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	<updated>2026-05-13T05:12:43Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=135035</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=135035"/>
		<updated>2011-01-17T15:24:04Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: /* Harvesting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--[[User:Birthright|Birthright]] 15:31, 23 May 2010 (UTC)&lt;br /&gt;
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)&lt;br /&gt;
::::Quote from: Dr. A - &amp;quot;Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting&amp;quot;&lt;br /&gt;
::::Reply from: Toady One - &amp;quot;I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.&amp;quot; from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098&lt;br /&gt;
::::I shall give this some testing over the next few days to see if a farm on top of a soil wall will allow planting of underground crops without being muddied first.--[[User:Malibu Stacey|Malibu Stacey]] 21:32, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.&lt;br /&gt;
&lt;br /&gt;
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --[[User:Tatterdemalian|Tatterdemalian]] 22:09, 22 May 2010 (UTC)&lt;br /&gt;
:Have same problem... did you dig out the level below your &amp;quot;aboveground&amp;quot; farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC)&lt;br /&gt;
::I just encountered this issue (version 31.04) but in a slightly different context.  I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are &amp;quot;No seeds available for this location&amp;quot;, despite having just embarked with many seeds.  Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC)&lt;br /&gt;
:::DF2010 requires farms to have mud whether on rock or soil layers. Cheers--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:50, 16 June 2010 (UTC)&lt;br /&gt;
::::Technically, it’s the bug that requires it (if I’m reading all the information correctly).  It seems that DF 2010 is supposed to allow farms on soil regardless of mud.  (Am I right, or is this actually intended behaviour?)  I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case.  You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built.&lt;br /&gt;
::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC)&lt;br /&gt;
:::::I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --[[Special:Contributions/99.67.238.66|99.67.238.66]] 22:00, 16 June 2010 (UTC)&lt;br /&gt;
::::::Hmmm.  I thought that the only reason mud was needed for the underground trees was because they were on rock, not soil.  Regardless, after testing it out, here's what I found:&lt;br /&gt;
::::::- You can *build* a farm on any soil (above ground or below)&lt;br /&gt;
::::::- Only the farm built above ground will &amp;quot;see&amp;quot; any available seeds (assuming no mud)&lt;br /&gt;
::::::- You can build an underground farm on soil and muddy the ground *afterward*&lt;br /&gt;
::::::- You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.&lt;br /&gt;
::::::- Water both provides mud *and* washes it away.  If you build an underground room with a hole in the ceiling and mark that hole with a &amp;quot;pond&amp;quot; zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen).&lt;br /&gt;
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 above-ground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. Above-ground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.'' - This isn't exactly true. I just found out that if the top left square of the farm doesn't have mud, then NONE of the farm will activate. I muddied my farm plot, but missed two squares in the top left. rebuilt the farm and it didn't work; rebuilt the farm slightly smaller so that the top left corner was muddied and the farm turned on. [[Special:Contributions/71.202.179.67|71.202.179.67]] 19:29, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;br /&gt;
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)&lt;br /&gt;
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page.  This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Farming describes the concept, plant uses, importance, possibilities and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.&lt;br /&gt;
:As far as I can tell, yeah, it's still accurate. I haven't run into any changes in this part of the game, and I've always found this chart to be exceedingly helpful... Though a little messy. Perhaps we could do up a cleaner version of it for the new page? --Kydo 07:43, 16 October 2010 (UTC)&lt;br /&gt;
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]&lt;br /&gt;
:::There is a similar table in [[DF2010:Crop]]. A table/chart for farming should preferably illustrate the processes of farming and not (re)iterate the specific crops and products. --[[User:Nahno|Nahno]] 12:52, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I didn't even know that page existed! Considering it has a superior version of a chart that was always far more useful han the page it was on, shouldn't it be more readily available? I mean, there's just one off-handed link in the article, and another in the related articles section. --Kydo 15:07, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'd say that the only improvement old farming process flowchart could utilize is grouping plants, drinks and products that have all options identical into blocks and not just color-coding by type and an arrow to uses. It may be harder to do with partially-overlapping groups though.--[[User:Another|Another]] 13:29, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set &amp;quot;Only Farmers harvest&amp;quot;).--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)&lt;br /&gt;
: I gather that's less of a problem if you have at least one dedicated farmer per x# of tiles, but I would like to read a recommendation for how many 'x' should be.[[User:Uzu Bash|Uzu Bash]] 17:52, 21 October 2010 (UTC)&lt;br /&gt;
:: That depends on the distance they have to travel from where they spend their spare time, sleep and so on to the farm. If the farms are adjacent to the dining room and bedrooms then a single farmer can manage a lot of tiles as long as that is all he/she does. If the farm is on the other side of the map, it may take many more farmers for the same amount of squares. You have to use trial and error for each setup. --[[User:Axussriddare|Axussriddare]] 15:24, 17 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Indication of buggy behaviour ==&lt;br /&gt;
&lt;br /&gt;
It's been reverted multiple times whenever someone adds the &amp;quot;due to a bug&amp;quot; statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC)&lt;br /&gt;
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with farm plot sending jobs ==&lt;br /&gt;
&lt;br /&gt;
I made a 22 tile farm plot on muddied sand, a single tile in the corner was not muddied. It still let me build the plot, but until I resized the plot to make it not include that tile, my farm plot would not send jobs out.-[[User:Wafl|Wafl]] 21:53, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== maximum stack size ==&lt;br /&gt;
&lt;br /&gt;
What is the max size of a crop stack? Does high enough growing skill make potash irrelevant? [[User:Uzu Bash|Uzu Bash]] 17:45, 21 October 2010 (UTC)&lt;br /&gt;
:Not sure about 0.31, but back in 40d the maximum crop stack size was 6 (with a lot of luck and a highly skilled farmer), and according to Toady you could boost that all the way to 11 using potash. --[[User:Quietust|Quietust]] 19:44, 21 October 2010 (UTC)&lt;br /&gt;
:: 11? That's ridiculous. That's not even funny.&lt;br /&gt;
&lt;br /&gt;
== Harvest Apathy ==&lt;br /&gt;
&lt;br /&gt;
Has anyone encountered a bug wherein your planters go on seeding farm plots, but no one is willing to harvest anything? No one will touch the withered plants either (unless they're designated for dumping). &lt;br /&gt;
&lt;br /&gt;
I switched between harvest options during different seasons, left plots fallow, rotated crops and so on to no effect. &lt;br /&gt;
&lt;br /&gt;
Halp?&lt;br /&gt;
&lt;br /&gt;
: You probably accidentally turned on &amp;quot;Dwarves Ignore Food.&amp;quot; o-f to re-enable. [[User:Niveras|Niveras]] 02:48, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::I've done that before in the past, so that was the first thing I checked. They've still got &amp;quot;Dwarves Gather Food&amp;quot;. However, a third save/quit just fixed the problem. The only messages in my errorlog.txt are pathing-related. I don't know what the deal was. I'm going to try to reproduce the problem now.&lt;br /&gt;
&lt;br /&gt;
:: I just saw that happen for three seasons in a row after a big Depot run, and noticed that everyone with Farming enabled would put planting ahead in priority when crops were still in the field. I turned some of them off and confined them all to burrow, and they finally caught during the next caravan. [[User:Uzu Bash|Uzu Bash]] 13:23, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Are there any attributes that affect farming? Where in the raws would you check to find out?--[[User:Mrdudeguy|Mrdudeguy]] 00:12, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not all squares being used ==&lt;br /&gt;
&lt;br /&gt;
{{Farming|Farm plots in action}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no explanation of why this happens, or how to avoid it. I still have this problem to this day. Do one of the farming skills affect how many tiles of land a dwarf can maintain? Or is this caused by tiles not being muddied? I have over 200 plump helmet spawn, but only 4-5 tiles of my 6x6 grid of farm is being planted in. I am unsure why, inspecting the tiles describes they are all muddied or have a dusting of mud, and they are all the same material (sandy loam).&lt;br /&gt;
&lt;br /&gt;
One way I avoid this is by farming in caverns. I've actually started to use caverns alone because of this suspected bug. Someone please shed some light on this issue, hopefully it's something simple. I know I am not alone, my friend asked me the same question and I was unable to answer him. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RadGH|RadGH]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=134816</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=134816"/>
		<updated>2011-01-10T10:55:36Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: Clarified some of the [SKILL_X] tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s hidden too.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year: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;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of {{L| water}}. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&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;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth{{verify}}&lt;br /&gt;
| stages when a megabeast will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes {{L|elephants}}), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) &lt;br /&gt;
| Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''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 {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &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:LENGTH: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;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''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 {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A {{L|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;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''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 {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered 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;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the currently selected material will start receiving damage from freezing. Used mostly in material templates.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONVERTED_SPOUSE&lt;br /&gt;
|&lt;br /&gt;
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| begins defining a new creature with the specified name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE_SOLDIER_TILE&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;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON_UNIQUE&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as capable of &amp;quot;emerging from the underworld&amp;quot; and taking over during worldgen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of version v0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.  It is unknown if these effects persist in DF 2010.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves 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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) titans and [[Demon]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| creature can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| creature can get infections from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. 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 CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food barrels and bags. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; areas. Eg. unicorn.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
| Creature Variants template command, alter body size.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into gases.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material (usually hair, feathers or skin)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* [[Item token]]&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select necessary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&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;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material. Almost always SINEW of the creature's materials.&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the material and healing rate of ligaments.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature Token Mannerisms|Mannerisms}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_SKILL&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| 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 CASTE_PROFESSION_NAME instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&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;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*material source, eg. LOCAL_CREATURE_MAT, INORGANIC&lt;br /&gt;
*MATERIAL eg.POISON,&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [http://df.magmawiki.com/index.php/Speed/ Speed]  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhalation, eg. poison dust.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection, eg. snake bite.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a syndrome for poison use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rare of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &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 under a given part ex. is Iron Man he has a gaseous poison within him 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 Iron Man &lt;br /&gt;
        [TISSUE:GAS]&lt;br /&gt;
		[TISSUE_NAME:gas:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]&lt;br /&gt;
		[TISSUE_MAT_STATE:GAS]&lt;br /&gt;
		[RELATIVE_THICKNESS:50]&lt;br /&gt;
		[TISSUE_LEAKS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&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;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=134815</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=134815"/>
		<updated>2011-01-10T10:52:34Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: Clarified [CARNIVORE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s hidden too.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year: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;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of {{L| water}}. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&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;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth{{verify}}&lt;br /&gt;
| stages when a megabeast will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes {{L|elephants}}), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) &lt;br /&gt;
| Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''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 {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &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:LENGTH: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;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''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 {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A {{L|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;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''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 {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered 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;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the currently selected material will start receiving damage from freezing. Used mostly in material templates.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONVERTED_SPOUSE&lt;br /&gt;
|&lt;br /&gt;
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| begins defining a new creature with the specified name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE_SOLDIER_TILE&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;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON_UNIQUE&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as capable of &amp;quot;emerging from the underworld&amp;quot; and taking over during worldgen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of version v0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.  It is unknown if these effects persist in DF 2010.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves 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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) titans and [[Demon]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| creature can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| creature can get infections from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. 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 CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food barrels and bags. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; areas. Eg. unicorn.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
| Creature Variants template command, alter body size.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into gases.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material (usually hair, feathers or skin)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* [[Item token]]&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select necessary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&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;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material. Almost always SINEW of the creature's materials.&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the material and healing rate of ligaments.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature Token Mannerisms|Mannerisms}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_SKILL&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| 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 CASTE_PROFESSION_NAME instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| {{L|skill}}:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| {{L|skill}}:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| {{L|skill}}:value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&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;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*material source, eg. LOCAL_CREATURE_MAT, INORGANIC&lt;br /&gt;
*MATERIAL eg.POISON,&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [http://df.magmawiki.com/index.php/Speed/ Speed]  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhalation, eg. poison dust.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection, eg. snake bite.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a syndrome for poison use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rare of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &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 under a given part ex. is Iron Man he has a gaseous poison within him 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 Iron Man &lt;br /&gt;
        [TISSUE:GAS]&lt;br /&gt;
		[TISSUE_NAME:gas:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]&lt;br /&gt;
		[TISSUE_MAT_STATE:GAS]&lt;br /&gt;
		[RELATIVE_THICKNESS:50]&lt;br /&gt;
		[TISSUE_LEAKS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&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;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=134327</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=134327"/>
		<updated>2011-01-02T16:36:36Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: &lt;/p&gt;
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&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
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I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
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Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
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:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
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::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
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== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
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Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
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Someone posted this under spike traps:&lt;br /&gt;
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`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
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From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
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:(I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.)  &lt;br /&gt;
:Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. Even without the combat log, it should be easy to identify the stab wound from the bludgeoning falling wounds. EDIT: Located the quote. &amp;quot;falling damage and corpse impalement for unretracted spike buildings&amp;quot; from the devlog, 10/16/2007--[[User:Greiger|Greiger]]&lt;br /&gt;
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::No worries, good bit of sleuthing there.  I haven't played with the spikes much, but it makes sense.--[[User:Kwieland|Kwieland]] 11:56, 18 June 2010 (UTC)&lt;br /&gt;
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== Stonefall ==&lt;br /&gt;
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It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
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:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
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::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
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== Weapon ==&lt;br /&gt;
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Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
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Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
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== Cage Traps? ==&lt;br /&gt;
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are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
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Cage traps can be used to catch dwarves in a berserk rage. This can be useful when your Strange Moods are requiring items you do not have. Rather than have a violent murder occur, or having to starve him to death in the workshop. You are now free to be creative with how he meets his end (releasing amongst the elves is recommended). [[Special:Contributions/74.192.98.80|74.192.98.80]] 17:15, 27 October 2010 (UTC)&lt;br /&gt;
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Added a section to cage traps concerning webbed traps.  A cage trap with a GCS web on it will capture titans, FBs and clowns.  Tested on titans/fbs in 31.18.  Clown info is lore from forums but logical since all 3 of these types are trapavoid, nostun.  -Celem 29 Nov 2010&lt;br /&gt;
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:I cant find a relation between the materials and the traps. Are there any?&lt;br /&gt;
::Material of a cage has no effect other than on its weight/value when used in traps.  When used as a prison I believe only metal works.  -Celem 2010-12-27&lt;br /&gt;
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==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;br /&gt;
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:Taming seems to be working fine.  If you fix the appointment method for DM his functions all work fine too. (31.18) -Celem 2010.12.27&lt;br /&gt;
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== Caging normally uncagable creatures? ==&lt;br /&gt;
I was able to cage a gremlin, but only after it was injured. Before that it just walked over my traps. Not sure if it was because it was injured, or because it was knocked on to the floor, or stunned... can other normally uncagable creatures be caught the same way? Someone confirm.&lt;br /&gt;
Edit: looked around in the wiki a bit more. Turns out gremlins (as well as kobalds) can avoid traps, but will not always. It would be nice to have a list of creatures who can avoid traps. Can't find one. Also forgot to sign last time. --[[User:Peglegpenguin|Peglegpenguin]] 23:06, 12 August 2010 (UTC)&lt;br /&gt;
:All creatures will trigger traps if they fall unconscious on top of them, including those with TRAPAVOID. This was rather famously used back in 40d to trap frog demons and tentacle demons, but '''not''' spirits of fire (due to them being un-knockout-able). All titans, forgotten beasts, and demons in version 0.31 have TRAPAVOID and are, like the spirit of fire of 40d and earlier, similarly immune to being knocked unconscious and are thus impossible to trap. --[[User:Quietust|Quietust]] 00:37, 13 August 2010 (UTC)&lt;br /&gt;
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The above no longer appears true....see note a few lines up under cage trap main entry.  re: web on cage will trap anything including fbs and titans.  i expect demons too - Celem 29 Nov 2010&lt;br /&gt;
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== Note for deconstruction ==&lt;br /&gt;
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Can we put a note about deconstruction of a weapon trap noting if you get the weapons back or not? I checked the wiki to learn this and there isn't that piece of information. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes.  You do.  Just like every other building or construction - you use parts to build it, you get the parts back when you un-build it.  But if it's destroyed by an enemy rather than deconstructed by a dwarf, the parts get damaged. --[[User:DeMatt|DeMatt]] 22:34, 9 November 2010 (UTC)&lt;br /&gt;
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Added in intro. -Celem 2010-12-27&lt;br /&gt;
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== Determining if a snow/blood covered trap is loaded ==&lt;br /&gt;
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Is there any way to determine if a cage trap is loaded if it is covered with snow or blood (and therefore looks the same whether loaded or not?)--[[User:Peglegpenguin|Peglegpenguin]] 03:01, 9 November 2010 (UTC)&lt;br /&gt;
: Press {{k|t}} (Check Building I{{k|t}}ems) and cursor over the trap.  A ''built'' cage trap will list the mechanism used to build it, with a {{Tile|[B]|7:0:1}} beside the name.  A ''loaded'' cage trap will additionally list the cage used to load it, with a {{Tile|[B]|1:0:1}} there too. --[[User:DeMatt|DeMatt]] 21:12, 9 November 2010 (UTC)&lt;br /&gt;
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::Added an intro note on this, thanks DeMatt. -Celem 2010-12-27&lt;br /&gt;
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== Mechanism Quality ==&lt;br /&gt;
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Does the mechanism quality have any effect other than how long it takes to construct the trap?  Does it effect reload time or damage/attack power, etc? [[User:Rembrandtq|Rembrandtq]] 22:56, 22 December 2010 (UTC)&lt;br /&gt;
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Mechanism quality is the most important factor in determining if a weapon trap succeeds in striking a target, it basically represents weapon skill.  added a note on this, but dont know if quality affects stone-fall traps, need some !!science!!  -Celem 2010-12-27&lt;br /&gt;
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== Stonefall crashing ==&lt;br /&gt;
Has anyone else experienced crashing with stonefall traps? I am using version 0.31.17. My current game is heavily modded, but I haven't touched stones or the latest creature to spring the trap (mountain goat), so that should not have any effect. --[[User:Axussriddare|Axussriddare]] 16:36, 2 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_token&amp;diff=131371</id>
		<title>v0.31 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_token&amp;diff=131371"/>
		<updated>2010-11-11T15:39:28Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: /* Population Ratio? */&lt;/p&gt;
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&lt;div&gt;Elephants never forget and are represented by E.  Elves never forget and are represented by E.  Coincidence?  I think not!  Those aren't actually 'beards' the elves are described as having, they're actually  highly-modified trunks! --[[User:Squirrelloid|Squirrelloid]] 17:26, 2 April 2010 (UTC)&lt;br /&gt;
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Does anyone know whether attack_trigger functions on non-megabeasts and if so how it behaves?&lt;br /&gt;
I think I'll test this.&lt;br /&gt;
Also, I've verified that it stages the pop:exported wealth:created wealth necessary for a creature to attack by setting dragons to 7:0:100. I was  attacked on several fortresses within the affected worlds, usually within the first year, certainly before the usual requirements were met and within the range of my modified requirements.&lt;br /&gt;
--[[User:EricBlank|EricBlank]]&lt;br /&gt;
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== [NOSTUN] causes creatures to sleep forever in Fortress Mode. ==&lt;br /&gt;
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[http://www.bay12forums.com/smf/index.php?topic=59311.msg1348791#msg1348791 Apparently].  Thought it should be at least mentioned here.&lt;br /&gt;
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== Population Ratio? ==&lt;br /&gt;
Could someone help me understand population ratio? Like if I wanted 1 in 20 goblins to be orcs, what numbers would I type? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
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:1 on the orcs and 20 on the goblins. Take a look at the antmen for reference. --[[User:Axussriddare|Axussriddare]] 15:39, 11 November 2010 (UTC)&lt;br /&gt;
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== Baby and child age? ==&lt;br /&gt;
Are the [BABY:INTEGER] and [CHILD:INTEGER] values counted as days or as years? If I want to set the baby stage of a species life to 24 days (fast-breeding, growing, dieing insect-ish things) should I put [BABY:24], [BABY:0:24] or something like [BABY:0,065] (0,065=24/365)&lt;br /&gt;
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:They are counted as years. Take a look at the dwarves for an example. I don't think it will work with [BABY:0:24], but it is worth a try. I have somewhat higher hopes for [BABY:0,065]. Look trough the raws and see if you can find any decimals first. --[[User:Axussriddare|Axussriddare]] 15:38, 11 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_token&amp;diff=131370</id>
		<title>v0.31 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_token&amp;diff=131370"/>
		<updated>2010-11-11T15:38:06Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: /* Baby and child age? */&lt;/p&gt;
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&lt;div&gt;Elephants never forget and are represented by E.  Elves never forget and are represented by E.  Coincidence?  I think not!  Those aren't actually 'beards' the elves are described as having, they're actually  highly-modified trunks! --[[User:Squirrelloid|Squirrelloid]] 17:26, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know whether attack_trigger functions on non-megabeasts and if so how it behaves?&lt;br /&gt;
I think I'll test this.&lt;br /&gt;
Also, I've verified that it stages the pop:exported wealth:created wealth necessary for a creature to attack by setting dragons to 7:0:100. I was  attacked on several fortresses within the affected worlds, usually within the first year, certainly before the usual requirements were met and within the range of my modified requirements.&lt;br /&gt;
--[[User:EricBlank|EricBlank]]&lt;br /&gt;
&lt;br /&gt;
== [NOSTUN] causes creatures to sleep forever in Fortress Mode. ==&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=59311.msg1348791#msg1348791 Apparently].  Thought it should be at least mentioned here.&lt;br /&gt;
&lt;br /&gt;
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== Population Ratio? ==&lt;br /&gt;
Could someone help me understand population ratio? Like if I wanted 1 in 20 goblins to be orcs, what numbers would I type? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Baby and child age? ==&lt;br /&gt;
Are the [BABY:INTEGER] and [CHILD:INTEGER] values counted as days or as years? If I want to set the baby stage of a species life to 24 days (fast-breeding, growing, dieing insect-ish things) should I put [BABY:24], [BABY:0:24] or something like [BABY:0,065] (0,065=24/365)&lt;br /&gt;
&lt;br /&gt;
:They are counted as years. Take a look at the dwarves for an example. I don't think it will work with [BABY:0:24], but it is worth a try. I have somewhat higher hopes for [BABY:0,065]. Look trough the raws and see if you can find any decimals first. --[[User:Axussriddare|Axussriddare]] 15:38, 11 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=129963</id>
		<title>v0.31 Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=129963"/>
		<updated>2010-10-21T16:04:48Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: /* Colossus of Socks */&lt;/p&gt;
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&lt;div&gt;==Broken heart?==&lt;br /&gt;
I have seen a creature, while testing in the arena, with a broken heart.&lt;br /&gt;
My creature was modded to have a uncontrolled dust attack with a humanoid body without arms and with 4 legs. As 7 of them fought against a dragon, one of the surviving creatures had a broken heart. Either it has lost a loved one, or it had just broken its heart!--[[User:Niggy|Niggy]] 18:13, 16 June 2010 (UTC)&lt;br /&gt;
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One of my dwarves got a broken liver. Because liver is the most important part of the dwarven metabolism, adamantine sutures were used to fix it.--[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
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==Inhibited Dwarves==&lt;br /&gt;
Dwarves with some kinda of lasting status such as inhibited flash with a yellow '+'. How this effects the dwarf is on the hospital screen (weak grasp, etc.) Do not know to what extent inhibited dwarves are effected in work and combat.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:06, 15 June 2010 (UTC)&lt;br /&gt;
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== Lasting Injuries ==&lt;br /&gt;
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One of my dwarfs has injuries to her left arm and lower leg. These are listed in her personality section as &amp;quot;tiny curving scars&amp;quot; rather than dents or bruises as would be the case for combat injuries. Scarring causes permanent injuries? Needs corroboration.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
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:After checking around this applies to all my dwarves that have scars. Scarred areas are listed in the personality section, and remain permanently brown or yellow - i.e. minor/inhibited.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
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== Function Loss ==&lt;br /&gt;
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&amp;quot;From the description above, the new cyan &amp;quot;Function loss&amp;quot; appears to be paralyzation or numbness.&amp;quot;&lt;br /&gt;
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I've had about fifteen dwarves wrestling an ettin for about a month now, and the only things that turn cyan are internal organs (pancreas, kidney, lung). No limb or appendage has turned cyan that I've seen. I suspect that it is used for things that would not be, say, bruised or broken, but otherwise damaged. --[[User:Zombiejustice|Zombiejustice]] 18:40, 10 April 2010 (UTC)&lt;br /&gt;
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:After another week and some dogs joining in, the eyes went cyan, too. So it's not just /internal/ organs, but I think my earlier conclusion is still sound. --[[User:Zombiejustice|Zombiejustice]] 21:55, 10 April 2010 (UTC)&lt;br /&gt;
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== Post Traumatic Stress ==&lt;br /&gt;
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I've only found limited references to what I think is a bug: after one of my military dwarves was brain-damaged during a goblin ambush (and after the goblins were dead or long-gone) she kept spamming &amp;quot;Urist McMacedwarf cancels rest: interrupted by goblin mace man&amp;quot;. Although sporting a whole range of grievous wounds, she would ''not'' be carried to a hospital bed as the rest of the wounded, since she apparently retained consciousness albeit a strange dementia wherein she kept thinking goblins were still all around her. I thought this a bit comical at first, and after all, suffering brain damage could now be liable for myriad of behavioral quirks but when the spam messages -- about 5 per second -- went into the 1,000 range, and the dwarf kept sitting there, not having eaten or drank for over a month, I began getting concerned (especially when this eventually led to the game crashing, I assume from congestion of the spam messages). Recently, however, I had the same thing happen to a dwarf who had ''not'' suffered any brain or head injury, and yet the same thing's happening with her, leading me to believe it's a bug. The only solutions offered on the Bay12 forums involve deconstructing the bed of or killing the said dwarf on the pretense that he/she is underground, in one's fortress, specifically in the hospital. My wounded hospital dwarves have never spammed these messages (and why would they -- they're already resting) and both these instances occurred with dwarves still outside. I cannot have my squads kill them and see no way of ending the stream of messages. Any ideas? --[[User:Bronzebeard|Bronzebeard]] 12:45, 4 May 2010 (UTC)&lt;br /&gt;
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:Good news: I've found a way to fix this bug! Apparently, the confused (or bugged, as the case may be) dwarves have to sustain another injury to snap them out of it. With a heavy heart, I built a menacing spike right under the troubled dwarf and connected it to a lever nearby, and had it pulled. To my disappointment, as I wanted to at least afford her a quick death, it only wounded her. I was going to have it pulled again before I discovered the spam messages had stopped and, despite the dire injuries, she was no longer trying to rest but attend a combat drill, but nonetheless, a dwarf nearby headed toward her to carry her off to a hospital bed. Problem solved, evidently. --[[User:Bronzebeard|Bronzebeard]] 02:59, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Skulls? ==&lt;br /&gt;
&lt;br /&gt;
I've been controlling creatures in the Arena, and something strange happened.  I was wandering around with nothing but a maul, trashing goblins because I could, and I hit a goblin in the head.  It said that it broke its skull, so I moved on to another creature, and didn't notice that it started following me.  Focusing on the actual threats, I killed everything else, and then it killed me by stabbing me in the lung.  Has this happened to anyone else?--[[User:Mad Fencer|Mad Fencer]] 23:02, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Propably you damaged only the cranial bone, but left the brain intact enough to not kill him instantly.--[[User:Gnarker|Gnarker]] 20:02, 28 May 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Pale ==&lt;br /&gt;
Just discovered a Hoary Marmot badly wounded by a Troglodyte, which had the 'pale' descriptor in the wounds-screen. I think that came from the heavy blood loss.--[[User:Gnarker|Gnarker]] 20:06, 28 May 2010 (CEST)&lt;br /&gt;
:Yah, that was present in 40d as well. It goes 'Faint', then 'Pale', and then the creature dies. Sorta the same way 'Hungry' and 'Starving' work, except it's referring to running out of blood instead of running out of food. Happens to your dwarves too, along with every creature that bleeds. --[[User:DeMatt|DeMatt]] 20:31, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== This page needs more info ==&lt;br /&gt;
&lt;br /&gt;
RIght now it should say what different injuries effects are.--[[User:Toybasher|Toybasher]] 12:10, 29 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added in a section describing what effects missing limbs (specifically, arms) have. --[[User:Existent|Existent]] 15:44, 11 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Death by workshop? ==&lt;br /&gt;
&lt;br /&gt;
So, my woodcutter is happily working on some bins, when suddenly an announcement pops up. &amp;quot;Cog Dalzatkikrost, Woodworker has bled to death.&amp;quot; His corpse is still in his workshop. There appears to be no units on the unit list aside from my dwarves and embark animals. This workshop is outside, but very close to a meeting zone that has other dwarves on break and animals present. The Thoughts and Preferences screen says &amp;quot;His upper body is gone&amp;quot;. Being the woodworker, he had a copper battle axe, but I'm not sure if that's relevant. What on earth happened here? --[[Special:Contributions/174.0.202.59|174.0.202.59]] 22:21, 17 June 2010 (UTC)&lt;br /&gt;
:A few seconds after this happened, a stray dog just randomly died in what I can only assume is a similar fashion. &amp;quot;His upper body is gone&amp;quot; --[[Special:Contributions/174.0.202.59|174.0.202.59]] 22:27, 17 June 2010 (UTC)&lt;br /&gt;
::A horse standing in the same general area as both the dog and the woodcutter just got some random leg wounds, but didn't die. I was sitting here watching this happen. I didn't see anything approach it, and neither did my dwarves apparently. It just suddenly ran off in one direction, leaving a trail of blood, and stopped a few tiles away closer to my other dwarves which were in the meeting area on break.&lt;br /&gt;
:::Can be magma one level below, or melting rain bug, or other temperature bug. -Afoninv&lt;br /&gt;
::::Or El Chupacabra.&lt;br /&gt;
:All dead dwarves show with &amp;quot;upper body is gone&amp;quot; afterwards, it's not an actual indicator of what killed them. You can now press R to get combat reports though with the same details from adventure mode. [[User:Scikar|Scikar]] 18:42, 8 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Colossus of Socks ==&lt;br /&gt;
&lt;br /&gt;
Apparently a cave spider silk sock can be used as an improvised weapon by the colossus if stolen from one of the dwarves... Its been three years, and the colossus has never once stopped beating my hammerdwarf with it. I just left them alone in a secluded room together. Its entertaining. It seems a dwarf can take damage to every piece of his body without dying. Especially if its constant, and with a sock.&lt;br /&gt;
:This brings another thing to mind. http://www.youtube.com/watch?v=9VDvgL58h_Y&lt;br /&gt;
:--[[User:Axussriddare|KETHCHUP BERSERK!!!]] 16:04, 21 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=129953</id>
		<title>v0.31:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=129953"/>
		<updated>2010-10-21T15:09:50Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: Added the D for Dwarf template to a very &amp;quot;D&amp;quot; part of the text and moved it down to the bottom of the section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Most creatures, including {{L|Dwarves}}, start out as infants, then after a certain number of years become children, and then finally become adults. For {{L|Dwarves}}, childhood starts after reaching 1 year of age, and continues until they are 12 years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your {{L|fortress}} might be any age from 2 to 12. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, the game will pause and announce the arrival of the baby.  The mother will cancel whatever task they are in the middle of (even sleep) to seek their infant.  They will immediately resume whatever task they were doing before the child was born. &lt;br /&gt;
&lt;br /&gt;
Babies are looked after by their mother, who will continue working with their baby. Babies usually share a tile with their mother. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother is [[sleep]]ing, however, the birth may not wake her, and the baby will go about business as if it were a child. Often this means crawling to the dining hall or attempting to harvest plants or deconstruct designated walls. &lt;br /&gt;
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If babies are separated from their mothers (say, for example, the mother gets put in jail, goes for a swim, gets injured and gets carried off to the hospital), the baby will crawl around aimlessly. It will be fed and watered{{verify}} as requested (rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. 'Job cancellation spam' can be generated as the baby is seen by the game to be 'insane' (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
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&lt;br /&gt;
{{D for Dwarf}}Much like chinchillas who are born fully furred, Dwarven babies are born fully bearded. One may assume that this is a bug, but instead may be intended. The booze running through the mother's systems helps to promote beard growth, and in fact, while fetal alcohol syndrome exists in humans and elves, alcohol serves only to strengthen the Dwarven baby. Plump helmets in particular are known for promoting healthy beard growth.&lt;br /&gt;
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==Labor==&lt;br /&gt;
In {{L|fortress mode}}, children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* socializing like starting {{L|party|parties}};&lt;br /&gt;
* removing {{L|construction}}s (such as {{L|wall}}s, {{L|floor}}s, {{L|ramp}}s);&lt;br /&gt;
* eating, drinking, and sleeping as necessary;&lt;br /&gt;
* {{L|Farming|harvesting}} {{L|crops}}, if the 'All dwarves harvest' order is on. This will also increase their {{L|grower}} skill;&lt;br /&gt;
* when they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* filling designated {{L|pond|ponds}};{{verify}}&lt;br /&gt;
* children can enter {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the {{L|noble|nobility}}. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood== &amp;lt;!-- Confirmed by Toady in Talk 8 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Two-humped_camel&amp;diff=120994</id>
		<title>v0.31:Two-humped camel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Two-humped_camel&amp;diff=120994"/>
		<updated>2010-07-09T18:38:08Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: Corrected the first word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:38, 9 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Two-humped camel&lt;br /&gt;
|symbol=C|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Domestic animal|Common Domestic}}&lt;br /&gt;
* Any {{L|desert}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Bactrian Camel&lt;br /&gt;
|bones=17&lt;br /&gt;
|meat=16&lt;br /&gt;
|fat=15&lt;br /&gt;
|skulls=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestines=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|eyes=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large, long-necked creature with two fleshy humps on its back.  It is domesticated to carry passengers and cargo.''&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the {{L|one-humped camel}}.&lt;br /&gt;
&lt;br /&gt;
'''Two-humped camel''' (or '''Bactrian Camel''') are sand colored herbivores, living in {{L|Desert}}s. They can be bought before {{L|embark}}ing, are able to pull {{L|wagon}}s and can be used as pack {{Catlink|Animals|animals}} by {{L|Trading|merchants}}.&lt;br /&gt;
Female two-humped camels produce {{L|milk}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Notes&amp;diff=120977</id>
		<title>Notes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Notes&amp;diff=120977"/>
		<updated>2010-07-09T12:15:45Z</updated>

		<summary type="html">&lt;p&gt;Axussriddare: Corrected the redirect link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Note]]&lt;/div&gt;</summary>
		<author><name>Axussriddare</name></author>
	</entry>
</feed>