments/fkm1s4/from_wagon_to_fortress_in_thirteen_steps/ From Wagon to Fortress in Thirteen Steps]&lt;br /&gt;
&lt;br /&gt;
'''For v0.34:'''&lt;br /&gt;
*[https://www.youtube.com/watch?v=AI9Dy-4slVw&amp;amp;list=PLwWlb_jkC2UmyKmTWqD711j2QYX_Zmw-x A Noob's Guide to Dwarf Fortress] A tutorial series dedicated to beginners.&lt;br /&gt;
*[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]]. A minimalistic, but great, diagram (maybe for players with a bit more experience).&lt;br /&gt;
*[[User:Calite/Gloss Guide|Jumping Into Fortress Mode]]. An outline of main concepts, though it lacks any technical help.&lt;br /&gt;
*[http://www.youtube.com/watch?v=QmkPbGrH7VA&amp;amp;feature=plcp A beginner's tutorial to dwarf fortress.] Look here for a wide variety of guides on how to play fortress mode.&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2C4E18093853E338 Let's Play/Tutorial Dwarf Fortress by Gerugon] A German video series that will teach you all you need to know to create your own fort.&lt;br /&gt;
*[https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr A quick reference guide on fortress mode] (Credit to spongemandan on reddit.com)&lt;br /&gt;
&lt;br /&gt;
'''For the old versions:'''&lt;br /&gt;
*[http://dftutorial.wordpress.com/ I Play Dwarf Fortress - (And You Can Too!)] Play-Along Beginner's Guide With Pictures &lt;br /&gt;
*[[v0.31:Bentgirder]]. A good, mostly-complete tutorial.&lt;br /&gt;
*[[40d:Video_tutorials|The legendary video tutorials by Captain Duck]].&lt;br /&gt;
*[http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newby Tutorial for Dwarf Fortress] with lots of screenshots ([http://www.bay12forums.com/smf/index.php?topic=31928.0 forum thread])&lt;br /&gt;
*[[40d:Indecisive's illustrated fortress mode tutorial|Indecisive's illustrated fortress mode tutorial]].&lt;br /&gt;
*[[40d:Quickstart_guide|A quickstart guide]]&lt;br /&gt;
*[[40d:What should I build first|&amp;quot;What should I build first?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== Specific Elements ===&lt;br /&gt;
&lt;br /&gt;
These are not necessarily tutorials, but they can help out with specific parts of the game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Important advice|Important Advice]]''' - Disregard at your own risk.&lt;br /&gt;
&lt;br /&gt;
=== Basics of World Generation ===&lt;br /&gt;
&lt;br /&gt;
*[[World generation]]&lt;br /&gt;
*[[Map legend]]&lt;br /&gt;
&lt;br /&gt;
=== Basics of Embarking ===&lt;br /&gt;
&lt;br /&gt;
*[[Embark]]&lt;br /&gt;
*[[Location]]&lt;br /&gt;
*[[Biome]]&lt;br /&gt;
*[[Surroundings]]&lt;br /&gt;
&lt;br /&gt;
=== Feeding Dwarves ===&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
*[[Herbalist|Gathering plants]]&lt;br /&gt;
*[[Trading|Trading for food]]&lt;br /&gt;
*And not to forget: [[Alcohol]]&lt;br /&gt;
&lt;br /&gt;
=== Mining and Minerals ===&lt;br /&gt;
&lt;br /&gt;
*[[The Non-Dwarf's Guide to Rock]] - A primer, explaining geology in so far as it is implemented in ''Dwarf Fortress''. Note that DF geology is actually quite realistic, so knowledge of real world geology could make much of the game seem very familiar to you.&lt;br /&gt;
&lt;br /&gt;
=== Defending Against Enemies ===&lt;br /&gt;
&lt;br /&gt;
This is one of the most challenging aspects of the game, so if you feel confused even after reading all of this then you are not alone.&lt;br /&gt;
&lt;br /&gt;
*[[Military quickstart]]&lt;br /&gt;
*[[Military]] - or for a complete explanation and walkthrough of the military menu (advisable to look at first) the [[Military interface]]&lt;br /&gt;
*[[Armor]] and [[Weapon]]s&lt;br /&gt;
*[[Sparring]]&lt;br /&gt;
*[[Trap]]s&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
{{main|Adventurer mode}}&lt;br /&gt;
Adventure mode tutorials are less common than for fortress mode. Also, some of the adventure mode wiki content is in sections on related pages, rather than on adventure mode-specific pages; the [[Adventurer mode|main page]] provides an overview with links to the sections or pages with more information.&lt;br /&gt;
&lt;br /&gt;
===Recommended tutorials and wiki articles===&lt;br /&gt;
'''For v50:'''&lt;br /&gt;
*[[Adventure mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start]]&lt;br /&gt;
&lt;br /&gt;
'''For v0.47:'''&lt;br /&gt;
*[[DF2014:Adventure mode quick reference|Adventure mode quick reference]]&lt;br /&gt;
*[[DF2014:Adventure mode quick start|Adventure mode quick start]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=LHoJILHc7xU Salford Sal's Getting Started with Adventure Mode]&lt;br /&gt;
&lt;br /&gt;
'''For v0.44:'''&lt;br /&gt;
*[https://www.youtube.com/watch?v=Br0_zc7RzLE Nookrium's Adventure Mode Tutorial - (Beginners Guide)]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=309199</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=309199"/>
		<updated>2025-05-01T23:24:33Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Changed from Modding Guide, to Beginner's Guide to Modding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:NoFunAllowed.jpg|thumb|right|Of course, instead of trial and error you could also just read the wiki...]]&lt;br /&gt;
''Dwarf Fortress'' started as a pretty complex game back in the days when it was 2D and barely had a quarter of the features it has now. It's easy to get overwhelmed when you first fire it up. Don't worry though, following a tutorial is a very easy way to learn the basics of the game in an afternoon.&lt;br /&gt;
&lt;br /&gt;
Don't worry if you don't understand why you do things on your first run, even after reading the tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the current version, trial and error is great way of having lots of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Installing and Running the Game ==&lt;br /&gt;
&lt;br /&gt;
If you have not installed the game yet, see [[Installation]].&lt;br /&gt;
&lt;br /&gt;
== Learning Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Most of the tutorials were written for the older (40d) version of ''Dwarf Fortress'', but nonetheless, they are still helpful. If you get stuck within a specific aspect of the game, then [[Special:Search|search]] the wiki and don't hesitate to ask questions in the [http://www.bay12forums.com/smf/index.php?board=7.0 forum].&lt;br /&gt;
&lt;br /&gt;
The following tutorials will walk you through world generation, embarking with your 7 dwarves, game basics, and building a full-fledged fortress.&lt;br /&gt;
&lt;br /&gt;
=== Recommended tutorials and wiki articles===&lt;br /&gt;
[[File:FlowchartDF.png|thumb|right|200px|[[From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort.]]&lt;br /&gt;
&lt;br /&gt;
'''For v50:'''&lt;br /&gt;
*[[Quickstart guide|The Fortress Mode Quickstart Guide]]&lt;br /&gt;
*[https://steamcommunity.com/sharedfiles/filedetails/?id=2899235556 Dwarf Fortress Intermediate Guide: Strike The Earth Like a Master] by NimrodX on Steam&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLcOt9GXNrkgjHHTPWws2IjUVUuNfH_ddq Beginner Lets Play] by Blind&lt;br /&gt;
*[https://www.youtube.com/watch?v=84Os5ibjyBg&amp;amp;list=PLcOt9GXNrkgivAz2Su5-KYA-rWl-4CEFs Advanced World Generation] by Blind&lt;br /&gt;
*[https://youtu.be/0ky7gDutcK0?si=EIaDK5CA7Kng1o35 Beginner's Guide to Modding]&lt;br /&gt;
'''For v0.47:'''&lt;br /&gt;
*[[DF2014:Quickstart guide|The Fortress Mode Quickstart Guide]]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL5-Ab4ta4zm9benUlfb5_vJXNTChfBll2 Salford Sal's Dwarf Fortress (Villains Update) Tutorials for the First Year of Your Fortress]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mp0pUoo_Z30&amp;amp;list=PL5-Ab4ta4zm9FRjc6I01T-ilXlOq_o0hC Salford Sal's Dwarf Fortress (Villains Update) Advanced Tutorials]&lt;br /&gt;
&lt;br /&gt;
'''For v0.40:'''&lt;br /&gt;
*[http://df-walkthrough.rtfd.org PeridexisErrant's DF walkthrough and tutorials]&lt;br /&gt;
*[http://dffd.bay12games.com/file.php?id=10552 Captain Duck's updated play along tutorial]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL_4titxTj-2v4tg_QisHa5os5qraDpTLZ Ongoing German tutorial series by konni.tv]&lt;br /&gt;
*[https://www.reddit.com/r/dwarffortress/comments/fkm1s4/from_wagon_to_fortress_in_thirteen_steps/ From Wagon to Fortress in Thirteen Steps]&lt;br /&gt;
&lt;br /&gt;
'''For v0.34:'''&lt;br /&gt;
*[https://www.youtube.com/watch?v=AI9Dy-4slVw&amp;amp;list=PLwWlb_jkC2UmyKmTWqD711j2QYX_Zmw-x A Noob's Guide to Dwarf Fortress] A tutorial series dedicated to beginners.&lt;br /&gt;
*[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]]. A minimalistic, but great, diagram (maybe for players with a bit more experience).&lt;br /&gt;
*[[User:Calite/Gloss Guide|Jumping Into Fortress Mode]]. An outline of main concepts, though it lacks any technical help.&lt;br /&gt;
*[http://www.youtube.com/watch?v=QmkPbGrH7VA&amp;amp;feature=plcp A beginner's tutorial to dwarf fortress.] Look here for a wide variety of guides on how to play fortress mode.&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2C4E18093853E338 Let's Play/Tutorial Dwarf Fortress by Gerugon] A German video series that will teach you all you need to know to create your own fort.&lt;br /&gt;
*[https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr A quick reference guide on fortress mode] (Credit to spongemandan on reddit.com)&lt;br /&gt;
&lt;br /&gt;
'''For the old versions:'''&lt;br /&gt;
*[http://dftutorial.wordpress.com/ I Play Dwarf Fortress - (And You Can Too!)] Play-Along Beginner's Guide With Pictures &lt;br /&gt;
*[[v0.31:Bentgirder]]. A good, mostly-complete tutorial.&lt;br /&gt;
*[[40d:Video_tutorials|The legendary video tutorials by Captain Duck]].&lt;br /&gt;
*[http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newby Tutorial for Dwarf Fortress] with lots of screenshots ([http://www.bay12forums.com/smf/index.php?topic=31928.0 forum thread])&lt;br /&gt;
*[[40d:Indecisive's illustrated fortress mode tutorial|Indecisive's illustrated fortress mode tutorial]].&lt;br /&gt;
*[[40d:Quickstart_guide|A quickstart guide]]&lt;br /&gt;
*[[40d:What should I build first|&amp;quot;What should I build first?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== Specific Elements ===&lt;br /&gt;
&lt;br /&gt;
These are not necessarily tutorials, but they can help out with specific parts of the game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Important advice|Important Advice]]''' - Disregard at your own risk.&lt;br /&gt;
&lt;br /&gt;
=== Basics of World Generation ===&lt;br /&gt;
&lt;br /&gt;
*[[World generation]]&lt;br /&gt;
*[[Map legend]]&lt;br /&gt;
&lt;br /&gt;
=== Basics of Embarking ===&lt;br /&gt;
&lt;br /&gt;
*[[Embark]]&lt;br /&gt;
*[[Location]]&lt;br /&gt;
*[[Biome]]&lt;br /&gt;
*[[Surroundings]]&lt;br /&gt;
&lt;br /&gt;
=== Feeding Dwarves ===&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
*[[Herbalist|Gathering plants]]&lt;br /&gt;
*[[Trading|Trading for food]]&lt;br /&gt;
*And not to forget: [[Alcohol]]&lt;br /&gt;
&lt;br /&gt;
=== Mining and Minerals ===&lt;br /&gt;
&lt;br /&gt;
*[[The Non-Dwarf's Guide to Rock]] - A primer, explaining geology in so far as it is implemented in ''Dwarf Fortress''. Note that DF geology is actually quite realistic, so knowledge of real world geology could make much of the game seem very familiar to you.&lt;br /&gt;
&lt;br /&gt;
=== Defending Against Enemies ===&lt;br /&gt;
&lt;br /&gt;
This is one of the most challenging aspects of the game, so if you feel confused even after reading all of this then you are not alone.&lt;br /&gt;
&lt;br /&gt;
*[[Military quickstart]]&lt;br /&gt;
*[[Military]] - or for a complete explanation and walkthrough of the military menu (advisable to look at first) the [[Military interface]]&lt;br /&gt;
*[[Armor]] and [[Weapon]]s&lt;br /&gt;
*[[Sparring]]&lt;br /&gt;
*[[Trap]]s&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
{{main|Adventurer mode}}&lt;br /&gt;
Adventure mode tutorials are less common than for fortress mode. Also, some of the adventure mode wiki content is in sections on related pages, rather than on adventure mode-specific pages; the [[Adventurer mode|main page]] provides an overview with links to the sections or pages with more information.&lt;br /&gt;
&lt;br /&gt;
===Recommended tutorials and wiki articles===&lt;br /&gt;
'''For v50:'''&lt;br /&gt;
*[[Adventure mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start]]&lt;br /&gt;
&lt;br /&gt;
'''For v0.47:'''&lt;br /&gt;
*[[DF2014:Adventure mode quick reference|Adventure mode quick reference]]&lt;br /&gt;
*[[DF2014:Adventure mode quick start|Adventure mode quick start]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=LHoJILHc7xU Salford Sal's Getting Started with Adventure Mode]&lt;br /&gt;
&lt;br /&gt;
'''For v0.44:'''&lt;br /&gt;
*[https://www.youtube.com/watch?v=Br0_zc7RzLE Nookrium's Adventure Mode Tutorial - (Beginners Guide)]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=309198</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tutorials&amp;diff=309198"/>
		<updated>2025-05-01T22:40:46Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Made a video covering the basics of modding, namely for creatures and to a lesser degree: entities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:NoFunAllowed.jpg|thumb|right|Of course, instead of trial and error you could also just read the wiki...]]&lt;br /&gt;
''Dwarf Fortress'' started as a pretty complex game back in the days when it was 2D and barely had a quarter of the features it has now. It's easy to get overwhelmed when you first fire it up. Don't worry though, following a tutorial is a very easy way to learn the basics of the game in an afternoon.&lt;br /&gt;
&lt;br /&gt;
Don't worry if you don't understand why you do things on your first run, even after reading the tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! Especially in the current version, trial and error is great way of having lots of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Installing and Running the Game ==&lt;br /&gt;
&lt;br /&gt;
If you have not installed the game yet, see [[Installation]].&lt;br /&gt;
&lt;br /&gt;
== Learning Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Most of the tutorials were written for the older (40d) version of ''Dwarf Fortress'', but nonetheless, they are still helpful. If you get stuck within a specific aspect of the game, then [[Special:Search|search]] the wiki and don't hesitate to ask questions in the [http://www.bay12forums.com/smf/index.php?board=7.0 forum].&lt;br /&gt;
&lt;br /&gt;
The following tutorials will walk you through world generation, embarking with your 7 dwarves, game basics, and building a full-fledged fortress.&lt;br /&gt;
&lt;br /&gt;
=== Recommended tutorials and wiki articles===&lt;br /&gt;
[[File:FlowchartDF.png|thumb|right|200px|[[From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort.]]&lt;br /&gt;
&lt;br /&gt;
'''For v50:'''&lt;br /&gt;
*[[Quickstart guide|The Fortress Mode Quickstart Guide]]&lt;br /&gt;
*[https://steamcommunity.com/sharedfiles/filedetails/?id=2899235556 Dwarf Fortress Intermediate Guide: Strike The Earth Like a Master] by NimrodX on Steam&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLcOt9GXNrkgjHHTPWws2IjUVUuNfH_ddq Beginner Lets Play] by Blind&lt;br /&gt;
*[https://www.youtube.com/watch?v=84Os5ibjyBg&amp;amp;list=PLcOt9GXNrkgivAz2Su5-KYA-rWl-4CEFs Advanced World Generation] by Blind&lt;br /&gt;
*[https://youtu.be/0ky7gDutcK0?si=EIaDK5CA7Kng1o35 Modding Guide]&lt;br /&gt;
'''For v0.47:'''&lt;br /&gt;
*[[DF2014:Quickstart guide|The Fortress Mode Quickstart Guide]]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL5-Ab4ta4zm9benUlfb5_vJXNTChfBll2 Salford Sal's Dwarf Fortress (Villains Update) Tutorials for the First Year of Your Fortress]&lt;br /&gt;
*[https://www.youtube.com/watch?v=mp0pUoo_Z30&amp;amp;list=PL5-Ab4ta4zm9FRjc6I01T-ilXlOq_o0hC Salford Sal's Dwarf Fortress (Villains Update) Advanced Tutorials]&lt;br /&gt;
&lt;br /&gt;
'''For v0.40:'''&lt;br /&gt;
*[http://df-walkthrough.rtfd.org PeridexisErrant's DF walkthrough and tutorials]&lt;br /&gt;
*[http://dffd.bay12games.com/file.php?id=10552 Captain Duck's updated play along tutorial]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL_4titxTj-2v4tg_QisHa5os5qraDpTLZ Ongoing German tutorial series by konni.tv]&lt;br /&gt;
*[https://www.reddit.com/r/dwarffortress/comments/fkm1s4/from_wagon_to_fortress_in_thirteen_steps/ From Wagon to Fortress in Thirteen Steps]&lt;br /&gt;
&lt;br /&gt;
'''For v0.34:'''&lt;br /&gt;
*[https://www.youtube.com/watch?v=AI9Dy-4slVw&amp;amp;list=PLwWlb_jkC2UmyKmTWqD711j2QYX_Zmw-x A Noob's Guide to Dwarf Fortress] A tutorial series dedicated to beginners.&lt;br /&gt;
*[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]]. A minimalistic, but great, diagram (maybe for players with a bit more experience).&lt;br /&gt;
*[[User:Calite/Gloss Guide|Jumping Into Fortress Mode]]. An outline of main concepts, though it lacks any technical help.&lt;br /&gt;
*[http://www.youtube.com/watch?v=QmkPbGrH7VA&amp;amp;feature=plcp A beginner's tutorial to dwarf fortress.] Look here for a wide variety of guides on how to play fortress mode.&lt;br /&gt;
*[http://www.youtube.com/playlist?list=PL2C4E18093853E338 Let's Play/Tutorial Dwarf Fortress by Gerugon] A German video series that will teach you all you need to know to create your own fort.&lt;br /&gt;
*[https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr A quick reference guide on fortress mode] (Credit to spongemandan on reddit.com)&lt;br /&gt;
&lt;br /&gt;
'''For the old versions:'''&lt;br /&gt;
*[http://dftutorial.wordpress.com/ I Play Dwarf Fortress - (And You Can Too!)] Play-Along Beginner's Guide With Pictures &lt;br /&gt;
*[[v0.31:Bentgirder]]. A good, mostly-complete tutorial.&lt;br /&gt;
*[[40d:Video_tutorials|The legendary video tutorials by Captain Duck]].&lt;br /&gt;
*[http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newby Tutorial for Dwarf Fortress] with lots of screenshots ([http://www.bay12forums.com/smf/index.php?topic=31928.0 forum thread])&lt;br /&gt;
*[[40d:Indecisive's illustrated fortress mode tutorial|Indecisive's illustrated fortress mode tutorial]].&lt;br /&gt;
*[[40d:Quickstart_guide|A quickstart guide]]&lt;br /&gt;
*[[40d:What should I build first|&amp;quot;What should I build first?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== Specific Elements ===&lt;br /&gt;
&lt;br /&gt;
These are not necessarily tutorials, but they can help out with specific parts of the game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Important advice|Important Advice]]''' - Disregard at your own risk.&lt;br /&gt;
&lt;br /&gt;
=== Basics of World Generation ===&lt;br /&gt;
&lt;br /&gt;
*[[World generation]]&lt;br /&gt;
*[[Map legend]]&lt;br /&gt;
&lt;br /&gt;
=== Basics of Embarking ===&lt;br /&gt;
&lt;br /&gt;
*[[Embark]]&lt;br /&gt;
*[[Location]]&lt;br /&gt;
*[[Biome]]&lt;br /&gt;
*[[Surroundings]]&lt;br /&gt;
&lt;br /&gt;
=== Feeding Dwarves ===&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
*[[Herbalist|Gathering plants]]&lt;br /&gt;
*[[Trading|Trading for food]]&lt;br /&gt;
*And not to forget: [[Alcohol]]&lt;br /&gt;
&lt;br /&gt;
=== Mining and Minerals ===&lt;br /&gt;
&lt;br /&gt;
*[[The Non-Dwarf's Guide to Rock]] - A primer, explaining geology in so far as it is implemented in ''Dwarf Fortress''. Note that DF geology is actually quite realistic, so knowledge of real world geology could make much of the game seem very familiar to you.&lt;br /&gt;
&lt;br /&gt;
=== Defending Against Enemies ===&lt;br /&gt;
&lt;br /&gt;
This is one of the most challenging aspects of the game, so if you feel confused even after reading all of this then you are not alone.&lt;br /&gt;
&lt;br /&gt;
*[[Military quickstart]]&lt;br /&gt;
*[[Military]] - or for a complete explanation and walkthrough of the military menu (advisable to look at first) the [[Military interface]]&lt;br /&gt;
*[[Armor]] and [[Weapon]]s&lt;br /&gt;
*[[Sparring]]&lt;br /&gt;
*[[Trap]]s&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
{{main|Adventurer mode}}&lt;br /&gt;
Adventure mode tutorials are less common than for fortress mode. Also, some of the adventure mode wiki content is in sections on related pages, rather than on adventure mode-specific pages; the [[Adventurer mode|main page]] provides an overview with links to the sections or pages with more information.&lt;br /&gt;
&lt;br /&gt;
===Recommended tutorials and wiki articles===&lt;br /&gt;
'''For v50:'''&lt;br /&gt;
*[[Adventure mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start]]&lt;br /&gt;
&lt;br /&gt;
'''For v0.47:'''&lt;br /&gt;
*[[DF2014:Adventure mode quick reference|Adventure mode quick reference]]&lt;br /&gt;
*[[DF2014:Adventure mode quick start|Adventure mode quick start]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=LHoJILHc7xU Salford Sal's Getting Started with Adventure Mode]&lt;br /&gt;
&lt;br /&gt;
'''For v0.44:'''&lt;br /&gt;
*[https://www.youtube.com/watch?v=Br0_zc7RzLE Nookrium's Adventure Mode Tutorial - (Beginners Guide)]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=309165</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=309165"/>
		<updated>2025-04-29T00:26:34Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Added Syrenalian Veidancyr's 8x12 tileset to the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{For/see|user-created graphic sets|[[Graphics set repository]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A character set, or simply [[tilesets|tileset]], is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the text elements in graphics mode and everything in ASCII mode. This page serves as a repository for custom tilesets made by users, including instructions on how to install them.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The default tilesets (640×300 and 800×600) render 8×12 and 10×12 characters respectively, with majuscule latin letters occupying a 7×9 box, and appear broadly similar to the IBM MDA font based on the shape of the &amp;quot;0&amp;quot;, &amp;quot;g&amp;quot;, and &amp;quot;f&amp;quot; characters (but with slight differences including the &amp;quot;0&amp;quot;, &amp;quot;W&amp;quot;, and &amp;quot;y&amp;quot;). The exact origin of the DF font is unknown.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
{{TipBox|#fb0|float=center|'''Currently{{version|50.11}}, using some tilesets can cause the lower and right edges of the screen to not react to the mouse.''' This is dependent on size; the 8×12 and 10×12 that come with the game are fine, but the 16×16 is not. Maximizing the window or [[Settings|setting]] the game to fullscreen may avoid this.}}&lt;br /&gt;
Other issues that can appear when using a different tileset:&lt;br /&gt;
* In graphics mode, the minimap frame will scale to the tileset, but the minimap image will not.&lt;br /&gt;
* In graphics mode, using a tileset with a different aspect ratio will stretch UI elements.&lt;br /&gt;
* In graphics mode, some UI elements do not scale to the tileset.&lt;br /&gt;
* In either mode, and even with the default tileset at some scales and game display sizes, some menus may not have enough space to display all elements; the [[Noble#Menu|Nobles menu]] especially.&lt;br /&gt;
&lt;br /&gt;
To use a specific tileset with ''Dwarf Fortress'', you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## Do '''not''' just change the extension to .bmp or .png; you must use a program like MS paint to save it properly.&lt;br /&gt;
## For ''[[40d:Release information/0.28.181.40d|DF 0.28.181.40d]] or older:'' open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.&lt;br /&gt;
## For ''[[v0.31:Release information/0.31.01|DF 0.31.01]] or newer:'' open the file in an image editor and save it as a '''PNG'''  with ''transparency'' if it isn't already in that format.&lt;br /&gt;
# Move or copy the file to the DF art directory ({{tt|.../data/art}}).&lt;br /&gt;
# Edit the initialization configuration file ({{tt|.../data/init/init_default.txt}}) to specify the tileset file to use. There are three lines that can be changed:&lt;br /&gt;
## '''[FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a windowed display.&lt;br /&gt;
## '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a full-screen display.&lt;br /&gt;
## '''[BASIC_FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for initial loading and menu display.&lt;br /&gt;
## All three can be set to the same file. In fact, setting them to different files can give unexpected results&lt;br /&gt;
## Once you have made the changes you need to remember to save the file.&lt;br /&gt;
# If the selected tileset requires modifications to the [[Raw]]s, you will have to make those edits.  What those changes are will depend on the tileset itself, and may only be valid for older versions. Likewise, some tilesets may suggest changes to {{tt|d_init.txt}}, such as {{tt|[PILLAR_TILE:255]}}, but those options no longer exist.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!&lt;br /&gt;
&lt;br /&gt;
=Square tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Monoscii_Lite.png]]&lt;br /&gt;
|author=Loud Whispers&lt;br /&gt;
|dated=2015-03-30&lt;br /&gt;
|size=1&amp;amp;times;1&lt;br /&gt;
|resolution=80&amp;amp;times;25&lt;br /&gt;
|comments=So on suggestion I made the new version of Monoscii which has every tile be 1 pixel, the entire map nearly fits into the screen just fine. Monoscii Lite is superior in every way, the information is denser, crisper and cleaner. pUrists will finally be one step closer to the most pUrist DF possible. ([http://www.bay12forums.com/smf/index.php?topic=149759.msg6131651#msg6131651 forum post link])&lt;br /&gt;
|demo=[[Image:Monoscii lite large world screenshot.png|thumb|right|Monoscii Lite]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_400x125.png&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abbeyverse succession game.&lt;br /&gt;
|demo=[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x5.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Geti_custom_6x6.png&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most glyphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font01.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a separator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font02.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some Greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
|demo=[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version of the tiny tileset, superseded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150_v2.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
|demo=[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbins6x6.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbin_ts_v2.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Herrbdog_7x7_tileset.gif&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terbert_7x7.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_8x8.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_square_16x16.png|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|filename=cheepicus_8x8.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jdpage_8x8.png&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki_square_8x8.png|Anikki 8x8 tileset]]. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thick.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thin.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
|demo=[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LN_EGA8x8.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_8x8.png&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2018-08-17&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Meant to resemble the vanilla curses tileset, which itself is similar to Microsoft's 8x12 Terminal font. Glyphs sourced from various bitmap fonts and/or modified by hand.&lt;br /&gt;
|demo=[[Image:RDE_8x8_screencap.png|thumb|right|RedDeadElite's 8x8 tileset with [[Graphics_set_repository#Phoebus.27_Graphics_Set|Phoebus's color scheme]].]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Pastiche_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of ''Dwarf Fortress'' should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset8x8.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.bay12games.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_c64_640x200.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the Commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_c64_1280x400_83b157.png|below]]. :)&lt;br /&gt;
|demo=[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_msx.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
|demo=[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls.PNG&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
|demo=[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls7.png&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nostalgia_720x225.png&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modelled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DortenSolid.png&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
|demo=[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_720x225_8d6752.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[#720x225_SmoothWalls.PNG|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
|demo=[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_10x10.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
|demo=[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy--graphical.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=ddw.png&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on [[#Anikki_square_10x10.png|Anikki]], with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Paul_10x10.png&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_10x10.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer 10x10.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
|demo=[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terbert_10x10.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tocky_square_10x10.png&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down-ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
|demo=[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terminus.png&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
|demo=[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DB_curses_12x12.PNG&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Alloy_curses_12x12.png&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haberdash_curses_12x12.png&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_classic_square_12x12.png&lt;br /&gt;
|author=DPh Kraken&lt;br /&gt;
|dated=2025-1-1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments=The vanilla tileset, resized to 12x12 with no added frills. Some non-text characters have been additionally centered within the wider margins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|filename=cheepicus_12x12.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
|demo=[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown curses 12x12 &amp;amp; Markvii Walls.png&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
|demo=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_144.png&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog_16x16_tileset.gif|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Dullard_Exponent_12x12.png&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=mkv_solidcurses_stairs_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_solidcurses_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markvii.png&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
|demo=[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tileset_unknown_960x300_02.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown_curses_12x12.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
|demo=[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_12x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
|demo=[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_12x12.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&amp;lt;br&amp;gt;A [[Tileset repository#zesty_curses_24x24.png|24x24 version]] is available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kren_13x13.png&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27 (Updated 2017-08-27)&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.  On a 1680&amp;amp;times;1050 display the resolution is 129&amp;amp;times;80 with this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_tunur_1040x325.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
|demo=[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_14x14&lt;br /&gt;
|filename=cheepicus_14x14.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2018-11-28&lt;br /&gt;
|size=14&amp;amp;times;14&lt;br /&gt;
|resolution=1120&amp;amp;times;350&lt;br /&gt;
|comments=Back on my bullshit. I made this because I wanted a bold, low-eyestrain tileset.&lt;br /&gt;
|demo=[[Image:cheepicus_14x14_ss2.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_14x14_ss1.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|filename=cheepicus_15x15.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
|demo=[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Talryth_square_15x15.png&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vidumec_15x15.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
|demo=[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anno_16x16.png&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on [[#Anikki_square_16x16.png|Anikki's 16x16 tileset]], but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Aesomatica_16x16.png&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LCD_Tileset.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2020-02-07&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Semi-graphical ASCII tileset, original work. Font used is Kelora. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16-RogueYun-AgmEdit.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2017-10-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=ASCII Edit of [[User:RogueYun|Rogue Yun]]'s tileset with diagonal walls and other edited tiles. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_16x16.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_16x16.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
|demo=[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|filename=cheepicus_8x8x2.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|filename=cheepicus_16x16.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
|demo=[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_square_16x16.png&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
|demo=[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Guybrush_square_16x16.png&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].&lt;br /&gt;
|demo=[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
|demo2=[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=GuybrushASCII_curses_square_16x16.png&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_16x16_tileset.gif&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oddball_16x16.png&lt;br /&gt;
|author=[[User:HexaBlu|HexaBlu]]&lt;br /&gt;
|title=Oddball-16&lt;br /&gt;
|dated=2021-07-05&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=&amp;quot;A silly and whimsical 16x16 Tileset focused on unique graphics, Made completely from scratch. The font is designed off of my bad handwriting. &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=178707 Forum Page]&lt;br /&gt;
|demo=[[Image:Oddball_16x16_Gameplay.png|thumb|right|A screenshot of what the landscape looks like using Oddball-16.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_square_16x16.png&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Redjack17.png&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kai-1280x400-v2 7512b5.png&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal-clouds.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kenran.png&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v02.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v00.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Md_curses_16x16.png&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many roguelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_16x16.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=256&amp;amp;times;256&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=PTTGV2tiles.png&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Fnord 16x16.png&lt;br /&gt;
|author=PopTart&lt;br /&gt;
|dated=2016-5-08&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=&amp;quot;FnordSet contributes a bold Roman font that takes advantage of the square tile. Baskerville served as the main model. This set was also inspired by (and borrows from) the bold geometry of Rogue Yun's Simple Mood and the seriffed grace of the Duerer set. It also draws inspiration from the Ishmeria tileset, which I think complements it nicely as text in TWBT. (Nowadays I use the nicely contrasting sans serif tileset Jecfox for the text font.)&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=158009 Forum thread]&lt;br /&gt;
|demo=[[Image:Fnordgameplay.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Msgothic.png&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Raving_1280x400.png&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sm.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sb_ascii.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2018-11-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A good solid ASCII Tileset. See the [http://www.bay12forums.com/smf/index.php?topic=172536.0 Something Boxy] thread for more information and updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sapphos_square_16x16.png&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Savok_curses_1280x400_517caa.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=SFE_Curses_square_16x16.png&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tahin_16x16_rounded.png&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF-Nordic_v1.png&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markx.png&lt;br /&gt;
|author=[[User:TurnipII|TurnipII]]&lt;br /&gt;
|dated=2018-8-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Descended from the original MarkVII tileset. Has Markavian inspired walls, and many of Anikki's characters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tyr_1280x400.PNG&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Winterwing_Curses_16x16_lucon.png&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
|demo=[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yayo_c64_1280x400_83b157.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_16x16.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zilk_16x16.png&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
|demo=[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haowan_Curses_1440x450.png&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Teeto_K_18x18.PNG&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_20x20.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled-up version of [[#Anikki_square_10x10.png|the 10x10 tileset]] for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_ascii.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Rose_20x20.png&lt;br /&gt;
|author=[[User:Japa|Rose]]&lt;br /&gt;
|dated=2019-04-29&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of the default curses_800x600 tileset, hand-tweaked to give as similar a feel to the original as possible, while still being square and larger, without any resizing artifacts. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer_20x20.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=Looks best at high resolutions, or on very large monitors.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oreslam_1920x1200_20x20.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.&lt;br /&gt;
|demo=[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_mod_T.png&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses square 24.png&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_24x24.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
|demo=[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nagidal24x24shade.png&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].&lt;br /&gt;
|demo=[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_24x24.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=384&amp;amp;times;384&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_24x24.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= An upscaled alternative to [[Tileset_repository#zesty_curses_12x12.png|my 12x12 tileset]].&amp;lt;br&amp;gt;'''Original description:''' A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_32x32.png&lt;br /&gt;
|image=[[:Image:Runeset_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=512&amp;amp;times;512&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sir_Henry's_32x32.png&lt;br /&gt;
|image=[[:Image:Sir_Henry's_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;48==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_vector_48x48.png&lt;br /&gt;
|image=[[:Image:RDE_vector_48x48.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2021-04-21&lt;br /&gt;
|size=48&amp;amp;times;48&lt;br /&gt;
|resolution=3840&amp;amp;times;1200&lt;br /&gt;
|comments=A render of a vectorized version of [[:File:RDE_8x8.png|RDE_8x8]], with ASCII smileys substituting bearded dwarves.&amp;lt;/br&amp;gt;Original vector image and additional renders available at the [https://dffd.bay12games.com/file.php?id=15509 DF File Depot].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==64&amp;amp;times;64==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=hack_square_64x64.png&lt;br /&gt;
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]&lt;br /&gt;
|author=Taywee&lt;br /&gt;
|dated=2016-06-21&lt;br /&gt;
|size=64&amp;amp;times;64&lt;br /&gt;
|resolution=1024&amp;amp;times;1024&lt;br /&gt;
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square tilesets for edited raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of ''Dwarf Fortress'' have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Crazy 8x8s.png&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jolly12x12.png&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Grim Fortress sample tileset.png&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time I really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermin swimming in a goblin's vomit... anyway I tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then I spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then I applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and I think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Belal_Smooth_Walls.png&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
|demo=[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DarkondDigsDeeper_16x16.png &lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold_plated_16x16_v2.png&lt;br /&gt;
|title = '''Gold Plated'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]&lt;br /&gt;
|demo=[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
|demo2=[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold-plated-bmp-16x16.png&lt;br /&gt;
|title = '''Gold Plated (bmp-version)'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
|demo=[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Synergy.png&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Flying_Mage_square_16x16.png&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Hermano.png&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
|demo=[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_isenhertz_v2.png&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
|demo=[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lemunde_16x16.png&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
|demo=[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=DwarfletterGothic.PNG&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[http://dffd.wimbli.com/file.php?id=1205|Download here]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
|demo=[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--|demo2=[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
|demo3=[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
|demo4=[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Martin_16x16.png&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
|demo=[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phoebus_16x16.png&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phssthpok_16x16.png&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=SL_square_16x16.png&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Autonomous_Font.png&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
|demo=[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Moons_square_16x16.PNG&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]&lt;br /&gt;
|demo=[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3d.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3drunes.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tims_16x16.png&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
|demo=[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1.1875==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=analfabetico_80x60.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=1&amp;amp;times;1.1875&lt;br /&gt;
|resolution=80x60 (at 80x50 window size)&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#Analfabetico_640x300.png]] for a large version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord-Nightmare-Terminal-4x6.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_4x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Ti84.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2018-01-12&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=Based on Texas Instruments graphing calculators TI83/TI84/+. [https://pastebin.com/EWuDXjbg Color scheme] [https://pastebin.com/YhgiP0kq Inverted (dark) color scheme)]&lt;br /&gt;
|demo=[[Image:Ti84-demo-BothColorSchemes.png|thumb|right|6x8 tileset based on the TI84 graphing calculator.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Font6x8.png&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses6x9.png&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-10-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_cp866ish.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_sleipnir_8x12_tf.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07 (updated 2024-10-01)&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [https://www.myfonts.com/collections/loki-font-facetype Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF+Tileset.png&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{K|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Analfabetico_640x300.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#analfabetico_80x60.png]] for a tiny version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_640x300.png&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [[40d:Graphics set repository#Plac1d's graphics set|Plac1d's character graphic set]]. My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
|demo=[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Plac1d_640x300tileset.png&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky_square_10x10.png|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[40d:Graphics set repository#Plac1d's graphics set|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
|demo=[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=SyrenalianVeidancyr_8x12.png&lt;br /&gt;
|author=[[User:AvenkyrPakacit|Avenkyr Pakacit]]&lt;br /&gt;
|dated=2025-4-28&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A graphical tileset that combines style &amp;amp; design. The official repository can be found [https://github.com/AvenkyrPakacit/Syrenalian-Veidancyr/tree/main/Tilesets here].&lt;br /&gt;
|demo=[[Image:SV_Tileset_image.png|thumb|right|Syrenalian Veidancyr 8x12 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses 640x300diag.png&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CP850.png&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_megazeux2.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-02.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA8x16.png&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-03.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yoshis_island.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA9x16.png&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_800x600_shade.png&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=eofshaded800x600pb9_f64ded.png&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sleroux_800x300.png&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzers_thin.png&lt;br /&gt;
|author=[[User:KyzerB|KyzerB]]&lt;br /&gt;
|dated=2018-11-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=853&amp;amp;times;480, 1280&amp;amp;times;720, 1920&amp;amp;times;1080, 3840&amp;amp;times;2160; looks fine at most others, legible down to 240p (for the most part).&lt;br /&gt;
|comments=Tileset designed to be a little easier to read and crisp. Very useful for lower resolutions, as it stays crisp down to 480p. 98% of the sprites have been changed, many received changes to their white-space, and the Dwarves have new and easily distinguishable sprites. Took about a week to make.&lt;br /&gt;
|demo=[[Image:Kyzers_thin_medmap.png|thumb|right|Kyzer's Thin Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=UncleSporky_curses_800x600.png&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
|demo2=[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_10x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom800x300ca3.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand^2_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vintl01.png&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_SleipnirLt_10x16_tf.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2024-10-01&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;768&lt;br /&gt;
|comments=Larger variant of my 8&amp;amp;times;12 Sleipnir tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-20-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_14x16.png&lt;br /&gt;
|author=Anonymous/[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2017-05-12&lt;br /&gt;
|size=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|comments=I was looking for a narrower, more readable tileset with the aesthetic of Cooz's shaded square 16x16 one and didn't see one, so I made this from it. Like the original, it's just rounded ASCII characters with no special glyphs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Shizzle_1280x500.png&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
|demo=[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_1280x600.png&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bmac smooth 16x24.png&lt;br /&gt;
|author=[[User:BMacZero|BMacZero]]&lt;br /&gt;
|dated=2020-11-07&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=A smaller version of [[:File:Kyzsmooth.png]] (24x32), with standard curses dwarf icons. Effectively, curses_640x300.png at 200% and smoothed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lumin_Graphical_1280x800.png&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_24pt_cleartype_ThomModifications.PNG&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=TerminusAliased_handedit_gal.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
|demo=[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
|demo2=[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terminus24.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;36==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_1920x900.png&lt;br /&gt;
|author=IBM, I think&lt;br /&gt;
|dated=2017-02-28&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzsmooth.png&lt;br /&gt;
|author=KyzerB&lt;br /&gt;
|dated=2019-07-02&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%, intricately smoothed for readability and a lack of chunkiness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;72==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vector square 48x72.png&lt;br /&gt;
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:DragonDePlatino|DragonDePlatino]]&lt;br /&gt;
|dated=2016-11-22&lt;br /&gt;
|size=48&amp;amp;times;72&lt;br /&gt;
|resolution=3820&amp;amp;times;1920 (4k)&lt;br /&gt;
|comments=A resolution-independent tileset based off of curses_640x300.bmp. The tileset was hand-vectorized in Inkscape then exported in multiple resolutions up to 4k. More information and resolutions can be found at the forum thread [http://www.bay12forums.com/smf/index.php?topic=161328.0 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[ru:Tileset repository]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=309164</id>
		<title>File:SyrenalianVeidancyr 8x12.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=309164"/>
		<updated>2025-04-29T00:08:29Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: AvenkyrPakacit reverted File:SyrenalianVeidancyr 8x12.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=309163</id>
		<title>File:SyrenalianVeidancyr 8x12.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=309163"/>
		<updated>2025-04-29T00:08:22Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: AvenkyrPakacit reverted File:SyrenalianVeidancyr 8x12.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=309162</id>
		<title>File:SyrenalianVeidancyr 8x12.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=309162"/>
		<updated>2025-04-29T00:07:16Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: AvenkyrPakacit uploaded a new version of File:SyrenalianVeidancyr 8x12.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image.png&amp;diff=309161</id>
		<title>File:SV Tileset image.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SV_Tileset_image.png&amp;diff=309161"/>
		<updated>2025-04-29T00:00:55Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=309160</id>
		<title>File:SyrenalianVeidancyr 8x12.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:SyrenalianVeidancyr_8x12.png&amp;diff=309160"/>
		<updated>2025-04-29T00:00:29Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=309117</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=309117"/>
		<updated>2025-04-23T03:12:20Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Mirror Demon and Flier together for event function.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can[[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=309116</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=309116"/>
		<updated>2025-04-23T02:23:16Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Added missing info regarding the Hell siege event.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can[[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Body_token&amp;diff=309115</id>
		<title>Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Body_token&amp;diff=309115"/>
		<updated>2025-04-23T02:01:12Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Slight clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).&lt;br /&gt;
&lt;br /&gt;
A creature uses the {{token|BODY|c}} [[creature token]] to list all of the body templates it includes.  Each part listed in each template is then included in the creature.  In other words: a creature lists the ''body templates'' it is made of.  Each ''body template'' contains a set of ''body parts''.  Each ''body part'' specifies which other body part it is attached to.&lt;br /&gt;
&lt;br /&gt;
Body parts can connect specifically to another body part, or generally to any body part of a certain category.  These connections are handled by the CON and CONTYPE body part tokens respectively.&lt;br /&gt;
&lt;br /&gt;
Body parts can be renamed with a [[bodygloss]], allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP}}&lt;br /&gt;
|&lt;br /&gt;
*ID&lt;br /&gt;
*name&lt;br /&gt;
*pluralized name&lt;br /&gt;
| Begin the definition of a body part with the given ID, name, and plural name.  If the plural form would just add an 's' then it can be replaced with 'STP' (which stands for &amp;quot;Standard Plural&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APERTURE}}&lt;br /&gt;
| &lt;br /&gt;
| Marks the body part as an opening in the body. If it is {{token|EMBEDDED|bo}}, it cannot be gouged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BREATHE}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to breathe. If all body parts with [BREATHE] are damaged or destroyed, the creature will suffocate unless it has the {{token|NOBREATHE|c}} tag. Note that bruising counts as (fast-healing) damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CATEGORY}}&lt;br /&gt;
| &lt;br /&gt;
*ID&lt;br /&gt;
| Assigns the body part to a user-defined category. Used by {{token|CON_CAT|bo}} to attach to other body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CON}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Connects the body part to a specific other body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CON_CAT}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Connects the body part to all other body parts having the specified {{token|CATEGORY|bo}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONTYPE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Connects the body part to all other body parts having the specified type token. Valid values are [[body_token#UPPERBODY|UPPERBODY]], [[body_token#LOWERBODY|LOWERBODY]], [[body_token#HEAD|HEAD]], [[body_token#GRASP|GRASP]], or [[body_token#STANCE|STANCE]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CIRCULATION}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is responsible for blood circulation. Exact effects not known.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONNECTOR}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to connect other body parts together. Used for the neck and lower spine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_RELSIZE}}&lt;br /&gt;
| &lt;br /&gt;
*Size&lt;br /&gt;
| This command establishes the relative size of body parts within a creature. The numbers have no absolute meaning or units.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGIT}}&lt;br /&gt;
| &lt;br /&gt;
| Defines part as a digit. Body parts that are digits, or have them as direct sub-parts, can perform gouging attacks within a wrestling hold.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMBEDDED}}&lt;br /&gt;
| &lt;br /&gt;
| Body part with this tag is embedded on the surface of parent body part. i.e.: eyes and mouth on head. It cannot be chopped off, can't be used to wrestle enemies and can't be grabbed by them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being needed for flight.  Damage to a certain number of FLIER body parts will prevent the creature from flying.  Note that a creature can only fly if the creature has the {{token|FLIER|c}} tag in its creature definition, and that a flying creature does not actually need any FLIER body parts.  This tag's only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly when damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GELDABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Creatures with a body part containing this token may be [[gelder|gelded]], creating a sterile creature that is typically marked with {{DFtext|x{{char|11}}x}}. Gelding may also occur during combat if this body part is damaged sufficiently.&lt;br /&gt;
Despite its name, GELDABLE does not need to be combined with [[Creature token#MALE|MALE]]. A modded [[Creature token#FEMALE|FEMALE]] creature with a GELDABLE body part can be &amp;quot;gelded&amp;quot; through the regular gelding interface or through combat damage, resulting in a sterile creature marked {{DFtext|x{{char|12}}x}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASP}}&lt;br /&gt;
| &lt;br /&gt;
| Creature can wield a picked-up weapon with the body part, and can use the part to initiate almost all wrestling moves. When creatures are spawned with a weapon and shield, one GRASP part will hold a weapon while '''all others''' will hold shields. A grasp-able bodypart is needed for Grasp-attacks, which are in turn needed to start a fist fight. Creatures throwing a tantrum, but missing a bodypart with the grasp-property, will be cancelling their fist fight, due to being 'too injured'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUTS}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is susceptible to low blows. Used for guts. Damage to this body part causes nausea and may make the creature lose turns, vomiting uncontrollably.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAD}}&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being able to wear head clothing like hats, helms, etc. If all heads are chopped off, the creature dies. Multiple heads '''are''' redundant - for example, [[hydra]]s can survive with several missing heads.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to hear. May be a requirement for the body part to wear earrings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIVIDUAL_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*plural&lt;br /&gt;
| Adding individual names tells the game what to call each individual part in a [[body_token#NUMBER|NUMBER]]ed bodypart.  This command replaces &amp;quot;first upper front tooth&amp;quot; for example.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERNAL}}&lt;br /&gt;
|&lt;br /&gt;
| Marks the body part as being inside the body. It is behind all the other tissues of the body part, cannot be severed, nor used for wrestling. It cannot be targeted directly in combat, but can be damaged by attacks to the parent body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JOINT}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is a joint. If the limb it's in is grabbed in a wrestling hold, it can be broken with bending force, disabling the parent limb. If the joint is modded to sit outside the body, grabbing and breaking it snaps the entire limb right off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIMB}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is a limb.  It can be used to initiate most wrestling moves. If it is located between an {{token|UPPERBODY|bo}} part and a {{token|GRASP|bo}} body part, it is eligible to be covered by certain types of armor (body armors and gauntlets). If it is located between a {{token|LOWERBODY|bo}} part and a {{token|STANCE|bo}} body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc.; trailing body armors like mail shirts and robes; and high boots).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOWERBODY}}&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being able to wear lower body clothing like skirts, pants, etc.  If all parts with this token are chopped off or pulped, the creature dies. If the creature has multiple parts with this token, they will not die until all parts with this token have been pulped or severed. No such creature exists in the base game, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEFT}}&lt;br /&gt;
| &lt;br /&gt;
| Marks body part as on the left side of the body and vulnerable to attacks from the left. Used in conjunction with tags in the b_detail_plan_default raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUTH}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is a mouth. Implication unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMBER}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| The number lets you stack identical body parts.  These can be individually damaged by wounds, but you don't have to define them explicitly one by one.  If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc.). In practice, though, they cannot be individually damaged - if you knock out one tooth, the entire group will be knocked out at once (and will be scattered across the area). Butchering doesn't respect this and produces only a single body part per group. The value is capped at 32.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NERVOUS}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is the hub of nervous function. Used for the parts of the spine. Damage disables everything in the parent bodypart and what's below it, causing death by suffocation in most cases.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREVENTS_PARENT_COLLAPSE}}&lt;br /&gt;
| &lt;br /&gt;
| Body part must be destroyed in order for the attached parent object to be considered destroyed. Found on skulls and spinal columns. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIGHT}}&lt;br /&gt;
| &lt;br /&gt;
| Marks body part as on the right side of the body and vulnerable to attacks from the right. Used in conjunction with tags in the b_detail_plan_default raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is part of the creature's skeleton.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to stand. Damage or loss of these body parts will cause creature to fall over. Loss of one STANCE part can be substituted with a crutch. Does not give the body part an ability to initiate wrestling moves, unlike {{token|GRASP|bo}} or {{token|LIMB|bo}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIGHT}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to see with.  If the creature has no SIGHT body parts, or if all its sight body parts are damaged or destroyed, it can't see unless it has the {{token|EXTRAVISION|c}} tag in its creature definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to smell. Currently unused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL}}&lt;br /&gt;
| &lt;br /&gt;
| &amp;quot;SMALL means that the part isn't displayed as part of the overall displayed body part lists.  They can't be splinted.  They are more often targeted for torture (although those situations might not occur anymore).  They are removed in skeletons if they aren't specifically skeletons/joints/digits/apertures.  They are more easily lost in world gen duels.  They are the only gougable/pinchable parts ''(note: at least this is no longer the case.)''. SMALL is an old tag, so it has accumulated some weird functions which'll get split off over time. &amp;quot; --Toady&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOCKET}}&lt;br /&gt;
| &lt;br /&gt;
| Body part breaks off and goes flying if broken, even with blunt force. Used on teeth to make them easy to knock out. Rendered invalid by {{token|INTERNAL|bo}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THROAT}}&lt;br /&gt;
| &lt;br /&gt;
| Body part can be strangled. Latching bites that hit the head have a chance to target this instead. Note: this tag doesn't control any bleeding behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THOUGHT}}&lt;br /&gt;
| &lt;br /&gt;
| The central core of the body. Used with the brain. Damage causes instant death unless the creature has {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT|c}}/{{token|NOTHOUGHT|c}}.&lt;br /&gt;
&lt;br /&gt;
If spawned without the aforementioned tokens and without a thought part: the creature will spawn injured, and unable to stand which can lead custom [[Demon|clowns]] to fall if they're a {{token|flier|c}} often leading them to hit the hard [[Slade]] floor beneath them leading to further injury and/or extreme [[blood]] loss.{{verify}} &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOTEMABLE}}&lt;br /&gt;
| &lt;br /&gt;
| This bodypart can be turned into a totem by craftsmen. Always drops from slaughtered creatures, no matter how small.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UPPERBODY}}&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being able to wear upper body clothing like coats, breastplates etc.  If all parts with this token are pulped or chopped off, the creature dies. Multiple UPPERBODY parts are redundant, but no such creatures exist in the base game. All default creatures with bodies have the upper body as the root of the body tree, making it impossible to chop off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDER_PRESSURE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the body part pop out of the body when cut through. Used on guts. Body part shows up as &amp;quot;~&amp;quot; and drags behind the victim when spilled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BUTCHER_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the item to be obtained from butchered or rotted vermin. Used with [[shell]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
The following example creates an arrangement of spike parts that emerge from spike bases arranged along the upper and lower back. The parts are attached together in a flexible way that allows the creature definition to choose how many spikes bases are arranged on the body, how thick the spike bases are, and how many spikes emerge from each individual base.&lt;br /&gt;
&lt;br /&gt;
{{code|defines spikes that are intended to looking something like this:&lt;br /&gt;
      /\          &amp;lt;-SPIKE&lt;br /&gt;
      &amp;lt;nowiki&amp;gt;||&amp;lt;/nowiki&amp;gt;          &lt;br /&gt;
     _&amp;lt;nowiki&amp;gt;||&amp;lt;/nowiki&amp;gt;_         &amp;lt;-SPIKE_BASE&lt;br /&gt;
____/    \____    &amp;lt;-SPIKE_LAYOUT (flush with existing skin)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_LAYOUT_8]	arranges 8 spikes along the back&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_UL:left upper back:STP][CONTYPE:UPPERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]	the SPIKE_LAYOUT category marks where our spike bases will grow out of the body later&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_UR:right upper back:STP][CONTYPE:UPPERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_LL:left upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_LR:right upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_UL:left lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_UR:right lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_LL:left lower back:STP][CONTYPE:LOWERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_LR:right lower back:STP][CONTYPE:LOWERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_LAYOUT_4]	arranges 4 spikes in the middle of the back&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_LL:left upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_LR:right upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_UL:left lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_UR:right lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_BASE_THIN]	a small base for spike(s)&lt;br /&gt;
	[BP:SB_THIN:thin spike base:STP][CON_CAT:SPIKE_LAYOUT][CATEGORY:SPIKE_BASE]	a SB_THIN will grow out of every SPIKE_LAYOUT part we have added to the body&lt;br /&gt;
		[DEFAULT_RELSIZE:20]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_BASE_MED]	a medium base for spike(s)&lt;br /&gt;
	[BP:SB_MED:spike base:STP][CON_CAT:SPIKE_LAYOUT][CATEGORY:SPIKE_BASE]	a SB_MED will grow out of every SPIKE_LAYOUT part&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_BASE_THICK]	a large base for spike(s)&lt;br /&gt;
	[BP:SB_THICK:thick spike base:STP][CON_CAT:SPIKE_LAYOUT][CATEGORY:SPIKE_BASE]	a SB_THICK will grow out of every SPIKE_LAYOUT part&lt;br /&gt;
		[DEFAULT_RELSIZE:40]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_1]	a single spike&lt;br /&gt;
	[BP:S1:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	a S1 will grow out of every SPIKE_BASE part we have added to the body&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_2]	a pair of spikes&lt;br /&gt;
	[BP:S1:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	a S1 and S2 will grow out of every SPIKE_BASE part&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
	[BP:S2:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_3]	a trio of spikes&lt;br /&gt;
	[BP:S1:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	a S1, S2, and S3 will grow out of every SPIKE_BASE part&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
	[BP:S2:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
	[BP:S2:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&lt;br /&gt;
``[BODY:QUADRUPED_NECK:SPIKE_LAYOUT_8:SPIKE_BASE_THICK:SPIKE_2]`` would create a creature with 8 thick spike bases that each hold 2 spikes.&lt;br /&gt;
&lt;br /&gt;
``[BODY:QUADRUPED_NECK:SPIKE_LAYOUT_4:SPIKE_BASE_THIN:SPIKE_1]`` would create a creature with 4 thin spike bases that each hold a single spike.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Body token]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pangolin_man&amp;diff=309114</id>
		<title>Pangolin man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pangolin_man&amp;diff=309114"/>
		<updated>2025-04-23T01:55:26Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Added reference text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=pangolin_man_sprite.png&lt;br /&gt;
|portrait=pangolin_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Pangolin men''' are humanoid versions of the common [[pangolin]] and a [[Creature|species]] of unremarkable [[animal people]], found in [[savage]] [[tropical]] plains and [[forest]]s. They are only a little over half the size of an adult [[dwarf]], making them unlikely to pose a threat to civilians and even less to [[military]] squads.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, pangolin men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] pangolin men for their ''overlapping scales''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: ''Caves of Qud'', Mopango --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
There's been [[Rumor|rumors]] of pangolin men with glowing white scales scouring ancient [[ruins]] for [[Topic|technology]] to commune with. However whether or not these may be true: after a lengthy interview with one of ''eir'' &amp;quot;watchers,&amp;quot; even without [[Civilization|hierarchy]]: it has became clear ''ey'' follow a [[Religion|faith]] that drives ''em'' to discovery.&lt;br /&gt;
&lt;br /&gt;
[[File:pangolin_man_preview.png|thumb|260px|center|Constantly has to deal with pandemic-related questions&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by caturchandra&amp;lt;br&amp;gt;Commissioned by aammton''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Body_token&amp;diff=309113</id>
		<title>Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Body_token&amp;diff=309113"/>
		<updated>2025-04-23T01:51:19Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Came across this bug the hard way. Thanks to Putnam for mentioning the cause.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).&lt;br /&gt;
&lt;br /&gt;
A creature uses the {{token|BODY|c}} [[creature token]] to list all of the body templates it includes.  Each part listed in each template is then included in the creature.  In other words: a creature lists the ''body templates'' it is made of.  Each ''body template'' contains a set of ''body parts''.  Each ''body part'' specifies which other body part it is attached to.&lt;br /&gt;
&lt;br /&gt;
Body parts can connect specifically to another body part, or generally to any body part of a certain category.  These connections are handled by the CON and CONTYPE body part tokens respectively.&lt;br /&gt;
&lt;br /&gt;
Body parts can be renamed with a [[bodygloss]], allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP}}&lt;br /&gt;
|&lt;br /&gt;
*ID&lt;br /&gt;
*name&lt;br /&gt;
*pluralized name&lt;br /&gt;
| Begin the definition of a body part with the given ID, name, and plural name.  If the plural form would just add an 's' then it can be replaced with 'STP' (which stands for &amp;quot;Standard Plural&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APERTURE}}&lt;br /&gt;
| &lt;br /&gt;
| Marks the body part as an opening in the body. If it is {{token|EMBEDDED|bo}}, it cannot be gouged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BREATHE}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to breathe. If all body parts with [BREATHE] are damaged or destroyed, the creature will suffocate unless it has the {{token|NOBREATHE|c}} tag. Note that bruising counts as (fast-healing) damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CATEGORY}}&lt;br /&gt;
| &lt;br /&gt;
*ID&lt;br /&gt;
| Assigns the body part to a user-defined category. Used by {{token|CON_CAT|bo}} to attach to other body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CON}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Connects the body part to a specific other body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CON_CAT}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Connects the body part to all other body parts having the specified {{token|CATEGORY|bo}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONTYPE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Connects the body part to all other body parts having the specified type token. Valid values are [[body_token#UPPERBODY|UPPERBODY]], [[body_token#LOWERBODY|LOWERBODY]], [[body_token#HEAD|HEAD]], [[body_token#GRASP|GRASP]], or [[body_token#STANCE|STANCE]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CIRCULATION}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is responsible for blood circulation. Exact effects not known.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONNECTOR}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to connect other body parts together. Used for the neck and lower spine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_RELSIZE}}&lt;br /&gt;
| &lt;br /&gt;
*Size&lt;br /&gt;
| This command establishes the relative size of body parts within a creature. The numbers have no absolute meaning or units.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGIT}}&lt;br /&gt;
| &lt;br /&gt;
| Defines part as a digit. Body parts that are digits, or have them as direct sub-parts, can perform gouging attacks within a wrestling hold.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMBEDDED}}&lt;br /&gt;
| &lt;br /&gt;
| Body part with this tag is embedded on the surface of parent body part. i.e.: eyes and mouth on head. It cannot be chopped off, can't be used to wrestle enemies and can't be grabbed by them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being needed for flight.  Damage to a certain number of FLIER body parts will prevent the creature from flying.  Note that a creature can only fly if the creature has the {{token|FLIER|c}} tag in its creature definition, and that a flying creature does not actually need any FLIER body parts.  This tag's only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly when damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GELDABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Creatures with a body part containing this token may be [[gelder|gelded]], creating a sterile creature that is typically marked with {{DFtext|x{{char|11}}x}}. Gelding may also occur during combat if this body part is damaged sufficiently.&lt;br /&gt;
Despite its name, GELDABLE does not need to be combined with [[Creature token#MALE|MALE]]. A modded [[Creature token#FEMALE|FEMALE]] creature with a GELDABLE body part can be &amp;quot;gelded&amp;quot; through the regular gelding interface or through combat damage, resulting in a sterile creature marked {{DFtext|x{{char|12}}x}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASP}}&lt;br /&gt;
| &lt;br /&gt;
| Creature can wield a picked-up weapon with the body part, and can use the part to initiate almost all wrestling moves. When creatures are spawned with a weapon and shield, one GRASP part will hold a weapon while '''all others''' will hold shields. A grasp-able bodypart is needed for Grasp-attacks, which are in turn needed to start a fist fight. Creatures throwing a tantrum, but missing a bodypart with the grasp-property, will be cancelling their fist fight, due to being 'too injured'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUTS}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is susceptible to low blows. Used for guts. Damage to this body part causes nausea and may make the creature lose turns, vomiting uncontrollably.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAD}}&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being able to wear head clothing like hats, helms, etc. If all heads are chopped off, the creature dies. Multiple heads '''are''' redundant - for example, [[hydra]]s can survive with several missing heads.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to hear. May be a requirement for the body part to wear earrings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIVIDUAL_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*plural&lt;br /&gt;
| Adding individual names tells the game what to call each individual part in a [[body_token#NUMBER|NUMBER]]ed bodypart.  This command replaces &amp;quot;first upper front tooth&amp;quot; for example.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERNAL}}&lt;br /&gt;
|&lt;br /&gt;
| Marks the body part as being inside the body. It is behind all the other tissues of the body part, cannot be severed, nor used for wrestling. It cannot be targeted directly in combat, but can be damaged by attacks to the parent body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JOINT}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is a joint. If the limb it's in is grabbed in a wrestling hold, it can be broken with bending force, disabling the parent limb. If the joint is modded to sit outside the body, grabbing and breaking it snaps the entire limb right off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIMB}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is a limb.  It can be used to initiate most wrestling moves. If it is located between an {{token|UPPERBODY|bo}} part and a {{token|GRASP|bo}} body part, it is eligible to be covered by certain types of armor (body armors and gauntlets). If it is located between a {{token|LOWERBODY|bo}} part and a {{token|STANCE|bo}} body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc.; trailing body armors like mail shirts and robes; and high boots).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOWERBODY}}&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being able to wear lower body clothing like skirts, pants, etc.  If all parts with this token are chopped off or pulped, the creature dies. If the creature has multiple parts with this token, they will not die until all parts with this token have been pulped or severed. No such creature exists in the base game, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEFT}}&lt;br /&gt;
| &lt;br /&gt;
| Marks body part as on the left side of the body and vulnerable to attacks from the left. Used in conjunction with tags in the b_detail_plan_default raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUTH}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is a mouth. Implication unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMBER}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| The number lets you stack identical body parts.  These can be individually damaged by wounds, but you don't have to define them explicitly one by one.  If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc.). In practice, though, they cannot be individually damaged - if you knock out one tooth, the entire group will be knocked out at once (and will be scattered across the area). Butchering doesn't respect this and produces only a single body part per group. The value is capped at 32.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NERVOUS}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is the hub of nervous function. Used for the parts of the spine. Damage disables everything in the parent bodypart and what's below it, causing death by suffocation in most cases.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREVENTS_PARENT_COLLAPSE}}&lt;br /&gt;
| &lt;br /&gt;
| Body part must be destroyed in order for the attached parent object to be considered destroyed. Found on skulls and spinal columns. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIGHT}}&lt;br /&gt;
| &lt;br /&gt;
| Marks body part as on the right side of the body and vulnerable to attacks from the right. Used in conjunction with tags in the b_detail_plan_default raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is part of the creature's skeleton.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to stand. Damage or loss of these body parts will cause creature to fall over. Loss of one STANCE part can be substituted with a crutch. Does not give the body part an ability to initiate wrestling moves, unlike {{token|GRASP|bo}} or {{token|LIMB|bo}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIGHT}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to see with.  If the creature has no SIGHT body parts, or if all its sight body parts are damaged or destroyed, it can't see unless it has the {{token|EXTRAVISION|c}} tag in its creature definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL}}&lt;br /&gt;
| &lt;br /&gt;
| Body part is used to smell. Currently unused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL}}&lt;br /&gt;
| &lt;br /&gt;
| &amp;quot;SMALL means that the part isn't displayed as part of the overall displayed body part lists.  They can't be splinted.  They are more often targeted for torture (although those situations might not occur anymore).  They are removed in skeletons if they aren't specifically skeletons/joints/digits/apertures.  They are more easily lost in world gen duels.  They are the only gougable/pinchable parts ''(note: at least this is no longer the case.)''. SMALL is an old tag, so it has accumulated some weird functions which'll get split off over time. &amp;quot; --Toady&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOCKET}}&lt;br /&gt;
| &lt;br /&gt;
| Body part breaks off and goes flying if broken, even with blunt force. Used on teeth to make them easy to knock out. Rendered invalid by {{token|INTERNAL|bo}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THROAT}}&lt;br /&gt;
| &lt;br /&gt;
| Body part can be strangled. Latching bites that hit the head have a chance to target this instead. Note: this tag doesn't control any bleeding behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THOUGHT}}&lt;br /&gt;
| &lt;br /&gt;
| The central core of the body. Used with the brain. Damage causes instant death unless the creature has {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT|c}}/{{token|NOTHOUGHT|c}}.&lt;br /&gt;
&lt;br /&gt;
If spawned without the aforementioned tokens: the creature will spawn injured, and unable to stand which can lead custom [[Demon|clowns]] to fall if they're a {{token|flier|c}} often leading them to hit the hard [[Slade]] floor beneath them leading to further injury and/or extreme [[blood]] loss.{{verify}} &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOTEMABLE}}&lt;br /&gt;
| &lt;br /&gt;
| This bodypart can be turned into a totem by craftsmen. Always drops from slaughtered creatures, no matter how small.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UPPERBODY}}&lt;br /&gt;
| &lt;br /&gt;
| Flags the body part as being able to wear upper body clothing like coats, breastplates etc.  If all parts with this token are pulped or chopped off, the creature dies. Multiple UPPERBODY parts are redundant, but no such creatures exist in the base game. All default creatures with bodies have the upper body as the root of the body tree, making it impossible to chop off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDER_PRESSURE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the body part pop out of the body when cut through. Used on guts. Body part shows up as &amp;quot;~&amp;quot; and drags behind the victim when spilled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BUTCHER_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the item to be obtained from butchered or rotted vermin. Used with [[shell]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
The following example creates an arrangement of spike parts that emerge from spike bases arranged along the upper and lower back. The parts are attached together in a flexible way that allows the creature definition to choose how many spikes bases are arranged on the body, how thick the spike bases are, and how many spikes emerge from each individual base.&lt;br /&gt;
&lt;br /&gt;
{{code|defines spikes that are intended to looking something like this:&lt;br /&gt;
      /\          &amp;lt;-SPIKE&lt;br /&gt;
      &amp;lt;nowiki&amp;gt;||&amp;lt;/nowiki&amp;gt;          &lt;br /&gt;
     _&amp;lt;nowiki&amp;gt;||&amp;lt;/nowiki&amp;gt;_         &amp;lt;-SPIKE_BASE&lt;br /&gt;
____/    \____    &amp;lt;-SPIKE_LAYOUT (flush with existing skin)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_LAYOUT_8]	arranges 8 spikes along the back&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_UL:left upper back:STP][CONTYPE:UPPERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]	the SPIKE_LAYOUT category marks where our spike bases will grow out of the body later&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_UR:right upper back:STP][CONTYPE:UPPERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_LL:left upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_LR:right upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_UL:left lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_UR:right lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_LL:left lower back:STP][CONTYPE:LOWERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_LR:right lower back:STP][CONTYPE:LOWERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_LAYOUT_4]	arranges 4 spikes in the middle of the back&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_LL:left upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:UBACK_SPIKE_AREA_LR:right upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_UL:left lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
	[BP:LBACK_SPIKE_AREA_UR:right lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]&lt;br /&gt;
		[DEFAULT_RELSIZE:80]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_BASE_THIN]	a small base for spike(s)&lt;br /&gt;
	[BP:SB_THIN:thin spike base:STP][CON_CAT:SPIKE_LAYOUT][CATEGORY:SPIKE_BASE]	a SB_THIN will grow out of every SPIKE_LAYOUT part we have added to the body&lt;br /&gt;
		[DEFAULT_RELSIZE:20]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_BASE_MED]	a medium base for spike(s)&lt;br /&gt;
	[BP:SB_MED:spike base:STP][CON_CAT:SPIKE_LAYOUT][CATEGORY:SPIKE_BASE]	a SB_MED will grow out of every SPIKE_LAYOUT part&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_BASE_THICK]	a large base for spike(s)&lt;br /&gt;
	[BP:SB_THICK:thick spike base:STP][CON_CAT:SPIKE_LAYOUT][CATEGORY:SPIKE_BASE]	a SB_THICK will grow out of every SPIKE_LAYOUT part&lt;br /&gt;
		[DEFAULT_RELSIZE:40]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_1]	a single spike&lt;br /&gt;
	[BP:S1:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	a S1 will grow out of every SPIKE_BASE part we have added to the body&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_2]	a pair of spikes&lt;br /&gt;
	[BP:S1:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	a S1 and S2 will grow out of every SPIKE_BASE part&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
	[BP:S2:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
&lt;br /&gt;
[BODY:SPIKE_3]	a trio of spikes&lt;br /&gt;
	[BP:S1:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	a S1, S2, and S3 will grow out of every SPIKE_BASE part&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
	[BP:S2:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
	[BP:S2:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]	&lt;br /&gt;
		[DEFAULT_RELSIZE:30]&lt;br /&gt;
}}&lt;br /&gt;
Usage:&lt;br /&gt;
&lt;br /&gt;
``[BODY:QUADRUPED_NECK:SPIKE_LAYOUT_8:SPIKE_BASE_THICK:SPIKE_2]`` would create a creature with 8 thick spike bases that each hold 2 spikes.&lt;br /&gt;
&lt;br /&gt;
``[BODY:QUADRUPED_NECK:SPIKE_LAYOUT_4:SPIKE_BASE_THIN:SPIKE_1]`` would create a creature with 4 thin spike bases that each hold a single spike.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Body token]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:AvenkyrPakacit&amp;diff=303447</id>
		<title>User:AvenkyrPakacit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:AvenkyrPakacit&amp;diff=303447"/>
		<updated>2024-09-10T00:38:58Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Update to current info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Avenkyr Pakacit=&lt;br /&gt;
Got into DF around v50, and roughly around 7/7/2023 I began to develop a overhaul mod known as: Syrenalian Veidancyr.&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===DF Dragonscape===&lt;br /&gt;
[https://github.com/AvenkyrPakacit/DF-DragonScape Github]&lt;br /&gt;
&lt;br /&gt;
===Syrenalian Veidancyr===&lt;br /&gt;
[https://github.com/AvenkyrPakacit/Syrenalian-Veidancyr Github]&lt;br /&gt;
&lt;br /&gt;
===YingFortress===&lt;br /&gt;
V50+&lt;br /&gt;
&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=17191 DFFD]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AvenkyrPakacit/YingFortress Github]&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/sharedfiles/filedetails/?id=3328266723 Steam]&lt;br /&gt;
&lt;br /&gt;
Legacy&lt;br /&gt;
&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=17179 DFFD]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AvenkyrPakacit/YingFortress-Legacy-Edition Github]&lt;br /&gt;
&lt;br /&gt;
==Color Schemes==&lt;br /&gt;
&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=17182 DFFD]&lt;br /&gt;
&lt;br /&gt;
===Aizalvaran===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#968386&lt;br /&gt;
|blue=#850038&lt;br /&gt;
|lblue=#B2004B&lt;br /&gt;
|green=#997C99&lt;br /&gt;
|lgreen=#C8A2C8&lt;br /&gt;
|cyan=#A83D5D&lt;br /&gt;
|lcyan=#E75480&lt;br /&gt;
|red=#662244&lt;br /&gt;
|lred=#993366&lt;br /&gt;
|magenta=#BA8C94&lt;br /&gt;
|lmagenta=#FFC0CB&lt;br /&gt;
|brown=#5E3E47&lt;br /&gt;
|yellow=#915F6D&lt;br /&gt;
|lgray=#C4ABAE&lt;br /&gt;
|white=#FADADD&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ashilesian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#5F7A5F&lt;br /&gt;
|blue=#21633E&lt;br /&gt;
|lblue=#2E8B57&lt;br /&gt;
|green=#719625&lt;br /&gt;
|lgreen=#9ACD32&lt;br /&gt;
|cyan=#77C777&lt;br /&gt;
|lcyan=#98FF98&lt;br /&gt;
|red=#525200&lt;br /&gt;
|lred=#808000&lt;br /&gt;
|magenta=#3A4722&lt;br /&gt;
|lmagenta=#556832&lt;br /&gt;
|brown=#80BD23&lt;br /&gt;
|yellow=#ADFF2F&lt;br /&gt;
|lgray=#85AB85&lt;br /&gt;
|white=#ADDFAD&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Azkuvalian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#7C7C9C&lt;br /&gt;
|blue=#C4949C&lt;br /&gt;
|lblue=#FFC0CB&lt;br /&gt;
|green=#877C31&lt;br /&gt;
|lgreen=#B5A642&lt;br /&gt;
|cyan=#C2A9AB&lt;br /&gt;
|lcyan=#FADADD&lt;br /&gt;
|red=#B55A3F&lt;br /&gt;
|lred=#E97451&lt;br /&gt;
|magenta=#AB3E5F&lt;br /&gt;
|lmagenta=#E75480&lt;br /&gt;
|brown=#8A6F5C&lt;br /&gt;
|yellow=#BC987E&lt;br /&gt;
|lgray=#A5A5CF&lt;br /&gt;
|white=#CCCCFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Dasdarfoxan===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#3D2F22&lt;br /&gt;
|blue=#4A2311&lt;br /&gt;
|lblue=#6F351A&lt;br /&gt;
|green=#5C5233&lt;br /&gt;
|lgreen=#918151&lt;br /&gt;
|cyan=#572017&lt;br /&gt;
|lcyan=#8A3324&lt;br /&gt;
|red=#472500&lt;br /&gt;
|lred=#7B3F00&lt;br /&gt;
|magenta=#63453F&lt;br /&gt;
|lmagenta=#986960&lt;br /&gt;
|brown=#59430E&lt;br /&gt;
|yellow=#967117&lt;br /&gt;
|lgray=#6B533B&lt;br /&gt;
|white=#987654&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Doratorian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#8A7C61&lt;br /&gt;
|blue=#358550&lt;br /&gt;
|lblue=#50C878&lt;br /&gt;
|green=#719625&lt;br /&gt;
|lgreen=#9ACD32&lt;br /&gt;
|cyan=#00C261&lt;br /&gt;
|lcyan=#00FF7F&lt;br /&gt;
|red=#BAA300&lt;br /&gt;
|lred=#FFDF00&lt;br /&gt;
|magenta=#5C5233&lt;br /&gt;
|lmagenta=#918151&lt;br /&gt;
|brown=#918560&lt;br /&gt;
|yellow=#C2B280&lt;br /&gt;
|lgray=#C7B38C&lt;br /&gt;
|white=#FFE5B4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Eilasalian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#5A5A70&lt;br /&gt;
|blue=#0054A8&lt;br /&gt;
|lblue=#007FFF&lt;br /&gt;
|green=#006B44&lt;br /&gt;
|lgreen=#00A86B&lt;br /&gt;
|cyan=#454F59&lt;br /&gt;
|lcyan=#708090&lt;br /&gt;
|red=#78505A&lt;br /&gt;
|lred=#CC8899&lt;br /&gt;
|magenta=#856B85&lt;br /&gt;
|lmagenta=#C8A2C8&lt;br /&gt;
|brown=#50A600&lt;br /&gt;
|yellow=#7BFF00&lt;br /&gt;
|lgray=#8F8FB3&lt;br /&gt;
|white=#CCCCFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Eilsavian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#262B30&lt;br /&gt;
|blue=#1B0036&lt;br /&gt;
|lblue=#310062&lt;br /&gt;
|green=#2A3319&lt;br /&gt;
|lgreen=#556832&lt;br /&gt;
|cyan=#330059&lt;br /&gt;
|lcyan=#4B0082&lt;br /&gt;
|red=#4F4F00&lt;br /&gt;
|lred=#808000&lt;br /&gt;
|magenta=#38252F&lt;br /&gt;
|lmagenta=#614051&lt;br /&gt;
|brown=#304A28&lt;br /&gt;
|yellow=#4F7942&lt;br /&gt;
|lgray=#454F59&lt;br /&gt;
|white=#708090&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Eiltaresian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#658A8A&lt;br /&gt;
|blue=#62A362&lt;br /&gt;
|lblue=#98FF98&lt;br /&gt;
|green=#246B42&lt;br /&gt;
|lgreen=#2E8B57&lt;br /&gt;
|cyan=#87AD87&lt;br /&gt;
|lcyan=#ADDFAD&lt;br /&gt;
|red=#2C004D&lt;br /&gt;
|lred=#4B0082&lt;br /&gt;
|magenta=#1C0038&lt;br /&gt;
|lmagenta=#310062&lt;br /&gt;
|brown=#6D9123&lt;br /&gt;
|yellow=#9ACD32&lt;br /&gt;
|lgray=#85B5B5&lt;br /&gt;
|white=#AFEEEE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Einfieran===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#695353&lt;br /&gt;
|blue=#5E3D3D&lt;br /&gt;
|lblue=#905D5D&lt;br /&gt;
|green=#52353D&lt;br /&gt;
|lgreen=#915F6D&lt;br /&gt;
|cyan=#964444&lt;br /&gt;
|lcyan=#CD5C5C&lt;br /&gt;
|red=#A32F25&lt;br /&gt;
|lred=#E34234&lt;br /&gt;
|magenta=#593A43&lt;br /&gt;
|lmagenta=#915F75&lt;br /&gt;
|brown=#732600&lt;br /&gt;
|yellow=#C04000&lt;br /&gt;
|lgray=#B08C8C&lt;br /&gt;
|white=#F4C2C2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Octusarian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#7B408C&lt;br /&gt;
|blue=#270030&lt;br /&gt;
|lblue=#5C0262&lt;br /&gt;
|green=#2E004F&lt;br /&gt;
|lgreen=#4B0082&lt;br /&gt;
|cyan=#43215C&lt;br /&gt;
|lcyan=#673189&lt;br /&gt;
|red=#420042&lt;br /&gt;
|lred=#660066&lt;br /&gt;
|magenta=#6C00C7&lt;br /&gt;
|lmagenta=#8B00FF&lt;br /&gt;
|brown=#452D39&lt;br /&gt;
|yellow=#614051&lt;br /&gt;
|lgray=#AC59C4&lt;br /&gt;
|white=#DF73FF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pakacit's Shade===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#3B3B3B&lt;br /&gt;
|blue=#4C4B66&lt;br /&gt;
|lblue=#6C6799&lt;br /&gt;
|green=#4A664F&lt;br /&gt;
|lgreen=#6B9968&lt;br /&gt;
|cyan=#4A6663&lt;br /&gt;
|lcyan=#6A9899&lt;br /&gt;
|red=#664545&lt;br /&gt;
|lred=#996E6E&lt;br /&gt;
|magenta=#664262&lt;br /&gt;
|lmagenta=#996A92&lt;br /&gt;
|brown=#646645&lt;br /&gt;
|yellow=#969968&lt;br /&gt;
|lgray=#666666&lt;br /&gt;
|white=#999999&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pakacit's Shine===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#666666&lt;br /&gt;
|blue=#737199&lt;br /&gt;
|lblue=#9790D4&lt;br /&gt;
|green=#6B9970&lt;br /&gt;
|lgreen=#96D490&lt;br /&gt;
|cyan=#709995&lt;br /&gt;
|lcyan=#92D3D4&lt;br /&gt;
|red=#996A6A&lt;br /&gt;
|lred=#D49797&lt;br /&gt;
|magenta=#996396&lt;br /&gt;
|lmagenta=#D494C8&lt;br /&gt;
|brown=#93996D&lt;br /&gt;
|yellow=#CED490&lt;br /&gt;
|lgray=#999999&lt;br /&gt;
|white=#D4D4D4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Syrenalian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#968A51&lt;br /&gt;
|blue=#00BDBD&lt;br /&gt;
|lblue=#00FFFF&lt;br /&gt;
|green=#89C925&lt;br /&gt;
|lgreen=#ADFF2F&lt;br /&gt;
|cyan=#5BB899&lt;br /&gt;
|lcyan=#7FFFD4&lt;br /&gt;
|red=#A87F19&lt;br /&gt;
|lred=#DAA520&lt;br /&gt;
|magenta=#6D4991&lt;br /&gt;
|lmagenta=#9966CC&lt;br /&gt;
|brown=#B89324&lt;br /&gt;
|yellow=#F4C430&lt;br /&gt;
|lgray=#C2B269&lt;br /&gt;
|white=#F0DC82&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:AvenkyrPakacit&amp;diff=303444</id>
		<title>User:AvenkyrPakacit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:AvenkyrPakacit&amp;diff=303444"/>
		<updated>2024-09-09T18:06:51Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Update information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Avenkyr Pakacit=&lt;br /&gt;
Got into DF around v50, and roughly around 7/7/2023 I began to develop a overhaul mod known as: Syrenalian Veidancyr.&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===DF Dragonscape===&lt;br /&gt;
[https://github.com/AvenkyrPakacit/DF-DragonScape Github]&lt;br /&gt;
&lt;br /&gt;
===Syrenalian Veidancyr===&lt;br /&gt;
[https://github.com/AvenkyrPakacit/Syrenalian-Veidancyr Github]&lt;br /&gt;
&lt;br /&gt;
===YingFortress===&lt;br /&gt;
V50+&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AvenkyrPakacit/YingFortress Github]&lt;br /&gt;
&lt;br /&gt;
Legacy&lt;br /&gt;
&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=17179 DFFD]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AvenkyrPakacit/YingFortress-Legacy-Edition Github]&lt;br /&gt;
&lt;br /&gt;
==Color Schemes==&lt;br /&gt;
&lt;br /&gt;
===Aizalvaran===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#968386&lt;br /&gt;
|blue=#850038&lt;br /&gt;
|lblue=#B2004B&lt;br /&gt;
|green=#997C99&lt;br /&gt;
|lgreen=#C8A2C8&lt;br /&gt;
|cyan=#A83D5D&lt;br /&gt;
|lcyan=#E75480&lt;br /&gt;
|red=#662244&lt;br /&gt;
|lred=#993366&lt;br /&gt;
|magenta=#BA8C94&lt;br /&gt;
|lmagenta=#FFC0CB&lt;br /&gt;
|brown=#5E3E47&lt;br /&gt;
|yellow=#915F6D&lt;br /&gt;
|lgray=#C4ABAE&lt;br /&gt;
|white=#FADADD&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ashilesian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#5F7A5F&lt;br /&gt;
|blue=#21633E&lt;br /&gt;
|lblue=#2E8B57&lt;br /&gt;
|green=#719625&lt;br /&gt;
|lgreen=#9ACD32&lt;br /&gt;
|cyan=#77C777&lt;br /&gt;
|lcyan=#98FF98&lt;br /&gt;
|red=#525200&lt;br /&gt;
|lred=#808000&lt;br /&gt;
|magenta=#3A4722&lt;br /&gt;
|lmagenta=#556832&lt;br /&gt;
|brown=#80BD23&lt;br /&gt;
|yellow=#ADFF2F&lt;br /&gt;
|lgray=#85AB85&lt;br /&gt;
|white=#ADDFAD&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Azkuvalian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#7C7C9C&lt;br /&gt;
|blue=#C4949C&lt;br /&gt;
|lblue=#FFC0CB&lt;br /&gt;
|green=#877C31&lt;br /&gt;
|lgreen=#B5A642&lt;br /&gt;
|cyan=#C2A9AB&lt;br /&gt;
|lcyan=#FADADD&lt;br /&gt;
|red=#B55A3F&lt;br /&gt;
|lred=#E97451&lt;br /&gt;
|magenta=#AB3E5F&lt;br /&gt;
|lmagenta=#E75480&lt;br /&gt;
|brown=#8A6F5C&lt;br /&gt;
|yellow=#BC987E&lt;br /&gt;
|lgray=#A5A5CF&lt;br /&gt;
|white=#CCCCFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Dasdarfoxan===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#3D2F22&lt;br /&gt;
|blue=#4A2311&lt;br /&gt;
|lblue=#6F351A&lt;br /&gt;
|green=#5C5233&lt;br /&gt;
|lgreen=#918151&lt;br /&gt;
|cyan=#572017&lt;br /&gt;
|lcyan=#8A3324&lt;br /&gt;
|red=#472500&lt;br /&gt;
|lred=#7B3F00&lt;br /&gt;
|magenta=#63453F&lt;br /&gt;
|lmagenta=#986960&lt;br /&gt;
|brown=#59430E&lt;br /&gt;
|yellow=#967117&lt;br /&gt;
|lgray=#6B533B&lt;br /&gt;
|white=#987654&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Doratorian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#8A7C61&lt;br /&gt;
|blue=#358550&lt;br /&gt;
|lblue=#50C878&lt;br /&gt;
|green=#719625&lt;br /&gt;
|lgreen=#9ACD32&lt;br /&gt;
|cyan=#00C261&lt;br /&gt;
|lcyan=#00FF7F&lt;br /&gt;
|red=#BAA300&lt;br /&gt;
|lred=#FFDF00&lt;br /&gt;
|magenta=#5C5233&lt;br /&gt;
|lmagenta=#918151&lt;br /&gt;
|brown=#918560&lt;br /&gt;
|yellow=#C2B280&lt;br /&gt;
|lgray=#C7B38C&lt;br /&gt;
|white=#FFE5B4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Eilasalian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#5A5A70&lt;br /&gt;
|blue=#0054A8&lt;br /&gt;
|lblue=#007FFF&lt;br /&gt;
|green=#006B44&lt;br /&gt;
|lgreen=#00A86B&lt;br /&gt;
|cyan=#454F59&lt;br /&gt;
|lcyan=#708090&lt;br /&gt;
|red=#78505A&lt;br /&gt;
|lred=#CC8899&lt;br /&gt;
|magenta=#856B85&lt;br /&gt;
|lmagenta=#C8A2C8&lt;br /&gt;
|brown=#50A600&lt;br /&gt;
|yellow=#7BFF00&lt;br /&gt;
|lgray=#8F8FB3&lt;br /&gt;
|white=#CCCCFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Eilsavian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#262B30&lt;br /&gt;
|blue=#1B0036&lt;br /&gt;
|lblue=#310062&lt;br /&gt;
|green=#2A3319&lt;br /&gt;
|lgreen=#556832&lt;br /&gt;
|cyan=#330059&lt;br /&gt;
|lcyan=#4B0082&lt;br /&gt;
|red=#4F4F00&lt;br /&gt;
|lred=#808000&lt;br /&gt;
|magenta=#38252F&lt;br /&gt;
|lmagenta=#614051&lt;br /&gt;
|brown=#304A28&lt;br /&gt;
|yellow=#4F7942&lt;br /&gt;
|lgray=#454F59&lt;br /&gt;
|white=#708090&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Eiltaresian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#658A8A&lt;br /&gt;
|blue=#62A362&lt;br /&gt;
|lblue=#98FF98&lt;br /&gt;
|green=#246B42&lt;br /&gt;
|lgreen=#2E8B57&lt;br /&gt;
|cyan=#87AD87&lt;br /&gt;
|lcyan=#ADDFAD&lt;br /&gt;
|red=#2C004D&lt;br /&gt;
|lred=#4B0082&lt;br /&gt;
|magenta=#1C0038&lt;br /&gt;
|lmagenta=#310062&lt;br /&gt;
|brown=#6D9123&lt;br /&gt;
|yellow=#9ACD32&lt;br /&gt;
|lgray=#85B5B5&lt;br /&gt;
|white=#AFEEEE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Einfieran===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#695353&lt;br /&gt;
|blue=#5E3D3D&lt;br /&gt;
|lblue=#905D5D&lt;br /&gt;
|green=#52353D&lt;br /&gt;
|lgreen=#915F6D&lt;br /&gt;
|cyan=#964444&lt;br /&gt;
|lcyan=#CD5C5C&lt;br /&gt;
|red=#A32F25&lt;br /&gt;
|lred=#E34234&lt;br /&gt;
|magenta=#593A43&lt;br /&gt;
|lmagenta=#915F75&lt;br /&gt;
|brown=#732600&lt;br /&gt;
|yellow=#C04000&lt;br /&gt;
|lgray=#B08C8C&lt;br /&gt;
|white=#F4C2C2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Octusarian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#7B408C&lt;br /&gt;
|blue=#270030&lt;br /&gt;
|lblue=#5C0262&lt;br /&gt;
|green=#2E004F&lt;br /&gt;
|lgreen=#4B0082&lt;br /&gt;
|cyan=#43215C&lt;br /&gt;
|lcyan=#673189&lt;br /&gt;
|red=#420042&lt;br /&gt;
|lred=#660066&lt;br /&gt;
|magenta=#6C00C7&lt;br /&gt;
|lmagenta=#8B00FF&lt;br /&gt;
|brown=#452D39&lt;br /&gt;
|yellow=#614051&lt;br /&gt;
|lgray=#AC59C4&lt;br /&gt;
|white=#DF73FF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pakacit's Shade===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#3B3B3B&lt;br /&gt;
|blue=#4C4B66&lt;br /&gt;
|lblue=#6C6799&lt;br /&gt;
|green=#4A664F&lt;br /&gt;
|lgreen=#6B9968&lt;br /&gt;
|cyan=#4A6663&lt;br /&gt;
|lcyan=#6A9899&lt;br /&gt;
|red=#664545&lt;br /&gt;
|lred=#996E6E&lt;br /&gt;
|magenta=#664262&lt;br /&gt;
|lmagenta=#996A92&lt;br /&gt;
|brown=#646645&lt;br /&gt;
|yellow=#969968&lt;br /&gt;
|lgray=#666666&lt;br /&gt;
|white=#999999&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pakacit's Shine===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#666666&lt;br /&gt;
|blue=#737199&lt;br /&gt;
|lblue=#9790D4&lt;br /&gt;
|green=#6B9970&lt;br /&gt;
|lgreen=#96D490&lt;br /&gt;
|cyan=#709995&lt;br /&gt;
|lcyan=#92D3D4&lt;br /&gt;
|red=#996A6A&lt;br /&gt;
|lred=#D49797&lt;br /&gt;
|magenta=#996396&lt;br /&gt;
|lmagenta=#D494C8&lt;br /&gt;
|brown=#93996D&lt;br /&gt;
|yellow=#CED490&lt;br /&gt;
|lgray=#999999&lt;br /&gt;
|white=#D4D4D4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Syrenalian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#968A51&lt;br /&gt;
|blue=#00BDBD&lt;br /&gt;
|lblue=#00FFFF&lt;br /&gt;
|green=#89C925&lt;br /&gt;
|lgreen=#ADFF2F&lt;br /&gt;
|cyan=#5BB899&lt;br /&gt;
|lcyan=#7FFFD4&lt;br /&gt;
|red=#A87F19&lt;br /&gt;
|lred=#DAA520&lt;br /&gt;
|magenta=#6D4991&lt;br /&gt;
|lmagenta=#9966CC&lt;br /&gt;
|brown=#B89324&lt;br /&gt;
|yellow=#F4C430&lt;br /&gt;
|lgray=#C2B269&lt;br /&gt;
|white=#F0DC82&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Color_scheme&amp;diff=303363</id>
		<title>Color scheme</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Color_scheme&amp;diff=303363"/>
		<updated>2024-09-02T15:59:17Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Added Avenskol themed colour schemes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
''(For a discussion of how DF displays different items, and decides which colors get altered and when, see [[color]].)''&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' uses '''color schemes''' to determine how the game will be presented during play, whether a [[ranger]] will appear bright Spring green or dark forest green, or whether [[microcline]] will be &amp;quot;eye-blasting blue&amp;quot; or something more calm.  The default scheme is quite bold - other schemes are easily possible, even to better accommodate those of us with problems seeing standard color mixes, or just can't take &amp;quot;eye-blasting blue&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
A color scheme is broken down into 16 color labels:&lt;br /&gt;
&lt;br /&gt;
:BLACK, DGRAY&lt;br /&gt;
:BLUE, LBLUE&lt;br /&gt;
:GREEN, LGREEN&lt;br /&gt;
:CYAN, LCYAN&lt;br /&gt;
:RED, LRED&lt;br /&gt;
:MAGENTA, LMAGENTA&lt;br /&gt;
:BROWN, YELLOW&lt;br /&gt;
:LGRAY, WHITE&lt;br /&gt;
&lt;br /&gt;
The color scheme data is located in the [[colors.txt]] file, found in the ''Dwarf Fortress/data/init'' folder.&lt;br /&gt;
&lt;br /&gt;
[https://manmademagic.github.io/DFColorGen/ DFColorgen] is a web tool to create and visualize color schemes.&lt;br /&gt;
&lt;br /&gt;
==What colors show up where==&lt;br /&gt;
&lt;br /&gt;
The easiest place to see all the colors next to each other is in the {{k|u}}nits list, where the different [[Skill#Professions.2C_colors.2C_.26_skill_categories|professional categories]] all have their identifying colors.  In that order (and with the default color values), they are...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLACK|0:0|0:0|&lt;br /&gt;
''background''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LCYAN|0:0|3:1|&lt;br /&gt;
''current job listing''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LGRAY|7:0|7:0|&lt;br /&gt;
[[Miner]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|YELLOW|6:1|6:1|&lt;br /&gt;
[[Woodworker]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|WHITE|7:1|7:1|&lt;br /&gt;
[[Stoneworker]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|GREEN|2:0|2:0|&lt;br /&gt;
[[Ranger]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|DGRAY|0:1|0:1|&lt;br /&gt;
[[Metalsmith]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LGREEN|2:1|2:1|&lt;br /&gt;
[[Jeweler]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LBLUE|1:1|1:1|&lt;br /&gt;
[[Craftsdwarf]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLUE|1:0|1:0|&lt;br /&gt;
[[Fishery worker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BROWN|6:0|6:0|&lt;br /&gt;
[[Farmer]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LRED|4:1|4:1|&lt;br /&gt;
[[Engineer]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|MAGENTA|5:0|5:0|&lt;br /&gt;
[[Administrator]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|CYAN|3:0|3:0|&lt;br /&gt;
[[Peasant]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|RED|4:0|4:0|&lt;br /&gt;
[[Child]]ren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LMAGENTA|0:0|5:1|&lt;br /&gt;
[[Monarch]]s,&lt;br /&gt;
''deceased''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some other color uses:&lt;br /&gt;
* [[Magma]] is LRED. (Magma 1 level lower than current view is RED.)&lt;br /&gt;
* [[Water]] is LBLUE. (Water 1 level lower than current view is BLUE.)&lt;br /&gt;
* [[Brook]]s are LCYAN on their surface (with water below).&lt;br /&gt;
* For aesthetic purposes, almost all colours can be represented in stones (with the exception of LMAGENTA, CYAN, and BLACK). &lt;br /&gt;
** BLACK: The background color, which should not be used by anything.&lt;br /&gt;
** DGRAY: A wide variety of stones are DGRAY, one example being [[gabbro]].&lt;br /&gt;
** BLUE: [[Kimberlite]] is the only stone that is BLUE. [[Nether-cap]]s also produce BLUE wood.&lt;br /&gt;
** LBLUE: [[Cobaltite]] is the only stone that is LBLUE.&lt;br /&gt;
** GREEN: [[Olivine]] is GREEN, as are malachite and [[serpentine]].&lt;br /&gt;
** LGREEN: [[Garnierite]] is the only LGREEN stone.&lt;br /&gt;
** CYAN: While there are no stones, [[spore tree]]s are CYAN.&lt;br /&gt;
** LCYAN: [[Microcline]] is an LCYAN rock. [[Adamantine]] and its ore, [[raw adamantine]], also display in LCYAN.&lt;br /&gt;
** RED: [[Bauxite]] and [[kaolinite]] are RED, as is the [[blood thorn]] tree.&lt;br /&gt;
** LRED: [[Realgar]], [[petrified wood]], and [[cinnabar]] are LRED. [[Goblin-cap]]s are also LRED.&lt;br /&gt;
** MAGENTA: [[Rutile]] and [[pitchblende]] are MAGENTA, and [[glumprong]]s are MAGENTA trees.&lt;br /&gt;
** LMAGENTA: No stones are LMAGENTA, but [[tunnel tube]]s are.&lt;br /&gt;
** BROWN: A lot of stones are BROWN; [[chert]] is one example.&lt;br /&gt;
** YELLOW: [[Brimstone]], [[gypsum]], [[orthoclase]] and many other stones are YELLOW, as is the [[fungiwood]] tree.&lt;br /&gt;
** LGRAY: Lots of stones are LGRAY, such as [[granite]].&lt;br /&gt;
** WHITE: Many stones are WHITE, such as [[limestone]], or [[rock salt]]. The [[tower-cap]] and [[feather tree]] both produce WHITE wood.&lt;br /&gt;
&lt;br /&gt;
See [[color#By Color|color]] for a more complete list.&lt;br /&gt;
&lt;br /&gt;
= Default Scheme =&lt;br /&gt;
&lt;br /&gt;
The default ''Dwarf Fortress'' color scheme is based off the 16 standard HTML colors, as discussed [http://en.wikipedia.org/wiki/Web_colors#HTML_color_names here].  (Some have been renamed in DF, but the tones themselves are the same.)&lt;br /&gt;
&lt;br /&gt;
These are broken up into 8 pairs, one darker, one lighter, as ordered below.  When a color is flashing or a displayed tile is &amp;quot;dark/bright&amp;quot; according to the game display, these colors are the two that work &amp;quot;together&amp;quot; to create that contrast.  Keep this in mind if creating a [[Color scheme#Custom color schemes|custom color scheme]], as described below.  (See [[Color]] for a more complete discussion.)&lt;br /&gt;
&lt;br /&gt;
If you lose the default scheme and neglected to make a backup ''(didn't we warn you to use &amp;quot;care and caution&amp;quot; when modding?)'', you can find the standard scheme below, without having to download DF again.&lt;br /&gt;
&lt;br /&gt;
Open Dwarf Fortress/data/init/[[colors.txt]], and copy the text as seen below over the values found at the very bottom of the file.  Save that file, restart ''Dwarf Fortress'', and you're set.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#a0a0a0&lt;br /&gt;
|blue=#207df1&lt;br /&gt;
|lblue=#8c66ff&lt;br /&gt;
|green=#a2dc34&lt;br /&gt;
|lgreen=#13fd65&lt;br /&gt;
|cyan=#71bbb0&lt;br /&gt;
|lcyan=#12fecf&lt;br /&gt;
|red=#ff113a&lt;br /&gt;
|lred=#ff7111&lt;br /&gt;
|magenta=#a73cd5&lt;br /&gt;
|lmagenta=#e811ff&lt;br /&gt;
|brown=#d79b2d&lt;br /&gt;
|yellow=#ffe111&lt;br /&gt;
|lgray=#c0c0c0&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Custom color schemes =&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Players who are not satisfied with the default color scheme can alter things to suit their aesthetic tastes. In order for any scheme changes to take effect, the &amp;quot;colors.txt&amp;quot; file must be altered and saved. This file can be found in the data/init/ directory of your ''Dwarf Fortress'' installation. The changes will not take effect until after you close and restart ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
The 16 colors are not fixed, except by their definitions in colors.txt.  If you wanted to change YELLOW to something slightly brighter or darker, or more orange, or into deep purple, you can by changing the values listed under the label &amp;quot;YELLOW&amp;quot;.  Note that the color names are ''case sensitive'' - the color is &amp;quot;YELLOW&amp;quot;, not &amp;quot;Yellow&amp;quot; or &amp;quot;yellow&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When designing a custom color, 3 &amp;quot;lights&amp;quot; of color are used: '''R'''ed, '''G'''reen, and '''B'''lue (RGB), on a scale of 0-255.  The more light (the higher the value), the brighter the color; the less light (the lower the value), the darker. Using &amp;quot;light&amp;quot; is not the same as using &amp;quot;pigment&amp;quot; ''(the standard &amp;quot;paint mixing&amp;quot; formulae we learned in school, where Magenta, Yellow, and Cyan are the 3 basic ingredients)'' - M+C does not give &amp;quot;blue&amp;quot; in this format.  &lt;br /&gt;
&lt;br /&gt;
Since we're using Red, Green and Blue light, some form of those three colors is relatively easy to achieve - but look at examples of the other standard colors below to understand how they mix together and how to &amp;quot;shade&amp;quot; or &amp;quot;tint&amp;quot;, or brighten or darken a color - or you can simply find a color below that you like and go from that, or use one of these [[Color#Color_tokens|standard RGB colors]].  Always use caution to avoid ending up with colors that are &amp;quot;too similar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To change to a new color scheme, copy/paste a color list (or part of one or more) found below (or make your own up) over the existing scheme - don't worry, if you don't like it, the original, default scheme is listed above.&lt;br /&gt;
&lt;br /&gt;
''(Note also that when posting screenshots to this wiki (and the forum boards), custom color schemes (or [[tilesets]]) can cause confusion with players who do not use those specific mixes.  This wiki requests you use one of the default set-ups that come with the game to post screenshots here.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pre-v50 Default Scheme ===&lt;br /&gt;
The old default color scheme from earlier versions of Dwarf Fortress, for those who prefer it.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#808080&lt;br /&gt;
|blue=#000080&lt;br /&gt;
|lblue=#0000ff&lt;br /&gt;
|green=#008000&lt;br /&gt;
|lgreen=#00ff00&lt;br /&gt;
|cyan=#008080&lt;br /&gt;
|lcyan=#00ffff&lt;br /&gt;
|red=#800000&lt;br /&gt;
|lred=#ff0000&lt;br /&gt;
|magenta=#800080&lt;br /&gt;
|lmagenta=#ff00ff&lt;br /&gt;
|brown=#808000&lt;br /&gt;
|yellow=#ffff00&lt;br /&gt;
|lgray=#c0c0c0&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lee's Colour scheme ===&lt;br /&gt;
A quest to provide the optimal set of colours: all colours very easily distinguishable and earthy/natural without being washed out or too bright and garish.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#646464&lt;br /&gt;
|blue=#1E55A5&lt;br /&gt;
|lblue=#5A82D2&lt;br /&gt;
|green=#467D37&lt;br /&gt;
|lgreen=#6EB437&lt;br /&gt;
|cyan=#2D9187&lt;br /&gt;
|lcyan=#46D7C3&lt;br /&gt;
|red=#AA1400&lt;br /&gt;
|lred=#D73C00&lt;br /&gt;
|magenta=#822873&lt;br /&gt;
|lmagenta=#D255BE&lt;br /&gt;
|brown=#785032&lt;br /&gt;
|yellow=#EBB400&lt;br /&gt;
|lgray=#A0A0A0&lt;br /&gt;
|white=#FAFAFA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Lee's Colour Scheme v2====&lt;br /&gt;
New and Improved! All colours have been altered slightly but most notably the brown is much better, the magentas are more of a grape/bubblegum mix, the greens are brighter and less depressing, and the whole thing feels more cohesive.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#15130F&lt;br /&gt;
|dgray=#746E71&lt;br /&gt;
|blue=#2D5AA0&lt;br /&gt;
|lblue=#6987E1&lt;br /&gt;
|green=#508714&lt;br /&gt;
|lgreen=#7DB937&lt;br /&gt;
|cyan=#198C8C&lt;br /&gt;
|lcyan=#3CCDBE&lt;br /&gt;
|red=#A0140A&lt;br /&gt;
|lred=#DC3214&lt;br /&gt;
|magenta=#873C82&lt;br /&gt;
|lmagenta=#BE6EB9&lt;br /&gt;
|brown=#964B37&lt;br /&gt;
|yellow=#E6AA1E&lt;br /&gt;
|lgray=#B2AFAC&lt;br /&gt;
|white=#E8E3E8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Natural&amp;quot; scheme ===&lt;br /&gt;
&lt;br /&gt;
This mix softens the glaring colors of the original to earthtones.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#585356&lt;br /&gt;
|blue=#0d67c4&lt;br /&gt;
|lblue=#91caff&lt;br /&gt;
|green=#449e35&lt;br /&gt;
|lgreen=#83d452&lt;br /&gt;
|cyan=#56a3cd&lt;br /&gt;
|lcyan=#b0dfd7&lt;br /&gt;
|red=#971a1a&lt;br /&gt;
|lred=#ff2222&lt;br /&gt;
|magenta=#ff6ebb&lt;br /&gt;
|lmagenta=#ffa7f6&lt;br /&gt;
|brown=#785e2f&lt;br /&gt;
|yellow=#ffda5a&lt;br /&gt;
|lgray=#b9c0a2&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== True Brown ===&lt;br /&gt;
&lt;br /&gt;
Default scheme with BROWN actually being a shade of brown (rather than Olive Green). Created by [[User:Met|Met]].&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#505050&lt;br /&gt;
|blue=#000080&lt;br /&gt;
|lblue=#0000ff&lt;br /&gt;
|green=#008000&lt;br /&gt;
|lgreen=#00ff00&lt;br /&gt;
|cyan=#008080&lt;br /&gt;
|lcyan=#00ffff&lt;br /&gt;
|red=#800000&lt;br /&gt;
|lred=#ff0000&lt;br /&gt;
|magenta=#800080&lt;br /&gt;
|lmagenta=#ff00ff&lt;br /&gt;
|brown=#785e30&lt;br /&gt;
|yellow=#ffff00&lt;br /&gt;
|lgray=#c0c0c0&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Another natural scheme ===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#505050&lt;br /&gt;
|blue=#495f9d&lt;br /&gt;
|lblue=#6f8aa5&lt;br /&gt;
|green=#597537&lt;br /&gt;
|lgreen=#a0c852&lt;br /&gt;
|cyan=#65909e&lt;br /&gt;
|lcyan=#9fc4d2&lt;br /&gt;
|red=#920000&lt;br /&gt;
|lred=#ce4901&lt;br /&gt;
|magenta=#a53665&lt;br /&gt;
|lmagenta=#ef96cf&lt;br /&gt;
|brown=#8a693b&lt;br /&gt;
|yellow=#ffc600&lt;br /&gt;
|lgray=#808080&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Higher-visibility scheme ===&lt;br /&gt;
&lt;br /&gt;
Tired of trying to see your metalsmiths (dark grey) and fishery workers (navy blue) against a black background?  This scheme &amp;quot;brightens&amp;quot; most of the colors, while trying to stay true to the original tone when possible.  (Except BROWN, which is now actually &amp;quot;brown&amp;quot;, not olive green.)&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000|blackt=*&lt;br /&gt;
|dgray=#787878&lt;br /&gt;
|blue=#2c88de&lt;br /&gt;
|lblue=#90caff&lt;br /&gt;
|green=#209020&lt;br /&gt;
|lgreen=#42e828&lt;br /&gt;
|cyan=#008080|cyant=*&lt;br /&gt;
|lcyan=#80e0d8&lt;br /&gt;
|red=#b00808&lt;br /&gt;
|lred=#ff0000|lredt=*&lt;br /&gt;
|magenta=#b038a0&lt;br /&gt;
|lmagenta=#ff54ff&lt;br /&gt;
|brown=#785e30&lt;br /&gt;
|yellow=#ffec30&lt;br /&gt;
|lgray=#b0b0b0&lt;br /&gt;
|white=#ffffff|whitet=*&lt;br /&gt;
}}&lt;br /&gt;
:''(* unchanged'')&lt;br /&gt;
&lt;br /&gt;
Original on the left, this scheme on the right...&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|DGRAY|#888|#888|&lt;br /&gt;
[[Metalsmith]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|GREEN|#080|#080|&lt;br /&gt;
[[Ranger]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLUE|rgb(00, 00, 80)|rgb(00, 00, 80)|&lt;br /&gt;
[[Fishery worker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LBLUE|#00f|#00f|&lt;br /&gt;
[[Craftsdwarf]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BROWN|#880|#880|&lt;br /&gt;
[[Farmer]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|MAGENTA|#808|#808|&lt;br /&gt;
[[Administrator]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|RED|#800|#800|&lt;br /&gt;
[[Child]]ren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|DGRAY|rgb(176, 176, 176)|rgb(176, 176, 176)|&lt;br /&gt;
[[Metalsmith]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|GREEN|rgb(32, 144, 32)|rgb(32, 144, 32)|&lt;br /&gt;
[[Ranger]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLUE|rgb(44, 136, 222)|rgb(44, 136, 222)|&lt;br /&gt;
[[Fishery worker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LBLUE|rgb(144, 202, 255)|rgb(144, 202, 255)|&lt;br /&gt;
[[Craftsdwarf]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BROWN|rgb(120, 94, 48)|rgb(120, 94, 48)|&lt;br /&gt;
[[Farmer]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|MAGENTA|rgb(176, 56, 160)|rgb(176, 56, 160)|&lt;br /&gt;
[[Administrator]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|RED|rgb(176, 8, 8)|rgb(176, 8, 8)|&lt;br /&gt;
[[Child]]ren&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== (Yet) Another scheme ===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#707070&lt;br /&gt;
|blue=#203090&lt;br /&gt;
|lblue=#2838ff&lt;br /&gt;
|green=#309020&lt;br /&gt;
|lgreen=#30f020&lt;br /&gt;
|cyan=#208090&lt;br /&gt;
|lcyan=#38d0ff&lt;br /&gt;
|red=#971a1a&lt;br /&gt;
|lred=#ff3020&lt;br /&gt;
|magenta=#702090&lt;br /&gt;
|lmagenta=#d038ff&lt;br /&gt;
|brown=#907030&lt;br /&gt;
|yellow=#ffe020&lt;br /&gt;
|lgray=#b0b0b0&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== True CGA Scheme ===&lt;br /&gt;
&lt;br /&gt;
This scheme uses the genuine [http://en.wikipedia.org/wiki/Color_Graphics_Adapter CGA] palette, in case you're an old-school purist.  &lt;br /&gt;
&lt;br /&gt;
''(Note that the CGA &amp;quot;brown&amp;quot; can be difficult to distinguish from &amp;quot;red&amp;quot; unless it is immediately nearby.  For a slightly more readable version, you can &amp;quot;cheat&amp;quot; and replace the'' [BROWN_G:85]&lt;br /&gt;
''with  ''[BROWN_G:170]. '')''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#555555&lt;br /&gt;
|blue=#0000aa&lt;br /&gt;
|lblue=#5555ff&lt;br /&gt;
|green=#00aa00&lt;br /&gt;
|lgreen=#55ff55&lt;br /&gt;
|cyan=#00aaaa&lt;br /&gt;
|lcyan=#55ffff&lt;br /&gt;
|red=#aa0000&lt;br /&gt;
|lred=#ff5555&lt;br /&gt;
|magenta=#aa00aa&lt;br /&gt;
|lmagenta=#ff55ff&lt;br /&gt;
|brown=#aa5500&lt;br /&gt;
|yellow=#ffff55&lt;br /&gt;
|lgray=#aaaaaa&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== For the Chromatically Challenged ===&lt;br /&gt;
&lt;br /&gt;
Colour blindness can result in colours being too similar, such as red and brown, so this scheme sacrifices true colour accuracy for a greater difference in hues. If you have normal colour vision, then this probably looks really weird.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#808080&lt;br /&gt;
|blue=#0000C0&lt;br /&gt;
|lblue=#3030FF&lt;br /&gt;
|green=#008000&lt;br /&gt;
|lgreen=#00D000&lt;br /&gt;
|cyan=#007090&lt;br /&gt;
|lcyan=#40D0FF&lt;br /&gt;
|red=#C00000&lt;br /&gt;
|lred=#FF3030&lt;br /&gt;
|magenta=#A00080&lt;br /&gt;
|lmagenta=#FF40D0&lt;br /&gt;
|brown=#606000&lt;br /&gt;
|yellow=#FFFF40&lt;br /&gt;
|lgray=#C0C0C0&lt;br /&gt;
|white=#FFFFFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Red/Green Colorblindness ===&lt;br /&gt;
&lt;br /&gt;
A modification of the chromatically challenged color scheme above, made to the tastes of someone with Red/Green colorblindness.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#707070&lt;br /&gt;
|blue=#0000F0&lt;br /&gt;
|lblue=#5050FF&lt;br /&gt;
|green=#008000&lt;br /&gt;
|lgreen=#00D000&lt;br /&gt;
|cyan=#007090&lt;br /&gt;
|lcyan=#40D0FF&lt;br /&gt;
|red=#F00000&lt;br /&gt;
|lred=#FF5050&lt;br /&gt;
|magenta=#A00080&lt;br /&gt;
|lmagenta=#FF30F0&lt;br /&gt;
|brown=#806000&lt;br /&gt;
|yellow=#FFFF40&lt;br /&gt;
|lgray=#D0D0D0&lt;br /&gt;
|white=#FFFFFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tango Scheme ===&lt;br /&gt;
&lt;br /&gt;
Color scheme to match [http://tango.freedesktop.org/Tango_Icon_Theme_Guidelines Tango palette]. Cyan values were missing from palette, so blue/plum values are used instead.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#2E3436&lt;br /&gt;
|dgray=#888a85&lt;br /&gt;
|blue=#204a87&lt;br /&gt;
|lblue=#3465a4&lt;br /&gt;
|green=#4e9a06&lt;br /&gt;
|lgreen=#8ae234&lt;br /&gt;
|cyan=#75507b&lt;br /&gt;
|lcyan=#729fcf&lt;br /&gt;
|red=#a40000&lt;br /&gt;
|lred=#ef2929&lt;br /&gt;
|magenta=#5c3566&lt;br /&gt;
|lmagenta=#ad7fa8&lt;br /&gt;
|brown=#ce5c00&lt;br /&gt;
|yellow=#fce94f&lt;br /&gt;
|lgray=#babdb6&lt;br /&gt;
|white=#eeeeec&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== AngleWyrm's Colorset ===&lt;br /&gt;
Blues greens and brown that are easy on the eyes.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000&lt;br /&gt;
|dgray=#484848&lt;br /&gt;
|blue=#303c78&lt;br /&gt;
|lblue=#5064b4&lt;br /&gt;
|green=#1e6428&lt;br /&gt;
|lgreen=#289632&lt;br /&gt;
|cyan=#285a82&lt;br /&gt;
|lcyan=#729fcf&lt;br /&gt;
|red=#a40000&lt;br /&gt;
|lred=#ef2929&lt;br /&gt;
|magenta=#5c3566&lt;br /&gt;
|lmagenta=#ad7fa8&lt;br /&gt;
|brown=#785032&lt;br /&gt;
|yellow=#b4aa3c&lt;br /&gt;
|lgray=#808080&lt;br /&gt;
|white=#eeeeec&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Putnam's Fortbent Color Scheme ===&lt;br /&gt;
&lt;br /&gt;
A color scheme designed for closest accuracy to Homestuck's colors; no accuracy to actual in-game colors guaranteed. &lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#626262&lt;br /&gt;
|dgrayt=(Caliborn gray tumut)&lt;br /&gt;
|blue=#000056&lt;br /&gt;
|bluet=(Equius B100)&lt;br /&gt;
|lblue=#005682&lt;br /&gt;
|lbluet=(Vriska Cerulean!!!!!!!!)&lt;br /&gt;
|green=#416600&lt;br /&gt;
|greent=(:33 &amp;lt; *nepeta green*)&lt;br /&gt;
|lgreen=#00FF00&lt;br /&gt;
|lgreent=(Calliope's blood)&lt;br /&gt;
|cyan=#008282&lt;br /&gt;
|cyant=(T3R3Z1 T34L)&lt;br /&gt;
|lcyan=#00FFFF&lt;br /&gt;
|red=#a10000&lt;br /&gt;
|redt=(aradia red)&lt;br /&gt;
|lred=#FF0000&lt;br /&gt;
|magenta=#6a006a&lt;br /&gt;
|magentat=(eridan vviolet)&lt;br /&gt;
|lmagenta=#77003c&lt;br /&gt;
|lmagentat=(meenah purple)&lt;br /&gt;
|brown=#a15000&lt;br /&gt;
|brownt=(uHH, tAVROS BROWN)&lt;br /&gt;
|yellow=#a1a100&lt;br /&gt;
|yellowt=(yucky mu2tard yellow)&lt;br /&gt;
|lgray=#929292&lt;br /&gt;
|lgrayt=(Calliope gray!)&lt;br /&gt;
|white=#FFFFFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== nocpur's Color Scheme ===&lt;br /&gt;
A soft, earth-toned color scheme. Used by nocpur in screenshots of the fortress [http://www.bay12forums.com/smf/index.php?topic=180198 Striketrampled].&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#15130F&lt;br /&gt;
|dgray=#746E71&lt;br /&gt;
|blue=#2B86A1&lt;br /&gt;
|lblue=#3FA4B8&lt;br /&gt;
|green=#5B8722&lt;br /&gt;
|lgreen=#A5B91F&lt;br /&gt;
|cyan=#1A996A&lt;br /&gt;
|lcyan=#22D4A5&lt;br /&gt;
|red=#A01838&lt;br /&gt;
|lred=#C91E35&lt;br /&gt;
|magenta=#872B72&lt;br /&gt;
|lmagenta=#BE6EB9&lt;br /&gt;
|brown=#965A1E&lt;br /&gt;
|yellow=#DEA035&lt;br /&gt;
|lgray=#B2AFAC&lt;br /&gt;
|white=#FFFDFC&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Vherid's Color Schemes ===&lt;br /&gt;
&lt;br /&gt;
====Default +====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#505050&lt;br /&gt;
|blue=#1233af&lt;br /&gt;
|lblue=#0072ff&lt;br /&gt;
|green=#008000&lt;br /&gt;
|lgreen=#00ff00&lt;br /&gt;
|cyan=#00b2b2&lt;br /&gt;
|lcyan=#00ffff&lt;br /&gt;
|red=#6b0000&lt;br /&gt;
|lred=#ff0000&lt;br /&gt;
|magenta=#800080&lt;br /&gt;
|lmagenta=#d100ac&lt;br /&gt;
|brown=#765e00&lt;br /&gt;
|yellow=#ffff00&lt;br /&gt;
|lgray=#c0c0c0&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Natural====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#1b1209&lt;br /&gt;
|dgray=#464132&lt;br /&gt;
|blue=#203296&lt;br /&gt;
|lblue=#0078ff&lt;br /&gt;
|green=#1e6428&lt;br /&gt;
|lgreen=#aaff00&lt;br /&gt;
|cyan=#107873&lt;br /&gt;
|lcyan=#1bd2cd&lt;br /&gt;
|red=#6e1414&lt;br /&gt;
|lred=#c02424&lt;br /&gt;
|magenta=#8511ab&lt;br /&gt;
|lmagenta=#e647aa&lt;br /&gt;
|brown=#64402a&lt;br /&gt;
|yellow=#fab40a&lt;br /&gt;
|lgray=#746c54&lt;br /&gt;
|white=#dcdcdc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Warm====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#1b1209&lt;br /&gt;
|dgray=#3e352c&lt;br /&gt;
|blue=#1a41a5&lt;br /&gt;
|lblue=#006cff&lt;br /&gt;
|green=#6e7b15&lt;br /&gt;
|lgreen=#c4db26&lt;br /&gt;
|cyan=#007860&lt;br /&gt;
|lcyan=#00ffcc&lt;br /&gt;
|red=#521900&lt;br /&gt;
|lred=#c03d24&lt;br /&gt;
|magenta=#4c0037&lt;br /&gt;
|lmagenta=#ff208d&lt;br /&gt;
|brown=#623d26&lt;br /&gt;
|yellow=#ffbf00&lt;br /&gt;
|lgray=#9a846d&lt;br /&gt;
|white=#ffedda&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Bone====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#26170a&lt;br /&gt;
|dgray=#41352b&lt;br /&gt;
|blue=#0f52ba&lt;br /&gt;
|lblue=#008aff&lt;br /&gt;
|green=#788617&lt;br /&gt;
|lgreen=#c4db26&lt;br /&gt;
|cyan=#56b872&lt;br /&gt;
|lcyan=#48ffb8&lt;br /&gt;
|red=#840000&lt;br /&gt;
|lred=#c03d24&lt;br /&gt;
|magenta=#7c1a60&lt;br /&gt;
|lmagenta=#ff4282&lt;br /&gt;
|brown=#684b3a&lt;br /&gt;
|yellow=#ffc322&lt;br /&gt;
|lgray=#9a846d&lt;br /&gt;
|white=#fcfad0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Mishka====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#170f0d&lt;br /&gt;
|dgray=#4a342e&lt;br /&gt;
|blue=#005fff&lt;br /&gt;
|lblue=#00b3ff&lt;br /&gt;
|green=#57a000&lt;br /&gt;
|lgreen=#c0d600&lt;br /&gt;
|cyan=#00875f&lt;br /&gt;
|lcyan=#00ffb4&lt;br /&gt;
|red=#ba5300&lt;br /&gt;
|lred=#ea8400&lt;br /&gt;
|magenta=#a72400&lt;br /&gt;
|lmagenta=#ff4310&lt;br /&gt;
|brown=#b08951&lt;br /&gt;
|yellow=#e4b31b&lt;br /&gt;
|lgray=#79644b&lt;br /&gt;
|white=#f1e3b8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Dusk====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#0a0a0a&lt;br /&gt;
|dgray=#30262d&lt;br /&gt;
|blue=#04518c&lt;br /&gt;
|lblue=#00b0ee&lt;br /&gt;
|green=#5d6d06&lt;br /&gt;
|lgreen=#a6b000&lt;br /&gt;
|cyan=#0c4f4c&lt;br /&gt;
|lcyan=#0cbba0&lt;br /&gt;
|red=#8e2800&lt;br /&gt;
|lred=#ce4901&lt;br /&gt;
|magenta=#830034&lt;br /&gt;
|lmagenta=#a00307&lt;br /&gt;
|brown=#eb8800&lt;br /&gt;
|yellow=#ffb74d&lt;br /&gt;
|lgray=#806d63&lt;br /&gt;
|white=#f2f7e6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Sorrow====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#050011&lt;br /&gt;
|dgray=#392a20&lt;br /&gt;
|blue=#2e495e&lt;br /&gt;
|lblue=#4c889e&lt;br /&gt;
|green=#55532a&lt;br /&gt;
|lgreen=#afb54b&lt;br /&gt;
|cyan=#437d42&lt;br /&gt;
|lcyan=#79bd8f&lt;br /&gt;
|red=#8e2800&lt;br /&gt;
|lred=#b64926&lt;br /&gt;
|magenta=#7b2636&lt;br /&gt;
|lmagenta=#a15642&lt;br /&gt;
|brown=#816535&lt;br /&gt;
|yellow=#cb9a45&lt;br /&gt;
|lgray=#878e5d&lt;br /&gt;
|white=#fff782&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Jade====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#110b09&lt;br /&gt;
|dgray=#2a1e1b&lt;br /&gt;
|blue=#2e495e&lt;br /&gt;
|lblue=#4c889e&lt;br /&gt;
|green=#6c6b25&lt;br /&gt;
|lgreen=#c3c13d&lt;br /&gt;
|cyan=#5c633a&lt;br /&gt;
|lcyan=#70a16c&lt;br /&gt;
|red=#762a1b&lt;br /&gt;
|lred=#af652f&lt;br /&gt;
|magenta=#ae2c3b&lt;br /&gt;
|lmagenta=#ab421e&lt;br /&gt;
|brown=#725539&lt;br /&gt;
|yellow=#cb9a45&lt;br /&gt;
|lgray=#453c31&lt;br /&gt;
|white=#dbd69c&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Dark Sand====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#020110&lt;br /&gt;
|dgray=#112334&lt;br /&gt;
|blue=#04518c&lt;br /&gt;
|lblue=#00b0ee&lt;br /&gt;
|green=#5d6d06&lt;br /&gt;
|lgreen=#a6b000&lt;br /&gt;
|cyan=#0c4f4c&lt;br /&gt;
|lcyan=#0cbba0&lt;br /&gt;
|red=#8e2800&lt;br /&gt;
|lred=#ce4901&lt;br /&gt;
|magenta=#830034&lt;br /&gt;
|lmagenta=#a00307&lt;br /&gt;
|brown=#72593a&lt;br /&gt;
|yellow=#ffb74d&lt;br /&gt;
|lgray=#334555&lt;br /&gt;
|white=#e6f5f7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Matrix====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#192007&lt;br /&gt;
|dgray=#383a26&lt;br /&gt;
|blue=#18774f&lt;br /&gt;
|lblue=#0dbd75&lt;br /&gt;
|green=#4d7218&lt;br /&gt;
|lgreen=#88be12&lt;br /&gt;
|cyan=#b38700&lt;br /&gt;
|lcyan=#ffcc00&lt;br /&gt;
|red=#76440b&lt;br /&gt;
|lred=#b96706&lt;br /&gt;
|magenta=#204631&lt;br /&gt;
|lmagenta=#527f39&lt;br /&gt;
|brown=#4d5407&lt;br /&gt;
|yellow=#b9da1c&lt;br /&gt;
|lgray=#6b6f4b&lt;br /&gt;
|white=#d7e894&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Ash====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#343434&lt;br /&gt;
|blue=#494949&lt;br /&gt;
|lblue=#818181&lt;br /&gt;
|green=#676767&lt;br /&gt;
|lgreen=#dbdbdb&lt;br /&gt;
|cyan=#a5a5a5&lt;br /&gt;
|lcyan=#f7f7f7&lt;br /&gt;
|red=#252525&lt;br /&gt;
|lred=#505050&lt;br /&gt;
|magenta=#555555&lt;br /&gt;
|lmagenta=#777778&lt;br /&gt;
|brown=#3c3c3c&lt;br /&gt;
|yellow=#b6b6b6&lt;br /&gt;
|lgray=#8e8e8e&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Fields====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#0c0811&lt;br /&gt;
|dgray=#342d28&lt;br /&gt;
|blue=#27445c&lt;br /&gt;
|lblue=#2facc7&lt;br /&gt;
|green=#6b6819&lt;br /&gt;
|lgreen=#bebc27&lt;br /&gt;
|cyan=#3e7466&lt;br /&gt;
|lcyan=#9ddc85&lt;br /&gt;
|red=#5c2514&lt;br /&gt;
|lred=#af3b14&lt;br /&gt;
|magenta=#621805&lt;br /&gt;
|lmagenta=#a42405&lt;br /&gt;
|brown=#8d550b&lt;br /&gt;
|yellow=#e0a403&lt;br /&gt;
|lgray=#4f433a&lt;br /&gt;
|white=#ebdec6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Heat====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#170a0a&lt;br /&gt;
|dgray=#47341b&lt;br /&gt;
|blue=#394b45&lt;br /&gt;
|lblue=#42b0b6&lt;br /&gt;
|green=#7d6f10&lt;br /&gt;
|lgreen=#c7c01a&lt;br /&gt;
|cyan=#517a4e&lt;br /&gt;
|lcyan=#aade6c&lt;br /&gt;
|red=#6e2c0c&lt;br /&gt;
|lred=#ba420c&lt;br /&gt;
|magenta=#741e03&lt;br /&gt;
|lmagenta=#b02a03&lt;br /&gt;
|brown=#9c5c07&lt;br /&gt;
|yellow=#e4a801&lt;br /&gt;
|lgray=#624a28&lt;br /&gt;
|white=#eee0b5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lazer====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#090900&lt;br /&gt;
|dgray=#292701&lt;br /&gt;
|blue=#003321&lt;br /&gt;
|lblue=#287035&lt;br /&gt;
|green=#886d23&lt;br /&gt;
|lgreen=#efc140&lt;br /&gt;
|cyan=#088313&lt;br /&gt;
|lcyan=#23ca37&lt;br /&gt;
|red=#62200b&lt;br /&gt;
|lred=#af3b14&lt;br /&gt;
|magenta=#4a0d02&lt;br /&gt;
|lmagenta=#a52102&lt;br /&gt;
|brown=#844e06&lt;br /&gt;
|yellow=#e9ab03&lt;br /&gt;
|lgray=#384023&lt;br /&gt;
|white=#ccef73&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Mud====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#201e15&lt;br /&gt;
|dgray=#323723&lt;br /&gt;
|blue=#234353&lt;br /&gt;
|lblue=#30798f&lt;br /&gt;
|green=#777136&lt;br /&gt;
|lgreen=#ada45e&lt;br /&gt;
|cyan=#445415&lt;br /&gt;
|lcyan=#768b20&lt;br /&gt;
|red=#89360e&lt;br /&gt;
|lred=#bc4a13&lt;br /&gt;
|magenta=#846722&lt;br /&gt;
|lmagenta=#cca036&lt;br /&gt;
|brown=#5c4f28&lt;br /&gt;
|yellow=#fba612&lt;br /&gt;
|lgray=#4e5537&lt;br /&gt;
|white=#fffce3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Fallen====&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#201e15&lt;br /&gt;
|dgray=#323723&lt;br /&gt;
|blue=#234353&lt;br /&gt;
|lblue=#30798f&lt;br /&gt;
|green=#777136&lt;br /&gt;
|lgreen=#efc140&lt;br /&gt;
|cyan=#3f522b&lt;br /&gt;
|lcyan=#737d26&lt;br /&gt;
|red=#6a2713&lt;br /&gt;
|lred=#b24c15&lt;br /&gt;
|magenta=#681708&lt;br /&gt;
|lmagenta=#b52a0b&lt;br /&gt;
|brown=#5c4f28&lt;br /&gt;
|yellow=#fba612&lt;br /&gt;
|lgray=#4e5537&lt;br /&gt;
|white=#f4ffd0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Koumakan's Color Schemes ===&lt;br /&gt;
&lt;br /&gt;
KMK Systems color schemes can be found at http://www.bay12forums.com/smf/index.php?topic=169671.0.&lt;br /&gt;
&lt;br /&gt;
====Soyuz====&lt;br /&gt;
&amp;quot;The colorscheme shown is my Soyuz colorscheme I made for one of Taffer's more experimental variants of his tileset, check his stuff out if you haven't, it's easily one of the best ASCII sets for DF.&amp;quot;&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#281100&lt;br /&gt;
|dgray=#4A3226&lt;br /&gt;
|blue=#2E495E&lt;br /&gt;
|lblue=#4C889E&lt;br /&gt;
|green=#333100&lt;br /&gt;
|lgreen=#56571B&lt;br /&gt;
|cyan=#527F39&lt;br /&gt;
|lcyan=#A3B934&lt;br /&gt;
|red=#7C0000&lt;br /&gt;
|lred=#DB2700&lt;br /&gt;
|magenta=#776A36&lt;br /&gt;
|lmagenta=#EFC140&lt;br /&gt;
|brown=#7C5434&lt;br /&gt;
|yellow=#FF9A0A&lt;br /&gt;
|lgray=#B98764&lt;br /&gt;
|white=#FFF0AD&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Bonsai====&lt;br /&gt;
&amp;quot;These colors are based off of Cyprinodon's work that you can see [http://www.bay12forums.com/smf/index.php?topic=150763.0 HERE]&lt;br /&gt;
I really liked his color scheme at the time and made a handful of tweaks years ago to try some things out while still keeping the original BG color.&amp;quot;&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#2E0018&lt;br /&gt;
|dgray=#443025&lt;br /&gt;
|blue=#0443B7&lt;br /&gt;
|lblue=#0099F0&lt;br /&gt;
|green=#076F29&lt;br /&gt;
|lgreen=#27EC48&lt;br /&gt;
|cyan=#1D9661&lt;br /&gt;
|lcyan=#2AFF98&lt;br /&gt;
|red=#710000&lt;br /&gt;
|lred=#D32800&lt;br /&gt;
|magenta=#80234E&lt;br /&gt;
|lmagenta=#E559A5&lt;br /&gt;
|brown=#724E2F&lt;br /&gt;
|yellow=#FFA200&lt;br /&gt;
|lgray=#B07F5A&lt;br /&gt;
|white=#FFEFA0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Gordon====&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#150F0A&lt;br /&gt;
|dgray=#32230F&lt;br /&gt;
|blue=#193A91&lt;br /&gt;
|lblue=#2595CF&lt;br /&gt;
|green=#334B0E&lt;br /&gt;
|lgreen=#88C922&lt;br /&gt;
|cyan=#08C49F&lt;br /&gt;
|lcyan=#7FE8B5&lt;br /&gt;
|red=#550F0A&lt;br /&gt;
|lred=#EF3A0C&lt;br /&gt;
|magenta=#562E73&lt;br /&gt;
|lmagenta=#A03A9E&lt;br /&gt;
|brown=#624C01&lt;br /&gt;
|yellow=#FFA200&lt;br /&gt;
|lgray=#684C3C&lt;br /&gt;
|white=#EFD8A1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Monokai===&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000&lt;br /&gt;
|dgray=#555&lt;br /&gt;
|blue=#7accda&lt;br /&gt;
|lblue=#66d9f9&lt;br /&gt;
|green=#9dc54b&lt;br /&gt;
|lgreen=#a6e22e&lt;br /&gt;
|cyan=#00d9d9&lt;br /&gt;
|lcyan=#c8f0f0&lt;br /&gt;
|red=#d34278&lt;br /&gt;
|lred=#f92672&lt;br /&gt;
|magenta=#ae81ff&lt;br /&gt;
|lmagenta=#b392ef&lt;br /&gt;
|brown=#d1ca89&lt;br /&gt;
|yellow=#e6db74&lt;br /&gt;
|lgray=#f5deb3&lt;br /&gt;
|white=#fff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Qud===&lt;br /&gt;
&lt;br /&gt;
A color scheme based on the game [https://www.cavesofqud.com/ Caves of Qud]. Original by Corporal_Klinger on the DF forums, modified for visibility by Mabelmabel on the CoQ discord.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#0F3B3A&lt;br /&gt;
|dgray=#51797A&lt;br /&gt;
|blue=#0048BD&lt;br /&gt;
|lblue=#0096FF&lt;br /&gt;
|green=#009403&lt;br /&gt;
|lgreen=#009403&lt;br /&gt;
|cyan=#40A4B9&lt;br /&gt;
|lcyan=#77BFCF&lt;br /&gt;
|red=#A64A2E&lt;br /&gt;
|lred=#D74200&lt;br /&gt;
|magenta=#B154CF&lt;br /&gt;
|lmagenta=#DA5BD6&lt;br /&gt;
|brown=#98875F&lt;br /&gt;
|yellow=#CFC041&lt;br /&gt;
|lgray=#B1C9C3&lt;br /&gt;
|white=#fff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Solarized===&lt;br /&gt;
&lt;br /&gt;
Based on [http://ethanschoonover.com/solarized Ethan Schoonover's syntax highlighting color scheme]. Designed to be easily distinguishable and visible colors that also reduce eye strain and fatigue.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#002b36&lt;br /&gt;
|dgray=#586e75&lt;br /&gt;
|blue=#268bd2&lt;br /&gt;
|lblue=#7baee6&lt;br /&gt;
|green=#859900&lt;br /&gt;
|lgreen=#adcb67&lt;br /&gt;
|cyan=#2aa198&lt;br /&gt;
|lcyan=#7fd7ca&lt;br /&gt;
|red=#dc322f&lt;br /&gt;
|lred=#f76a6a&lt;br /&gt;
|magenta=#d33682&lt;br /&gt;
|lmagenta=#f186aa&lt;br /&gt;
|brown=#b58a00&lt;br /&gt;
|yellow=#ecc853&lt;br /&gt;
|lgray=#93a1a1&lt;br /&gt;
|white=#fdf6e3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===elementary===&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#303030&lt;br /&gt;
|dgray=#5d5d5d&lt;br /&gt;
|blue=#004f9e&lt;br /&gt;
|lblue=#0071ff&lt;br /&gt;
|green=#6ab017&lt;br /&gt;
|lgreen=#7bc91f&lt;br /&gt;
|cyan=#2aa7e7&lt;br /&gt;
|lcyan=#4bb8fd&lt;br /&gt;
|red=#e1321a&lt;br /&gt;
|lred=#ff361e&lt;br /&gt;
|magenta=#ec0048&lt;br /&gt;
|lmagenta=#ff1d62&lt;br /&gt;
|brown=#ffc005&lt;br /&gt;
|yellow=#ffd00a&lt;br /&gt;
|lgray=#999&lt;br /&gt;
|white=#f2f2f2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pseudo Naturalistic Color Scheme ===&lt;br /&gt;
&lt;br /&gt;
Natural colours based on classic colours. Designed for [http://www.bay12forums.com/smf/index.php?topic=53180.4710 Ironhand tileset and DF2014 (see discussion)] but looks nice with ASCII too. Created by [[User:Harmonica|Harmonica]].&lt;br /&gt;
&lt;br /&gt;
This particularly works well with Ironhand due to the colour blending (nice minerals and plants), and also works nicely with the new trees.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#808080&lt;br /&gt;
|blue=#3636ab&lt;br /&gt;
|lblue=#628aea&lt;br /&gt;
|green=#3daf3d&lt;br /&gt;
|lgreen=#70de70&lt;br /&gt;
|cyan=#3aafc3&lt;br /&gt;
|lcyan=#00ffff&lt;br /&gt;
|red=#ab2929&lt;br /&gt;
|lred=#f3714b&lt;br /&gt;
|magenta=#ab33ab&lt;br /&gt;
|lmagenta=#e691e6&lt;br /&gt;
|brown=#795c38&lt;br /&gt;
|yellow=#e6e600&lt;br /&gt;
|lgray=#c0c0c0&lt;br /&gt;
|white=#FFFFFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== CowThing's color schemes ===&lt;br /&gt;
&lt;br /&gt;
This color scheme is for a softer, happier game. Colors were chosen for easy visibility and to be easy on the eyes.&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#31313e&lt;br /&gt;
|dgray=#767681&lt;br /&gt;
|blue=#4051da&lt;br /&gt;
|lblue=#6295ed&lt;br /&gt;
|green=#56b636&lt;br /&gt;
|lgreen=#aff239&lt;br /&gt;
|cyan=#52b7c0&lt;br /&gt;
|lcyan=#acebd9&lt;br /&gt;
|red=#ce3137&lt;br /&gt;
|lred=#f8503e&lt;br /&gt;
|magenta=#8e3aba&lt;br /&gt;
|lmagenta=#dd62c5&lt;br /&gt;
|brown=#f0a22a&lt;br /&gt;
|yellow=#fcef62&lt;br /&gt;
|lgray=#afb5b7&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A darker version of the above color scheme.&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#1f1d26&lt;br /&gt;
|dgray=#544f53&lt;br /&gt;
|blue=#334ca0&lt;br /&gt;
|lblue=#4b99d5&lt;br /&gt;
|green=#398f29&lt;br /&gt;
|lgreen=#79d733&lt;br /&gt;
|cyan=#49948a&lt;br /&gt;
|lcyan=#94daaf&lt;br /&gt;
|red=#9e2c24&lt;br /&gt;
|lred=#d64d2c&lt;br /&gt;
|magenta=#6f2a71&lt;br /&gt;
|lmagenta=#c3498c&lt;br /&gt;
|brown=#bd7e24&lt;br /&gt;
|yellow=#ebc942&lt;br /&gt;
|lgray=#84827c&lt;br /&gt;
|white=#f5f0da&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Snackfox's color scheme ==&lt;br /&gt;
&lt;br /&gt;
This color scheme was designed to be light, pretty, and easy on the eyes, with an emphasis on purples and blues.&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#453c57&lt;br /&gt;
|dgray=#9e8db0&lt;br /&gt;
|blue=#7062d6&lt;br /&gt;
|lblue=#a499fa&lt;br /&gt;
|green=#238a64&lt;br /&gt;
|lgreen=#17eda6&lt;br /&gt;
|cyan=#0099ff&lt;br /&gt;
|lcyan=#00ffff&lt;br /&gt;
|red=#b300b0&lt;br /&gt;
|lred=#ff21a6&lt;br /&gt;
|magenta=#d92eff&lt;br /&gt;
|lmagenta=#ff8abf&lt;br /&gt;
|brown=#b57438&lt;br /&gt;
|yellow=#fff652&lt;br /&gt;
|lgray=#cecef5&lt;br /&gt;
|white=#fffbc8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Runeset Mapmaker ==&lt;br /&gt;
&lt;br /&gt;
This color scheme was designed to work with Runeset to produce beautiful sepia toned fantasy maps.&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#A59B78&lt;br /&gt;
|dgray=#48453C&lt;br /&gt;
|blue=#2D91DC&lt;br /&gt;
|lblue=#8796B9&lt;br /&gt;
|green=#2D6E32&lt;br /&gt;
|lgreen=#82A569&lt;br /&gt;
|cyan=#788C96&lt;br /&gt;
|lcyan=#AAC0CD&lt;br /&gt;
|red=#640505&lt;br /&gt;
|lred=#911E23&lt;br /&gt;
|magenta=#642369&lt;br /&gt;
|lmagenta=#8C14A0&lt;br /&gt;
|brown=#73694B&lt;br /&gt;
|yellow=#C6C482&lt;br /&gt;
|lgray=#C8C8B4&lt;br /&gt;
|white=#FFFFFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Runeset ==&lt;br /&gt;
&lt;br /&gt;
A more playable version of Runeset Mapmaker that doesn't make every embark site look like the desert. It's a milder toned scheme with decent contrast.&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#48453C&lt;br /&gt;
|blue=#2D91DC&lt;br /&gt;
|lblue=#8796B9&lt;br /&gt;
|green=#2D6E32&lt;br /&gt;
|lgreen=#82A569&lt;br /&gt;
|cyan=#788C96&lt;br /&gt;
|lcyan=#AAC0CD&lt;br /&gt;
|red=#640505&lt;br /&gt;
|lred=#911E23&lt;br /&gt;
|magenta=#642369&lt;br /&gt;
|lmagenta=#8C14A0&lt;br /&gt;
|brown=#5F4628&lt;br /&gt;
|yellow=#B4B473&lt;br /&gt;
|lgray=#A0A0A0&lt;br /&gt;
|white=#FFFFFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Kyzer's Themes ==&lt;br /&gt;
&lt;br /&gt;
=== Kyzer's Light Scheme ===&lt;br /&gt;
A light color scheme meant to be easy on the eyes using yellows and relatively low contrast colors. '''Note: cyan is now purple!'''&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#D3C89C&lt;br /&gt;
|dgray=#474747&lt;br /&gt;
|blue=#C4E6F2&lt;br /&gt;
|lblue=#6590F4&lt;br /&gt;
|green=#1C851E&lt;br /&gt;
|lgreen=#0EB500&lt;br /&gt;
|cyan=#683D91&lt;br /&gt;
|lcyan=#BD89FA&lt;br /&gt;
|red=#AD3636&lt;br /&gt;
|lred=#E66060&lt;br /&gt;
|magenta=#C95EAC&lt;br /&gt;
|lmagenta=#733663&lt;br /&gt;
|brown=#A66624&lt;br /&gt;
|yellow=#9F9A17&lt;br /&gt;
|lgray=#737373&lt;br /&gt;
|white=#141414&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kyzer's 'true color' Scheme ===&lt;br /&gt;
A high brightness color scheme with a lot of contrast, base colors (RED and BLUE, for example) are the most saturated and brightest they can be. Light colors are actually light versions of the previous colors now.&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#595959&lt;br /&gt;
|blue=#0000FF&lt;br /&gt;
|lblue=#7D89FF&lt;br /&gt;
|green=#00FF00&lt;br /&gt;
|lgreen=#89FF7D&lt;br /&gt;
|cyan=#00FFFF&lt;br /&gt;
|lcyan=#9EFDFF&lt;br /&gt;
|red=#FF0000&lt;br /&gt;
|lred=#FF8787&lt;br /&gt;
|magenta=#FF00FF&lt;br /&gt;
|lmagenta=#FE8CFF&lt;br /&gt;
|brown=#FFA33B&lt;br /&gt;
|yellow=#FFFF85&lt;br /&gt;
|lgray=#BABABA&lt;br /&gt;
|white=#FFFFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kyzer's Low Contrast Scheme ===&lt;br /&gt;
A low contrast, dark theme which prevents your eyes from having issues focusing because of overly bright tones. Basically, it has the same effect of turning your monitor down, without turning it down.&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#292929&lt;br /&gt;
|blue=#00285C&lt;br /&gt;
|lblue=#004399&lt;br /&gt;
|green=#005200&lt;br /&gt;
|lgreen=#007A00&lt;br /&gt;
|cyan=#005252&lt;br /&gt;
|lcyan=#008585&lt;br /&gt;
|red=#4F0000&lt;br /&gt;
|lred=#7D0000&lt;br /&gt;
|magenta=#400063&lt;br /&gt;
|lmagenta=#540082&lt;br /&gt;
|brown=#733300&lt;br /&gt;
|yellow=#877F00&lt;br /&gt;
|lgray=#595959&lt;br /&gt;
|white=#828282&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zippy's Themes ==&lt;br /&gt;
=== Zippy's Vibrant ===&lt;br /&gt;
Colors here are designed to be much softer, richer and brighter than the game's default colors. Most colors are very slightly dimmed as to appear less over saturated than the original color scheme, but still manage to show as unique and vibrant colors.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#111111&lt;br /&gt;
|dgray=#a1a1a1&lt;br /&gt;
|blue=#406fec&lt;br /&gt;
|lblue=#43c6f7&lt;br /&gt;
|green=#539f47&lt;br /&gt;
|lgreen=#5fe34d&lt;br /&gt;
|cyan=#4fc0d9&lt;br /&gt;
|lcyan=#81edef&lt;br /&gt;
|red=#b81d1d&lt;br /&gt;
|lred=#f13636&lt;br /&gt;
|magenta=#cb4096&lt;br /&gt;
|lmagenta=#f97ad9&lt;br /&gt;
|brown=#ab7611&lt;br /&gt;
|yellow=#ffcc00&lt;br /&gt;
|lgray=#a19d9a&lt;br /&gt;
|white=#fffaf5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zippy's Low Contrast ===&lt;br /&gt;
An alternate color scheme where the colors - as the title would denote - have less contrast, as all the colors are much closer to their counterparts. This color scheme may be hard to see on a darker monitor.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#111111&lt;br /&gt;
|dgray=#a1a1a1&lt;br /&gt;
|blue=#3a65d7&lt;br /&gt;
|lblue=#33D4DF&lt;br /&gt;
|green=#39912B&lt;br /&gt;
|lgreen=#B2FFA7&lt;br /&gt;
|cyan=#4BC8B6&lt;br /&gt;
|lcyan=#66FFFA&lt;br /&gt;
|red=#d03a17&lt;br /&gt;
|lred=#FF8C8C&lt;br /&gt;
|magenta=#A821A0&lt;br /&gt;
|lmagenta=#FFA6C8&lt;br /&gt;
|brown=#B34109&lt;br /&gt;
|yellow=#FFBE7D&lt;br /&gt;
|lgray=#a19d9a&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== DPh Kraken's Themes ==&lt;br /&gt;
&lt;br /&gt;
===Minecraft Wool===&lt;br /&gt;
Uses the exact hex codes of each wool dye color from Minecraft. &lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#1D1D21&lt;br /&gt;
|dgray=#474F52&lt;br /&gt;
|blue=#8932B8&lt;br /&gt;
|lblue=#3C44AA&lt;br /&gt;
|green=#5E7C16&lt;br /&gt;
|lgreen=#80C71F&lt;br /&gt;
|cyan=#169C9C&lt;br /&gt;
|lcyan=#3AB3DA&lt;br /&gt;
|red=#B02E26&lt;br /&gt;
|lred=#F9801D&lt;br /&gt;
|magenta=#C74EBD&lt;br /&gt;
|lmagenta=#F38BAA&lt;br /&gt;
|brown=#835432&lt;br /&gt;
|yellow=#FED83D&lt;br /&gt;
|lgray=#9D9D97&lt;br /&gt;
|white=#F9FFFE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Minecraft Map===&lt;br /&gt;
Another Minecraft-themed set, this uses a selection of tile colors as they appear on Java Edition maps.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#191919&lt;br /&gt;
|dgray=#707070&lt;br /&gt;
|blue=#2C2CB2&lt;br /&gt;
|lblue=#4040FF&lt;br /&gt;
|green=#007C00&lt;br /&gt;
|lgreen=#7FB238&lt;br /&gt;
|cyan=#7070B4&lt;br /&gt;
|lcyan=#A0A0FF&lt;br /&gt;
|red=#B40000&lt;br /&gt;
|lred=#DC0000&lt;br /&gt;
|magenta=#7D3598&lt;br /&gt;
|lmagenta=#B24CD8&lt;br /&gt;
|brown=#8F7748&lt;br /&gt;
|yellow=#F7E9A3&lt;br /&gt;
|lgray=#A7A7A7&lt;br /&gt;
|white=#FFFFFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Painterly===&lt;br /&gt;
Uses dye colors from the Painterly texture pack for Minecraft. Dark and saturated.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#0B0B0B&lt;br /&gt;
|dgray=#434343&lt;br /&gt;
|blue=#65008F&lt;br /&gt;
|lblue=#003DA5&lt;br /&gt;
|green=#003C00&lt;br /&gt;
|lgreen=#73913A&lt;br /&gt;
|cyan=#2A89F4&lt;br /&gt;
|lcyan=#47F0E9&lt;br /&gt;
|red=#8A0000&lt;br /&gt;
|lred=#E77B00&lt;br /&gt;
|magenta=#C20089&lt;br /&gt;
|lmagenta=#F6959B&lt;br /&gt;
|brown=#56390B&lt;br /&gt;
|yellow=#F3D233&lt;br /&gt;
|lgray=#A8A8A8&lt;br /&gt;
|white=#FFFFFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Minty===&lt;br /&gt;
Based on the default dark mode (Mint-Y-Dark) terminal colors for Linux Mint.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#2E3435&lt;br /&gt;
|dgray=#535756&lt;br /&gt;
|blue=#34659F&lt;br /&gt;
|lblue=#729FD2&lt;br /&gt;
|green=#4E980D&lt;br /&gt;
|lgreen=#8AE340&lt;br /&gt;
|cyan=#069696&lt;br /&gt;
|lcyan=#39E2DE&lt;br /&gt;
|red=#CD0001&lt;br /&gt;
|lred=#F02727&lt;br /&gt;
|magenta=#725179&lt;br /&gt;
|lmagenta=#AC7FA5&lt;br /&gt;
|brown=#C4A106&lt;br /&gt;
|yellow=#FEEA57&lt;br /&gt;
|lgray=#A4A5A2&lt;br /&gt;
|white=#EDEEE9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spaceman00's Themes ==&lt;br /&gt;
=== Matrix 1 ===&lt;br /&gt;
Pallete inspired by matrix movie screen colors.&amp;lt;br&amp;gt;&lt;br /&gt;
Only, green, light green, blue, light blue, white and black are different as they are the only colors present at the screen.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#0E0E0E&lt;br /&gt;
|dgray=#808080&lt;br /&gt;
|blue=#384B89&lt;br /&gt;
|lblue=#6588BC&lt;br /&gt;
|green=#8EC58C&lt;br /&gt;
|lgreen=#B2D8A7&lt;br /&gt;
|cyan=#008080&lt;br /&gt;
|lcyan=#00FFFF&lt;br /&gt;
|red=#800000&lt;br /&gt;
|lred=#FF0000&lt;br /&gt;
|magenta=#800080&lt;br /&gt;
|lmagenta=#FF00FF&lt;br /&gt;
|brown=#808000&lt;br /&gt;
|yellow=#FFFF00&lt;br /&gt;
|lgray=#C0C0C0&lt;br /&gt;
|white=#E4E4E2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Matrix 2===&lt;br /&gt;
Pallete inspired by matrix movie screen colors.&amp;lt;br&amp;gt;&lt;br /&gt;
Only, green, light green, blue, light blue, white and black are from the movie, other colors are decided following some pattern related to original DF pallete pattern.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#0E0E0E&lt;br /&gt;
|dgray=#797978&lt;br /&gt;
|blue=#384B89&lt;br /&gt;
|lblue=#6588BC&lt;br /&gt;
|green=#8EC58C&lt;br /&gt;
|lgreen=#B2D8A7&lt;br /&gt;
|cyan=#3A7365&lt;br /&gt;
|lcyan=#65D8BC&lt;br /&gt;
|red=#4E1422&lt;br /&gt;
|lred=#8D1A36&lt;br /&gt;
|magenta=#27142C&lt;br /&gt;
|lmagenta=#401A49&lt;br /&gt;
|brown=#4E3C21&lt;br /&gt;
|yellow=#8D6A34&lt;br /&gt;
|lgray=#AFAFAD&lt;br /&gt;
|white=#E4E4E2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Matrix 3===&lt;br /&gt;
Pallete inspired by matrix movie screen colors.&amp;lt;br&amp;gt;&lt;br /&gt;
Only, green, light green, blue, light blue, white and black are from the movie, other colors are decided following some pattern related to original DF pallete pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
This one assumes, R, G or B, are actually not N but N^2.2.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#0E0E0E&lt;br /&gt;
|dgray=#A7A7A5&lt;br /&gt;
|blue=#384B89&lt;br /&gt;
|lblue=#6588BC&lt;br /&gt;
|green=#8EC58C&lt;br /&gt;
|lgreen=#B2D8A7&lt;br /&gt;
|cyan=#4A9EA7&lt;br /&gt;
|lcyan=#65D8BC&lt;br /&gt;
|red=#993F77&lt;br /&gt;
|lred=#D255A3&lt;br /&gt;
|magenta=#713F77&lt;br /&gt;
|lmagenta=#9A55A3&lt;br /&gt;
|brown=#998C77&lt;br /&gt;
|yellow=#D2C0A3&lt;br /&gt;
|lgray=#C8C8C6&lt;br /&gt;
|white=#E4E4E2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Matrix 4===&lt;br /&gt;
Pallete inspired by matrix movie screen colors.&amp;lt;br&amp;gt;&lt;br /&gt;
Only, green, light green, blue, light blue, white and black are from the movie, other colors are decided following some pattern related to original DF pallete pattern.&amp;lt;br&amp;gt;&lt;br /&gt;
This one assumes, R, G or B, are actually not N but N^2.2. It also assumes DF dark colors values are not the mid point between DF white and DF light version of the color but take into account N^2.2 too.&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#0E0E0E&lt;br /&gt;
|dgray=#737372&lt;br /&gt;
|blue=#384B89&lt;br /&gt;
|lblue=#6588BC&lt;br /&gt;
|green=#8EC58C&lt;br /&gt;
|lgreen=#B2D8A7&lt;br /&gt;
|cyan=#346D5F&lt;br /&gt;
|lcyan=#65D8BC&lt;br /&gt;
|red=#6A2C52&lt;br /&gt;
|lred=#D255A3&lt;br /&gt;
|magenta=#4E2C52&lt;br /&gt;
|lmagenta=#9A55A3&lt;br /&gt;
|brown=#6A6152&lt;br /&gt;
|yellow=#D2C0A3&lt;br /&gt;
|lgray=#ACACAA&lt;br /&gt;
|white=#E4E4E2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Avenskol==&lt;br /&gt;
An assortment of combinations fitting various themes and settings.&lt;br /&gt;
&lt;br /&gt;
===Aizalvaran===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#968386&lt;br /&gt;
|blue=#850038&lt;br /&gt;
|lblue=#B2004B&lt;br /&gt;
|green=#997C99&lt;br /&gt;
|lgreen=#C8A2C8&lt;br /&gt;
|cyan=#A83D5D&lt;br /&gt;
|lcyan=#E75480&lt;br /&gt;
|red=#662244&lt;br /&gt;
|lred=#993366&lt;br /&gt;
|magenta=#BA8C94&lt;br /&gt;
|lmagenta=#FFC0CB&lt;br /&gt;
|brown=#5E3E47&lt;br /&gt;
|yellow=#915F6D&lt;br /&gt;
|lgray=#C4ABAE&lt;br /&gt;
|white=#FADADD&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ashilesian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#5F7A5F&lt;br /&gt;
|blue=#21633E&lt;br /&gt;
|lblue=#2E8B57&lt;br /&gt;
|green=#719625&lt;br /&gt;
|lgreen=#9ACD32&lt;br /&gt;
|cyan=#77C777&lt;br /&gt;
|lcyan=#98FF98&lt;br /&gt;
|red=#525200&lt;br /&gt;
|lred=#808000&lt;br /&gt;
|magenta=#3A4722&lt;br /&gt;
|lmagenta=#556832&lt;br /&gt;
|brown=#80BD23&lt;br /&gt;
|yellow=#ADFF2F&lt;br /&gt;
|lgray=#85AB85&lt;br /&gt;
|white=#ADDFAD&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Azkuvalian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#7C7C9C&lt;br /&gt;
|blue=#C4949C&lt;br /&gt;
|lblue=#FFC0CB&lt;br /&gt;
|green=#877C31&lt;br /&gt;
|lgreen=#B5A642&lt;br /&gt;
|cyan=#C2A9AB&lt;br /&gt;
|lcyan=#FADADD&lt;br /&gt;
|red=#B55A3F&lt;br /&gt;
|lred=#E97451&lt;br /&gt;
|magenta=#AB3E5F&lt;br /&gt;
|lmagenta=#E75480&lt;br /&gt;
|brown=#8A6F5C&lt;br /&gt;
|yellow=#BC987E&lt;br /&gt;
|lgray=#A5A5CF&lt;br /&gt;
|white=#CCCCFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Dasdarfoxan===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#3D2F22&lt;br /&gt;
|blue=#4A2311&lt;br /&gt;
|lblue=#6F351A&lt;br /&gt;
|green=#5C5233&lt;br /&gt;
|lgreen=#918151&lt;br /&gt;
|cyan=#572017&lt;br /&gt;
|lcyan=#8A3324&lt;br /&gt;
|red=#472500&lt;br /&gt;
|lred=#7B3F00&lt;br /&gt;
|magenta=#63453F&lt;br /&gt;
|lmagenta=#986960&lt;br /&gt;
|brown=#59430E&lt;br /&gt;
|yellow=#967117&lt;br /&gt;
|lgray=#6B533B&lt;br /&gt;
|white=#987654&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Doratorian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#8A7C61&lt;br /&gt;
|blue=#358550&lt;br /&gt;
|lblue=#50C878&lt;br /&gt;
|green=#719625&lt;br /&gt;
|lgreen=#9ACD32&lt;br /&gt;
|cyan=#00C261&lt;br /&gt;
|lcyan=#00FF7F&lt;br /&gt;
|red=#BAA300&lt;br /&gt;
|lred=#FFDF00&lt;br /&gt;
|magenta=#5C5233&lt;br /&gt;
|lmagenta=#918151&lt;br /&gt;
|brown=#918560&lt;br /&gt;
|yellow=#C2B280&lt;br /&gt;
|lgray=#C7B38C&lt;br /&gt;
|white=#FFE5B4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Eilasalian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#5A5A70&lt;br /&gt;
|blue=#0054A8&lt;br /&gt;
|lblue=#007FFF&lt;br /&gt;
|green=#006B44&lt;br /&gt;
|lgreen=#00A86B&lt;br /&gt;
|cyan=#454F59&lt;br /&gt;
|lcyan=#708090&lt;br /&gt;
|red=#78505A&lt;br /&gt;
|lred=#CC8899&lt;br /&gt;
|magenta=#856B85&lt;br /&gt;
|lmagenta=#C8A2C8&lt;br /&gt;
|brown=#50A600&lt;br /&gt;
|yellow=#7BFF00&lt;br /&gt;
|lgray=#8F8FB3&lt;br /&gt;
|white=#CCCCFF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Eilsavian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#262B30&lt;br /&gt;
|blue=#1B0036&lt;br /&gt;
|lblue=#310062&lt;br /&gt;
|green=#2A3319&lt;br /&gt;
|lgreen=#556832&lt;br /&gt;
|cyan=#330059&lt;br /&gt;
|lcyan=#4B0082&lt;br /&gt;
|red=#4F4F00&lt;br /&gt;
|lred=#808000&lt;br /&gt;
|magenta=#38252F&lt;br /&gt;
|lmagenta=#614051&lt;br /&gt;
|brown=#304A28&lt;br /&gt;
|yellow=#4F7942&lt;br /&gt;
|lgray=#454F59&lt;br /&gt;
|white=#708090&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Eiltaresian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#658A8A&lt;br /&gt;
|blue=#62A362&lt;br /&gt;
|lblue=#98FF98&lt;br /&gt;
|green=#246B42&lt;br /&gt;
|lgreen=#2E8B57&lt;br /&gt;
|cyan=#87AD87&lt;br /&gt;
|lcyan=#ADDFAD&lt;br /&gt;
|red=#2C004D&lt;br /&gt;
|lred=#4B0082&lt;br /&gt;
|magenta=#1C0038&lt;br /&gt;
|lmagenta=#310062&lt;br /&gt;
|brown=#6D9123&lt;br /&gt;
|yellow=#9ACD32&lt;br /&gt;
|lgray=#85B5B5&lt;br /&gt;
|white=#AFEEEE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Einfieran===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#695353&lt;br /&gt;
|blue=#5E3D3D&lt;br /&gt;
|lblue=#905D5D&lt;br /&gt;
|green=#52353D&lt;br /&gt;
|lgreen=#915F6D&lt;br /&gt;
|cyan=#964444&lt;br /&gt;
|lcyan=#CD5C5C&lt;br /&gt;
|red=#A32F25&lt;br /&gt;
|lred=#E34234&lt;br /&gt;
|magenta=#593A43&lt;br /&gt;
|lmagenta=#915F75&lt;br /&gt;
|brown=#732600&lt;br /&gt;
|yellow=#C04000&lt;br /&gt;
|lgray=#B08C8C&lt;br /&gt;
|white=#F4C2C2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Octusarian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#7B408C&lt;br /&gt;
|blue=#270030&lt;br /&gt;
|lblue=#5C0262&lt;br /&gt;
|green=#2E004F&lt;br /&gt;
|lgreen=#4B0082&lt;br /&gt;
|cyan=#43215C&lt;br /&gt;
|lcyan=#673189&lt;br /&gt;
|red=#420042&lt;br /&gt;
|lred=#660066&lt;br /&gt;
|magenta=#6C00C7&lt;br /&gt;
|lmagenta=#8B00FF&lt;br /&gt;
|brown=#452D39&lt;br /&gt;
|yellow=#614051&lt;br /&gt;
|lgray=#AC59C4&lt;br /&gt;
|white=#DF73FF&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pakacit's Shade===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#3B3B3B&lt;br /&gt;
|blue=#4C4B66&lt;br /&gt;
|lblue=#6C6799&lt;br /&gt;
|green=#4A664F&lt;br /&gt;
|lgreen=#6B9968&lt;br /&gt;
|cyan=#4A6663&lt;br /&gt;
|lcyan=#6A9899&lt;br /&gt;
|red=#664545&lt;br /&gt;
|lred=#996E6E&lt;br /&gt;
|magenta=#664262&lt;br /&gt;
|lmagenta=#996A92&lt;br /&gt;
|brown=#646645&lt;br /&gt;
|yellow=#969968&lt;br /&gt;
|lgray=#666666&lt;br /&gt;
|white=#999999&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pakacit's Shine===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#666666&lt;br /&gt;
|blue=#737199&lt;br /&gt;
|lblue=#9790D4&lt;br /&gt;
|green=#6B9970&lt;br /&gt;
|lgreen=#96D490&lt;br /&gt;
|cyan=#709995&lt;br /&gt;
|lcyan=#92D3D4&lt;br /&gt;
|red=#996A6A&lt;br /&gt;
|lred=#D49797&lt;br /&gt;
|magenta=#996396&lt;br /&gt;
|lmagenta=#D494C8&lt;br /&gt;
|brown=#93996D&lt;br /&gt;
|yellow=#CED490&lt;br /&gt;
|lgray=#999999&lt;br /&gt;
|white=#D4D4D4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Syrenalian===&lt;br /&gt;
&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#968A51&lt;br /&gt;
|blue=#00BDBD&lt;br /&gt;
|lblue=#00FFFF&lt;br /&gt;
|green=#89C925&lt;br /&gt;
|lgreen=#ADFF2F&lt;br /&gt;
|cyan=#5BB899&lt;br /&gt;
|lcyan=#7FFFD4&lt;br /&gt;
|red=#A87F19&lt;br /&gt;
|lred=#DAA520&lt;br /&gt;
|magenta=#6D4991&lt;br /&gt;
|lmagenta=#9966CC&lt;br /&gt;
|brown=#B89324&lt;br /&gt;
|yellow=#F4C430&lt;br /&gt;
|lgray=#C2B269&lt;br /&gt;
|white=#F0DC82&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Color scheme]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:AvenkyrPakacit&amp;diff=303252</id>
		<title>User:AvenkyrPakacit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:AvenkyrPakacit&amp;diff=303252"/>
		<updated>2024-08-25T02:16:34Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Added a list of mods I'm working on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got into DF around v50, and roughly around 7/7/2023 I began to develop a overhaul mod known as: Syrenalian Veidancyr.&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AvenkyrPakacit/Syrenalian-Veidancyr Syrenalian Veidancyr]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/AvenkyrPakacit/YingFortress YingFortress]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pangolin_man&amp;diff=299215</id>
		<title>Pangolin man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pangolin_man&amp;diff=299215"/>
		<updated>2024-04-22T22:46:20Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Fixed a couple words in the reference to link accordingly to relevant pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=pangolin_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Pangolin men''' are humanoid versions of the common [[pangolin]] and a [[Creature|species]] of unremarkable [[animal people]], found in [[savage]] [[tropical]] plains and [[forest]]s. They are only a little over half the size of an adult [[dwarf]], making them unlikely to pose a threat to civilians and even less to [[military]] squads.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, pangolin men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] pangolin men for their ''overlapping scales''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
There's been [[Rumor|rumors]] of pangolin men with glowing white scales scouring ancient [[ruins]] for [[Topic|technology]] to commune with. However whether or not these may be true: after a lengthy interview with one of ''eir'' &amp;quot;watchers,&amp;quot; even without [[Civilization|hierarchy]]: it has became clear ''ey'' follow a [[Religion|faith]] that drives ''em'' to discovery.&lt;br /&gt;
&lt;br /&gt;
[[File:pangolin_man_preview.png|thumb|260px|center|Constantly has to deal with pandemic-related questions&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by caturchandra&amp;lt;br&amp;gt;Commissioned by aammton''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=299214</id>
		<title>Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=299214"/>
		<updated>2024-04-22T22:05:43Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Patience was easy to test with modded creatures using the attribute table's high and lows. Focus however may require further testing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:attributes_v50_preview.png|thumb|262px|right|Attributes of a stoneworker.]]A creature has numerous '''attributes''' which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the [[soul]].&lt;br /&gt;
&lt;br /&gt;
Body Attributes can be viewed in the creature's Health -&amp;gt; Description screen. Soul Attributes can be viewed in the creature's Personality -&amp;gt; Traits screen. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed as follows (may have to be highlighted to be seen):&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}&lt;br /&gt;
&lt;br /&gt;
Attributes are associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory. Different attributes raised by one skill may not be raised by the same amount. Attribute and skill gain and rust rates are moddable in the raws as a [[creature token]].&lt;br /&gt;
&lt;br /&gt;
Attributes can be viewed for individual dwarves by selecting ({{k|v}}iew dwarves, {{k|z}}, {{k|enter}}), or by going to the ({{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}).&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average&amp;lt;!-- caste average? --&amp;gt;. [[Human]]s' median attribute values are always 1000. Thus, if the median [[dwarf]] has higher than 1000 for an attribute, that means the median dwarf is better than the median human for that attribute (however, individual humans may be better than individual dwarves due to intraspecies variation). Likewise, if the median dwarf has below 1000 for an attribute, then the median human bests the median dwarf in that contest.&lt;br /&gt;
&lt;br /&gt;
The tiers at which descriptions change are 250, 500, 750, and 1000 above or below the species median. Interestingly, if a species has an attribute with a median below 1000, such as dwarves' agility, the lowest tier will never be displayed.&lt;br /&gt;
&lt;br /&gt;
These descriptions are not used in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== Body attributes ==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, as they are calculated based on the species average. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (a thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed of fast [[gait]]s in most creatures, including running, soaring, galloping, and fast swimming, however, proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (more so with larger creatures than dwarves). The dwarven median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || unbelievably strong&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || mighty&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || very strong&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || strong&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000  || weak&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || very weak&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || unquestionably weak&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || unfathomably weak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &amp;amp;mdash; a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. The median dwarf agility of 900 is slightly below average.&lt;br /&gt;
&lt;br /&gt;
Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as &amp;quot;abysmally clumsy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1900&amp;amp;ndash;5000 || amazingly agile&lt;br /&gt;
|-&lt;br /&gt;
| 1650&amp;amp;ndash;1899 || extremely agile&lt;br /&gt;
|-&lt;br /&gt;
| 1400&amp;amp;ndash;1649 || very agile&lt;br /&gt;
|-&lt;br /&gt;
| 1150&amp;amp;ndash;1399 || agile&lt;br /&gt;
|-&lt;br /&gt;
| 651&amp;amp;ndash;1149  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 401&amp;amp;ndash;650   || clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 151&amp;amp;ndash;400   || quite clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;150     || totally clumsy&lt;br /&gt;
|-&lt;br /&gt;
| (never displayed) || abysmally clumsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
Increases the amount of time required to suffocate.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || basically unbreakable&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || incredibly tough&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || quite durable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || tough&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || remarkably flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || shockingly fragile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
Reduces the rate at which dwarves become exhausted, as well as increasing pain tolerance. The dwarven median endurance of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || absolutely inexhaustible&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || indefatigable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || extremely quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 0 || truly quick to tire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recuperation===&lt;br /&gt;
Increases the rate of wound healing and reduces fat. The dwarven median recuperation of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || possessed of amazing recuperative powers&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || incredibly quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || quite quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || very slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 0 || shockingly slow to heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disease resistance===&lt;br /&gt;
Reduces the risk of contracting [[syndrome]]s, and their negative effects when active, including the [[alcohol]]-induced ones. The dwarven median disease resistance of 1000 is exactly the human average. Having a disease resistance of 5000 does not grant immunities.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || virtually never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || almost never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || quite susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 0 || stunningly susceptible to disease&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by body attribute ==&lt;br /&gt;
{{SkillsByBodyAttribute}}&lt;br /&gt;
&lt;br /&gt;
==Soul attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.&lt;br /&gt;
&lt;br /&gt;
===Analytical ability===&lt;br /&gt;
The dwarven median analytical ability of 1250 is slightly above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || awesome intellectual powers&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a sharp intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || poor analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very bad analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a lousy intellect&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || a stunning lack of analytical ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Determines the rate at which a character will become either focused or distracted. The dwarven median focus of 1500 is above average. Higher values delay the impact of unsatisfied [[needs]], and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value{{verify}}&lt;br /&gt;
! Description&lt;br /&gt;
&amp;lt;!-- These values are somewhat suspect... --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 2542&amp;amp;ndash;5000 || unbreakable focus&lt;br /&gt;
|-&lt;br /&gt;
| 2292&amp;amp;ndash;2541 || a great ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 2042&amp;amp;ndash;2291 || very good focus&lt;br /&gt;
|-&lt;br /&gt;
| 1792&amp;amp;ndash;2041 || the ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 1293&amp;amp;ndash;1791 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1043&amp;amp;ndash;1292 || poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 793&amp;amp;ndash;1042 || quite poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 543&amp;amp;ndash;792 || really poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;542 || the absolute inability to focus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
Willpower directly reduces exertion and pain effects, and also affects the threshold before creatures flee in battle and the effects of stress. The dwarven median willpower of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an unbreakable will&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || an iron will&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a lot of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || willpower&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little willpower&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a large deficit of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no willpower&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creativity===&lt;br /&gt;
The dwarven median creativity of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || a boundless creative imagination&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1751&amp;amp;ndash;1999 || very good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1750 || good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || meager creativity&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor creativity&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || lousy creativity&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || next to no creative talent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
The dwarven median intuition of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || uncanny intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || great intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || lousy intuition&lt;br /&gt;
|-&lt;br /&gt;
| 0 || horrible intuition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
Some non-skill tasks are affected by Patience. The dwarven median patience of 1250 is slightly above the human average. Directly impacts the rate a character in [[Adventure mode]] will become impatient during a conversation, and thusly determines the length.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || absolutely boundless patience&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || a deep well of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great deal of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a sum of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || a shortage of patience&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little patience&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very little patience&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || no patience at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory===&lt;br /&gt;
The dwarven median memory of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || an astonishing memory&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || an amazing memory&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great memory&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good memory&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || an iffy memory&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a poor memory&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a really bad memory&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || little memory to speak of&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Linguistic ability===&lt;br /&gt;
The dwarven median linguistic ability of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing ability with languages and words&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great affinity for language&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural inclination toward language&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a way with words&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a little difficulty with words&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || very little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || difficulty with words and language&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spatial sense===&lt;br /&gt;
The dwarven median spatial sense of 1500 is above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2542&amp;amp;ndash;5000 || a stunning feel for spatial relationships&lt;br /&gt;
|-&lt;br /&gt;
| 2292&amp;amp;ndash;2541 || an amazing spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 2042&amp;amp;ndash;2291 || a great feel for the surrounding space&lt;br /&gt;
|-&lt;br /&gt;
| 1792&amp;amp;ndash;2041 || a good spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 1293&amp;amp;ndash;1791 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1043&amp;amp;ndash;1292 || a questionable spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 793&amp;amp;ndash;1042 || poor spatial senses&lt;br /&gt;
|-&lt;br /&gt;
| 543&amp;amp;ndash;792 || an atrocious spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;542 || no sense for spatial relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Musicality===&lt;br /&gt;
Musicality affects performances, such as playing music with instruments and singing. The dwarven median musicality of 1000 is exactly the human average. &lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing knack for music&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great musical sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural ability with music&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a feel for music&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || an iffy sense for music&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little natural inclination toward music&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no natural musical ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no feel for music at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kinesthetic sense===&lt;br /&gt;
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well, are affected by Kinesthetic Sense. The dwarven median kinesthetic sense of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astounding feel for the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a very clumsy kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an unbelievably atrocious sense of the position of [his/her] own body&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
The dwarven median empathy of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an absolutely remarkable sense of others' emotions&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || an ability to read emotions fairly well&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor empathy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a very bad sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no empathy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || the utter inability to judge others' emotions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social awareness===&lt;br /&gt;
The dwarven median social awareness of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || a shockingly profound feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager ability with social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor ability to manage or understand social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a lack of understanding of social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an absolute inability to understand social relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by soul attribute ==&lt;br /&gt;
{{SkillsBySoulAttribute}}&lt;br /&gt;
&lt;br /&gt;
== Skills by associated attributes ==&lt;br /&gt;
 &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
!rowspan=&amp;quot;144&amp;quot;|&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood cutter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Carpenter]] || {{X|A}} || {{X|B}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Engraver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mason]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal trainer]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || || || {{X|C}} || {{X|B}} || || || || || || {{X|A}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal caretaker]] || || {{X|A}} || || || {{X|A}} || || || || || || {{X|B}} || || || || || {{X|C}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish cleaner]] || || {{X|A}} || || {{X|B}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Butcher]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Trapper]] || || {{X|A}} || || || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tanner]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Brewer]] || {{X|A}} || {{X|B}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothier]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miller]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Thresher]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cheese maker]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Milker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cook]] || || {{X|A}} || || || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Planter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbalist]] || || {{X|A}} || || || || || || || || || {{X|B}} || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fisherdwarf]] || {{X|B}} || {{X|A}} || || || || {{X|A}} || || || || {{X|B}} || || || || || {{X|C}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Strand extractor]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaponsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Armorsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Metalsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Gem cutter]] || || {{X|A}} || || || {{X|C}} || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem setter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wood crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Metal crafter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Glassmaker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Leatherworker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone carver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Axeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordsman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Knife user]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Maceman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Hammerman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Spearman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crossbowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Armor user]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege engineer]] || {{X|A}} || {{X|B}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Siege operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowyer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pikeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lasher]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgunner]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Thrower]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanic]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Druid]] || || {{X|B}} || {{X|C}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || {{X|A}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambusher]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || {{X|C}} ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Diagnostician]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone doctor]] || {{X|B}} || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crutch-walker]] || || {{X|A}} || || {{X|B}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood burner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lye maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Soaper]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Potash maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dyer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pump operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Swimmer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Persuader]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Negotiator]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Judge of intent]] || || || || || || || || || {{X|C}} || || || || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Appraiser]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Organizer]] || || || || || {{X|A}} || || || {{X|C}} || || || || || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Record keeper]] || || || || || {{X|A}} || {{X|C}} || || || || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Liar]] || || || || || || || || {{X|C}} || || || || {{X|A}} || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Intimidator]] || {{X|A}} || {{X|B}} || || || || || || || || || || {{X|A}} || || || {{X|B}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Conversationalist]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Comedian]] || || {{X|A}} || || || || || || {{X|B}} || || || || {{X|A}} || || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Flatterer]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Consoler]] || || || || || || || || || || || || {{X|B}} || || || || {{X|A}} || {{X|C}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pacifier]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tracker]] || || || || || {{X|A}} || || || || {{X|B}} || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Student]] || || || || || {{X|B}} || {{X|C}} || || || || || {{X|A}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Concentration]] || || || || || || {{X|A}} || {{X|C}} || || || {{X|B}} || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Discipline]] || || || || || || {{X|B}} || {{X|A}} || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Observer]] || || || || || || {{X|B}} || || || {{X|C}} || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wordsmith]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Writer]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Poet]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Reader]] || || || || || || {{X|B}} || || || || || {{X|C}} || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Speaker]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coordination]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Balance]] || {{X|B}} || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Leader]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Teacher]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Archer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrestler]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Biter]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Striker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Kicker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dodger]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Misc. object user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knapper]] || {{X|B}} || {{X|A}} || || || {{X|B}} || || || || || || || || {{X|A}} || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tactician]] || || || || || {{X|A}} || || || {{X|B}} || {{X|C}} || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Shearer]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Spinner]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Potter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glazer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Presser]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Beekeeper]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || || || || || || {{X|B}} || || {{X|C}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax worker]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Climber]] || {{X|B}} || {{X|C}} || || {{X|A}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gelder]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Dancer]] || {{X|C}} || {{X|A}} || || {{X|B}} || || || || || || || || || {{X|B}} || {{X|C}} || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Musician]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Singer]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Keyboardist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stringed instrumentalist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wind instrumentalist]] || || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Percussionist]] || {{X|C}} || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical thinker]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Logician]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mathematician]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Astronomer]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemist]] || || || || || {{X|A}} || {{X|B}} || || || || || {{X|C}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Geographer]] || || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Optics engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fluid engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Papermaker]] || {{X|A}} || {{X|B}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bookbinder]] || || {{X|A}} || || || || || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schemer]] || || || || || || || || {{X|C}} || {{X|B}} || || || || || || || || {{X|A}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Rider]] || || {{X|A}} || || || || || {{X|C}} || || || || || || || || {{X|A}} || {{X|B}} ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Skills have both Primary attributes (labeled &amp;quot;A&amp;quot;) and Secondary attributes (labeled &amp;quot;B&amp;quot; and &amp;quot;C&amp;quot;). Primary attributes give a bonus for every 100 points, while secondary attributes give a bonus for every 250 points.&lt;br /&gt;
*Spatial Sense and Kinesthetic Sense are almost everywhere&lt;br /&gt;
*Nothing trains Disease Resistance or Recuperation&lt;br /&gt;
*Intimidator and Comedian, both social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.&lt;br /&gt;
*Student skill doesn't boost skill gain except for teacher-student relations in a barracks&lt;br /&gt;
*Choose high-volume labors that train useful attributes for militia day-jobs/bootcamp&lt;br /&gt;
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute&lt;br /&gt;
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills&lt;br /&gt;
&lt;br /&gt;
===Attributes trained by skills===&lt;br /&gt;
'''''Strength''''':&lt;br /&gt;
:'''Primary''': Miner, Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Planter, Furnace operator, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege engineer, Siege operator, Pikeman, Thrower, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Intimidator, Wrestler, Biter, Striker, Kicker, Misc. object user, Presser, Gelder, Papermaker&lt;br /&gt;
:'''Secondary''': Thresher, Cheese maker, Fisherdwarf, Strand extractor, Knife user, Lasher, Mechanic, Bone doctor, Balance, Fighter, Knapper, Shearer, Spinner, Beekeeper, Climber, Dancer, Percussionist&lt;br /&gt;
&lt;br /&gt;
'''''Agility''''':&lt;br /&gt;
:'''Primary''': Engraver, Animal trainer, Animal caretaker, Fish dissector, Animal dissector, Fish cleaner, Trapper, Tanner, Weaver, Alchemist, Clothier, Thresher, Cheese maker, Cook, Herbalist, Fisherdwarf, Strand extractor, Gem cutter, Gem setter, Wood crafter, Stone crafter, Bone carver, Knife user, Crossbowman, Bowyer, Lasher, Bowman, Blowgunner, Mechanic, Ambusher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Comedian, Coordination, Balance, Fighter, Archer, Dodger, Knapper, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Dancer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Bookbinder, Rider&lt;br /&gt;
:'''Secondary''': Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Planter, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Pikeman, Thrower, Druid, Dyer, Swimmer, Intimidator, Wrestler, Striker, Kicker, Misc. object user, Presser, Climber, Gelder, Papermaker&lt;br /&gt;
&lt;br /&gt;
'''''Toughness''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Miner, Animal trainer, Furnace operator, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege operator, Pikeman, Lasher, Thrower, Druid, Wood burner, Lye maker, Soaper, Potash maker, Pump operator, Fighter, Biter, Striker, Kicker, Dodger, Misc. object user&lt;br /&gt;
&lt;br /&gt;
'''''Endurance''''':&lt;br /&gt;
:'''Primary''': Druid, Climber&lt;br /&gt;
:'''Secondary''': Miner, Wood cutter, Mason, Animal trainer, Fish cleaner, Butcher, Miller, Thresher, Cheese maker, Milker, Planter, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Armor user, Siege engineer, Siege operator, Mechanic, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Wrestler, Biter, Dodger, Shearer, Spinner, Presser, Beekeeper, Gelder, Dancer, Wind instrumentalist, Percussionist&lt;br /&gt;
&lt;br /&gt;
'''''Disease Resistance''''':&lt;br /&gt;
:Nothing!&lt;br /&gt;
&lt;br /&gt;
'''''Recuperation''''':&lt;br /&gt;
:Nothing!&lt;br /&gt;
&lt;br /&gt;
'''''Analytical Ability''''':&lt;br /&gt;
:'''Primary''': Animal caretaker, Trapper, Alchemist, Siege engineer, Mechanic, Diagnostician, Appraiser, Organizer, Record keeper, Tracker, Tactician, Beekeeper, Critical thinker, Logician, Mathematician, Astronomer, Chemist&lt;br /&gt;
:'''Secondary''': Cheese maker, Cook, Furnace operator, Strand extractor, Gem cutter, Siege operator, Student, Knapper, Geographer, Optics engineer, Fluid engineer&lt;br /&gt;
&lt;br /&gt;
'''''Focus''''':&lt;br /&gt;
:'''Primary''': Fisherdwarf, Concentration&lt;br /&gt;
:'''Secondary''': Crossbowman, Siege operator, Bowman, Blowgunner, Druid, Ambusher, Surgeon, Bone doctor, Suturer, Record keeper, Student, Discipline, Observer, Reader, Archer, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer&lt;br /&gt;
&lt;br /&gt;
'''''Willpower''''':&lt;br /&gt;
:'''Primary''': Discipline&lt;br /&gt;
:'''Secondary''': Miner, Wood cutter, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Pikeman, Lasher, Thrower, Druid, Crutch-walker, Pump operator, Swimmer, Concentration, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Climber, Rider&lt;br /&gt;
&lt;br /&gt;
'''''Creativity''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Carpenter, Engraver, Mason, Trapper, Weaver, Alchemist, Clothier, Cheese maker, Cook, Weaponsmith, Armorsmith, Metalsmith, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Siege engineer, Bowyer, Mechanic, Organizer, Liar, Comedian, Wordsmith, Writer, Poet, Tactician, Potter, Glazer, Wax worker, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer&lt;br /&gt;
&lt;br /&gt;
'''''Intuition''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Animal trainer, Alchemist, Diagnostician, Judge of Intent, Appraiser, Tracker, Observer, Wordsmith, Writer, Poet, Tactician, Schemer&lt;br /&gt;
&lt;br /&gt;
'''''Patience''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Animal trainer, Fisherdwarf, Concentration&lt;br /&gt;
&lt;br /&gt;
'''''Memory''''':&lt;br /&gt;
:'''Primary''': Student&lt;br /&gt;
:'''Secondary''': Animal caretaker, Herbalist, Diagnostician, Appraiser, Record keeper, Reader, Mathematician, Astronomer, Chemist, Geographer&lt;br /&gt;
&lt;br /&gt;
'''''Linguistic Ability''''':&lt;br /&gt;
:'''Primary''': Persuader, Negotiator, Liar, Intimidator, Conversationalist, Comedian, Flatterer, Pacifier, Wordsmith, Writer, Poet, Reader, Speaker&lt;br /&gt;
:'''Secondary''': Consoler, Leader, Teacher&lt;br /&gt;
&lt;br /&gt;
'''''Spatial Sense''''':&lt;br /&gt;
:'''Primary''': Crossbowman, Siege operator, Bowman, Blowgunner, Ambusher, Observer, Archer, Knapper, Geographer, Optics engineer, Fluid engineer, Bookbinder&lt;br /&gt;
:'''Secondary''': Miner, Wood cutter, Carpenter, Engraver, Mason, Trapper, Weaver, Clothier, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Bowyer, Pikeman, Lasher, Mechanic, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Swimmer, Tracker, Coordination, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Climber, Dancer, Mathematician, Astronomer, Papermaker&lt;br /&gt;
&lt;br /&gt;
'''''Musicality''''':&lt;br /&gt;
:'''Primary''': Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist&lt;br /&gt;
:'''Secondary''': Dancer&lt;br /&gt;
&lt;br /&gt;
'''''Kinesthetic Sense''''':&lt;br /&gt;
:'''Primary''': Miner, Wood cutter, Carpenter, Engraver, Mason, Fish dissector, Animal dissector, Fish cleaner, Butcher, Tanner, Weaver, Brewer, Clothier, Miller, Thresher, Cheese maker, Milker, Cook, Planter, Herbalist, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Bowyer, Pikeman, Lasher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Coordination, Balance, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Presser, Wax worker, Climber, Gelder, Dancer, Papermaker, Rider&lt;br /&gt;
:'''Secondary''': Fisherdwarf, Crossbowman, Bowman, Blowgunner, Thrower, Ambusher, Intimidator, Comedian, Archer, Knapper, Beekeeper, Bookbinder&lt;br /&gt;
&lt;br /&gt;
'''''Empathy''''':&lt;br /&gt;
:'''Primary''': Animal trainer, Druid, Judge of intent, Consoler, Leader, Teacher&lt;br /&gt;
:'''Secondary''': Animal caretaker, Wound dresser, Persuader, Negotiator, Conversationalist, Flatterer, Pacifier, Speaker, Rider&lt;br /&gt;
&lt;br /&gt;
'''''Social Awareness''''':&lt;br /&gt;
:'''Primary''': Schemer&lt;br /&gt;
:'''Secondary''': Persuader, Negotiator, Judge of intent, Organizer, Liar, Conversationalist, Flatterer, Consoler, Pacifier, Speaker, Leader, Teacher&lt;br /&gt;
&lt;br /&gt;
== Dwarf attributes ==&lt;br /&gt;
&lt;br /&gt;
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.bay12games.com/file.php?id=5882] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. &lt;br /&gt;
&lt;br /&gt;
Focus and Spatial Sense are referred to as &amp;quot;++&amp;quot;, or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...&lt;br /&gt;
&lt;br /&gt;
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.&lt;br /&gt;
&lt;br /&gt;
Agility is &amp;quot;-&amp;quot;, the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.&lt;br /&gt;
&lt;br /&gt;
== Training attributes == &lt;br /&gt;
&lt;br /&gt;
It would seem that various skills train various attributes at different rates. For physical attributes and Willpower, military training works best - it relatively quickly gives a dwarf some extra Agility and Strength, making them walk and work faster in all areas (According to [http://www.bay12forums.com/smf/index.php?topic=121573.msg3944723#msg3944723] speed is a factor in determining how fast a labour is completed).  &lt;br /&gt;
&lt;br /&gt;
According to [https://www.reddit.com/r/dwarffortress/comments/zquv8f/psa_you_can_build_a_gym_for_your_military_with/] Reddit post, strength and stamina can be trained via screw pumps reasonably quickly. The pumps don't have to be adjacent to any liquids, and dwarves will still operate them, pumping air.&lt;br /&gt;
&lt;br /&gt;
Plant gathering trains Agility, Kinesthetic Sense, and Memory to a lesser degree. After a couple of years, plant gatherers become the faster dwarves in the fortress and are generally suitable for transfer to any demanding job.&lt;br /&gt;
&lt;br /&gt;
Attributes are capped in Adventure mode and probably also in dwarf mode. Those caps are governed by {{token|MENT_ATT_CAP_PERC}} and {{token|PHYS_ATT_CAP_PERC}}. By default the maximum attribute values (barring increases from vampirism and other interactions) are governed by the starting value as well as the median for that caste (that is the middle value in {{token|PHYS_ATT_RANGE}}, for example 1000 for most attributes for dwarves). &lt;br /&gt;
attribute_cap = starting_value + max {starting_value, median} &lt;br /&gt;
&lt;br /&gt;
The speed of learning attributes is governed by &amp;quot;cost to improve&amp;quot; in {{token|PHYS_ATT_RATES}} and {{token|MENT_ATT_RATES}}. By default CTI for attributes is 500, which means the counter for using that attribute has to be incremented 500 times for the dwarf to gain 1 in that attribute. The lower the CTI, the faster an attribute increases. According to [http://www.bay12forums.com/smf/index.php?topic=66525.msg3993120#msg3993120] the counter is incremented every ten ticks a skill using that attribute is in use. This means it takes 5000 TUs or just over 4 in-game days of continuous labour to improve an attribute by 1. The improved attribute gain from military training may stem from the fact that sparring and individual combat drills train multiple skills at the same time.&lt;br /&gt;
&lt;br /&gt;
==Standard ranges==&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[0:0:0:0:0:0:0]                     || unattainable&lt;br /&gt;
|-&lt;br /&gt;
|[0:100:200:300:400:450:500]         || ---&lt;br /&gt;
|-&lt;br /&gt;
|[0:400:600:750:800:900:1100]        || --&lt;br /&gt;
|-&lt;br /&gt;
|[150:600:800:900:1000:1100:1500]    || -&lt;br /&gt;
|-&lt;br /&gt;
|[200:700:900:1000:1100:1300:2000]   || Default&lt;br /&gt;
|-&lt;br /&gt;
|[450:950:1150:1250:1350:1550:2250]  || +&lt;br /&gt;
|-&lt;br /&gt;
|[700:1200:1400:1500:1600:1800:2500] || ++&lt;br /&gt;
|-&lt;br /&gt;
|[1250:1500:1750:2000:2500:3000:5000]|| +++&lt;br /&gt;
|-&lt;br /&gt;
|[5000:5000:5000:5000:5000:5000:5000]|| max&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Attribute]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:AvenkyrPakacit&amp;diff=299163</id>
		<title>User:AvenkyrPakacit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:AvenkyrPakacit&amp;diff=299163"/>
		<updated>2024-04-20T23:51:01Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Created page with &amp;quot;Got into DF around v50, and roughly around 7/7/2023 I began to develop a overhaul mod known as: Syrenalian Veidancyr.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got into DF around v50, and roughly around 7/7/2023 I began to develop a overhaul mod known as: Syrenalian Veidancyr.&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=299162</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=299162"/>
		<updated>2024-04-20T22:32:16Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Fixed several typing errors from the previous edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pangolin_man&amp;diff=299160</id>
		<title>Pangolin man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pangolin_man&amp;diff=299160"/>
		<updated>2024-04-20T21:44:08Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Caves of Qud Mopango reference; no particular reason.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=pangolin_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Pangolin men''' are humanoid versions of the common [[pangolin]] and a [[Creature|species]] of unremarkable [[animal people]], found in [[savage]] [[tropical]] plains and [[forest]]s. They are only a little over half the size of an adult [[dwarf]], making them unlikely to pose a threat to civilians and even less to [[military]] squads.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, pangolin men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] pangolin men for their ''overlapping scales''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
There's been rumors of pangolin men with glowing white scales scouring ancient [[ruins]] for [[Topic|technology]] to commune with. However whether or not these may be true: after a lengthy interview with one of ''eir'' &amp;quot;watchers,&amp;quot; even without hierarchy: it has became clear ''ey'' follow a [[Religion|faith]] that drives ''em'' to discovery.&lt;br /&gt;
&lt;br /&gt;
[[File:pangolin_man_preview.png|thumb|260px|center|Constantly has to deal with pandemic-related questions&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by caturchandra&amp;lt;br&amp;gt;Commissioned by aammton''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=299156</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=299156"/>
		<updated>2024-04-20T21:09:23Z</updated>

		<summary type="html">&lt;p&gt;AvenkyrPakacit: Added information regarding modded pack animals, and listed benign as a requirement for the tag. Feel free to verify, if I missed anything.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense. This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled. Incompatible and {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}. Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>AvenkyrPakacit</name></author>
	</entry>
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