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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-09T19:30:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sun_berry&amp;diff=240765</id>
		<title>v0.31:Sun berry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sun_berry&amp;diff=240765"/>
		<updated>2019-04-16T18:37:21Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|17:38, 1 July 2013 (UTC)}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{plantlookup/0|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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'''Sun berries''' are an [[above ground|aboveground]] [[crop]]. They can be [[brewing|brewed]] into [[sunshine]], the highest [[value]] [[alcohol]] in Dwarf Fortress. They also have very high value themselves. Theoretically, they are only found in [[good|good areas]].&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
* Like all plants with the [GOOD] and [EVIL] tags, sun berries don't show up anywhere in this version. {{bug|4133}}&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=234471</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=234471"/>
		<updated>2017-12-27T22:41:04Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Creating Vampires */ oops&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|05:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McVictim, Cheesemaker has been found dead, completely drained of blood!|5:1}}&lt;br /&gt;
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'''Vampires''' {{Tile|Ñ|4:0}} are [[undead]] [[night creature]]s that feed on [[blood]], cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in [[migrant]] waves and hide themselves amongst your [[dwarves]]. Vampirism can be further spread by [[thirst|drinking]] either vampire blood or [[water]] contaminated by said vampire blood.&lt;br /&gt;
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==Description==&lt;br /&gt;
Vampires, like other night creatures, are created during world generation. The amount of vampires created during world generation is closely related with world size, population, and history, and it can be directly controlled with [[advanced world generation]] - a world generating with &amp;quot;{{tt|Number of Vampire Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any vampires in it. Every once in a while, a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Any creature with blood, capable of learning and not already a werebeast or undead can theoretically become a vampire, but most vampires will be [[human]] or dwarven. However, since [[civilization]]s can have members not of their foundation race, the occasional vampiric [[goblin]], [[elf]] or even [[Animal people|animal person]] will also occur.&lt;br /&gt;
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Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, [[No Exert|stamina]], and [[No Pain|pain resistance]] in combat, don't need [[food|food]], are do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh blood, and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost.&lt;br /&gt;
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Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries. Vampires are a type of undead, therefore animated dead creatures will be docile towards them, as will [[necromancer]]s - while they're undead, necromancers cannot control vampires as they possess free will. Vampires are sterile, and therefore can't have [[children]].&lt;br /&gt;
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Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
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None of your seven starting dwarves will ever be vampires, nor will children or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign [[diplomat]]s can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident within the first few years, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, performing jobs which are assigned to them and generally acting as expected, except for differences too small to notice easily in any sizable population: They do not eat, drink or sleep. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (because they do not sleep, Vampires will not claim rooms on their own{{verify}}), and own items.&lt;br /&gt;
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The most important difference is that sometimes (when? how often?), they drink the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.{{verify}}&lt;br /&gt;
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If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
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If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
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== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
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A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in this version{{verify}} is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
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Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot; &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark. However, [[tavern]] keepers may give a vampire alcohol which they will then drink.{{verify}} In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the &amp;quot;took joy in slaughter lately&amp;quot; thought.&lt;br /&gt;
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There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McVampire, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[exploit|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
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Vampires often will wear items crafted from their kills. If a dwarf is wearing items made from the bones of dwarves, this is a pretty good indication that they are a vampire, and the same is true of vampires from other races. Sometimes these items can find their way into circulation through natural means, so it does not always mean that someone who possesses a dwarf bone or human bone item is a vampire; having multiple of these items is a stronger indication.&lt;br /&gt;
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One good way to find vampires is to lock suspect dwarves in a room for a season. Vampires do not become hungry, only tired, so simply watching the group to see who begins to starve will identify the vampire. (Ideally, you then let them all out so they can eat before they die) This is a good alternative to the zombie process for undead-free forts.&lt;br /&gt;
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Vampires often will accuse an innocent dwarf of their murders. This can point the savvy fort manager to the culprit as quickly as an honest witness to the crime. If an accusation from a single witness appears in the justice screen, it is likely false. Monitor the accused dwarf until you see them eat, drink, or sleep, which proves them innocent.&lt;br /&gt;
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&amp;lt;strike&amp;gt;Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&amp;lt;/strike&amp;gt; (Version 0.42 has no more &amp;quot;On Break&amp;quot;, so we need to research this.)&lt;br /&gt;
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Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful. As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot; Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire. This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&lt;br /&gt;
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Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
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There are a few &amp;quot;cheap&amp;quot; ways as well. [[Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[legends]] mode will tell you that &amp;quot;In the year Z X was drained of all blood by Y.&amp;quot;&lt;br /&gt;
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To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
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Finally, a suspected vampire will have an unusually large amount of kills, if you are using a utility such as [[Utilities#Dwarf Therapist|Dwarf Therapist]] and you go to the military tab and filter by kills, they will have a very high amount of kills&lt;br /&gt;
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== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of him/her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. Take note that vampires do not breathe, so using drowning chambers will not work. Using melting chambers (like drowning chambers, but with magma instead of water), however, will work. This can be facilitated through the use of burrows, but you will need to be fast when using those because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
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== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, does not need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarfs to [[relationships|relate to]] should not be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as immortal as a sane one and cannot be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.&lt;br /&gt;
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Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
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Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue. However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
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A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks. As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks. This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''. Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room. Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] [[Magma|to]] [[Goblin|drop]] [[Kobold|from]] [[Noble|above?]] Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
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Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
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If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
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Another possibility, should you be infested by the [[undead]], is to turn as many of your dwarves into vampires as possible; due to not counting as living by the [OPPOSED_TO_LIFE] token, undead won't attack your vampire dwarves, turning them into minor annoyances. This may result in mass unhappiness from the lack of blood to drink, but it may be preferable to losing the fortress.&lt;br /&gt;
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If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin. Tangentially, if you're feeling particularly adventurous, you can make the dwarf your very own Alucard as a trump card against invaders and FBs. Unleash the seals.&lt;br /&gt;
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So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
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== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
=== Becoming a vampire ===&lt;br /&gt;
There are two ways to become a vampire in Adventurer Mode. The classic method is slaying a vampire and drinking their vampiric blood, which immediately turns you into a vampire. However, not all vampires have infective blood. What causes a vampire to have non-infective blood is unclear, but it appears to be related to world age.{{bug|9774}} Further research is needed.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Playing as a species of [[animal people]] able to suck blood out of people with a bite attack (a [[leech man]], a [[tick man]], a female [[mosquito man]], etc) allows you to become a vampire by successfully biting and sucking the blood out of a living vampire during combat. While this reverse-vampire-vampirism sounds awesome on paper, however, caution should be taken due to blood-sucking animal people generally being smaller and more fragile than other races, making it very dangerous without careful preparation. &lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
The other, safer method is by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either vampirism or werebeast transformation. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)&lt;br /&gt;
&lt;br /&gt;
=== Playing as a vampire ===&lt;br /&gt;
You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled. This is a multiplier effect applied to these attributes and while the affected stats are doubled, the displayed attributes in the statistics menu will not change. As a result, your adventurer can have average strength in the attributes menu but their description will show them as extremely muscular. Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. Considering that vampires will not tire, the easiest way to deal with this is to sprint and {{k|j}}ump over a river. Once on the other side you just need to suck the blood of the first creature you find and return to your companions. Note also that by talking to your companions, you can ask them (in the favor menu) to stay where they are, allowing you to walk out of their sight and suck the blood of the first creature you find. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief time-window to suck a sleeping person's blood.&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give in to the pain. Interestingly, your allies don't seem to care if you drink blood from enemies (Actually as of 40.24 it seems companions actually do care and this can cause a loyalty cascade. It doesn't seem to matter if it's an animal or a sentient being), and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be slaked in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary. You are more than able to survive several months (possibly forever){{verify}} without drinking any blood, so don't worry if your thirst includes an exclamation mark with a beautiful bright red color! However, your strength and speed decrease as you get thirstier, so try to feed off of a few bandits before you challenge that angry Bronze Colossus. &lt;br /&gt;
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Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
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=== Finding vampires ===&lt;br /&gt;
There are several ways to find a vampire in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* Ask local citizens (not nobles, hearthpersons or travelers) about &amp;quot;troubles&amp;quot; and &amp;quot;beasts&amp;quot; will usually point out the nearest ones first.&lt;br /&gt;
* Begin a conversation with the aforementioned citizens asking about directions to a being, specifically on the whereabouts of a vampire, named in the format of &amp;quot;the dwarf vampire Urist McBloodsucker&amp;quot;.&lt;br /&gt;
* Filter the Events list of the Log or the rumor list in conversation for a location nearby. Vampires will be included among 'Beast' entries in the log, in rumor topics they vaguely identify someone's presence in a location and you will have to ask the rumor to get particulars.&lt;br /&gt;
&lt;br /&gt;
Note: Always check the Log Entry's text for the date, as many stale reports will remain active rumors. Ask a knowledgeable traveler to learn their most recent location. If they can't guide you within the site of their last reported location, the vampire is most likely already slain.&lt;br /&gt;
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Vampires will always have a flashing sprite. If the vampire has been outed, they may also be hostile. If not, you may simply examine NPC's for bone jewelry. This is not fool-proof in 40.11, as veteran soldiers and mercenaries may also wear bone trophies, and more recent vampires may wear none. Accusing the suspect of being a night creature will reveal for certain. A vampire exposed either way also becomes an enemy of the site government and civilization, and therefore fair game to kill.&lt;br /&gt;
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=== Killing vampires ===&lt;br /&gt;
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires. In some cases the vampire may be accompanied by cultists who will assist the bloodsucker in combat.&lt;br /&gt;
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Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
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Vampires attack anyone around them once exposed, so if you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.&lt;br /&gt;
&lt;br /&gt;
Note that even if you tell someone Urist McVampire was a vampire before you tell them you killed Urist McVampire, they may still dislike you as a killer.&lt;br /&gt;
&lt;br /&gt;
== Creating Vampires ==&lt;br /&gt;
Key:&lt;br /&gt;
&lt;br /&gt;
 F: floor&lt;br /&gt;
 W: wall&lt;br /&gt;
 B: bridge&lt;br /&gt;
 P: pit/pond zone&lt;br /&gt;
 S: statue (in a temple meeting zone)&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  ║z-1 ║z-2&lt;br /&gt;
WWW ║WWW ║WWWWW&lt;br /&gt;
WPW ║W W ║WFBSW&lt;br /&gt;
WFW ║WWW ║WWWWW&lt;br /&gt;
}}&lt;br /&gt;
Using the vampire-maker©:&lt;br /&gt;
&lt;br /&gt;
1: Capture a [[building destroyer]], such as a [[troll]].&lt;br /&gt;
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2: Throw building destroyer into pit.&lt;br /&gt;
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3: Throw down useless, weak animals or enemies down until the building destroyer gets a title from it.&lt;br /&gt;
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4: open bridge.&lt;br /&gt;
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5: let it destroy the statue. You now have a vampire! (or [[werebeast]].)&lt;br /&gt;
&lt;br /&gt;
(for z1, just make it so it can't get up)&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
It is possible to create your own unique vampire strain by editing the raws. These custom vampires can be outfitted with various abilities only limited by your own creativity. An example would be shapeshifting vampires, firebreathing vampires, superfast vampires, and even vampires with the ability to raise corpses are fairly easy to make by creating a custom ''interaction_customvampirenamehere'' note document.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Dwarves passing by a body drained of all blood will immediately drop what they are doing to report it to the captain of the guard, regardless of how many times it has already been reported.{{bug|8899}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=234470</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=234470"/>
		<updated>2017-12-27T22:40:51Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Creating Vampires */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|05:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McVictim, Cheesemaker has been found dead, completely drained of blood!|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' {{Tile|Ñ|4:0}} are [[undead]] [[night creature]]s that feed on [[blood]], cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in [[migrant]] waves and hide themselves amongst your [[dwarves]]. Vampirism can be further spread by [[thirst|drinking]] either vampire blood or [[water]] contaminated by said vampire blood.&lt;br /&gt;
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==Description==&lt;br /&gt;
Vampires, like other night creatures, are created during world generation. The amount of vampires created during world generation is closely related with world size, population, and history, and it can be directly controlled with [[advanced world generation]] - a world generating with &amp;quot;{{tt|Number of Vampire Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any vampires in it. Every once in a while, a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Any creature with blood, capable of learning and not already a werebeast or undead can theoretically become a vampire, but most vampires will be [[human]] or dwarven. However, since [[civilization]]s can have members not of their foundation race, the occasional vampiric [[goblin]], [[elf]] or even [[Animal people|animal person]] will also occur.&lt;br /&gt;
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Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, [[No Exert|stamina]], and [[No Pain|pain resistance]] in combat, don't need [[food|food]], are do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh blood, and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost.&lt;br /&gt;
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Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries. Vampires are a type of undead, therefore animated dead creatures will be docile towards them, as will [[necromancer]]s - while they're undead, necromancers cannot control vampires as they possess free will. Vampires are sterile, and therefore can't have [[children]].&lt;br /&gt;
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Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will children or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign [[diplomat]]s can be vampires, and will be labeled as such.)&lt;br /&gt;
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== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident within the first few years, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, performing jobs which are assigned to them and generally acting as expected, except for differences too small to notice easily in any sizable population: They do not eat, drink or sleep. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (because they do not sleep, Vampires will not claim rooms on their own{{verify}}), and own items.&lt;br /&gt;
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The most important difference is that sometimes (when? how often?), they drink the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.{{verify}}&lt;br /&gt;
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If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in this version{{verify}} is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot; &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark. However, [[tavern]] keepers may give a vampire alcohol which they will then drink.{{verify}} In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the &amp;quot;took joy in slaughter lately&amp;quot; thought.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McVampire, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[exploit|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
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Vampires often will wear items crafted from their kills. If a dwarf is wearing items made from the bones of dwarves, this is a pretty good indication that they are a vampire, and the same is true of vampires from other races. Sometimes these items can find their way into circulation through natural means, so it does not always mean that someone who possesses a dwarf bone or human bone item is a vampire; having multiple of these items is a stronger indication.&lt;br /&gt;
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One good way to find vampires is to lock suspect dwarves in a room for a season. Vampires do not become hungry, only tired, so simply watching the group to see who begins to starve will identify the vampire. (Ideally, you then let them all out so they can eat before they die) This is a good alternative to the zombie process for undead-free forts.&lt;br /&gt;
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Vampires often will accuse an innocent dwarf of their murders. This can point the savvy fort manager to the culprit as quickly as an honest witness to the crime. If an accusation from a single witness appears in the justice screen, it is likely false. Monitor the accused dwarf until you see them eat, drink, or sleep, which proves them innocent.&lt;br /&gt;
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&amp;lt;strike&amp;gt;Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&amp;lt;/strike&amp;gt; (Version 0.42 has no more &amp;quot;On Break&amp;quot;, so we need to research this.)&lt;br /&gt;
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Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful. As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot; Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire. This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&lt;br /&gt;
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Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
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There are a few &amp;quot;cheap&amp;quot; ways as well. [[Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[legends]] mode will tell you that &amp;quot;In the year Z X was drained of all blood by Y.&amp;quot;&lt;br /&gt;
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To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
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Finally, a suspected vampire will have an unusually large amount of kills, if you are using a utility such as [[Utilities#Dwarf Therapist|Dwarf Therapist]] and you go to the military tab and filter by kills, they will have a very high amount of kills&lt;br /&gt;
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== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of him/her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. Take note that vampires do not breathe, so using drowning chambers will not work. Using melting chambers (like drowning chambers, but with magma instead of water), however, will work. This can be facilitated through the use of burrows, but you will need to be fast when using those because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
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== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, does not need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarfs to [[relationships|relate to]] should not be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as immortal as a sane one and cannot be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.&lt;br /&gt;
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Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
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Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue. However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
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A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks. As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks. This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''. Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room. Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] [[Magma|to]] [[Goblin|drop]] [[Kobold|from]] [[Noble|above?]] Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
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Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
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Another possibility, should you be infested by the [[undead]], is to turn as many of your dwarves into vampires as possible; due to not counting as living by the [OPPOSED_TO_LIFE] token, undead won't attack your vampire dwarves, turning them into minor annoyances. This may result in mass unhappiness from the lack of blood to drink, but it may be preferable to losing the fortress.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin. Tangentially, if you're feeling particularly adventurous, you can make the dwarf your very own Alucard as a trump card against invaders and FBs. Unleash the seals.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
=== Becoming a vampire ===&lt;br /&gt;
There are two ways to become a vampire in Adventurer Mode. The classic method is slaying a vampire and drinking their vampiric blood, which immediately turns you into a vampire. However, not all vampires have infective blood. What causes a vampire to have non-infective blood is unclear, but it appears to be related to world age.{{bug|9774}} Further research is needed.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Playing as a species of [[animal people]] able to suck blood out of people with a bite attack (a [[leech man]], a [[tick man]], a female [[mosquito man]], etc) allows you to become a vampire by successfully biting and sucking the blood out of a living vampire during combat. While this reverse-vampire-vampirism sounds awesome on paper, however, caution should be taken due to blood-sucking animal people generally being smaller and more fragile than other races, making it very dangerous without careful preparation. &lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
The other, safer method is by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either vampirism or werebeast transformation. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)&lt;br /&gt;
&lt;br /&gt;
=== Playing as a vampire ===&lt;br /&gt;
You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled. This is a multiplier effect applied to these attributes and while the affected stats are doubled, the displayed attributes in the statistics menu will not change. As a result, your adventurer can have average strength in the attributes menu but their description will show them as extremely muscular. Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. Considering that vampires will not tire, the easiest way to deal with this is to sprint and {{k|j}}ump over a river. Once on the other side you just need to suck the blood of the first creature you find and return to your companions. Note also that by talking to your companions, you can ask them (in the favor menu) to stay where they are, allowing you to walk out of their sight and suck the blood of the first creature you find. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief time-window to suck a sleeping person's blood.&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give in to the pain. Interestingly, your allies don't seem to care if you drink blood from enemies (Actually as of 40.24 it seems companions actually do care and this can cause a loyalty cascade. It doesn't seem to matter if it's an animal or a sentient being), and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be slaked in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary. You are more than able to survive several months (possibly forever){{verify}} without drinking any blood, so don't worry if your thirst includes an exclamation mark with a beautiful bright red color! However, your strength and speed decrease as you get thirstier, so try to feed off of a few bandits before you challenge that angry Bronze Colossus. &lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
=== Finding vampires ===&lt;br /&gt;
There are several ways to find a vampire in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* Ask local citizens (not nobles, hearthpersons or travelers) about &amp;quot;troubles&amp;quot; and &amp;quot;beasts&amp;quot; will usually point out the nearest ones first.&lt;br /&gt;
* Begin a conversation with the aforementioned citizens asking about directions to a being, specifically on the whereabouts of a vampire, named in the format of &amp;quot;the dwarf vampire Urist McBloodsucker&amp;quot;.&lt;br /&gt;
* Filter the Events list of the Log or the rumor list in conversation for a location nearby. Vampires will be included among 'Beast' entries in the log, in rumor topics they vaguely identify someone's presence in a location and you will have to ask the rumor to get particulars.&lt;br /&gt;
&lt;br /&gt;
Note: Always check the Log Entry's text for the date, as many stale reports will remain active rumors. Ask a knowledgeable traveler to learn their most recent location. If they can't guide you within the site of their last reported location, the vampire is most likely already slain.&lt;br /&gt;
&lt;br /&gt;
Vampires will always have a flashing sprite. If the vampire has been outed, they may also be hostile. If not, you may simply examine NPC's for bone jewelry. This is not fool-proof in 40.11, as veteran soldiers and mercenaries may also wear bone trophies, and more recent vampires may wear none. Accusing the suspect of being a night creature will reveal for certain. A vampire exposed either way also becomes an enemy of the site government and civilization, and therefore fair game to kill.&lt;br /&gt;
&lt;br /&gt;
=== Killing vampires ===&lt;br /&gt;
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires. In some cases the vampire may be accompanied by cultists who will assist the bloodsucker in combat.&lt;br /&gt;
&lt;br /&gt;
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
&lt;br /&gt;
Vampires attack anyone around them once exposed, so if you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.&lt;br /&gt;
&lt;br /&gt;
Note that even if you tell someone Urist McVampire was a vampire before you tell them you killed Urist McVampire, they may still dislike you as a killer.&lt;br /&gt;
&lt;br /&gt;
== Creating Vampires ==&lt;br /&gt;
Key:&lt;br /&gt;
&lt;br /&gt;
 F: floor&lt;br /&gt;
 W: wall&lt;br /&gt;
 B: bridge&lt;br /&gt;
 P: pit/pond zone&lt;br /&gt;
 S: statue (in a temple meeting zone)&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  ║z-1  ║z-2&lt;br /&gt;
WWW ║WWW ║WWWWW&lt;br /&gt;
WPW ║W W ║WFBSW&lt;br /&gt;
WFW ║WWW ║WWWWW&lt;br /&gt;
}}&lt;br /&gt;
Using the vampire-maker©:&lt;br /&gt;
&lt;br /&gt;
1: Capture a [[building destroyer]], such as a [[troll]].&lt;br /&gt;
&lt;br /&gt;
2: Throw building destroyer into pit.&lt;br /&gt;
&lt;br /&gt;
3: Throw down useless, weak animals or enemies down until the building destroyer gets a title from it.&lt;br /&gt;
&lt;br /&gt;
4: open bridge.&lt;br /&gt;
&lt;br /&gt;
5: let it destroy the statue. You now have a vampire! (or [[werebeast]].)&lt;br /&gt;
&lt;br /&gt;
(for z1, just make it so it can't get up)&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
It is possible to create your own unique vampire strain by editing the raws. These custom vampires can be outfitted with various abilities only limited by your own creativity. An example would be shapeshifting vampires, firebreathing vampires, superfast vampires, and even vampires with the ability to raise corpses are fairly easy to make by creating a custom ''interaction_customvampirenamehere'' note document.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Dwarves passing by a body drained of all blood will immediately drop what they are doing to report it to the captain of the guard, regardless of how many times it has already been reported.{{bug|8899}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grass&amp;diff=234454</id>
		<title>Grass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grass&amp;diff=234454"/>
		<updated>2017-12-26T19:04:15Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|04:04, 10 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0' align=&amp;quot;right&amp;quot;&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
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|{{RT0|,|2:0}}&lt;br /&gt;
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|{{RT0|'|2:0}}&lt;br /&gt;
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|{{RT0|.|2:0}}&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
'''Grass''' is a natural [[map tile]] that is found in any biome that supports vegetation. It can grow on most [[soil]] [[above ground]]. It tends to grow quickly, as can be found by channeling an outdoor area. Its growth can indicate the impending growth of a tree. As dwarves and other [[creatures]] walk over it, they have a chance (determined by the value of the {{token|GRASSTRAMPLE|Creature}} token) of eroding it down to the base soil, on which trees and plants cannot grow. Elves have grasstrample 0. Dwarves have default grasstrample, which is 5. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step.&lt;br /&gt;
&lt;br /&gt;
[[Cave moss|Moss]] and [[Floor fungus|fungi]], tiles similar to grass, appear in [[Subterranean]] biomes; they will grow on underground soil and [[mud|muddy]] floors after any [[cavern]] has been breached. Livestock feed on them like they do normal grass.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
&lt;br /&gt;
Livestock require a steady diet of grass in order to avoid starvation.  As they eat, the grass is eroded as though it were trampled, gradually depopulating their [[pasture]] if it isn't large enough. As there are at most 4 bunches of grass per tile, grass that is consumed in the process of an animal grazing means that the base layer of soil is revealed until the grass grows back. There is currently no known way of determining how many of the maximum of 4 bunches of grass are present in any one tile.&lt;br /&gt;
&lt;br /&gt;
== Sand and clay ==&lt;br /&gt;
&lt;br /&gt;
Grass growing on a soil [[floor]] of [[sand]] or [[clay]] will prevent the raw material from being [[Activity zone#Sand_Collection|collected]] for the [[glass industry|glass]] or [[ceramic industry|ceramic]] industries.  If grass has grown on a collection [[activity zone]] you can easily clear it by designating a dirt [[road]] ({{K|b}} {{K|O}}) on top of it.  A floor [[grate]] or paved road ({{K|b}} {{K|o}})can be placed over a collection activity zone to prevent grass from growing while still allowing the raw material to be collected.&lt;br /&gt;
&lt;br /&gt;
== Fire ==&lt;br /&gt;
&lt;br /&gt;
Grass can also be destroyed by [[fire]] and [[magma]]. Creatures such as [[fire imp]]s can shoot fireballs when attacking, and these can set the grass on fire. If grass ignites, the fire will slowly spread to all connected grass, generating smoke as it burns. Fire turns grass into ashes, but not [[Ash|usable ashes]]. Anything that is flammable and stands on burning grass (if you look at it you will see &amp;quot;A fire&amp;quot;) has a chance to catch fire each turn. Note that fire breath will also set grass on fire, as well as instantly turning it into ashes. Grassy [[ramp|slope]]s will not catch on fire, thus preventing the fire from spreading across [[z-level]]s solely via grass. Burning trees, however, can allow fire to make the jump between z levels.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
&lt;br /&gt;
During a [[Dry season]], grass tiles on the screen change into dry grass tiles, but the effect is purely cosmetic. (Also purely cosmetic, the [[d_init.txt]] file contains [VARIED_GROUND_TILES:YES].  If you don't like the grass looking like ,.`', try setting this to NO. The ground will turn into periods only.)&lt;br /&gt;
&lt;br /&gt;
In [[good]] biomes, you may find grass made up of [[bubble bulb|bubbles]] and [[downy grass|feathers]]. It acts just like regular grass for the [[livestock]] that eat it. &lt;br /&gt;
&lt;br /&gt;
[[File:EvilGrass.png|thumb|The wormy tendrils and staring eyes of Evil Grassland]]&lt;br /&gt;
In [[evil]] biomes, you may find grass made up of [[wormy tendril]]s and [[staring eyeball]]s. Like their good counterparts, they feed [[livestock]] normally. Wormy tendrils tend to wiggle constantly and staring eyeballs will blink from time to time.&lt;br /&gt;
&lt;br /&gt;
In evil biomes that are also undead areas, much of the grass is dead, like the trees. Animals will not eat the dead grass. Assign a larger area for pastures so grazers can eat the patchy still-living grass.&lt;br /&gt;
&lt;br /&gt;
Some grasses have flowers that bloom in spring. These are [[baby toes succulent]], [[cloudberry]], [[cottongrass]], [[marsh thistle]], [[meadowsweet]], [[mountain avens]], [[pebble plant]], and [[rush]].&lt;br /&gt;
&lt;br /&gt;
== Relationship to Real-World Grasses ==&lt;br /&gt;
&lt;br /&gt;
All &amp;quot;grass&amp;quot; types in the game, apart from the four special types found in evil and good biomes, are actual plants in the real world. The vast majority of them are also true grasses (this includes bamboo) or at least close relatives - rushes, sedges and cattail. The vegetation of some extreme biomes uses non-grass plants: mountain avens, mountain heather and cloudberry in mountains, baby toe succulent and pebble plant in deserts. Other notable exceptions are the marsh thistle, knotgrass and meadowsweet.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = isin&lt;br /&gt;
| elvish  = enena&lt;br /&gt;
| goblin  = struxe&lt;br /&gt;
| human   = kege&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Grass}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=234081</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=234081"/>
		<updated>2017-12-03T23:01:41Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Adventure tiers were removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[Creature token]] OUTSIDER_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode. Lack of suitable vegetation in caverns will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for crafts.{{verify}}  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Warm_stone&amp;diff=233911</id>
		<title>Warm stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Warm_stone&amp;diff=233911"/>
		<updated>2017-11-28T18:11:57Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to DF2014:Digging designation canceled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[cv:Digging designation canceled]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Keet&amp;diff=233793</id>
		<title>Keet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Keet&amp;diff=233793"/>
		<updated>2017-11-25T22:29:53Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to DF2014:Guineafowl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Guineafowl]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nether-cap&amp;diff=233789</id>
		<title>Nether-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nether-cap&amp;diff=233789"/>
		<updated>2017-11-25T20:31:37Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:47, 23 September 2016 (UTC)}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nether-caps''' are a type of mushroom-like subterranean [[tree]]. Once fully grown, they can be designated for [[wood cutting]] and produce nether-cap [[log]]s. They often grow on muddied rock in the 3rd [[Caverns|underground cavern]] layer and, once discovered, will begin to grow in any suitable environment within your fortress as well.&lt;br /&gt;
&lt;br /&gt;
Nether-caps and their products are dark indigo, and they have the unique property of being naturally cold, having a fixed [[temperature]] of {{ct|10000}} (the [[Water#Freezing point|freezing point of water]]). This fixed temperature gives nether-cap wood a strange quasi-[[magma-safe]] quality. You can use nether-cap as a substitution for metal [[magma-safe]] components (for example, in a [[magma]] [[pump stack]]), but a nether-cap minecart will not resist magma, and nether-cap items [[dump]]ed into magma will be destroyed. Interestingly, nether-cap logs can still be burned into ash or charcoal at a [[wood furnace]], and nether-cap items laying on the ground can be ignited by fire breathing/throwing creatures. Nether-cap cannot cause [[water]] to turn into [[ice]], since water only becomes ice when cooled ''below'' its freezing point.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] nether-caps for their ''coldness to the touch''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Subterranean trees}}&lt;br /&gt;
{{Category|Magma safe materials}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Beard&amp;diff=223373</id>
		<title>Beard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beard&amp;diff=223373"/>
		<updated>2016-02-14T05:42:47Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Dwarven beards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:48, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many creatures in the game (even [[human|humans]]) have a group of tissues which are together known as a '''beard'''. The most common type of beard a player will encounter is the [[dwarf]] beard.&lt;br /&gt;
&lt;br /&gt;
==Dwarven beards==&lt;br /&gt;
&lt;br /&gt;
A dwarven 'beard' consists of both his cheek whiskers and his chin whiskers, and is specific to males. (Code to enable female beards is in [[raws|creature_standard.txt]], but commented out by default.) The game keeps track of a hidden 'length' attribute for each tissue. At birth, a male baby dwarf has a beard of length zero. After that, they gain 1 length every day until they have 1000 length.&lt;br /&gt;
&lt;br /&gt;
The beard does not affect anything other than the description as yet. Interestingly, different dwarven [[civilization]]s tend to have different cultural hairstyles, including beard styles.&lt;br /&gt;
&lt;br /&gt;
Although most creatures have both of these tissues, they have no such appearance as a beard. This leads to many players believing that [[elf|elves]] have beards, which is incorrect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
Dwarven hair is extremely hearty; the average dwarf hair is many times longer and several times thicker than the average human hair.  The range of colors is quite large; common colors include dark blues, black, any number of shades of gray, silver, white, brown, copper, rust, and even [[Main:fire|flaming orange-red]].  &lt;br /&gt;
&lt;br /&gt;
Because they are grown to such incredible lengths and thicknesses, dwarven beards act as an extra layer of defense against external dangers - the resiliency of the beard helps protect the dwarf's face from physical blows, the expansiveness of the beard helps protect the dwarf's face and upper body against sources of radiation, and in its normal state, the beard almost completely covers the nasal passages and the mouth, acting as a sort of natural gas mask, which keeps noxious gases and other airborne contaminants from being inhaled.  Also, each hair is coated with unique oils that give it the ability to attract and trap some germs and bacteria, which are then either scrubbed out in the bath, or (more commonly) immersed in strong [[Main:alcohol|alcohol]] from the inevitable poorly-aimed quaff.&lt;br /&gt;
&lt;br /&gt;
===Dwarven beards as a sensory organ===&lt;br /&gt;
&lt;br /&gt;
The remarkably thick hairs of the male dwarf's beard are a marvel of biology. Each hair contains millions of sensory receptors of incredible diversity, including but not limited to hairs that gauge humidity and air flow, hairs highly sensitive to the presence of [[alcohol]], air pressure sensing &amp;quot;[[hidden fun stuff|&amp;lt;s&amp;gt;Bad&amp;lt;/s&amp;gt; Fun Decision]]&amp;quot; hairs that are hooked directly to the brain's pleasure center and chemically reward dwarves for digging deeper, and even hairs that produce more and more vitamin D the longer a dwarf spends underground, to the point where any solar contact at all results in an [[cave adaptation|overload of vitamins]] and immediate [[vomit|nausea]]. The only sense that dwarven beards lack, are heat sensories.&lt;br /&gt;
&lt;br /&gt;
Dwarves also use their beards to procreate.&lt;br /&gt;
Female dwarves use their long, luxurious knuckle hairs for the same purposes.&lt;br /&gt;
&lt;br /&gt;
===Dwarven beards as a symbiotic organism===&lt;br /&gt;
In actuality, dwarves are not singular creatures such as humans, but are colonial organisms consisting of a single humanoid body (referred to as a 'Dwarf' for simplicity's sake here), and a colony of beard strands.  Dwarves and beards have formed a symbiotic relationship over the years, to the point where neither is capable of survival without the other, similar to a Portuguese Man o' War.&lt;br /&gt;
&lt;br /&gt;
Strangely enough, the higher intellect, agency and decision-making of the colony is not handled by the humanoid part, but by a hive mind residing in the beard -- which goes a long way towards explaining why the dwarf's humanoid brain must be sloshed with alcohol in order put the colony into good working order, i.e, with the beard at the helm.  While each individual beard strand is very small, much like cloud computing, together they are able to form complex thoughts.  Because they are each rather simple, they tend to all get aligned on the same thought at once, leading to a dwarf deciding &amp;quot;Getting -troll fur sock- at all costs&amp;quot; is the only thing worth doing right now.  The body is essentially a sack of meat used to move the beard from place to place.  &lt;br /&gt;
&lt;br /&gt;
Dwarven beard strands have been observed to attempt to bond with humans, due to a similar body structure, but such symbiosis is always short lived for the human.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dwarven Ghosts&amp;quot; are actually the remaining beard strands when the 'body' segment dies.  The strands, similar to muscle memory, assume the shape of the body they once inhabited and attempt to carry out their routines.  Due them just being thin strands in a humanoid shape, they appear gossamer and ethereal to onlookers, and objects pass through them by slipping past the strands.  This also explains why ghosts die of old age; it takes a while, but eventually the strands exhaust their nutrient supply, being unable to draw from the dead host.&lt;br /&gt;
&lt;br /&gt;
===Elven Commentary on Beards===&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
Elf 1: Sir! I have the report from our last attack on the dwarves!&lt;br /&gt;
&lt;br /&gt;
Elf 2: Ah, good. Have we wiped them out this time?&lt;br /&gt;
&lt;br /&gt;
Elf 1: No, sir. everyone is dead... however, we did discover something strange.&lt;br /&gt;
&lt;br /&gt;
Elf 2: Well, what is it...?&lt;br /&gt;
&lt;br /&gt;
Elf 1: While examining the mutilated corpse of one of our kin, our scout noticed that he seemed to be clutching what appears to be some rough strands of hair. I had him bring them back.&lt;br /&gt;
&lt;br /&gt;
Elf 2: Alright, let me see them, I suppose... *the elf examines the hairs closely for a moment*&lt;br /&gt;
&lt;br /&gt;
Elf 2: Oh... my... god... it's the beards...&lt;br /&gt;
&lt;br /&gt;
Elf 1: What was that, sir?&lt;br /&gt;
&lt;br /&gt;
Elf 2: IT'S THE BEEAARRDSS!!!&lt;br /&gt;
&lt;br /&gt;
Elf 2: *Runs to the highest tree in the forest* IT'S THE BEEEEEAAAARRRDSS!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
Elf 2: Ready the troops! Tonight, we siege!! Not against their fortress... but against. their. CHINS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = durad&lt;br /&gt;
| elvish  = eslome&lt;br /&gt;
| goblin  = xubngesp&lt;br /&gt;
| human   = resmi&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=223372</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=223372"/>
		<updated>2016-02-14T05:33:10Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Coins and the Dwarven Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:56, 2 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The game's '''currency''' is measured in &amp;quot;☼&amp;quot; (''White Sun With Rays'', unicode character U+263C, key combination Alt + NumPad-15), called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in [[trade]] for bartering goods, allowing both the [[merchant]] and [[Appraiser|trader]] to judge whether the bartered [[trade good]]s are equivalent or not.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
[[Metal crafter]]s may strike physical coins out of any [[metal]] at the [[metalsmith's forge]]. This process requires one metal [[bar]] and one unit of [[fuel]], and produces one [[stack]] of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x [[material value]] of the component metal, and a given coin is (10 x [[material value]] / 500) of the value of the metal bar that produced it. For example, [[silver]] has a material value of 10, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed).&lt;br /&gt;
&lt;br /&gt;
Coins have their own [[stockpile]], and a [[bin]] in such a stockpile can hold over 100 stacks of 500 coins each. Coins are named based on the year they are minted and the name of your civilization, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the civilisation is Olon Ibesh, each coin in a stack of silver coins will be an &amp;quot;Olon Ibesh 1058 silver&amp;quot; coin. The coins also depict images and figures from the history of the civilization. The images replicated on the coin can be of quality, but this does not translate into a quality grade of the coin itself. Every material and every year will get its own pair of images.&lt;br /&gt;
&lt;br /&gt;
Coins are also unusual because they can be [[melt]]ed and return more metal than was used to create them.  Make 10 stacks of coins using 10 bars of the same metal.  Melt down those 10 stacks of coins and you'll have 11 bars of that metal.  You can create even more bars of metal by splitting the stacks of coins somehow (typically through the trading interface).&lt;br /&gt;
&lt;br /&gt;
===Coins and the Dwarven Economy===&lt;br /&gt;
Coins were intended for use with the [[dwarven economy]], but the economy was removed. In previous versions, [[copper]], [[silver]], and [[gold]] coins had monetary value in addition to their intrinsic value, and dwarves would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as &amp;quot;collector's coins.&amp;quot; The [[Entity token#CURRENCY|CURRENCY entity token]] which defines the value of coins does still exist, but is largely unused.&lt;br /&gt;
&lt;br /&gt;
===Coins and Combat Training===&lt;br /&gt;
It is possible to construct [[danger room]]s which train dwarves' [[armor user]] skills by flinging coins at them.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins are very commonly found in [[Adventure mode|Adventure Mode]]. Virtually any intelligent being (dwarf, human etc.) you find will have coins in their inventory provided they have a suitable container on their person. Each civilization maintains its own currency, and coins minted by one civilization will not retain their value if you travel to a town belonging to a different civilization. For this reason, it can be more practical to exchange excess coinage for other small and valuable objects like [[gem]]s. Coins are also useful for throwing at enemies.&lt;br /&gt;
&lt;br /&gt;
Coin values in Adventure Mode:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
As a curiosity, coins with quality levels can show up in adventurer mode. Bandit leaders receive quality equipment, which often results in them carrying coins with improved quality.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moat&amp;diff=223371</id>
		<title>Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moat&amp;diff=223371"/>
		<updated>2016-02-14T04:58:49Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A moat is a simple and universally applicable piece of [[defense design]], and often the first defense-oriented piece of engineering that players will embark upon. A basic moat is nothing more than a dug-out trench encircling your entrance with a single three-tile wide (for [[caravan]]s) [[bridge]] over it attached to a [[lever]]. In the event of an attack, the lever can be pulled and the bridge raised, forcing enemies to get creative.&lt;br /&gt;
&lt;br /&gt;
==Creating a moat==&lt;br /&gt;
&lt;br /&gt;
There are two ways to construct a moat. The first is to dig out the moat level and then channel down to it from the above. The second is to channel down to that level first and then remove all ramps. In both cases it is necessary to have either a [[ramp]] leading out of the moat or a sealed-off access tunnel, to avoid stranding your miners. If you absolutely must have an absolutely clean moat, the effect can be achieved by building a support, attaching a floor to it above the ramp in question, linking it to a lever, and then collapsing the support. The floor will fall down and obliterate the ramp.&lt;br /&gt;
&lt;br /&gt;
==Defense considerations==&lt;br /&gt;
&lt;br /&gt;
===Climb-proofing your moat===&lt;br /&gt;
&lt;br /&gt;
These days, a goblin can just climb down a trench and climb right back out the other side. Here are a few strategies to prevent climbing out of the trench:&lt;br /&gt;
&lt;br /&gt;
* 7/7 water at the bottom of the moat will drown many guests, and deter others.&lt;br /&gt;
* Magma is always appropriate.&lt;br /&gt;
* Cage, weapon, or repeating spike traps make it less likely that your enemies will survive crossing the trench.&lt;br /&gt;
* Smoothed natural walls are slippery and difficult to climb; and fortifications, whether natural or constructed, are currently ''impossible'' to climb.&lt;br /&gt;
* An overhang or &amp;quot;lip&amp;quot; on the moat will prevent trapped enemies from climbing out of the moat on that side. The bottom of the lip must be at least 2 Z levels above the bottom of the moat to prevent would-be escapees from grabbing it and hauling themselves up.&lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the effectiveness of a moat is the common tree. Two trees on opposite sides of a moat are as good as a bridge if their branches come within a tile of each other; and a tree growing at the bottom of a moat makes a mockery of fortress defense.&lt;br /&gt;
&lt;br /&gt;
Trees at the bottom of the moat can be prevented by digging down far enough that there is no soil at the bottom of the trench, which has the side benefits of making an invader's slip into the moat [[Gravity|more deadly]] and increasing the distance necessary to climb back out afterward. Alternatively, pavement, constructions, and/or 7/7 water or magma will also prevent tree growth.&lt;br /&gt;
&lt;br /&gt;
There are two primary ways of preventing poorly-timed tree growth from compromising your moat: you can either pave a 4-tile-wide collar around the outside of the moat; or you can dig a moat so wide that trees on either side will be unable to reach each other.&lt;br /&gt;
&lt;br /&gt;
==Lethality Improvements==&lt;br /&gt;
&lt;br /&gt;
As one can guess, a moat can be filled with [[water]] to drown sentients, but filling it with [[magma]] is obviously far more dwarven. Although a dry moat is perfectly functional, doing so will render it more lethal to enemies that [[Dodger|slip]] in [[Trap|by accident]], especially if [[Menacing spike|something]] waits for them down below. This is a double-edged sword, however; you should make sure there are no dwarves standing on bridges when you pull levers, and have your military engage the enemy far from your moat.&lt;br /&gt;
&lt;br /&gt;
Another option is to have the moat empty, and use a [[floodgate]] controlled by a lever to fill the moat with water or magma during a siege.  Make a path through the moat for goblins to walk through, then flood it and drown them.  You can also add another floodgate and lever to drain the moat when the siege is over.  &lt;br /&gt;
&lt;br /&gt;
A moat can also be filled with dangerous animals, such as dogs, bears, [[alligator]]s or the ever-dreaded [[carp]]. This is most effective for dry or water-filled moats (since the animals will not kill the hapless dwarf than falls inside by accident, [[Fun|although he may just die of thirst inside it]]), but no one is stopping you from filling your magma moat with [[magma crab]]s.&lt;br /&gt;
&lt;br /&gt;
==Drawbacks==&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
&lt;br /&gt;
It's not that a moat is bad for morale, exactly; it's just that terrified dwarves tend not to look where they're fleeing. If a dwarf gets scared, it's just as likely to flee into the moat as it is into the fortress. Whether this is merely irritating or downright [[Fun]] will depend on how deadly the bottom of your moat is, and how easy it is to retrieve creatures stuck in it.&lt;br /&gt;
&lt;br /&gt;
===Amphibious/Fireimmune Enemies===&lt;br /&gt;
&lt;br /&gt;
It should be noted that water-filled moats can be easily crossed by natural [[Swimming|swimmers]] such as [[Creature token#A|amphibians]] and/or non-breathing creatures; this is ground for a hilarious bug{{Bug|926}} causing [[giant toad]]s to drown the [[elite]] goblins riding them as they path through your defences during a [[siege]]. Likewise, magma-filled moats will be ineffective against [[Fire|fire-immune]] creatures who don't need to breathe, although only [[dragon]]s and [[fire imp|the]] [[magma crab|various]] [[magma man|inhabitants]] [[fire man|of magma]] are actually immune to magma's heat, and dragons may just drown inside a magma moat.&lt;br /&gt;
&lt;br /&gt;
===Winter===&lt;br /&gt;
&lt;br /&gt;
Also note that if you fill the moat with water in a [[climate]] that [[Freezing|freezes]] during winter, the moat will become ineffective while the water in it has turned into [[ice]]. A deep moat filled only partway up with water will remain reasonably effective even during a freeze.&lt;br /&gt;
&lt;br /&gt;
===Ranged Enemies===&lt;br /&gt;
&lt;br /&gt;
A moat offers little protection against ranged enemies, and sending melee dwarves out across a bridge under enemy fire is foolhardy at best. You can surround the inside lip of your moat with [[fortification]]s and engage them in ranged combat, but [[elite]] ranged enemies will still be able to hit your marksdwarves through these defenses.&lt;br /&gt;
&lt;br /&gt;
===Flying Enemies===&lt;br /&gt;
&lt;br /&gt;
A moat offers no challenge to flying enemies, and should not be relied upon as a defense against them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gelder&amp;diff=223370</id>
		<title>Gelder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gelder&amp;diff=223370"/>
		<updated>2016-02-14T04:42:52Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|16:19, 27 November 2014 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Gelder&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Gelding]]&lt;br /&gt;
| tasks      = &lt;br /&gt;
* {{k|x}} Geld animal&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Farmer's workshop]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Gelder''' is the [[skill]] associated with the '''geld''' labor. Gelding allows the castration of [[Gender|male]] animals so they cannot [[Breeding|produce offspring]]. A dwarf more skilled in gelding is less likely to be injured performing the job.&lt;br /&gt;
&lt;br /&gt;
Animals can be selected for gelding through the same menus used for [[butcher]]y:&lt;br /&gt;
* go into {{K|v}}iew mode, place the cursor on the animal, go to the {{K|p}}references page and press {{K|x}} to flag (or un-flag) the animal for gelding, or,&lt;br /&gt;
* go to the {{K|z}} ([[Status]]) screen, then the [[Status#Animal_Status_Screen|animal status screen]], select the animal and press {{k|x}} to flag (or un-flag) for gelding.&lt;br /&gt;
&lt;br /&gt;
A geld animal job will be then added to a [[farmer's workshop]]. A gelder will take this job and lead the animal to the workshop, at which point it is instantly castrated. A castrated male's gender will appear as {{DFtext|x{{char|11}}x}} rather than the usual {{DFtext|{{char|11}}}}.&lt;br /&gt;
&lt;br /&gt;
[[Geldable]] animals have {{token|SET_BP_GROUP|c|BY_TYPE|c|LOWERBODY}}{{token|BP_ADD_TYPE|c|GELDABLE}} under {{token|CASTE|c|MALE}} section of their RAWs.&lt;br /&gt;
&lt;br /&gt;
Birds are not geldable.&lt;br /&gt;
&lt;br /&gt;
Incidentally, gelding can occur through combat as well. Attacks aimed at the lower body can cause &amp;quot;a gelding strike&amp;quot; for the same effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Breeding&amp;diff=223369</id>
		<title>Breeding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Breeding&amp;diff=223369"/>
		<updated>2016-02-14T04:42:31Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Fixed in Version	 0.42.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}{{catbox}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''{{catlink|Breeding}}''' creatures are those which can produce offspring in fortress mode. Conversely, '''{{catlink|Non-Breeding|non-breeding}}''' creatures cannot reproduce in fortress mode, even though they presumably do so during worldgen. Breeding creatures are significantly more useful as stock for a [[meat industry]] than their non-breeding counterparts.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Currently the tokens necessary for breeding are not known. Toady stated that he &amp;quot;removed requirement that a creature have a baby/child state to breed completely&amp;quot; in version 0.40.06{{cite devlog|2014|07|29}}, however there are presumably other requirements (such as having a female gender).&lt;br /&gt;
&lt;br /&gt;
When a compatible male and a female of the same species are present on the map, sooner or later they will breed. To do so, they will need to be situated on adjacent tiles. Breeding can be prevented by [[gelding]] males, separating males and females, caging females, or while (non-aquatic?) creatures are [[swimming]]. Caged males are still capable of breeding, assuming the female can approach the cage.&lt;br /&gt;
&lt;br /&gt;
[[Invader]]s normally are incapable of breeding, but they have been observed to arrive on the map pregnant. Additionally, invaders (whether soldiers or mounts) can become pregnant and breed while on the map if they possess the {{token|PET|c}} or {{token|PET_EXOTIC|c}} tokens (and a {{token|PET_VALUE|c}}), but their parents will immediately attack their offspring unless they are separated from each other (such as via [[Trap#Cage_Trap|cage traps]]).&lt;br /&gt;
&lt;br /&gt;
There is a per-creature-type population cap, observed to be around 50, past which breeding animals will not get pregnant; existing pregnancies will mature to term. Furthermore, animals will not reproduce if children make up more than 75% of their population - for creatures which take longer than a year to grow up (such as elephants, which take 10 years), this can slow breeding significantly. Once the population drops below these caps, the creatures will begin breeding again.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=222479</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=222479"/>
		<updated>2015-12-26T20:55:51Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Available Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Technical_tricks&amp;diff=222477</id>
		<title>Technical tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Technical_tricks&amp;diff=222477"/>
		<updated>2015-12-26T20:34:59Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:41, 9 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In order to configure Dwarf Fortress to your liking there are two files you can edit, init.txt and d_init.txt. The first file, init.txt, contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. The second file, d_init.txt, contains settings that affect game features such as saving and population controls.&lt;br /&gt;
&lt;br /&gt;
== Locating your configuration file ==&lt;br /&gt;
In most cases, the configuration files for Dwarf Fortress are in the &amp;lt;tt&amp;gt;data/init&amp;lt;/tt&amp;gt; folder of the directory you installed it to.&lt;br /&gt;
&lt;br /&gt;
If you installed Dwarf Fortress on Arch Linux using &amp;lt;tt&amp;gt;pacman&amp;lt;/tt&amp;gt;, then running &amp;lt;tt&amp;gt;dwarffortress&amp;lt;/tt&amp;gt; will dump the configuration files you should edit into your home directory under &amp;lt;tt&amp;gt;.dwarffortress&amp;lt;/tt&amp;gt; - editing the files under &amp;lt;tt&amp;gt;/opt/dwarffortress/data/init&amp;lt;/tt&amp;gt; will ''not'' change how the game behaves.&lt;br /&gt;
&lt;br /&gt;
== Editing the configuration file ==&lt;br /&gt;
You can edit the configuration files with any word processing software or text editing software. On Windows, either Notepad or Wordpad will suffice.&lt;br /&gt;
All data in these files is contained in what are called tokens. Each token is defined by the text between an opening square bracket, '[', and the first closing square bracket, ']'. Arguments to the various tokens are separated from a token identifier by a colon, ':'.&lt;br /&gt;
&lt;br /&gt;
== Settings - init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
*[SOUND:YES]&lt;br /&gt;
Change the argument from &amp;quot;YES&amp;quot; to &amp;quot;NO&amp;quot; to completely remove sound and music from the game. If this is &amp;quot;NO&amp;quot;, it will not be possible to change the volume from the in game options menu.&lt;br /&gt;
&lt;br /&gt;
*[VOLUME:255]&lt;br /&gt;
Changes the default volume of sound in Dwarf Fortress. The argument can be any value from 0 to 255, with 255 representing 100% volume.&lt;br /&gt;
&lt;br /&gt;
=== Intro Movie ===&lt;br /&gt;
*[INTRO:YES]&lt;br /&gt;
Change the argument from &amp;quot;YES&amp;quot; to &amp;quot;NO&amp;quot; to turn off the [[intro movie]].&lt;br /&gt;
&lt;br /&gt;
=== Window ===&lt;br /&gt;
*[WINDOWED:PROMPT]&lt;br /&gt;
Changes the window mode that Dwarf Fortress runs in. If this is &amp;quot;PROMPT&amp;quot; the game will ask you if you want to run in windowed or fullscreen mode. If this is &amp;quot;NO&amp;quot; the game will be fullscreen with no prompt, and if this is &amp;quot;YES&amp;quot; the game will be in windowed mode with no prompt.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDX:80]&lt;br /&gt;
If this is below 256, this specifies the width of the grid used by Dwarf Fortress with a minimum of 80. As such, the width of the window used will be the product of this value and the width of the font used. If this value is 256 or above, it specifies the width of the window used directly.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDY:25]&lt;br /&gt;
If this is below 256, this specifies the height of the grid used by Dwarf Fortress with a minimum of 25. As such, the height of the window used will be the product of this value and the height of the font use. If this value is 256 or above, it specifies the height of the window used directly.&lt;br /&gt;
&lt;br /&gt;
[WINDOWEDX:98][WINDOWEDY:98] will make window big enough to display whole 2x2 [[embark]] [[site]] with 8x8 [[tileset]].&lt;br /&gt;
&lt;br /&gt;
*[FONT:curses_640x300.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[RESIZABLE:YES]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot; you can resize the window while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
*[TOPMOST:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, the window is kept above all other windows.&lt;br /&gt;
&lt;br /&gt;
=== Fullscreen ===&lt;br /&gt;
These settings are used if the [WINDOWED:PROMPT/YES/NO] token is either &amp;quot;NO&amp;quot;, or &amp;quot;PROMPT&amp;quot; and the fullscreen option is chosen.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENX:0]&lt;br /&gt;
The width of the screen in fullscreen mode. If the value are 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENY:0]&lt;br /&gt;
The height of the screen in fullscreen mode. If the value is 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLFONT:curses_800x600.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles will be stretched to fit to the screen if there is a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space around the grid is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
*[GRAPHICS:NO]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will use the raw/graphics folder for certain tile graphics. Currently this is limited to [[Graphics set repository|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
The window width used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
The window height used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
The [[Main:Tileset repository|font]] used by Dwarf Fortress when in windowed mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
The width of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
The height of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
The font used by Dwarf Fortress when in fullscreen mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles are stretched to fit window in the case of a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Video Card Options ===&lt;br /&gt;
&lt;br /&gt;
*[PRINT_MODE:2D]&lt;br /&gt;
This value changes how Dwarf Fortress draws to the screen. As such, changing this value can significantly change the performance of Dwarf Fortress on your computer. Possible values for this are &amp;quot;2D&amp;quot;, &amp;quot;2DSW&amp;quot;, &amp;quot;2DASYNC&amp;quot;, &amp;quot;STANDARD&amp;quot;, &amp;quot;TEXT&amp;quot;, &amp;quot;ACCUM_BUFFER&amp;quot;, &amp;quot;FRAME_BUFFER&amp;quot;, &amp;quot;VBO&amp;quot; and &amp;quot;PARTIAL&amp;quot;.  A technical description of what these do can be found [http://www.bay12forums.com/smf/index.php?topic=63667.msg1478550#msg1478550 in this post].&lt;br /&gt;
&amp;quot;PARTIAL&amp;quot; print mode takes an additional argument similar to how the PARTIAL_PRINT value worked in previous versions, with the number representing the number of frames a changed tile is rendered before it is skipped.&lt;br /&gt;
&amp;quot;TEXT&amp;quot; is only available on OSX and Linux.&lt;br /&gt;
&lt;br /&gt;
*[SINGLE_BUFFER:NO]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot; Dwarf Fortress will use double buffering, which may reduce flickering of the screen at the expense of a possible (small) drop in frame rate. If this is &amp;quot;YES&amp;quot;, double buffering is turned off.&lt;br /&gt;
&lt;br /&gt;
*[ARB_SYNC:NO]&lt;br /&gt;
On video cards that support the OpenGL ARB_sync extension, turning this on can greatly improve performance in GPU overload conditions. However, this can cause Dwarf Fortress to crash on some video cards.&lt;br /&gt;
&lt;br /&gt;
*[VSYNC:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, when Dwarf Fortress redraws the screen it will wait for the monitor to finish its vertical retrace. This can negatively impact your FPS if G_FPS is set high, as the game is forced to suspend calculating game frames to wait for the monitor to finish. The main reason to change this to &amp;quot;YES&amp;quot; is if tearing of the game image occurs regularly for you.&lt;br /&gt;
&lt;br /&gt;
*[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
Can be either &amp;quot;LINEAR&amp;quot; or &amp;quot;NEAREST&amp;quot;. If it is &amp;quot;NEAREST&amp;quot;, the texture values use the nearest pixel value without averaging. If it is &amp;quot;LINEAR&amp;quot;, the texture values use the average of the adjacent pixels. In terms of what the two options do to the graphics, the &amp;quot;LINEAR&amp;quot; option will appear to blur adjacent pixels and can result in a fuzzy appearance. The &amp;quot;NEAREST&amp;quot; option will produce a sharp, pixelated look but may result in images looking clipped at some different screen resolutions.&lt;br /&gt;
&lt;br /&gt;
=== FPS ===&lt;br /&gt;
*[FPS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; a FPS counter is displayed on the top left corner.&lt;br /&gt;
&lt;br /&gt;
*[FPS_CAP:100]&lt;br /&gt;
The game frames per second the game limits itself to. This changes the number of turns calculated per second, not the graphical frames displayed. If this value is 0 the FPS is uncapped.&lt;br /&gt;
&lt;br /&gt;
*[G_FPS_CAP:50]&lt;br /&gt;
The graphical frames per second the game attempts to draw. This changes the number of times Dwarf Fortress draws itself to the screen per second. Lower numbers will cause Dwarf Fortress to run faster but skip displaying more game frames between each redraw.&lt;br /&gt;
To find the number of game frames that are calculated per redraw done by Dwarf Fortress, divide the value for FPS_CAP by the value of G_FPS_CAP. In the default case, this is 100/50=2, so every second frame calculated dwarf fortress will redraw to the screen.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
*[PRIORITY:NORMAL]&lt;br /&gt;
Change this to affect the process priority of Dwarf Fortress. Higher priorities mean that Dwarf Fortress will run faster and other programs will run slower. Possible values are &amp;quot;REALTIME&amp;quot;, &amp;quot;HIGH&amp;quot;, &amp;quot;ABOVE_NORMAL&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;BELOW_NORMAL&amp;quot; and &amp;quot;IDLE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
*[ZOOM_SPEED:10]&lt;br /&gt;
How fast the game zooms. A value of 10 corresponds to increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]&lt;br /&gt;
Change this to &amp;quot;NO&amp;quot; if you want to leave save uncompressed. If &amp;quot;YES&amp;quot;, saves are compressed in the .zip format to save space.&lt;br /&gt;
&lt;br /&gt;
=== Mouse ===&lt;br /&gt;
*[MOUSE:YES]&lt;br /&gt;
Determines if the game accepts mouse input.&lt;br /&gt;
&lt;br /&gt;
*[MOUSE_PICTURE:NO]&lt;br /&gt;
If the game should display a picture in place of the system mouse icon. The picture lags if Dwarf Fortress is lagging.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard ===&lt;br /&gt;
*[KEY_HOLD_MS:250]&lt;br /&gt;
The number of milliseconds before holding a key causes it to be repeated.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_MS:150]&lt;br /&gt;
The number of milliseconds between consecutive repetitions of a held key.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
*[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
*[MACRO_MS:150]&lt;br /&gt;
The number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
== Settings - d_init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Save Behavior ===&lt;br /&gt;
*[AUTOSAVE:NONE]&lt;br /&gt;
When Dwarf Fortress should automatically save your game. If this is &amp;quot;NONE&amp;quot;, Dwarf Fortress never saves your game for you. Possible values are &amp;quot;NONE&amp;quot;, &amp;quot;SEASONAL&amp;quot; and &amp;quot;YEARLY&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[AUTOBACKUP:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will back up your save file each time it autosaves your game.&lt;br /&gt;
&lt;br /&gt;
*[AUTOSAVE_PAUSE:NO]&lt;br /&gt;
If Dwarf Fortress should pause the game each time it autosaves for you.&lt;br /&gt;
&lt;br /&gt;
*[INITIAL_SAVE:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will save the game immediately after you embark.&lt;br /&gt;
&lt;br /&gt;
=== More Game Options ===&lt;br /&gt;
*[IDLERS:TOP]&lt;br /&gt;
Where to display the number of idling dwarves. The value can be either &amp;quot;TOP&amp;quot;, &amp;quot;BOTTOM&amp;quot;, or &amp;quot;OFF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[PAUSE_ON_LOAD:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, Dwarf Fortress starts Fortress mode paused.&lt;br /&gt;
&lt;br /&gt;
*[TEMPERATURE:YES]&lt;br /&gt;
Turns on or off [[temperature]] ''calculations''. If temperature calculations are off, only a few direct temperature changes will take place. For example, [[magma]] will set tiles and creatures to high temperatures, but those tiles will never cool and those creatures will not catch fire. Effects that rely on temperature calculations, such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage, will not occur. &lt;br /&gt;
&lt;br /&gt;
*[WEATHER:YES]&lt;br /&gt;
Turns on or off [[weather]]. If weather is off it will never rain or snow.&lt;br /&gt;
&lt;br /&gt;
*[ECONOMY:YES]&lt;br /&gt;
Turns on or off the fortress mode dwarven economy. This has no effect, since the economy does not function in v0.40.&lt;br /&gt;
&lt;br /&gt;
*[INVADERS:YES]&lt;br /&gt;
Turns on or off fortress mode [[siege]]s. Turning this off for your first couple of games may make the game easier to start with.&lt;br /&gt;
&lt;br /&gt;
*[CAVEINS:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; it is possible for [[cave-in]]s to occur.&lt;br /&gt;
&lt;br /&gt;
*[ARTIFACTS:YES]&lt;br /&gt;
Turns on or off [[strange mood]]s and the resulting [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
*[ZERO_RENT:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, when the dwarven economy kicks in all rooms will cost nothing, allowing even the poorest of haulers to have a room fit for a king. This has no effect, since the economy does not function in the current version.&lt;br /&gt;
&lt;br /&gt;
*[TESTING_ARENA:YES]&lt;br /&gt;
Turns on or off the testing arena.&lt;br /&gt;
&lt;br /&gt;
*[WALKING_SPREADS_SPATTER_DWF:NO]&lt;br /&gt;
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[Fortress mode]]. As contaminants are [[Blood|buggy]] and can have a major negative impact on [[FPS]] in [[Fortress mode]], it is recommended to leave this set at &amp;quot;NO&amp;quot; for now.&lt;br /&gt;
&lt;br /&gt;
*[WALKING_SPREADS_SPATTER_ADV:YES]&lt;br /&gt;
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
*[PATH_COST:1:2:5:25]&lt;br /&gt;
The path finding costs associated with different [[traffic]] values. &lt;br /&gt;
&lt;br /&gt;
*[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
When building a [[coffin|burial receptacle]], the option to allow pets to be buried in it will default to NO if this is set to &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
*[STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
&lt;br /&gt;
*[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress will display the [[quality]] of an item's improvements in the name. If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, inspecting engravings and artifacts in Fortress Mode will have an extended history displayed.&lt;br /&gt;
&lt;br /&gt;
*[LOG_MAP_REJECTS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will log the reason why maps were rejected during world gen in the log.txt file.&lt;br /&gt;
&lt;br /&gt;
*[GRAZE_COEFFICIENT:100]&lt;br /&gt;
&lt;br /&gt;
=== Adventure Mode ===&lt;br /&gt;
*[MORE:YES]&lt;br /&gt;
*[DISPLAY_LENGTH:23]&lt;br /&gt;
*[ADVENTURER_TRAPS:NO]&lt;br /&gt;
If you set this to &amp;quot;YES&amp;quot; your adventurer will trigger the traps of your old fortresses&lt;br /&gt;
*[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
*[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
=== Nicknames ===&lt;br /&gt;
*[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
=== Embark Options ===&lt;br /&gt;
*[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
If this value is YES, then it will always pop up a warning screen when you embark (Like you get when you have [[DF2012:Water#Salt Water|Salt Water]] or an [[DF2012:Aquifer|Aquifer]] on-site)&lt;br /&gt;
*[SHOW_EMBARK_TUNNEL:FINDER]&lt;br /&gt;
*[EMBARK_RECTANGLE:4:4]&lt;br /&gt;
The size of the default embark site.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
*[WOUND_COLOR_NONE:7:0:1]&lt;br /&gt;
The color of body parts when there are no recorded active wounds on the part.&lt;br /&gt;
Default = white&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MINOR:6:0:0]&lt;br /&gt;
The color of body parts when there is any damage that doesn't have functional/structural consequences (might be heavy bleeding though).&lt;br /&gt;
Default = brown&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_INHIBITED:6:0:1]&lt;br /&gt;
The color of body parts when there is any muscular, structural or functional damage without total loss.&lt;br /&gt;
Default = yellow&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_FUNCTION_LOSS:3:0:1]&lt;br /&gt;
The color of body parts when an important function of the part is completely lost, but the part is structurally sound (or at least partially intact).&lt;br /&gt;
Default = bright cyan&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_BROKEN:4:0:1]&lt;br /&gt;
The color of body parts when the part has lost all structural integrity or muscular ability.&lt;br /&gt;
Default = bright red&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MISSING:0:0:1]&lt;br /&gt;
The color of body parts when the part is completely gone.&lt;br /&gt;
Default = dark gray&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
*[SKY:178:3:0:0]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level.&lt;br /&gt;
The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;. &amp;lt;character&amp;gt; can be either an ASCII number or a character in single quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
*[CHASM:250:0:0:1]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level while indoors.&lt;br /&gt;
The format is the same as for SKY above.&lt;br /&gt;
&lt;br /&gt;
*[PILLAR_TILE:'O']&lt;br /&gt;
The tile displayed for pillars. Pillars are created at the ends of strings of wall tiles.&lt;br /&gt;
&lt;br /&gt;
*[VARIED_GROUND_TILES:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; the ground will be varied randomly using the tiles ,.`'.&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, only the period will be used for ground tiles.&lt;br /&gt;
&lt;br /&gt;
*[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, all [[engravings]] are displayed initially looking the same, like highlighted smooth walls/floors. Otherwise, they'll be displayed as a tile of one of the things they depict. Either way, a given engraving's behavior can be changed through designation.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress displays water as numbers from 1-7 indicating depth.&lt;br /&gt;
&lt;br /&gt;
=== Resolution to Grid Ratios ===&lt;br /&gt;
Taken from [http://www.bay12games.com/forum/index.php?topic=22302.msg241991#msg241991]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Geometry&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Character Size&lt;br /&gt;
|-&lt;br /&gt;
! Resolution&lt;br /&gt;
! Aspect&lt;br /&gt;
! 8x8&lt;br /&gt;
! 12x12&lt;br /&gt;
! 16x16&lt;br /&gt;
|-&lt;br /&gt;
| 800x600&lt;br /&gt;
| 4:3&lt;br /&gt;
| 100 x 75&lt;br /&gt;
| 66 x 50&lt;br /&gt;
| 50 x 37&lt;br /&gt;
|-&lt;br /&gt;
| 1024x768&lt;br /&gt;
| 4:3&lt;br /&gt;
| 128 x 96&lt;br /&gt;
| 85 x 64&lt;br /&gt;
| 64 x 48&lt;br /&gt;
|-&lt;br /&gt;
| 1152x864&lt;br /&gt;
| 4:3&lt;br /&gt;
| 144 x 108&lt;br /&gt;
| 96 x 72&lt;br /&gt;
| 72 x 54&lt;br /&gt;
|-&lt;br /&gt;
| 1280x960&lt;br /&gt;
| 4:3&lt;br /&gt;
| 160 x 120&lt;br /&gt;
| 106 x 80&lt;br /&gt;
| 80 x 60&lt;br /&gt;
|-&lt;br /&gt;
| 1600x1200&lt;br /&gt;
| 4:3&lt;br /&gt;
| 200 x 150&lt;br /&gt;
| 133 x 100&lt;br /&gt;
| 100 x 75&lt;br /&gt;
|-&lt;br /&gt;
| 1280x1024&lt;br /&gt;
| 5:4&lt;br /&gt;
| 160 x 128&lt;br /&gt;
| 106 x 85&lt;br /&gt;
| 80 x 64&lt;br /&gt;
|-&lt;br /&gt;
| 1440x900&lt;br /&gt;
| 16:10&lt;br /&gt;
| 180 x 75&lt;br /&gt;
| 135 x 56.25&lt;br /&gt;
| 90 x 37.5&lt;br /&gt;
|-&lt;br /&gt;
| 1680x1050&lt;br /&gt;
| 16:10&lt;br /&gt;
| 210 x 131&lt;br /&gt;
| 140 x 87&lt;br /&gt;
| 105 x 65&lt;br /&gt;
|-&lt;br /&gt;
| 1920x1080&lt;br /&gt;
| 16:9&lt;br /&gt;
| 240 x 135&lt;br /&gt;
| 160 x 90&lt;br /&gt;
| 120 x 67&lt;br /&gt;
|-&lt;br /&gt;
| 1920x1200&lt;br /&gt;
| 16:10&lt;br /&gt;
| 240 x 150&lt;br /&gt;
| 160 x 100&lt;br /&gt;
| 120 x 75&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=222349</id>
		<title>Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=222349"/>
		<updated>2015-12-20T00:15:19Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Artifact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:26, 18 July 2010 (UTC)}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nasakam kuthdéng&lt;br /&gt;
| elvish  = seno-favane matirè&lt;br /&gt;
| goblin  = rotsnuna smaxa&lt;br /&gt;
| human   = ob-jalew kepfu&lt;br /&gt;
}}&lt;br /&gt;
[[Noble]]s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[Alcohol|booze]]-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (Stock Exchange Symbol: &amp;quot;HFS&amp;quot;) have prepared a wide variety of [[Losing|Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it [[Main:Boatmurdered|flood the world with magma?]] Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Underground Safari==&lt;br /&gt;
The [[Forgotten beast|fantastic beasts]] lurking in the darkness of the underground [[caverns]] would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne Room Over Troubled Magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[Office|throne room]] suspended over the sizzling surface of the abyssal planes!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The Situation Room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your [[Noble|Magenta Magnates]] inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of [[Weapon|debating tools]] in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Speartiful==&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges. Why else would they ask for weapon racks? Maybe you should make them happy and give them some weapons. Simply lay a bunch of upright spears or [[Trap component#Menacing_spike|other beautiful things]] on the floor of their room and they'll come begging for more. Now, you may want to link those spears to a lever and pull it so they can actually walk around their room, remember to leave it on repeat so they'll be able to see the wonders that your [[weaponsmith]]s made every passing second. Just make sure they '''are'''n't in the room while the spears are in motion, or your nobles may become dwarven Swiss cheese and die before their screams can even be heard. And, if possible, whatever you do, '''do''' not use adamantine spears!&lt;br /&gt;
&lt;br /&gt;
==Exotic Housing==&lt;br /&gt;
What more could your nobles want than some truly fantastic housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new [[Goblin|friends]] that have come to visit your fortress?&lt;br /&gt;
&lt;br /&gt;
==Grave(n) Image==&lt;br /&gt;
The nobles serve everyday, day after day, to tirelessly [[syndrome|serve]] your fort. All they demand are some [[slade|nice]] [[artifact|furniture]] for their personal rooms and some recognition. Symbolizing their eternal bond with the mountains, be sure to sculpt it from obsidian. What could be better? Make sure it's fresh by casting it &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt; near the noble. To ensure that the image to be special, arrange for the likeness to be created by only the finest mason. If done correctly, the noble will be forever invested in the fortress, to the delight of the workers.&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
What could be possibly better than a big, imposing artifact made &amp;lt;s&amp;gt;from&amp;lt;/s&amp;gt; for a noble, as a tribute to how special the noble is? Simply house a noble next to a craftsdwarf's, leatherworker's, or butcher's workshop, and house as well the unhappy, disgruntled hauler next to it. Wait. And when [[Mood#Fell|a beautiful laughter]] is heard, make sure the happy dwarf is next to the noble, so he can share the [[fun]]! Make also sure the resulting artifact is made so it records the noble's life!&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
Every noble's dream is to rule forever, so make them happy ! Rather than &amp;lt;s&amp;gt;murdering&amp;lt;/s&amp;gt; honoring the noble, what about making them eternal and fit to rule? Make them drink the blood of the [[vampire|children of the night]]! Let them partake in the gift of [[werebeast|shapechanging beasts]]! Then isolate them to let them ponder on their new status for a while, make sure they do &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; have a room worthy of their standing, then when they are [[Insanity|suitably happy about immortality, or suddenly unhappy about it]], let them outside and welcome them as &amp;lt;s&amp;gt;utterly insane and harmless&amp;lt;/s&amp;gt; the reasonable rulers they are! &lt;br /&gt;
If [[Berserk|the dwarf is frustrated by the experience]], though, there is no need to worry! Build an engraved [[gold]] [[cage|house]], [[trap|persuade them into their new home]] and let them rule from here!&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Outreach==&lt;br /&gt;
There's nothing a good noble loves more than politics and diplomacy. In fact, the next time a disgruntled group of goblins shows up, your nobles would be downright miffed if they didn't get a chance to practice their diplomacy. Designate a [[burrow|diplomatic outpost]] in front of your fortress, and make sure it is well stocked with food and alcohol. That way, your nobles can have many long, engaging conversations with your neighboring goblins. I'm sure they will be very productive.&lt;br /&gt;
&lt;br /&gt;
==Talk Like a Pirate Day==&lt;br /&gt;
Plenty of nobles enjoy celebrating International Talk Like a Pirate Day, on [[Calendar|the 19th of Limestone]]. So let your [[Mandate|favorite]] member of the nobility have a little fun with it, to get into the spirit of the holiday. Maybe give him a pet [[Giant kea|parrot]]. Or build a ship and let him [[Drowning chamber|sail the ocean blue]]. If he doesn't feel in the mood, the other [[Hammerer|scurvy dogs]] will be quite pleased to make that landlubber walk the plank.&lt;br /&gt;
&lt;br /&gt;
==Tropical Vacation==&lt;br /&gt;
Every noble would love to go to [[Hell|areas with a warm climate]], but why stop there? Take him to a place fit for a dwarf king, [[Hell|somewhere hot and underground]]! He could [[death|chat]] with the [[Demon|locals]], and have lots of [[Fun]]! If he gets [[tantrum|stressed]], there are plenty of [[Magma|native hot tubs]] to take a break in! If he doesn't feel convinced, there is always room for the [[king]]!&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=222346</id>
		<title>Tavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=222346"/>
		<updated>2015-12-19T22:28:01Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:02, 29 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
A '''Tavern''' is a designated [[location]] in [[Fortress mode]]. It is a place where dwarves and visitors can socialize and entertain each other. Depending on the furnishings, patrons may also drink, eat, or rent a room for sleeping.&lt;br /&gt;
&lt;br /&gt;
A tavern may be designated from a [[meeting area]], or from a [[dining room]]. However, it has [http://www.bay12forums.com/smf/index.php?topic=154505.0 been reported] that the [[tavern keeper]] occupation only works if there is a meeting area associated with the tavern.{{verify}} Upon creation, the tavern is given a random name; the name may be changed by pressing {{k|n}} in the location screen.&lt;br /&gt;
&lt;br /&gt;
Buildings that are helpful to taverns are [[table]]s and [[chair]]s as well as [[container]]s for storing [[instrument]]s and [[DF2014:Finished_goods#Goblets|goblets]]. There should also be some amount of empty space (''dance floor''). In addition, [[bedroom]]s can be assigned to a tavern by selecting the [[room]] with {{k|q}} and selecting {{k|l}}ocation. When bedrooms are assigned to a tavern, they are called &amp;quot;rented rooms&amp;quot; on the location screen.&lt;br /&gt;
&lt;br /&gt;
Players who don't think of [[mist]] generators as an overpowered [[exploit]] (or are willing to build them anyway) would be well served putting one in the tavern, since every fortress occupant will find a reason to be there once in a while.&lt;br /&gt;
&lt;br /&gt;
[[Occupation]]s assignable to taverns are [[performer]]s and [[tavern keeper]]s. Tavern keepers serve drinks to patrons in goblets. Tavern patrons can include mercenaries, monster slayers, bandits, diplomats and performers. Performers will entertain the public regardless of how well-equipped the tavern is, but the tavern keepers are hardly ever seen working. Reportedly, the only way to make them not completely useless is to place an [[alcohol]] [[stockpile]] somewhere inside the tavern's location.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Taverns are also generated in settlements in [[Adventure mode]]. Taverns are also visible in the structures list of [[legends]] mode.  One similar structure in [[Fortress mode]] is a [[dining room]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mist&amp;diff=222345</id>
		<title>Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mist&amp;diff=222345"/>
		<updated>2015-12-19T22:24:08Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
Mist is created by [[water]] [[Waterfall|falling]] from one [[Z-level]] to another, from ocean waves, and from items or creatures skipping across water. The mist is generated on levels below the top level (from which the water drops), but spreads out similar to miasma and therefore can appear even on the top level.  Walking through mist generates a happy [[thought]] for a dwarf.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please &amp;lt;s&amp;gt;do not&amp;lt;/s&amp;gt; confuse mist with [[magma mist]].&lt;br /&gt;
&lt;br /&gt;
==Generating Mist==&lt;br /&gt;
AncientEnemy [http://www.bay12games.com/forum/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that [[screw pump|screw pumps]] pump [[water]] faster than water spreads out.&lt;br /&gt;
&lt;br /&gt;
Simply put, screw pumps are daisy chained (output to input) in a circle and then water is added to the system.  Water is typically added by designating one of the inputs to the pump a [[Pond]] and having dwarves fill it up. Once water is dropped from the floor above it is immediately sucked up by the next pump. Since there is falling water, mist is generated. Ahh, lovely waterfalls!&lt;br /&gt;
&lt;br /&gt;
Below is an example of a simple mist generator.  The Z=0 level can be anything, a booze stockpile, barracks or even your [[Dwarven_atom_smasher|atom smasher]].&lt;br /&gt;
&lt;br /&gt;
 Pump Floor (z=1)&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒.÷÷.▒&lt;br /&gt;
 ▒÷  ÷▒ The water can go clockwise or counter clockwise.&lt;br /&gt;
 ▒÷  ÷▒ Make sure your pumps are correctly aligned.&lt;br /&gt;
 ▒.÷÷.▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
Some important considerations:[[Image:newmist.jpg|thumb|AncientEnemy's original simple mist generator.]]&lt;br /&gt;
&lt;br /&gt;
*Evaporation is nonexistent as long as the pumps are working and the water is moving even above ground.{{Verify}}&lt;br /&gt;
*Job cancellation spam is possible if the water is filled to greater than 4/7 and a dwarf walks where the water falls. Even then, this can be prevented by blocking access to these tiles without blocking the water, such as by placing a [[statue]] underneath or greatly reduced by setting them as [[traffic#Setting Traffic Areas|restricted traffic]] areas.&lt;br /&gt;
*Mud will form where ever the water falls. Subterranean [[tree]]s can sprout up and clog the system. Solutions to this problem include: [[statue]]s, [[road|paved roads]], constructed floors or [[fortification]]s, or to simply channel out the space once the mist generator is running.&lt;br /&gt;
*The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there.  Because the water never touches the floor there, you don't have to worry about muddy tiles.&lt;br /&gt;
*This system is generally only capable of maintaining a single 7/7 square of water, due to the way water descends z-levels. Any additional water put into the system will quickly overflow into the pump chamber (z=1).&lt;br /&gt;
*Automated mist generators may significantly lower your [[Frames per second|FPS]], particularly if multiple generators are used.{{Verify}} This might be remedied by triggering via a [[repeater]] with a long delay or by one or more [[pressure plate]]s (perhaps set to activate by a passing dwarf).{{Verify}}&lt;br /&gt;
A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sôd&lt;br /&gt;
| elvish  = enure&lt;br /&gt;
| goblin  = guslo&lt;br /&gt;
| human   = sitsu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Faction&amp;diff=222243</id>
		<title>Faction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Faction&amp;diff=222243"/>
		<updated>2015-12-16T00:16:14Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Loyalty cascade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:20, 8 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Factions govern how creatures will react upon each other's presence. The world is full of dangers for your unfortunate dwarves and it seems that nearly everything is trying to kill them; fortunately, said dangers are also hostile to each other most of the time. Confrontations between such opposed factions happen in both fortress and [[adventurer mode]]; the wise player will see to it that they weaken each other instead of ganging up against one's fort or adventurer.&lt;br /&gt;
&lt;br /&gt;
In the [[object testing arena]], each creature created can be tied to a faction(referred to in-game as a &amp;quot;side&amp;quot;). Creatures will be friendly to other creatures within their faction, and will be hostile to any other creature. There are a total of 99 factions, and an &amp;quot;independent&amp;quot; option which is hostile to all other creatures.&lt;br /&gt;
&lt;br /&gt;
==Faction relative hostility==&lt;br /&gt;
&lt;br /&gt;
The table below shows the behaviour of different factions when confronted:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| '''[[Dwarf|Dwarves]]'''&lt;br /&gt;
| '''[[Elf|Elves]]'''&lt;br /&gt;
| '''[[Human]]s'''&lt;br /&gt;
| '''[[Goblin]]s'''&lt;br /&gt;
| '''[[Kobold]]s'''&lt;br /&gt;
| '''[[Necromancer]]s'''&lt;br /&gt;
| '''[[Undead]]'''&lt;br /&gt;
| '''[[Surroundings|Wildlife]]'''&lt;br /&gt;
| '''[[Animal people|Cave civs]]'''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| '''[[Semi-megabeast|(Semi-)]][[Megabeast]]s'''&lt;br /&gt;
| '''[[Demon]]s'''&lt;br /&gt;
| '''[[Werebeast]]s'''&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Dwarves'''&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Elves'''&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Humans'''&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Goblins'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Kobolds'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Necromancers'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Undead'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Wildlife'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| '''Cave civs'''&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''(Semi-)Megabeasts'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Demons'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| Friendly&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Werebeasts'''&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| Hostile&lt;br /&gt;
| Variable&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Advanced civilizations are subject to the mechanisms of diplomacy and may routinely go at [[war]] and conclude peace treaties depending on worldgen and according to each civ's [[ethics]]. On the one hand, war against elves or humans is not that uncommon; on the other hand, goblins will almost always be hostile toward everyone else.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Cave civilizations are always friendly toward adventurers and they can be either hostile or friendly toward your dwarves. They often become friendly when confronted with a [[megabeast]]. Note that this behaviour does not apply to most [[animal people]], who are simply treated as wildlife.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Werebeasts will switch factions from whatever civilization they belong to under their normal form to a special, species-dependent faction on full moon. Different species of werebeasts will be hostile to each other.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;A demon often takes control of a goblin civilization, and sometimes becomes the ruler of a human civilization by posing as their god.  Other demons are typically hostile.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to their {{token|BABYSNATCHER|entity}} tag, [[goblin]]s will be almost always at war with other [[civilization]]s; [[megabeast]]s and [[semi-megabeast]]s are neutral toward each other, but will try to kill everything else they can find - whether it be in [[World generation|worldgen]], [[adventurer mode]] or [[fortress mode]]. [[Undead]] creatures will attack every creature that isn't undead (or a necromancer) due to their {{token|OPPOSED_TO_LIFE|c}} tag. [[Kobold]]s are unable to speak besides in [[Creature token#UTTERANCES|utterances]] and are thus at war with everyone else - note that if you start as a kobold in Adventure Mode when they are available, you will be unable to speak to anyone and other kobolds will attack you on sight because they won't be able to talk to you either.&lt;br /&gt;
&lt;br /&gt;
It seems that [[undead]] just ignore [[necromancer]]s or fellow undead, but the necros themselves will lash out at each other if they belong on different [[civilization]]s/[[tower]]s. This is important in adventure mode - should you learn the secrets of life and death, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. In adventure mode, undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to the above table: most notably, foreign creatures occupying a [[noble]] position in a civ for whatever reason (e.g. demons that have impersonated a god to take control of human civs, or necromancer kings) will behave the same way any other civ member would toward your dwarves or adventurer. Hence the ludicrous possibilities for a demon to visit your fortress as a [[diplomat]] (or join you in your adventures) or a friendly necromancer inadvertently wreaking havoc on your fortress by raising corpses whenever it can. [[Insanity|Berserk]] dwarves are hostile to everyone. [[Vampire]] dwarves (and humans) will also be neutral toward undead even when not confronted. You can take advantage of this, ordering your vampires to kill necros when facing a siege; a vampire can and will path toward a necro unhindered and usually beat him to death. You can also order vampires to kill zombies one by one as they won't react unless attacked.&lt;br /&gt;
&lt;br /&gt;
==Loyalty cascade==&lt;br /&gt;
&lt;br /&gt;
Loyalty cascades are the result of entity members attacking each other. The conflict will escalate into a full civil war (hence Toady One referring to it as the &amp;quot;civil war bug&amp;quot;) and won't resolve until one side of the conflict is wiped out. Loyalty cascades can be triggered in both fortress and adventure mode.&lt;br /&gt;
&lt;br /&gt;
===Attacking [[Trade|merchants]] from your mountainhome===&lt;br /&gt;
&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this faction will henceforth be referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
===Attempting to tame enemy [[mount]]s===&lt;br /&gt;
&lt;br /&gt;
If you use [[cage]] [[trap]]s against goblin sieges, you are likely to capture [[Giant bat|a]] [[Cave crocodile|few]] [[Giant cave swallow|mounts]] [[Rutherer|from]] [[Jabberer|various]] [[Voracious cave crawler|species]]. You may assign them to your [[animal trainer]]s and attempt to tame them, thus gaining a few facts about each specific species; but under no circumstances should you ever release them from their cages, as they are always considered enemies to your civilization and will wreak havoc as soon as they are free. Not only that, but they will trigger a similar loyalty cascade as soon as they attack your citizens, leading your fort to its demise through a never-ending civil war - as well as some copious jabberer-chomping. The best course of action is to keep re-training the mounts in their cages over and over again, thus facilitating future taming of their '''wild''' counterparts.&lt;br /&gt;
&lt;br /&gt;
===Attacking a [[werebeast]] in dwarven form===&lt;br /&gt;
&lt;br /&gt;
If one of your dwarves turns into a [[werebeast]] and you send your military to kill them while shapeshifted, failing to kill (and allowing the dwarf to revert to normal) may cause a loyalty cascade.&lt;br /&gt;
&lt;br /&gt;
===Attacking a berserk citizen or werebeast in wereform===&lt;br /&gt;
&lt;br /&gt;
In 0.40.24, dwarven military can no longer be relied upon to put an end to the rampages of citizens gone [[insane|berserk]] or transformed into a beast. Fighting such a threat is treated as assaulting a citizen and will cause ''the defenders of your fort'' to lose loyalty and be hunted down as traitors. {{bug|7107}}&lt;br /&gt;
&lt;br /&gt;
===How to deal with loyalty cascades===&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
Dwarves from these different &amp;quot;factions&amp;quot; will cancel jobs if they ever come across one another, each running away. This will likely lead to a massive number of job interruption announcements reading ''Urist McDwarf cancels Eat: Interrupted by Farmer''&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Tame Animals are loyal to civ and fort indefinitely due to a bug, so they can be used to kill off separatists/loyalists without repercussions.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uzlir&lt;br /&gt;
| elvish  = anoni&lt;br /&gt;
| goblin  = osmrur&lt;br /&gt;
| human   = ozo&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Food&amp;diff=222226</id>
		<title>Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Food&amp;diff=222226"/>
		<updated>2015-12-15T04:30:44Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Mechanics of Eating and Hunger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:05, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves may be [[alcohol]]ics, but they cannot live on drink alone; they also need '''food'''. Hungry dwarves are indicated by a flashing brown arrow. Unfed dwarves will progress from hunger to starvation and, ultimately, to death.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of Eating and Hunger ==&lt;br /&gt;
Dwarves require about 2 units of food each season. Dwarves that go without food will do the obvious: become increasingly hungry, work more slowly, become more and more unhappy, and eventually [[death|die]] of starvation. Hungry dwarves that cannot get at fortress resources will steal food from any [[caravan]]s that arrive; the merchants do not particularly care, but it is added to their expenses when the caravan leaves the map. Additionally, when starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves will forgo food, drink, and [[sleep]] for a while to complete tasks they are currently performing; how long they will go on depends on their [[personality]], but dwarves will generally not endanger their lives to finish a job. Dwarves without a current job will perform these activities if they are even a little thirsty, hungry, or drowsy, and will only snap to &amp;quot;No job&amp;quot; once they have done so. The only task that can actually lead to death by preventing a dwarf from covering their vital necessities is a mother trying to find her [[children|infant]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves who don't get enough exercise will quickly become fat, a change that can only be seen by examining their [[thoughts and preferences]] screen. Not surprisingly, fat dwarves are slower at moving around, but the extra fat provides additional insulation from extreme temperatures, a small amount of additional protection against attacks, and longer &amp;quot;burn time&amp;quot; when exposed to [[fire]]. A dwarf's fat stores are depleting by the mere fact of existing, but this happens very slowly. As a dwarf becomes hungrier, they use up more fat, and will die when their reserves are completely exhausted. Fat dwarves can be made fit by giving them more physical and less intellectual things to do; a [[hauling]] regimen works wonders, for instance, and leaves the player wondering why it's so hard for people to shed weight in real life, when all they have to do is move [[stone]] from place to place.&lt;br /&gt;
&lt;br /&gt;
Thirst, Hunger, and Drowsiness each increment by 1 during each game tick ''(i.e. 1200 per day, 33,600 per month, 403,200 per year)'', possibly more if the dwarf is a mother carrying her child. When they reach certain thresholds, the following things happen.&lt;br /&gt;
&lt;br /&gt;
'''Hunger:'''&lt;br /&gt;
:* 40000 - dwarf starts considering getting something to eat (1/120 chance per tick) if idle&lt;br /&gt;
:* 45000 - dwarf decides to go get something to eat if idle&lt;br /&gt;
:* 50000 - dwarf starts flashing &amp;quot;[[Status icon|Hungry]]&amp;quot;&lt;br /&gt;
:* 65000 - dwarf gets an unhappy thought about being Hungry, cancels current :job to get something to eat&lt;br /&gt;
:* 75000 - dwarf starts flashing &amp;quot;[[Status icon|Starving]]&amp;quot;, begins hunting for vermin&lt;br /&gt;
:* 85000 - dwarf gets an unhappy thought about being Starving&lt;br /&gt;
:* 100000 - dwarf starts burning stored fat; when this is completely depleted, the dwarf dies of starvation&lt;br /&gt;
&lt;br /&gt;
'''Thirst:'''&lt;br /&gt;
:* 20000 - dwarf starts considering getting something to drink (1/120 chance per tick) if idle&lt;br /&gt;
:* 22000 - dwarf decides to go get something to drink if idle&lt;br /&gt;
:* 25000 - dwarf starts flashing &amp;quot;[[Status icon|Thirsty]]&amp;quot;&lt;br /&gt;
:* 35000 - dwarf gets an unhappy thought about being Thirsty, cancels current job to get something to drink&lt;br /&gt;
:* 50000 - dwarf starts flashing &amp;quot;[[Status icon|Dehydrated]]&amp;quot;&lt;br /&gt;
:* 60000 - dwarf gets an unhappy thought about being Dehydrated&lt;br /&gt;
:* 75000 - dwarf dies of thirst&lt;br /&gt;
&lt;br /&gt;
'''Drowsiness:'''&lt;br /&gt;
:* 50000 - dwarf starts considering going to bed (1/120 chance per tick) if idle&lt;br /&gt;
:* 54000 - dwarf decides to go to bed if idle&lt;br /&gt;
:* 57600 - dwarf starts flashing &amp;quot;[[Status icon|Drowsy]]&amp;quot;&lt;br /&gt;
:* 65000 - dwarf get an unhappy thought about being Tired&lt;br /&gt;
:* 150000 - dwarf starts flashing &amp;quot;[[Status icon|Very Drowsy]]&amp;quot;&lt;br /&gt;
:* 160000 - dwarf get an unhappy thought about being Exhausted&lt;br /&gt;
:* 200000 - dwarf goes insane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Completing an Eat/Drink job decreases the relevant counter by 50,000 (to a minimum of zero), though they may also decrement it additional times during the job's progress.&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy Thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
There are a number of good and bad [[thoughts]] associated with food. Food cooked from or consisting of ingredients the dwarf [[preferences|likes]] will generate a happy thought. High quality food will improve this happy thought, making a good [[cook]] a valuable addition to the fort. &lt;br /&gt;
&lt;br /&gt;
Dining in a high-quality setting will also bring a happy thought, making a legendary [[dining room]] an easy way to bring up happiness.&lt;br /&gt;
&lt;br /&gt;
On the other hand, eating the same food over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, more likely early in a fortress's life. For this reason, it is important to get your food industry running, to provide more of a selection to the dwarves. Additional food of most categories can also be purchased from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
== Food groups ==&lt;br /&gt;
Food can be divided into several food groups; the state of the fortress's food reserves can be seen on the [[status]] screen, with the 2 important groups being 'drink' and 'other' (includes prepared meals). Any sort of accurate count will require a [[bookkeeper]]. The same goes for the {{k|z}}-stocks screen that gives a fully detailed overview.&lt;br /&gt;
&lt;br /&gt;
*[[Plant]]s can be [[farming|farmed]] or [[plant gathering|gathered]], and are also the only food group besides [[honey]] that can be processed into drink. Farms are reliable and (usually) easily extendable sources of food, and generally form the backbone of most fortresses' food production.&lt;br /&gt;
*[[Meat]] can be sourced from [[meat industry|livestock]], [[hunting|hunted]], [[cage trap|caught live]] and then killed for [[arena|military training]], or stripped from siege [[mount]]s. Meat is more difficult to procure, but comes with important secondary resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate.&lt;br /&gt;
*[[Fish]] can be caught, either via [[fishing]] or [[drowning chamber|fishing chambers]]. This is the most dependent of the industries, requiring a body of water (be it an [[ocean]], a [[lake]], or a [[river]]). Larger fish caught via fish traps are slaughtered, and their parts counted as part of the meat industry.&lt;br /&gt;
*[[Egg]]s can be sourced from a [[egg production|hatchery]]. Any [[tame]] [[Egg_production#Egg-laying_Animals|egg-laying]] female animal will do so occasionally when allowed access to an unclaimed [[nest box]], including very exotic animals like [[alligator]]s and [[roc]]s. These eggs can then be cooked.&lt;br /&gt;
*[[Milk]] can be [[milking|milked]] from certain tame female animals, including more exotic ones like [[kangaroo]]s and [[tapir]]s. Milk can be cooked or processed into higher-value [[cheese]].&lt;br /&gt;
*[[Honey]] and [[royal jelly]] can be produced via [[beekeeping]], and can be cooked or processed into [[mead]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that most food is subject to [[Miasma#Food_rot|rotting]] if not stored properly.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Thirst]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
*[[Egg production]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Food|*}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cat&amp;diff=222028</id>
		<title>Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cat&amp;diff=222028"/>
		<updated>2015-12-09T07:34:56Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:11, 29 January 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=0-4&lt;br /&gt;
|meat=0-7&lt;br /&gt;
|fat=0-7&lt;br /&gt;
|intestine=0-1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cats''' will kill [[vermin]] in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion).  They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.  Cats do not require any food.&lt;br /&gt;
&lt;br /&gt;
Cats cannot be assigned as [[pet]]s; instead, cats choose [[dwarves]] as owners. Cats will only choose [[dwarf|dwarves]] who have the [[Preferences|preference]] &amp;quot;''admires cats for their aloofness''&amp;quot;.  If a cat is caged, it will not adopt; however, it may adopt the moment it is taken from the cage (even if assigned for immediate [[butcher]]ing).&lt;br /&gt;
&lt;br /&gt;
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|cats can be butchered]] to provide a small, never-ending trickle of [[skin]], [[bone]]s and [[meat]] for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See [[Meat industry#Breeding|Breeding]].)&lt;br /&gt;
&lt;br /&gt;
Cats are also infamous for the phenomenon known as [[catsplosion]]. If you are not careful, your cat population may explode causing your [[Frames per second|FPS]] to plummet. This can be hard to resolve due to the fact that [[Trap#Upright_Spear.2FSpike|killing]] [[pet]]s causes a strong unhappy [[thought]] to their owners. The 2014 version, however, seems to have made catplosion a lot easier to manage via use of the new [[Gelder|Gelding]] feature.&lt;br /&gt;
&lt;br /&gt;
If you have a bunch of unwanted kittens, there are many uses for them. For example, use them as bait for a [[forgotten beast]] if it has some sort of poison, in order to determine what the poison does.&lt;br /&gt;
&lt;br /&gt;
Kittens can not be butchered for bones: only skulls will be created. Immature adult cats (less than 2 years old) may return about 2 meat, fat &amp;amp; bone, 1 skin, and 1 skull, or may only return a skull, while full adults (&amp;gt; 2 yrs) consistently return about 6-7 meat &amp;amp; fat. Unfortunately there is no in-game way to tell for sure whether a particular animal is an immature or full adult. (Note that other animals also have smaller immature sizes and butchering returns, but most other immature domestics return a more reasonable percentage of adult returns; for example, immature dogs consistently return about 50% of adult returns and include byproducts (e.g. bones &amp;amp; skin), compared to cats' 0-30% and sometimes no byproducts but the skull.)&lt;br /&gt;
&lt;br /&gt;
If there's a desperate need to maximize cat-butchering returns, one can partly work around the lack of age info by slaughtering one-by-one the first-listed (therefore, usually, oldest) cats in the unit or animal screen until the returns drop to immature-sized returns, then waiting some months or a year for the remaining kitties to &amp;lt;s&amp;gt;stew&amp;lt;/s&amp;gt; mature for a while.&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to haul vermin to their adopted dwarves. The dwarf will then dismiss the cat, at which point the cat will drop the remains for a dwarf with [[hauling|refuse hauling]] enabled to clean up.&lt;br /&gt;
&lt;br /&gt;
Cats with any [[contaminant]] on their fur will clean themselves with their tongue, exposing themselves to any ingestion-induced [[syndrome]]s the contaminant may carry. If a cat gets into your [[tavern]], it'll likely get soaked in [[booze]] and die of alcohol poisoning. This can be thought of as another way to manage catsplosions.&lt;br /&gt;
&lt;br /&gt;
All cats are born with legendary [[climber|climbing]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Image:Feral cat Virginia crop.jpg|thumb|center|400px|[[preference|Admired]] for their ''aloofness''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kun&lt;br /&gt;
| elvish  = linì&lt;br /&gt;
| goblin  = sest&lt;br /&gt;
| human   = usa&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cat&amp;diff=222027</id>
		<title>Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cat&amp;diff=222027"/>
		<updated>2015-12-09T07:32:59Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:11, 29 January 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=0-4&lt;br /&gt;
|meat=0-7&lt;br /&gt;
|fat=0-7&lt;br /&gt;
|intestine=0-1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cats''' will kill [[vermin]] in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion).  They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.  Cats do not require any food.&lt;br /&gt;
&lt;br /&gt;
Cats cannot be assigned as [[pet]]s; instead, cats choose [[dwarves]] as owners. Cats will only choose [[dwarf|dwarves]] who have the [[Preferences|preference]] &amp;quot;''admires cats for their aloofness''&amp;quot;.  If a cat is caged, it will not adopt; however, it may adopt the moment it is taken from the cage (even if assigned for immediate [[butcher]]ing).&lt;br /&gt;
&lt;br /&gt;
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|cats can be butchered]] to provide a small, never-ending trickle of [[skin]], [[bone]]s and [[meat]] for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See [[Meat industry#Breeding|Breeding]].)&lt;br /&gt;
&lt;br /&gt;
Cats are also infamous for the phenomenon known as [[catsplosion]]. If you are not careful, your cat population may explode causing your [[Frames per second|FPS]] to plummet. This can be hard to resolve due to the fact that [[Trap#Upright_Spear.2FSpike|killing]] [[pet]]s causes a strong unhappy [[thought]] to their owners. The 2014 version, however, seems to have made catplosion a lot easier to manage via use of the new [[Gelder|Gelding]] feature.&lt;br /&gt;
&lt;br /&gt;
If you have a bunch of unwanted kittens, there are many uses for them. For example, use them as bait for a [[forgotten beast]] if it has some sort of poison, in order to determine what the poison does.&lt;br /&gt;
&lt;br /&gt;
Kittens can not be butchered for bones: only skulls will be created. Immature adult cats (less than 2 years old) may return about 2 meat, fat &amp;amp; bone, 1 skin, and 1 skull, or may only return a skull, while full adults (&amp;gt; 2 yrs) consistently return about 6-7 meat &amp;amp; fat. Unfortunately there is no in-game way to tell for sure whether a particular animal is an immature or full adult. (Note that other animals also have smaller immature sizes and butchering returns, but most other immature domestics return a more reasonable percentage of adult returns; for example, immature dogs consistently return about 50% of adult returns and include byproducts (e.g. bones &amp;amp; skin), compared to cats' 0-30% and sometimes no byproducts but the skull.)&lt;br /&gt;
&lt;br /&gt;
If there's a desperate need to maximize cat-butchering returns, one can partly work around the lack of age info by slaughtering one-by-one the first-listed (therefore, usually, oldest) cats in the unit or animal screen until the returns drop to immature-sized returns, then waiting some months or a year for the remaining kitties to &amp;lt;s&amp;gt;stew&amp;lt;/s&amp;gt; mature for a while.&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to haul vermin to their adopted dwarves. The dwarf will then dismiss the cat, at which point the cat will drop the remains for a dwarf with [[hauling|refuse hauling]] enabled to clean up.&lt;br /&gt;
&lt;br /&gt;
Cats with any [[contaminant]] on their fur will clean themselves with their tongue, exposing themselves to any ingestion-induced [[syndrome]]s the contaminant may carry. If a cat gets into your [[tavern]], it'll likely get soaked in [[booze]] and die of alcohol poisoning.&lt;br /&gt;
&lt;br /&gt;
All cats are born with legendary [[climber|climbing]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Image:Feral cat Virginia crop.jpg|thumb|center|400px|[[preference|Admired]] for their ''aloofness''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kun&lt;br /&gt;
| elvish  = linì&lt;br /&gt;
| goblin  = sest&lt;br /&gt;
| human   = usa&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=220358</id>
		<title>Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=220358"/>
		<updated>2015-08-30T14:52:15Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:04, 26 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Thirsty Dwarves.gif|thumb|right|A booze [[stockpile]] at work.]]&lt;br /&gt;
'''Alcohol''' is the favored drink of the [[Dwarf|dwarves]]; a dwarf will drink booze an average of five times per [[calendar|season]] to satisfy their [[thirst]], and although they can subsist on [[water]], without booze they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly (&amp;quot;has been tired of drinking the same old booze lately&amp;quot;). Every dwarf likewise has [[preference]]s for various types of drinks, starting hidden and then appearing as each type of drink becomes known to your fortress. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Most of the [[crop|plants]] in the game can be turned into drink, and thus most drink is sourced from dwarven [[farming]], both indoor and out. Most of the plants [[plant gathering|gathered]] from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution. Drinks can be sourced at [[embark#supplies|embarkation]], and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a [[still]]. [[Caravan]]s always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, [[honey]] acquired through [[beekeeping industry|beekeeping]] can be brewed into alcoholic mead, the only form of drink that is not derived from plants.&lt;br /&gt;
&lt;br /&gt;
The most direct way to acquire the booze itself is through a [[still]]; large fortresses will usually have one or more dedicated [[brewer]]s keeping the dwarven drinks cellar well stocked. To brew a drink a dwarf will need an empty watertight container of some kind (either a [[barrel]] or a [[large pot]]) and a [[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item and deposits the alcohol in the container, recovering any plant [[seed]]s in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's [[skill]], making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Dwarven thirst is constrained by the important [ALCOHOL_DEPENDENT] [[creature token]] tag, which causes them to suffer severe performance penalties when deprived of alcohol. &amp;quot;Dry&amp;quot; dwarves increasingly lose [[speed]] in almost every activity, including basic movement. Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown.&lt;br /&gt;
&lt;br /&gt;
While dwarves rely on alcohol from the moment they are born, creatures of ''any'' race who are exposed to enough combat to become fully hardened (&amp;quot;doesn't really care about anything anymore&amp;quot;) will also become alcoholics.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]] dwarves are just as alcohol-dependent as the mortal kind. Despite this, in Fortress Mode, they will only ever drink [[blood]], ensuring they eventually suffer withdrawal even if your pantry is stocked to the brim with every beverage imaginable.&lt;br /&gt;
&lt;br /&gt;
Setting booze on [[fire]] will not cause it to explode, but exposing it to high [[temperature]]s ''will'' cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; [[magma-safe]] containers would never be destroyed by [[magma]], but any booze inside will likely quickly perish due to heat transfer (unless the container is made of [[nether-cap]]).&lt;br /&gt;
&lt;br /&gt;
Alcohol, like all other liquids, does not have a quality modifier. The level of happy [[thought]] generated by drinking a [[preference|preferred]] alcohol is dependent upon the value of the entire stack of alcohol.{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Source&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;44&amp;quot; style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Muck root]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bloated tuber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Beet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beetroot Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Wild carrot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Carrot Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cassava]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cassava Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Parsnip]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Parsnip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Potato]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Potato Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Radish]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Radish Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet potato]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sweet Potato Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Turnip]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turnip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Single-grain wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Single-grain Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Two-grain wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Two-grain Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Soft wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Soft Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Hard wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hard Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Spelt]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spelt Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Barley]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Barley Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Buckwheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckwehat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rye]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rye Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sorghum]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sorghum Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rice]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rice Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Maize]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Maize Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Quinoa]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Quinoa Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Kaniwa]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Kaniwa Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pendant amaranth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pendant Amaranth Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blood amaranth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blood Amaranth Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Purple amaranth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Purple Amaranth Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pearl millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pearl Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[White millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|White Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Finger millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Finger Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Foxtail millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Foxtail Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fonio]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fonio Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Teff]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Teff Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Apple Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;32&amp;quot; style=&amp;quot;border:1px #AAA solid;padding:0.2em;background-color:#fcc&amp;quot;|Fruit-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Apricot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Apricot Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Banana]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Banana Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bayberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bayberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Carambola]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Carambola Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cherry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cherry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Custard-apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Custard Apple Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Date]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Date Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Durian]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Durian Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Guava]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Guava Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Lychee]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Lychee Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Mango]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mango Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Papaya]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Papaya Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Peach]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Peach Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Perry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Persimmon]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Persimmon Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plum]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plum Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pomegranate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pomegranate Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rambutan]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rambutan Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sand pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sand Pear Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Artichoke]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Artichoke Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Tomato]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tomato Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Tomatillo]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tomatillo Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Passion fruit]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Passion Fruit Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Grape]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cranberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cranberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bilberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bilberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blueberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blueberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blackberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blackberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Raspberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Raspberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pineapple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pineapple Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Strawberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Honey]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;background-color:#dddddd&amp;quot;|Animal-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Thirst]]&lt;br /&gt;
* [[Crop]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Beekeeping industry]]&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Obsolete&amp;diff=205645</id>
		<title>Category:Obsolete</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Obsolete&amp;diff=205645"/>
		<updated>2014-07-12T23:05:28Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.&lt;br /&gt;
&lt;br /&gt;
These articles contain information regarding past versions of Dwarf Fortress. Any information found in these pages may not necessarily be true for that latest version. While these pages are still useful if for some reason you happen to be playing the particular old version they were written for, the information contained within should otherwise be taken with a grain of salt.&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fire&amp;diff=184615</id>
		<title>v0.34:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fire&amp;diff=184615"/>
		<updated>2013-04-23T15:28:38Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:04, 18 February 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Running around on fire.gif|thumb|250px|''(click to enlarge)''&amp;lt;br /&amp;gt;'''‼'''Dwarves'''‼''' on fire (flashing red/yellow), and trailing [[smoke]].]]&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely [[fun|destructive]] force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by double exclamation marks, like ‼THIS‼. Fire will burn [[grass]], [[shrub]]s, [[log]]s, [[clothes]], [[dwarves]] (and generally all creatures that are not composed of [[fire-safe]] materials), wooden [[furniture]], wooden [[building]]s and wooden [[road]]s, [[lignite]] and [[bituminous coal]] rocks, and bars of [[charcoal]] and [[coke]].  Except for dragonfire, fire won't burn rock, metal or trees. Constructions (wall, floor, etc) will never burn, no matter what.&lt;br /&gt;
&lt;br /&gt;
Despite [[fire-safe]]ty being defined as stability at a [[temperature]] of {{ct|11000}}, actual burning items rapidly heat up to several degrees below {{ct|11640}} (due to being cooled by the surrounding air).&lt;br /&gt;
&lt;br /&gt;
== Cause ==&lt;br /&gt;
&lt;br /&gt;
A fire can stem from several sources, for example:&lt;br /&gt;
*[[Dragon]]s breathe [[#dragonfire|dragonfire]], which can set things on fire and will melt most metals, at anything hostile they see. The dragonfire spreads out in a conical shape and burns anything it touches.&lt;br /&gt;
*A [[fire imp]] can throw fireballs, which may set things alight.&lt;br /&gt;
*[[Magma]] can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*[[Magma mist]] burns stuff just as well as magma.&lt;br /&gt;
*Some [[titan]]s, [[forgotten beast]]s, and [[demon]]s can breathe fire/throw fireballs, too.&lt;br /&gt;
*[[Fire man|Fire men]] and [[magma man|magma men]], as well as other procedurally generated beasts composed of flame, have high fixed body temperatures, causing them to spread fires (and [[fun]]) in their path.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently difficult to safely start (and then control) a fire. Fire is most easily started by either [[magma]] or a fire breathing attack. An area enclosed by [[water]], metal, stone or Z-level difference can be used to start a fire which can be used as a way of increasing [[FPS]] by removing objects or can be used as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire.  Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.&lt;br /&gt;
&lt;br /&gt;
== Spread ==&lt;br /&gt;
Fire will not spread across Z-Levels by itself. Walls with trapped passages block the fire too. Trees and shrubs will not catch fire, but you can set them on fire in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
&lt;br /&gt;
One thing to note is that dwarves that burn to death do not leave remains and will produce ghosts even if buried in a coffin. Be sure to engrave a memorial to all dwarves that burn to ashes, unless of course you want a ghost infestation.&lt;br /&gt;
&lt;br /&gt;
== Dragonfire ==&lt;br /&gt;
&lt;br /&gt;
'''Dragonfire''' is a very powerful form of fire that reaches temperatures much above regular fire, up to {{ct|50000}}. [[Building]]s (but not [[construction]]s) receive the full effect of dragonfire, so it will easily melt or otherwise destroy all buildings but those made of [[nether-cap]]. Fire left on the ground and the objects affected by dragon's breath is no longer dragonfire - only the initial blast is hot enough to destroy [[fire-safe]] materials.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can only naturally be emitted by [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
&lt;br /&gt;
The main problem with fire is that dwarves tend to ignore fire, up to and past the point where they become ‼Dwarves‼. As such, typical dwarven activities will be carried out despite the fact the dwarf is both burning to death, and will spread the fiery destruction to his peers. This will not only kill your dwarves but also incinerate a good many useful items. And don't, for Armok's sake, let the flaming dwarves anywhere near the booze. Contrary to popular belief, it doesn't ''explode'' (and never did), but it ''will'' boil away into nothing, which is always [[fun#No_Booze|fun]].&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fire&amp;diff=184614</id>
		<title>v0.34:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fire&amp;diff=184614"/>
		<updated>2013-04-23T15:27:59Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Dangers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:04, 18 February 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Running around on fire.gif|thumb|250px|''(click to enlarge)''&amp;lt;br /&amp;gt;'''‼'''Dwarves'''‼''' on fire (flashing red/yellow), and trailing [[smoke]].]]&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely [[fun|destructive]] force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by double exclamation marks, like ‼THIS‼. Fire will burn [[grass]], [[shrub]]s, [[log]]s, [[clothes]], [[dwarves]] (and generally all creatures that are not composed of [[fire-safe]] materials), wooden [[furniture]], wooden [[building]]s and wooden [[road]]s, [[lignite]] and [[bituminous coal]] rocks, and bars of [[charcoal]] and [[coke]].  Except for dragonfire, fire won't burn rock, metal or trees. Constructions (wall, floor, etc) will never burn, no matter what.&lt;br /&gt;
&lt;br /&gt;
Despite [[fire-safe]]ty being defined as stability at a [[temperature]] of {{ct|11000}}, actual burning items rapidly heat up to several degrees below {{ct|11640}} (due to being cooled by the surrounding air).&lt;br /&gt;
&lt;br /&gt;
== Cause ==&lt;br /&gt;
&lt;br /&gt;
A fire can stem from several sources, for example:&lt;br /&gt;
*[[Dragon]]s breathe [[#dragonfire|dragonfire]], which can set things on fire and will melt most metals, at anything hostile they see. The dragonfire spreads out in a conical shape and burns anything it touches.&lt;br /&gt;
*A [[fire imp]] can throw fireballs, which may set things alight.&lt;br /&gt;
*[[Magma]] can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*[[Magma mist]] burns stuff just as well as magma.&lt;br /&gt;
*Some [[titan]]s, [[forgotten beast]]s, and [[demon]]s can breathe fire/throw fireballs, too.&lt;br /&gt;
*[[Fire man|Fire men]] and [[magma man|magma men]], as well as other procedurally generated beasts composed of flame, have high fixed body temperatures, causing them to spread fires (and [[fun]]) in their path.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently difficult to safely start (and then control) a fire. Fire is most easily started by either [[magma]] or a fire breathing attack. An area enclosed by [[water]], metal, stone or Z-level difference can be used to start a fire which can be used as a way of increasing [[FPS]] by removing objects or can be used as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire.  Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.&lt;br /&gt;
&lt;br /&gt;
== Spread ==&lt;br /&gt;
Fire will not spread across Z-Levels by itself. Walls with trapped passages block the fire too. Trees and shrubs will not catch fire, but you can set them on fire in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
&lt;br /&gt;
One thing to note is that dwarves that burn to death do not leave remains and will produce ghosts even if buried in a coffin. Be sure to engrave a memorial to all dwarves that burn to ashes, unless of course you want a ghost infestation.&lt;br /&gt;
&lt;br /&gt;
== Dragonfire ==&lt;br /&gt;
&lt;br /&gt;
'''Dragonfire''' is a very powerful form of fire that reaches temperatures much above regular fire, up to {{ct|50000}}. [[Building]]s (but not [[construction]]s) receive the full effect of dragonfire, so it will easily melt or otherwise destroy all buildings but those made of [[nether-cap]]. Fire left on the ground and the objects affected by dragon's breath is no longer dragonfire - only the initial blast is hot enough to destroy [[fire-safe]] materials.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can only naturally be emitted by [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
&lt;br /&gt;
The main problem with fire is that dwarves tend to ignore fire, up to and past the point where they become !!Dwarves!!. As such, typical dwarven activities will be carried out despite the fact the dwarf is both burning to death, and will spread the fiery destruction to his peers. This will not only kill your dwarves but also incinerate a good many useful items. And don't, for Armok's sake, let the flaming dwarves anywhere near the booze. Contrary to popular belief, it doesn't ''explode'' (and never did), but it ''will'' boil away into nothing, which is always [[fun#No_Booze|fun]].&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=178210</id>
		<title>v0.34:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=178210"/>
		<updated>2012-10-14T20:50:16Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* I */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
| Caste&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;
| Caste&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;
| Creature&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Special&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;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of [[water]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| Caste&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. See [[#Attack Tokens|below]] for valid subtokens&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_TRIGGER &lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;tame&amp;quot; biomes. Such creatures will generally avoid dwarves, although they may chase and/or attack them if they get too close, notably including [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOODSUCKER&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&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:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| Caste&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 [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&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;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_DO_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (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;
| Caste&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 soldier tile and this one. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CDI&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| Caste&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;
| CHILDNAME &lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. 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;
| CLUTCH_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| 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;
| Caste&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;
| CRAZED&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| Special&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_CLASS &lt;br /&gt;
| Caste&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;
| Creature&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;
| Creature&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find).  If the creature goes on rampages in worldgen, it will often steal items instead of attacking.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| Caste&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; (Outdated? This particular quote referred to version .23a) Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIVE_HUNTS_VERMIN&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s.  The creature hunts vermin by diving from the air.  May be bugged due to fortress pets remaining earthbound.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_ITEM&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_SHAPE&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_MATERIAL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
| Creature&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;
| Caste&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;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRA_BUTCHER_OBJECT&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
| Creature&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.  Conflicts with [COMMON_DOMESTIC]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_BEAST&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
| Caste&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;
| FIREIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Renders a creature immune to being damaged by FIREBREATH's short range cone attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
| Caste&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;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with POP_RATIO.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| Creature&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;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERAL_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| Creature&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;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CLASS&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CREATURE&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes, for example [[unicorn]]s. Presumably has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| Caste&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, GIANT_NEST, 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;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; 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;
| Caste&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;
| HASSHELL&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&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;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
| Caste&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. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| Caste&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, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| Caste&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;
| Caste&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). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
| Creature&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;
| LAYS_EGGS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| Caste&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;
| Caste&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;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGICAL&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The species or caste is all male.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_*&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to [[Creature mannerism token]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creature&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_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVOUS &lt;br /&gt;
| Caste&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;
| MODVALUE&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| Creature&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. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NATURAL_ANIMAL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_ANIMAL&lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]: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.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_CONNECTIONS_FOR_MOVEMENT&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_GAIN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_RUST&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_LIVING&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'.&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;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| OPPOSED_TO_LIFE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&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;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls.  Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| Caste&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 [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can be tamed, but it is much harder to tame and most civilizations have limited knowledge.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| Caste&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;
| PETVALUE_DIVISOR&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| Caste&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 (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| Creature&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;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Small creatures with this tag will occasionally attack larger creatures on sight instead of running away; the number indicates how likely it is to do so.  They are also more likely to enter a 'rage' state during combat, increasing their offensive power.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| Creature&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;
| Creature&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;
| RETRACT_INTO_BP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_AROUND&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, no practical effect known.&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;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| Creature&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;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
| Caste&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:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| Creature&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;
| SOUND&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUPERNATURAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TITAN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| Caste&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;
| TLCM_GENETIC_MODEL&lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Creature&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;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  Civilizations that can use underground plants or animals 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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNIQUE_DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
| Creature&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;
| Creature&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;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| Caste&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;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*skill used ([[Skill token]])&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack, or possibly percent chance the attack makes contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| Caste&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_VELOCITY_MODIFIER&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  1000 is normal, same as weapon velocity.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
| Caste&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 its definition is made.  It will then be able to 'shake' the body part for further damage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
| Caste&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_FLAG_EDGE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack will deal edge-type damage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (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_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| Caste&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;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_LAYER_TISSUE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_OVER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&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;
| Caste&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_CONNECTS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_MAJOR_ARTERIES&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_PAIN_RECEPTORS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=178209</id>
		<title>v0.34:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=178209"/>
		<updated>2012-10-14T20:10:56Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
| Caste&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;
| Caste&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;
| Creature&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Special&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;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of [[water]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| Caste&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. See [[#Attack Tokens|below]] for valid subtokens&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_TRIGGER &lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;tame&amp;quot; biomes. Such creatures will generally avoid dwarves, although they may chase and/or attack them if they get too close, notably including [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOODSUCKER&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&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:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| Caste&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 [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&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;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_DO_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (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;
| Caste&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 soldier tile and this one. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CDI&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| Caste&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;
| CHILDNAME &lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. 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;
| CLUTCH_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| 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;
| Caste&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;
| CRAZED&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| Special&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_CLASS &lt;br /&gt;
| Caste&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;
| Creature&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;
| Creature&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find).  If the creature goes on rampages in worldgen, it will often steal items instead of attacking.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| Caste&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; (Outdated? This particular quote referred to version .23a) Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIVE_HUNTS_VERMIN&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s.  The creature hunts vermin by diving from the air.  May be bugged due to fortress pets remaining earthbound.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_ITEM&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_SHAPE&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_MATERIAL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
| Creature&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;
| Caste&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;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRA_BUTCHER_OBJECT&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
| Creature&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.  Conflicts with [COMMON_DOMESTIC]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_BEAST&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
| Caste&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;
| FIREIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Renders a creature immune to being damaged by FIREBREATH's short range cone attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
| Caste&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;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with POP_RATIO.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| Creature&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;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERAL_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| Creature&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;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CLASS&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CREATURE&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes, for example [[unicorn]]s. Presumably has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| Caste&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, GIANT_NEST, 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;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; 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;
| Caste&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;
| HASSHELL&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&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;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
| Caste&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. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117))&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| Caste&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, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| Caste&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;
| Caste&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). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
| Creature&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;
| LAYS_EGGS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| Caste&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;
| Caste&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;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGICAL&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The species or caste is all male.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_*&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to [[Creature mannerism token]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creature&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_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVOUS &lt;br /&gt;
| Caste&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;
| MODVALUE&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| Creature&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. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NATURAL_ANIMAL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_ANIMAL&lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]: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.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_CONNECTIONS_FOR_MOVEMENT&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_GAIN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_RUST&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_LIVING&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'.&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;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| OPPOSED_TO_LIFE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&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;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls.  Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| Caste&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 [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can be tamed, but it is much harder to tame and most civilizations have limited knowledge.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| Caste&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;
| PETVALUE_DIVISOR&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| Caste&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 (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| Creature&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;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Small creatures with this tag will occasionally attack larger creatures on sight instead of running away; the number indicates how likely it is to do so.  They are also more likely to enter a 'rage' state during combat, increasing their offensive power.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| Creature&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;
| Creature&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;
| RETRACT_INTO_BP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_AROUND&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, no practical effect known.&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;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| Creature&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;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
| Caste&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:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| Creature&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;
| SOUND&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUPERNATURAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TITAN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| Caste&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;
| TLCM_GENETIC_MODEL&lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Creature&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;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  Civilizations that can use underground plants or animals 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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNIQUE_DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
| Creature&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;
| Creature&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;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| Caste&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;
&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*skill used ([[Skill token]])&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack, or possibly percent chance the attack makes contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| Caste&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_VELOCITY_MODIFIER&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  1000 is normal, same as weapon velocity.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
| Caste&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 its definition is made.  It will then be able to 'shake' the body part for further damage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
| Caste&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_FLAG_EDGE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack will deal edge-type damage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (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_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| Caste&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;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_LAYER_TISSUE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_OVER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&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;
| Caste&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_CONNECTS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_MAJOR_ARTERIES&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_PAIN_RECEPTORS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Useless_crap&amp;diff=172702</id>
		<title>v0.34:Useless crap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Useless_crap&amp;diff=172702"/>
		<updated>2012-06-04T18:28:15Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to DF2012:Finished goods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:Finished goods]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Useless_crap&amp;diff=172701</id>
		<title>v0.34:Useless crap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Useless_crap&amp;diff=172701"/>
		<updated>2012-06-04T18:27:59Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to Finished goods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Finished goods]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Live_training&amp;diff=172700</id>
		<title>v0.34:Live training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Live_training&amp;diff=172700"/>
		<updated>2012-06-04T18:27:38Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Killing Elf caravans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|00:42, 14 May 2012 (UTC)}}{{av}}&lt;br /&gt;
'''Live training''' is the fine process of how to attack [[creatures]] with [[military]] [[dwarves]] with minimal or inexistent [[injury]] in order to train your military's [[skill]]s, if you consider [[danger room]]s as an exploit, or don't want to randomly lose [[children]] or [[pet]]s, and find [[sparring]] and military teaching too slow.&lt;br /&gt;
&lt;br /&gt;
There are many ways how to do this, but the most efficient tend to be:&lt;br /&gt;
&lt;br /&gt;
*complete (train most if not all military skills)&lt;br /&gt;
*nonlethal for the dummy creature (so you can reuse it, if you haven't got an infinite source of dummy creatures)&lt;br /&gt;
*nonlethal for the dwarf (obviously)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killing Wildlife ==&lt;br /&gt;
&lt;br /&gt;
Easy enough, just arm and armor your military and gratuitiously hunt wild [[animals]]. Note that some wild animals are more than capable of killing your dabbling [[soldier]]s, so you may want to scale the creature's threat to your dwarves skill and equipment.&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**gets you raw [[meat]], [[bone]], [[skin]], and other body parts for your animal products industry&lt;br /&gt;
**gets rid of unwanted animals in the biome&lt;br /&gt;
**possibly will get you new, more interesting animals on the map to catch&lt;br /&gt;
**very easy to set up, no special infrastructure needed&lt;br /&gt;
**slaughtering wildlife is fun&lt;br /&gt;
**trains all skills&lt;br /&gt;
**very easy to set up with [[marksdwarf|marksdwarves]]: just make your dwarves [[hunter]]s&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**not the fastest training method&lt;br /&gt;
**possibly the most dangerous techniques for dwarves&lt;br /&gt;
**can easily bring you too much meat and animal parts&lt;br /&gt;
**easily gets repetitive&lt;br /&gt;
**If training melee, dwarves spend a long time running after wildlife. &amp;quot;Yakety Sax effect&amp;quot;&lt;br /&gt;
**wildlife supply isn't infinite&lt;br /&gt;
**may generate unwanted [[hauling]] jobs&lt;br /&gt;
**requires oversight (repetitive kill orders)&lt;br /&gt;
**tends to train offense much more than defense&lt;br /&gt;
&lt;br /&gt;
You can also improve on this by breeding wild non-[[grazer]]s in some room for your dwarves to slaughter periodically. It removes the limited wildlife problem, but has still most of the other drawbacks.&lt;br /&gt;
&lt;br /&gt;
== Beating on Enemy Prisoners (aka Away with thee, accursed Geneva Convention!) ==&lt;br /&gt;
&lt;br /&gt;
Quite a bit more efficient than the previous one, this consists of catching intelligent enemies (mostly [[goblin]]s) in [[trap]]s, making sure they are well [[armor]]ed, then sending them against your armor-clad dwarves with training weapons. You can kill them anyways, other goblins will come next season.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*decent training speed&lt;br /&gt;
*beating on goblins is fun&lt;br /&gt;
*infinite supply of enemies&lt;br /&gt;
*more useful than tossing goblins in the [[volcano]] as a sacrifice to Armok&lt;br /&gt;
*trains all skills&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*goblins are trained as well (although this may be a good thing) if you don't kill them&lt;br /&gt;
*still requires enough oversight to be a bother&lt;br /&gt;
*may be dangerous to your dwarves&lt;br /&gt;
*goblins tend to die easily due to poor armor coverage, you must replace a new batch&lt;br /&gt;
*more efficient with a training weapon : dwarves may get attached to it&lt;br /&gt;
*generates hauling jobs (although this may be a good thing)&lt;br /&gt;
*as offensive skills improve and goblin skill diminish, goblin defensive skills&lt;br /&gt;
&lt;br /&gt;
== Flesh Ball Beating ==&lt;br /&gt;
&lt;br /&gt;
This is a quite efficient technique to train offensive training skills. Just cage trap and then enclose [[flesh ball]]s in some room, arm your dwarves with [[BLUNT]] weapons only, armor your dwarves and send them beating flesh balls. Do NOT use this to train marskdwarves, it is a massive waste of time.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*good training speed on offensive skills&lt;br /&gt;
*totally safe if you armored your dwarves correctly&lt;br /&gt;
*requires little oversight, since flesh balls are immune to blunt&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*may be seen as an exploit&lt;br /&gt;
*requires some flesh balls and a fair bit of building and preparation&lt;br /&gt;
*dwarves may attach themselves to a training weapon&lt;br /&gt;
*dwarves tend to bite and scratch, therefore making flesh balls die of bleeding sometimes&lt;br /&gt;
*flesh balls are in very finite supply&lt;br /&gt;
*doesn't train defensive skills much&lt;br /&gt;
&lt;br /&gt;
== Bronze Colossus Dummy ==&lt;br /&gt;
&lt;br /&gt;
AKA : using a [[bronze colossus]]'s toughness and high experience gains to get good skills easily and safely. &lt;br /&gt;
&lt;br /&gt;
For marksdwarves : catch the colossus, put it in a room, fire on it. You may want to use wooden/bone bolts to not damage it further, or iron bolts if you WANT to damage it further for melee training.&lt;br /&gt;
For melee : Remove it's arms and legs via falling and/or bolts, and then drop the colossus on a closed room, and send your melee dwarves on it. Remember, [[steel]] or better weapons will kill it, and that's not what you want.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*very good training speed, due to colossus giving a lot of experience&lt;br /&gt;
*generally not dangerous&lt;br /&gt;
*infinite training&lt;br /&gt;
*little oversight needed, since both sides doesn't do much damage&lt;br /&gt;
*easy to set up for marksdwarves&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*endgame only, you don't get a colossus before 80 dwarves&lt;br /&gt;
*must actually have a colossus in the world&lt;br /&gt;
*dismembering a colossus without killing it isn't easy&lt;br /&gt;
*may be dangerous to dwarves with a low dodging skill&lt;br /&gt;
*limitation on quality material weapons =&amp;gt; dwarf may like a poor weapon&lt;br /&gt;
*trains mostly offense skills, although Dodger as well&lt;br /&gt;
*melee may be seen as an exploit&lt;br /&gt;
&lt;br /&gt;
== Undead Battle Arena ==&lt;br /&gt;
&lt;br /&gt;
Using one or several imprisoned [[necromancer]]s to train your dwarves with a controlled, infinite stream of [[undead]].&lt;br /&gt;
&lt;br /&gt;
You must first catch one or several necromancers, or use a friendly necromancer, then dump him/them in a small space (if possible 1x1) surrounded by [[gem]] [[window]]s or [[fortification]]s (so he can animate what is around without being murdered by a dwarf), make an animation room. You can replace the necromancer by an animating [[evil]] biome or a [[demonic fortress]], but necromancers raise undead faster and can be moved anywhere you like. As a bonus, add raising [[bridge]]s or [[floodgate]]s to block the necro's view and stop the reanimation on command.&lt;br /&gt;
&lt;br /&gt;
Then drop whatever pile of [[body parts]] you don't need and want your necromancer to animate. Enjoy as undead are animated, dwarf kills it, undead are reanimated, dwarf kills it again, etc.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
**decent skill increases&lt;br /&gt;
**only little hauling needed&lt;br /&gt;
**use for necromancers&lt;br /&gt;
**infinite training&lt;br /&gt;
**requires little oversight&lt;br /&gt;
**trains every skill&lt;br /&gt;
**controllable training aspects : difficulty level, depending on corpse (from dropping llama [[wool]] to dropping a [[cave dragon]] corpse) and number of corpses animated&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**can be dangerous, actually danger is proportional to your oversight and difficulty level&lt;br /&gt;
**requires more stonework than most other methods&lt;br /&gt;
**requires to actually cage trap a necromancer&lt;br /&gt;
**time between two reanimations is wasted time =&amp;gt; more necromancers is better&lt;br /&gt;
&lt;br /&gt;
== Giant Cave Spider Armor Training Program ==&lt;br /&gt;
&lt;br /&gt;
Using a [[giant cave spider]]'s inability to bypass the armor or a webbed dwarf to train [[armor user]].&lt;br /&gt;
&lt;br /&gt;
First you must prepare the terrain to separate wild GCS and dwarf when the dwarf gets hungry/thirsty/drowsy/sufficient armor user skill.&lt;br /&gt;
&lt;br /&gt;
Set the training on a non-lethal pit trap consisting of a 2x2 or 3x3 retracting bridge, or a series of grates, all linked to a lever and on top of a 1z-deep pit. Fill the ground under the bridge with cage traps.&lt;br /&gt;
&lt;br /&gt;
Set a military dwarf fully armored in metal, without any weapons against a wild giant cave spider. Wild GCS webs the still-conscious dwarf, wild GCS attempts a bite to the head but fails to penetrate metal armor. Dwarf gains armor user skill. Repeat a hundred times. You may want to find a way of harvesting silk for your [[loom]]s as well.&lt;br /&gt;
&lt;br /&gt;
When you want to stop the training, pull the lever. Bridge or grates go down, dwarf and spider fall 1 z-level and get stunned, one or both get caged and separated.&lt;br /&gt;
&lt;br /&gt;
You can also try a dwarf without full armor and only a metal helm, but in that case I no longer guarantee the safety of your dwarf.&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**can double as a GCS [[silk]] farm&lt;br /&gt;
**very good training rates&lt;br /&gt;
**Useful skill which normally increases slowly in combat&lt;br /&gt;
**No danger at all for both dwarf and GCS, provided you armored your dwarf well&lt;br /&gt;
**Requires only oversight each month&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**slightly exploity&lt;br /&gt;
**trains only one skill&lt;br /&gt;
**needs quite a bit of work to set up if you want to save the GCS and reuse it&lt;br /&gt;
**can't train several dwarves at once unless you have several wild GCS and several training facilities&lt;br /&gt;
&lt;br /&gt;
== Killing Elf caravans ==&lt;br /&gt;
&lt;br /&gt;
Exactly what it says on the tin. [[Elves]] don't get pissed at you killing their [[caravan]]s, nor do they seem to bring worse [[trading]] goods, they don't defend themselves when attacked, they're nearly perfect for training ! What do you mean they come only once a year and they're only a few ? Who cares about that ! Training is training !&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**&amp;lt;s&amp;gt;stolen&amp;lt;/s&amp;gt; free stuff without paying&lt;br /&gt;
**everyone hates the elves anyway ! It's awwwright !&lt;br /&gt;
**no danger at all for dwarves&lt;br /&gt;
**elves come each and every spring =&amp;gt; infinite training&lt;br /&gt;
**killing arrogant, tree-hugging hippies is GREAT fun !&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**Fills your stockpiles with wooden [[useless crap]] and [[rope reed]] [[cloth]]&lt;br /&gt;
**Ridiculously slow training&lt;br /&gt;
**Generates tons of hauling jobs, even if you don't stockpile all the wooden stuff and directly dump it in [[magma]]&lt;br /&gt;
**Not a serious training method at all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2012:Military]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Live_training&amp;diff=172699</id>
		<title>v0.34:Live training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Live_training&amp;diff=172699"/>
		<updated>2012-06-04T18:27:24Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Killing Elf caravans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|00:42, 14 May 2012 (UTC)}}{{av}}&lt;br /&gt;
'''Live training''' is the fine process of how to attack [[creatures]] with [[military]] [[dwarves]] with minimal or inexistent [[injury]] in order to train your military's [[skill]]s, if you consider [[danger room]]s as an exploit, or don't want to randomly lose [[children]] or [[pet]]s, and find [[sparring]] and military teaching too slow.&lt;br /&gt;
&lt;br /&gt;
There are many ways how to do this, but the most efficient tend to be:&lt;br /&gt;
&lt;br /&gt;
*complete (train most if not all military skills)&lt;br /&gt;
*nonlethal for the dummy creature (so you can reuse it, if you haven't got an infinite source of dummy creatures)&lt;br /&gt;
*nonlethal for the dwarf (obviously)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killing Wildlife ==&lt;br /&gt;
&lt;br /&gt;
Easy enough, just arm and armor your military and gratuitiously hunt wild [[animals]]. Note that some wild animals are more than capable of killing your dabbling [[soldier]]s, so you may want to scale the creature's threat to your dwarves skill and equipment.&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**gets you raw [[meat]], [[bone]], [[skin]], and other body parts for your animal products industry&lt;br /&gt;
**gets rid of unwanted animals in the biome&lt;br /&gt;
**possibly will get you new, more interesting animals on the map to catch&lt;br /&gt;
**very easy to set up, no special infrastructure needed&lt;br /&gt;
**slaughtering wildlife is fun&lt;br /&gt;
**trains all skills&lt;br /&gt;
**very easy to set up with [[marksdwarf|marksdwarves]]: just make your dwarves [[hunter]]s&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**not the fastest training method&lt;br /&gt;
**possibly the most dangerous techniques for dwarves&lt;br /&gt;
**can easily bring you too much meat and animal parts&lt;br /&gt;
**easily gets repetitive&lt;br /&gt;
**If training melee, dwarves spend a long time running after wildlife. &amp;quot;Yakety Sax effect&amp;quot;&lt;br /&gt;
**wildlife supply isn't infinite&lt;br /&gt;
**may generate unwanted [[hauling]] jobs&lt;br /&gt;
**requires oversight (repetitive kill orders)&lt;br /&gt;
**tends to train offense much more than defense&lt;br /&gt;
&lt;br /&gt;
You can also improve on this by breeding wild non-[[grazer]]s in some room for your dwarves to slaughter periodically. It removes the limited wildlife problem, but has still most of the other drawbacks.&lt;br /&gt;
&lt;br /&gt;
== Beating on Enemy Prisoners (aka Away with thee, accursed Geneva Convention!) ==&lt;br /&gt;
&lt;br /&gt;
Quite a bit more efficient than the previous one, this consists of catching intelligent enemies (mostly [[goblin]]s) in [[trap]]s, making sure they are well [[armor]]ed, then sending them against your armor-clad dwarves with training weapons. You can kill them anyways, other goblins will come next season.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*decent training speed&lt;br /&gt;
*beating on goblins is fun&lt;br /&gt;
*infinite supply of enemies&lt;br /&gt;
*more useful than tossing goblins in the [[volcano]] as a sacrifice to Armok&lt;br /&gt;
*trains all skills&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*goblins are trained as well (although this may be a good thing) if you don't kill them&lt;br /&gt;
*still requires enough oversight to be a bother&lt;br /&gt;
*may be dangerous to your dwarves&lt;br /&gt;
*goblins tend to die easily due to poor armor coverage, you must replace a new batch&lt;br /&gt;
*more efficient with a training weapon : dwarves may get attached to it&lt;br /&gt;
*generates hauling jobs (although this may be a good thing)&lt;br /&gt;
*as offensive skills improve and goblin skill diminish, goblin defensive skills&lt;br /&gt;
&lt;br /&gt;
== Flesh Ball Beating ==&lt;br /&gt;
&lt;br /&gt;
This is a quite efficient technique to train offensive training skills. Just cage trap and then enclose [[flesh ball]]s in some room, arm your dwarves with [[BLUNT]] weapons only, armor your dwarves and send them beating flesh balls. Do NOT use this to train marskdwarves, it is a massive waste of time.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*good training speed on offensive skills&lt;br /&gt;
*totally safe if you armored your dwarves correctly&lt;br /&gt;
*requires little oversight, since flesh balls are immune to blunt&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*may be seen as an exploit&lt;br /&gt;
*requires some flesh balls and a fair bit of building and preparation&lt;br /&gt;
*dwarves may attach themselves to a training weapon&lt;br /&gt;
*dwarves tend to bite and scratch, therefore making flesh balls die of bleeding sometimes&lt;br /&gt;
*flesh balls are in very finite supply&lt;br /&gt;
*doesn't train defensive skills much&lt;br /&gt;
&lt;br /&gt;
== Bronze Colossus Dummy ==&lt;br /&gt;
&lt;br /&gt;
AKA : using a [[bronze colossus]]'s toughness and high experience gains to get good skills easily and safely. &lt;br /&gt;
&lt;br /&gt;
For marksdwarves : catch the colossus, put it in a room, fire on it. You may want to use wooden/bone bolts to not damage it further, or iron bolts if you WANT to damage it further for melee training.&lt;br /&gt;
For melee : Remove it's arms and legs via falling and/or bolts, and then drop the colossus on a closed room, and send your melee dwarves on it. Remember, [[steel]] or better weapons will kill it, and that's not what you want.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*very good training speed, due to colossus giving a lot of experience&lt;br /&gt;
*generally not dangerous&lt;br /&gt;
*infinite training&lt;br /&gt;
*little oversight needed, since both sides doesn't do much damage&lt;br /&gt;
*easy to set up for marksdwarves&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*endgame only, you don't get a colossus before 80 dwarves&lt;br /&gt;
*must actually have a colossus in the world&lt;br /&gt;
*dismembering a colossus without killing it isn't easy&lt;br /&gt;
*may be dangerous to dwarves with a low dodging skill&lt;br /&gt;
*limitation on quality material weapons =&amp;gt; dwarf may like a poor weapon&lt;br /&gt;
*trains mostly offense skills, although Dodger as well&lt;br /&gt;
*melee may be seen as an exploit&lt;br /&gt;
&lt;br /&gt;
== Undead Battle Arena ==&lt;br /&gt;
&lt;br /&gt;
Using one or several imprisoned [[necromancer]]s to train your dwarves with a controlled, infinite stream of [[undead]].&lt;br /&gt;
&lt;br /&gt;
You must first catch one or several necromancers, or use a friendly necromancer, then dump him/them in a small space (if possible 1x1) surrounded by [[gem]] [[window]]s or [[fortification]]s (so he can animate what is around without being murdered by a dwarf), make an animation room. You can replace the necromancer by an animating [[evil]] biome or a [[demonic fortress]], but necromancers raise undead faster and can be moved anywhere you like. As a bonus, add raising [[bridge]]s or [[floodgate]]s to block the necro's view and stop the reanimation on command.&lt;br /&gt;
&lt;br /&gt;
Then drop whatever pile of [[body parts]] you don't need and want your necromancer to animate. Enjoy as undead are animated, dwarf kills it, undead are reanimated, dwarf kills it again, etc.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
**decent skill increases&lt;br /&gt;
**only little hauling needed&lt;br /&gt;
**use for necromancers&lt;br /&gt;
**infinite training&lt;br /&gt;
**requires little oversight&lt;br /&gt;
**trains every skill&lt;br /&gt;
**controllable training aspects : difficulty level, depending on corpse (from dropping llama [[wool]] to dropping a [[cave dragon]] corpse) and number of corpses animated&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**can be dangerous, actually danger is proportional to your oversight and difficulty level&lt;br /&gt;
**requires more stonework than most other methods&lt;br /&gt;
**requires to actually cage trap a necromancer&lt;br /&gt;
**time between two reanimations is wasted time =&amp;gt; more necromancers is better&lt;br /&gt;
&lt;br /&gt;
== Giant Cave Spider Armor Training Program ==&lt;br /&gt;
&lt;br /&gt;
Using a [[giant cave spider]]'s inability to bypass the armor or a webbed dwarf to train [[armor user]].&lt;br /&gt;
&lt;br /&gt;
First you must prepare the terrain to separate wild GCS and dwarf when the dwarf gets hungry/thirsty/drowsy/sufficient armor user skill.&lt;br /&gt;
&lt;br /&gt;
Set the training on a non-lethal pit trap consisting of a 2x2 or 3x3 retracting bridge, or a series of grates, all linked to a lever and on top of a 1z-deep pit. Fill the ground under the bridge with cage traps.&lt;br /&gt;
&lt;br /&gt;
Set a military dwarf fully armored in metal, without any weapons against a wild giant cave spider. Wild GCS webs the still-conscious dwarf, wild GCS attempts a bite to the head but fails to penetrate metal armor. Dwarf gains armor user skill. Repeat a hundred times. You may want to find a way of harvesting silk for your [[loom]]s as well.&lt;br /&gt;
&lt;br /&gt;
When you want to stop the training, pull the lever. Bridge or grates go down, dwarf and spider fall 1 z-level and get stunned, one or both get caged and separated.&lt;br /&gt;
&lt;br /&gt;
You can also try a dwarf without full armor and only a metal helm, but in that case I no longer guarantee the safety of your dwarf.&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**can double as a GCS [[silk]] farm&lt;br /&gt;
**very good training rates&lt;br /&gt;
**Useful skill which normally increases slowly in combat&lt;br /&gt;
**No danger at all for both dwarf and GCS, provided you armored your dwarf well&lt;br /&gt;
**Requires only oversight each month&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**slightly exploity&lt;br /&gt;
**trains only one skill&lt;br /&gt;
**needs quite a bit of work to set up if you want to save the GCS and reuse it&lt;br /&gt;
**can't train several dwarves at once unless you have several wild GCS and several training facilities&lt;br /&gt;
&lt;br /&gt;
== Killing Elf caravans ==&lt;br /&gt;
&lt;br /&gt;
Exactly what it says on the tin. [[Elves]] don't get pissed at you killing their [[caravan]]s, nor do they seem to bring worse [[trading]] goods, they don't defend themselves when attacked, they're nearly perfect for training ! What do you mean they come only once a year and they're only a few ? Who cares about that ! Training is training !&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**&amp;lt;s&amp;gt;stolen&amp;lt;/s&amp;gt; free stuff without paying&lt;br /&gt;
**everyone hates the elves anyway ! It's awwwright !&lt;br /&gt;
**no danger at all for dwarves&lt;br /&gt;
**elves come each and every spring =&amp;gt; infinite training&lt;br /&gt;
**killing arrogant, tree-hugging hippies is GREAT fun !&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**Fills your stockpiles with wooden [[Useless crap]] and [[rope reed]] [[cloth]]&lt;br /&gt;
**Ridiculously slow training&lt;br /&gt;
**Generates tons of hauling jobs, even if you don't stockpile all the wooden stuff and directly dump it in [[magma]]&lt;br /&gt;
**Not a serious training method at all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2012:Military]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Sand&amp;diff=172650</id>
		<title>v0.34:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Sand&amp;diff=172650"/>
		<updated>2012-06-03T04:37:42Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Glass */ NOT ANY MORE FOR SOME REASON. (it's still there, it's just under 'types' like all the other things.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:18, 19 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sand''' is one of the many specific types of [[soil]] that can be found in Dwarf Fortress.  As all sand types are [[soil]]s, above ground [[farm plot]]s can be built on them without need for irrigation.  Sand can also be used to make [[glass]] (see below).&lt;br /&gt;
&lt;br /&gt;
There are five different colors of sand – [[yellow sand]], [[white sand]], [[black sand]], [[red sand]], and [[sand (tan)|tan sand]] – but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is often found in other [[biome]]s as well.&lt;br /&gt;
&lt;br /&gt;
Sandy clay, sandy clay loam, sandy loam, and loamy sand are '''not''' considered sand by the game and thus cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
When an underground [[tree]] grows on a muddy stone floor tile (after discovering a [[cavern]]) and is either trampled or cut down, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be sand.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Sand, unlike normal soil, is always depicted using the {{Tile|≈|6:0}} and {{Tile|~|6:0}} symbols and cannot be furrowed, thus causing unpaved sand [[road]]s to be covered in grass and vegetation much more quickly.&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[tree|sapling]]s and [[shrub]]s can grow on sand, which causes the underlying sand to be temporarily unavailable for collection, giving the message &amp;quot;Urist McBagger cancels Collect Sand: Sand vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McBagger cancels Collect Sand: Need valid, active sand collection zone&amp;quot; if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a paved [[road]] ({{K|b}}-{{K|o}}) over the grass; the paved road will ''not'' prevent the sand from being collected.  You can also put a floor [[grate]] over a sand floor to prevent growth while allowing sand to be collected, but you must first remove the grass/sapling/sapling; you can do this by placing a dirt road ({{K|b}}-{{K|O}}) over it.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
Sand is used in the production of [[glass|green and clear glass]] items at a [[glass furnace]] ([[glass|crystal glass]] requires rough [[rock crystal]] in its place). To collect sand, first locate some appropriate sand tiles. They will appear as &amp;quot;[Color] Sand [Tile]&amp;quot; when inspected with the loo{{k|k}} tool. Next, set an [[activity zone]] over or next to the the sand tiles by pressing {{k|i}} and then designating the sand tiles as an activity zone (note that sand cannot be collected from sand walls). Once you've done this, activate sand collection by pressing {{k|s}}; however, this will not yet result in any sand being collected. You must build a [[glass furnace]] and activate the collect sand task. Each Dwarf collecting sand will require a [[bag]], only one dwarf will collect sand per furnace, and no other tasks can be performed at the furnace while sand is being collected. Sand collection requires the &amp;quot;Item Hauling&amp;quot; [[labor]].  The bags of sand will not be taken to the glass furnace; they are left in the sand collection zone, until hauled or dumped or selected for a glass-making job.&lt;br /&gt;
&lt;br /&gt;
Filled bags of sand are considered [[furniture]], and as such require the &amp;quot;Furniture Hauling&amp;quot; labor to move. Sand bags are stored in furniture [[stockpile]]s with &amp;quot;sand bags&amp;quot; enabled (located under &amp;quot;type&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Collected sand is listed under [[powder]] on the [[stocks]] menu.  However, if you attempt to dump the sand from this section, the dwarves will [http://www.bay12games.com/dwarves/mantisbt/view.php?id=3220 remove it from the bags] and drop it in useless piles on the floor (as if it were a [[contaminant]]) - this will also happen if you attempt to use {{K|d}}-{{K|b}}-{{K|d}} to mass designate sand bags for dumping. Sand bags can also be found in the &amp;quot;boxes and bags&amp;quot; section on the stocks menu, but they are not marked separately as sand bags on this menu.  You must press {{k|Tab}} to switch to the individual item mode, then tediously scroll through the list.&lt;br /&gt;
&lt;br /&gt;
To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only &amp;quot;sand bags&amp;quot; enabled but with all materials and quality levels still permitted. It may be useful to construct several glass furnaces so that you can have several &amp;quot;collect sand&amp;quot; jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Not all embark locations have sand available. While this may prevent the establishment of a full glass industry, it does not outright prevent the making of glass at all - individual bags of sand may be purchased during [[embark]] for 1 point apiece (with a free [[bag]] included), and caravans will frequently bring several bags of sand with them each year (plus more if requested from the [[liaison]]). Additionally, while it is rare, some caverns may contain sand in small amounts.&lt;br /&gt;
&lt;br /&gt;
It is wise to always keep several bags of sand on hand in order to deal with [[strange mood]]s requiring glass. &lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=172062</id>
		<title>v0.34:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=172062"/>
		<updated>2012-05-21T05:10:59Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Stockpile Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter|cluttered]] and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile.&lt;br /&gt;
&lt;br /&gt;
This can also be used to specify that a workshop will only get it's materials from a certain stockpile. This provides a way to make sure everything that workshop produces is of a specific material. I.E. By setting a granite stockpile to give to a mason's workshop you are ensuring that the workshop will only use granite as it's material.&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrow ==&lt;br /&gt;
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the amount of wheelbarrows that are allowed to access the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Will take from anywhere ==&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Other stockpiles will only accept goods from its assigned [[workshop]]s and other stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use [[bin|bins]] to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin|bins]].&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin|Bins]] can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin|Bins]] can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse | Corpses]]===&lt;br /&gt;
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone|bones]] will not be removed at the end of the season. Rotting [[pet|pets]] or [[friend|friends]] gives dwarves unhappy [[thought|thoughts]] unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate up to 25 items.&lt;br /&gt;
Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is suggested that player makes separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[Fire snake|liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel|barrels]]. Seeds can be stored in [[bag|bags]], whereas other food items can be stored in [[barrel|barrels]] (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal|prepared meals]] in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin|bins]] to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin|bins]] to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and whilst it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will  convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]].  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use, picks, and trap components. [[Bin|Bins]] can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that traders consider amount of wood in stockpile to judge whether to bring logs for trade or not and in case of [[elves]], amount of wood you logged.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes [[dye|dyes]]. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]]. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad [[thought]] for the creator. Keep valuable artifacts safe from [[thief|thieves]] in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, you may use customized stone stockpiles to provide some of that control by ordering that stockpile to supply to the workshop, this means the workshop will only take from that stockpile. On maps with mass [[flux]] stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Currently there is no stockpile category for finished goods made of gems {{Bug|4430}}&lt;br /&gt;
*Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Milk&amp;diff=165992</id>
		<title>v0.34:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Milk&amp;diff=165992"/>
		<updated>2012-03-08T21:14:07Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Milk''' is a product [[extract]]ed from milkable [[creatures]]. Milk can be made into [[cheese]], used in [[cook]]ing [[prepared meal]]s or consumed as is (counts as food, not drink).&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. In order to perform milking, you must have a dwarf assigned to Milking, a Farmer's Workshop, an empty bucket, an empty barrel (or available space in an existing milk barrel), and a mature, non-pet, milkable animal. &lt;br /&gt;
&lt;br /&gt;
Confirmed to be milkable:&lt;br /&gt;
&lt;br /&gt;
*[[Camel]], both [[One-humped camel|one-humped]] and [[Two-humped camel|two-humped]].&lt;br /&gt;
*[[Cow]]&lt;br /&gt;
*[[Donkey]]&lt;br /&gt;
*[[Horse]]&lt;br /&gt;
*[[Purring maggot]]&lt;br /&gt;
*[[Pig]]&lt;br /&gt;
*[[Sheep]]&lt;br /&gt;
*[[Goat]]&lt;br /&gt;
*[[Water buffalo]]&lt;br /&gt;
*[[Reindeer]]&lt;br /&gt;
*[[Yak]]&lt;br /&gt;
*[[Llama]]&lt;br /&gt;
*[[Alpaca]]&lt;br /&gt;
&lt;br /&gt;
Order your [[Farmer's workshop]] to Milk Creature. The milker will not necessarily pick the closest animal available. Caging or restraining the milkable creatures near the workshop is recommended, but not mandatory.  The animal must also have milk available.&lt;br /&gt;
&lt;br /&gt;
You cannot use [R]epeat to alternate between Milk Creature and Make Cheese if you only have one animal available to milk.  Setting up two workshops (one for Milk Creature (R) and the other for Make Cheese (R)) works fairly well.&lt;br /&gt;
&lt;br /&gt;
Once milked, the creature will be free to roam.  If the creature was previously caged or restrained, some dwarf will be assigned the job of taking it back.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is marked in the RAW files with the tag [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. In this case, it is a cow and the time period is 20000 ticks, at roughly 1200 ticks per day. All creatures currently have this tag set to 20000, so there is no reason to favor one milkable creature over another, other than preference.&lt;br /&gt;
&lt;br /&gt;
Because milk is considered a food and not a drink, dwarves will not drink it, even if they are dying of [[thirst]].&lt;br /&gt;
&lt;br /&gt;
An excellent strategy at embark is to take a minimum of 1 of each kind of milk. Milk costs only 1 point at embark, and comes with a seperate barrel for each type, which means you can start with more food and can be more efficient with wood supplies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
* It is unclear why pets cannot be milked; this seems to be a bug because milking is a requirement for some animals and presumably the Animal Care dwarf would be aware of this and oversee their regular milking. Perhaps there should be an option to assign a cage or restraint to milking so that it will be used automatically for pet animals?&lt;br /&gt;
* Tamed [[purring maggot]]s can't be milked. {{Bug|3670}}&lt;br /&gt;
* After being milked, [[purring maggot]]s are left inside the workshop as an item. {{Bug|3668}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Artifact&amp;diff=165988</id>
		<title>v0.34:Artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Artifact&amp;diff=165988"/>
		<updated>2012-03-08T20:58:14Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to DF2012:Legendary artifact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Legendary artifact]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hidden_Fun_Stuff&amp;diff=165983</id>
		<title>v0.34:Hidden Fun Stuff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hidden_Fun_Stuff&amp;diff=165983"/>
		<updated>2012-03-08T20:36:47Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to DF2012:Hell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:Hell]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fun&amp;diff=165982</id>
		<title>v0.34:Fun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fun&amp;diff=165982"/>
		<updated>2012-03-08T20:24:16Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to DF2012:Losing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:Losing]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fun&amp;diff=165981</id>
		<title>v0.34:Fun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fun&amp;diff=165981"/>
		<updated>2012-03-08T20:24:05Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to Losing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Losing]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wagon_(embark)&amp;diff=165980</id>
		<title>v0.34:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wagon_(embark)&amp;diff=165980"/>
		<updated>2012-03-08T20:23:53Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
''(For information on wagons as they pertain to [[caravan]]s, see [[Wagon]].)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In [[Fortress mode]], you usually start with a single ''immobile'' '''wagon''' that represents the transportation vehicle for all your supplies. A wagon is not a real vehicle, and never moves or serves any other purpose - it simply sits there at the start of the game, representing where your dwarves decided to stop.  Any and all supplies were selected at [[embark]] by you and bought with points; supplies cannot be bought later, but your dwarves can (try to) [[trade]] for whatever the seasonal [[caravan]]s bring. Embarking with a large enough quantity of goods can potentially result in receiving multiple wagons.&lt;br /&gt;
&lt;br /&gt;
To empty a wagon, your dwarves need the appropriate [[hauling]] [[labor]] enabled (all are enabled by default at embark), no other jobs to distract them, an appropriate [[stockpile]] designated, and a valid [[path]] between the stockpile and the items.  And, depending on how many items you brought, patience.&lt;br /&gt;
&lt;br /&gt;
You can break down your wagon into three [[log]]s by pressing {{K|q}} or {{K|t}}, highlighting the wagon, and pressing {{K|x}}.  A dwarf with the [[Carpentry]] labor enabled will then deconstruct the wagon into its component logs.  The items will then be scattered in a slightly wider pattern in that same location.  A wagon cannot be used for ''any'' other purpose - might as well break it down for the lumber, now or later.&lt;br /&gt;
&lt;br /&gt;
If that dis-assembly is finished while a dwarf is returning to the wagon to [[haul]] an item to a stockpile, the dwarf will cancel that [[job]].  An [[announcement]] will be generated, to the effect of &amp;quot;Job Item lost or misplaced&amp;quot;. Don't panic - nothing has been lost, except that dwarf's train of thought, as the item they were retrieving is no longer in the wagon but instead on the ground.  They may adopt another hauling job, that same or a different one, and sooner or later that item will get hauled, but that particular job is cancelled for that moment.&lt;br /&gt;
&lt;br /&gt;
In rare cases you might start on a level or spot that doesn't have a 3x3 square (e.g. mountain peak). In this case, your wagon (and its constituent logs) will be missing, but your goods will still be present, lying in a pile on the ground.&lt;br /&gt;
&lt;br /&gt;
Dismantling the wagon when its very near (1-2 tiles) the edge of the map or a [[river]] vent can cause you to lose part of your embark equipment if it lands where your dwarves can't go.  If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty before dismantling it.&lt;br /&gt;
&lt;br /&gt;
Unless/until you formally designate a new one, your wagon is a default [[Activity zone#Meeting Area|Meeting Area]] or [[Meeting hall|Meeting Hall]].  A meeting zone is where any [[domestic animal]]s or [[On break|idle]] dwarves will congregate in their spare time, and also provide some measure of defense for your possessions from any [[rhesus macaque]]s or [[kobold]] [[thief|thieves]] before you finish securing your valuables. If you deconstruct your wagon but do not define a new meeting area, your dwarves and animals will wander aimlessly across ''the entire map''. Depending on where you embarked, this will be either a nuisance or dangerously [[fun]].&lt;br /&gt;
&lt;br /&gt;
If you embark in a [[Glacier]] biome and are slow in moving your embark items underground, you will lose them and the wagon to [[wear]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_battery&amp;diff=159715</id>
		<title>v0.31:Dwarven battery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_battery&amp;diff=159715"/>
		<updated>2012-02-05T00:30:25Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to DF2010:Water wheel#Dwarven Water Reactor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Water_wheel#Dwarven_Water_Reactor]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=159714</id>
		<title>v0.31:Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=159714"/>
		<updated>2012-02-04T23:40:57Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:11, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.&lt;br /&gt;
&lt;br /&gt;
==Material Properties==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFIX&lt;br /&gt;
| * string&lt;br /&gt;
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_NAME&lt;br /&gt;
| * string&lt;br /&gt;
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
* name&lt;br /&gt;
* plural&lt;br /&gt;
* state&lt;br /&gt;
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEMP_DIET_INFO&lt;br /&gt;
|&lt;br /&gt;
| Unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_DYE&lt;br /&gt;
| [[color]] token&lt;br /&gt;
| Defines the material as a type of dye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| [[Main:Character table|tile]]&lt;br /&gt;
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_SYMBOL&lt;br /&gt;
| tile&lt;br /&gt;
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_COLOR&lt;br /&gt;
|&lt;br /&gt;
*color&lt;br /&gt;
*brightness&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*[[color]] token&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will deform. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will break. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will deform when subjected to an impact.{{verify}} Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value &amp;gt;= 50000), torn (value between 25000 and 49999), or fractured (value &amp;lt;= 24999)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be compressed before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be compressed before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will deform when compressed.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be stretched before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be stretched before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will deform when stretched.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be twisted before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be twisted before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will deform when twisted.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be sheared before it will deform. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be sheared before it will break. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will deform when sheared.{{verify}} Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD &lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be bent before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be bent before it will break.  [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will deform when bent.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a &amp;quot;-&amp;quot; in front, resulting in things that you are paid to buy and must pay to sell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| Rate at which the material heats up or cools down. See [[SPEC HEAT]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature emitted by the material. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Supposedly not used. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STORAGE&lt;br /&gt;
| BARREL or FLASK&lt;br /&gt;
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*[[item token]]&lt;br /&gt;
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective&lt;br /&gt;
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOCK_NAME&lt;br /&gt;
|&lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*[[material token]]&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REACTION_CLASS&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
| Used to classify all items made of the material so that reactions can use them as generic reagents.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Unknown. Defaults to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material Usage Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPLIES_ANIMAL_KILL&lt;br /&gt;
|&lt;br /&gt;
| Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will likely not bring these for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_PLANT or ALCOHOL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant cheese, allowing it to be stored in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_CREATURE or CHEESE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_PLANT or POWDER_MISC&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing it to be stored in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing it to be stored in food stockpiles under &amp;quot;Bone Meal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB or STOCKPILE_GLOB_SOLID&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in paste form to be stored in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in pressed form to be stored in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_PLANT or LIQUID_MISC&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing it to be stored in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing it to be stored in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_OTHER&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under &amp;quot;Misc. Liquid&amp;quot; along with lye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant, allowing it to be stored in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant seed, allowing it to be stored in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEAF_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant leaf, allowing it to be stored in food stockpiles under &amp;quot;Leaves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing it to be used by craftsdwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as wood, allowing it to be used by carpenters. May also make elves angry if you try to trade it to them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Plant)&amp;quot; and &amp;quot;Cloth (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOOTH&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing it to be used by craftsdwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing it to be used by craftsdwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing it to be used by craftsdwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHELL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing it to be used by craftsdwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing it to be used by craftsdwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Silk)&amp;quot; and &amp;quot;Cloth (Silk)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;blood&amp;quot;, both in Adventurer mode tile descriptions (&amp;quot;Here we have a Dwarf in a slurry of blood.&amp;quot;) and for unhappy thoughts from drinking water (&amp;quot;He was forced to drink bloody water lately&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;ichor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;goo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;slime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUS_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;pus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTERS_BLOOD&lt;br /&gt;
|&lt;br /&gt;
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CLEAN_GLOB&lt;br /&gt;
|&lt;br /&gt;
| Prevents globs made of this material from being cleaned up and destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_STONE_STOCKPILE&lt;br /&gt;
|&lt;br /&gt;
| Prevents the material from showing up in Stone stockpile settings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_METAL&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
| [[Bone]] items (clothes with [BARRED]) can be made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
| [[Shell]] items (clothes with [SCALED]) can be made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
| [[Leather]] items (clothes with [LEATHER]) can be made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
| Soft clothing items, backpacks and quivers, and siege engine parts can be made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
| Furniture, medical supplies, and crafts can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
| Used to define that said material is stone. Allows storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDIGGABLE&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_UNGLAZED&lt;br /&gt;
|&lt;br /&gt;
| Causes containers made of this material to be prefixed with &amp;quot;unglazed&amp;quot; if they have not yet been [[glaze]]d.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| YARN&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Yarn)&amp;quot; and &amp;quot;Cloth (Yarn)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_THREAD_METAL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Metal)&amp;quot; and &amp;quot;Cloth (Metal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_METAL&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as being metal, allowing it to be used at forges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRYSTAL_GLASSABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass, in theory. In practice, thanks to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 bug 1498], this token does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON&lt;br /&gt;
| &lt;br /&gt;
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON_RANGED&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ANVIL&lt;br /&gt;
|&lt;br /&gt;
| [[Anvil]]s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_AMMO&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DIGGER&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ARMOR&lt;br /&gt;
|&lt;br /&gt;
| [[Armor]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DELICATE&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SIEGE_ENGINE&lt;br /&gt;
|&lt;br /&gt;
| Siege engine parts can be made out of this material. Does not appear to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&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;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhalation (e.g. poison vapor or gas)&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_IMMUNE_CLASS&lt;br /&gt;
|  &lt;br /&gt;
| makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_PAIN&amp;lt;br /&amp;gt;CE_SWELLING&amp;lt;br /&amp;gt;CE_OOZING&amp;lt;br /&amp;gt;CE_BRUISING&amp;lt;br /&amp;gt;CE_BLISTERS&amp;lt;br /&amp;gt;CE_NUMBNESS&amp;lt;br /&amp;gt;CE_PARALYSIS&amp;lt;br /&amp;gt;CE_FEVER&amp;lt;br /&amp;gt;CE_BLEEDING&amp;lt;br /&amp;gt;CE_COUGH_BLOOD&amp;lt;br /&amp;gt;CE_VOMIT_BLOOD&amp;lt;br /&amp;gt;CE_NAUSEA&amp;lt;br /&amp;gt;CE_UNCONSCIOUSNESS&amp;lt;br /&amp;gt;CE_NECROSIS&amp;lt;br /&amp;gt;CE_IMPAIR_FUNCTION&amp;lt;br /&amp;gt;CE_DROWSINESS&amp;lt;br /&amp;gt;CE_DIZZINESS&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 affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:BY_CATEGORY:category:tissue (optional)&lt;br /&gt;
*BP:BY_TYPE:type:tissue (optional)&lt;br /&gt;
*BP:BY_TOKEN:token:tissue (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;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:World_generation&amp;diff=159643</id>
		<title>v0.31:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:World_generation&amp;diff=159643"/>
		<updated>2012-01-30T23:28:40Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* World Size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:22, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. At the game's main menu, you can choose to either {{DFtext|Create New World!}} or {{DFtext|Design New World With Advanced Parameters}}.&lt;br /&gt;
&lt;br /&gt;
This article will cover basic world generation using the first option.&lt;br /&gt;
&lt;br /&gt;
:''For information on advanced parameters, see [[Advanced world generation]].''&lt;br /&gt;
&lt;br /&gt;
= Basic World Generation Menu =&lt;br /&gt;
&lt;br /&gt;
The basic world generation menu looks like this.&lt;br /&gt;
&lt;br /&gt;
[[File:BasicWorldGen.png]]&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
Each of the parameters is described below.&lt;br /&gt;
&lt;br /&gt;
=== World Size ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This controls the size of the world map&amp;quot; as it says at the bottom of the screen when this option is highlighted. Also at the bottom of the screen is shown the dimensions of the world that will be generated given the currently selected size.&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the length of pre-generated history.&amp;quot; The number of years for the currently selected length will be shown in the lower right. Essentially this means the amount of time that civilizations will have to grow, attack each other, and starve to death. It also determines the amount of time that megabeasts will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated.&lt;br /&gt;
&lt;br /&gt;
Setting this parameter to a higher value will cause world generation to take longer as more events need to be determined. Setting it to a very low value is ok, but will reduce the size of civilizations.&lt;br /&gt;
&lt;br /&gt;
Higher values will also increase the number of abandoned (sacked) towns and fortresses which can matter for adventure mode, but doesn't matter that much for fortress mode. Recommend value for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Sites ===&lt;br /&gt;
&lt;br /&gt;
This is the maximum number of sites such as towns, hamlets, elf retreats, etc. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
=== Number of Beasts ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of megabeasts such as dragons, titans, etc, that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history the more likely some of these will die.&lt;br /&gt;
&lt;br /&gt;
The number of beasts does not appear to impact how often your fortress will be attacked by beasts in fortress mode. In adventure mode it means it will be easier to find more megabeasts. If set very low then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit.&lt;br /&gt;
&lt;br /&gt;
=== Natural Savagery ===&lt;br /&gt;
&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[Biome|biomes]] in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New people may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
=== Mineral Occurrence ===&lt;br /&gt;
&lt;br /&gt;
This is a rather important parameter for fortress mode. Sparse means that many areas will only have one or two types of metal ore, if any, which can be very annoying to people until the economy is fully implemented and other metals can more easily be obtained via trade. New players should probably turn this up to Frequent.&lt;br /&gt;
&lt;br /&gt;
In adventure mode this can impact the types of metals that civilizations have access to, which can affect the types of items that are available in shops. Therefore it may not be a bad idea to turn this up for worlds in which you plan to play adventure mode games.&lt;br /&gt;
&lt;br /&gt;
= The Generation Process =&lt;br /&gt;
&lt;br /&gt;
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:WorldGenerationScreen.png]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be random in basic world generation mode.&lt;br /&gt;
&lt;br /&gt;
== Rejections ==&lt;br /&gt;
&lt;br /&gt;
You may notice that during various phases of the world generation process worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors such as number of mountain tiles can't be determined ahead of time by the generation process. Instead worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice you don't need to worry about this for basic world generation because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Once the world itself has been generated, the process of generating historical events will begin. This can take a very long time for large, heavily populated, worlds with very long 2,000 year histories.&lt;br /&gt;
&lt;br /&gt;
== Finishing ==&lt;br /&gt;
&lt;br /&gt;
Once everything is complete, you can take a look around using the directional keys. (Using {{k|Shift}}+directional key will make this faster.) If you find yourself confused about what all the characters actually mean, you are not alone. Check out the [[Map legend]].  At this point you can either abort the process or hit {{k|Enter}} to save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
= Getting More Advanced =&lt;br /&gt;
&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific more extreme conditions. Check out the documentation on [[Advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
= Bugs = &lt;br /&gt;
*Magma sea breaching into [[Hell|HFS]]{{bug|1791}}&lt;br /&gt;
*Embark on a mountain of Slade, with Eerie Pits immediately revealed{{bug|3356}}&lt;br /&gt;
*Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goods&amp;diff=154365</id>
		<title>v0.31:Goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goods&amp;diff=154365"/>
		<updated>2011-11-07T21:35:56Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Redirected page to DF2010:Finished goods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Finished goods]]&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=152444</id>
		<title>v0.31:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=152444"/>
		<updated>2011-08-17T22:10:05Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Consequences of a Sober Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:08, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of {{L|dwarves}}; a dwarf will drink booze an average of four times per {{L|calendar|season}}, and without it they will soon become {{L|thought|unhappy}}. Thoughts imply that dwarves like to have some variety in what they drink.  Many dwarves have a {{L|preferences|favorite drink}}, selected at first randomly from all possible alcoholic beverages, but this might change once dwarves have been exposed to other beverages. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that setting booze on {{L|fire}} will ''not'' cause it to explode (nor has it ever done so) - however, exposing it to high {{L|temperature}}s '''will''' cause it to boil away (and the wooden {{L|barrel}}s themselves can also be set on fire).&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, only two of which are available after embark.&lt;br /&gt;
*At {{L|embark}}, alcohol may be purchased with embark points.&lt;br /&gt;
*{{L|Trading|Traders}} that visit the fortress will often have alcohol of some sort to sell.&lt;br /&gt;
*The third and most reliable method requires a {{L|brewer}}, a {{L|still}}, and a working {{L|farm plot}}. Most {{L|crops}} can be brewed into valuable alcohol.  &lt;br /&gt;
**In a pinch you can also {{L|Plant gathering|gather plants}} and brew them at a {{L|still}} in the same way you would with {{L|crops}}.&lt;br /&gt;
**Mead does not require any plants to be made, though it does require honey which is made through {{L|beekeeping industry|beekeeping}}.&lt;br /&gt;
&lt;br /&gt;
==Variety==&lt;br /&gt;
:''He has been tired of drinking the same old booze lately.''&lt;br /&gt;
&lt;br /&gt;
Variety in booze keeps away unhappy thoughts, it also keeps dwarves drinking!&lt;br /&gt;
&lt;br /&gt;
For example, if Urist McThirsty drinks nothing but dwarven ale, he'll get unhappy and will stop drinking ale. This might clarify:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;'''Urist McThirsty:''' Bah, why do we have only ale?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McManager:''' Because we only have pig tails.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McThirsty:''' By my beard, Armok and all that's dwarvenly, until I find some booze other than ale, I shall drink nought but water, even if that means slowing this fortress to a grinding halt and causing the death of everyone in it!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McManager:''' ''(sotto voce)'' Armok's vomit-soaked beard! My entire species is insane.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McThirsty:''' Sorry, what was that? I couldn't hear you over the sound of these shattering masterpieces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober Fortress==&lt;br /&gt;
&lt;br /&gt;
Any creature with the [ALCOHOL_DEPENDENT] {{L|creature token|token}}, dwarves included, will suffer performance penalties as a result of being deprived of alcohol. This manifests as a loss of {{L|speed}} in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort (unless you're a cruel overlord).&lt;br /&gt;
&lt;br /&gt;
Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative {{L|thought}}s from thirst.&lt;br /&gt;
&lt;br /&gt;
Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year.&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
&lt;br /&gt;
===Plant-based===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Plump helmet}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Pig tail}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cave wheat}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sweet pod}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grown Outside ====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Muck root}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bloated tuber}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Prickle berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wild strawberry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Longland grass}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rat weed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Fisher berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rope reed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sliver barb}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sun berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Whip vine}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animal-based===&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
{{Category|Drinks}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Honey}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=152443</id>
		<title>v0.31:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=152443"/>
		<updated>2011-08-17T22:09:47Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Consequences of a Sober Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:08, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of {{L|dwarves}}; a dwarf will drink booze an average of four times per {{L|calendar|season}}, and without it they will soon become {{L|thought|unhappy}}. Thoughts imply that dwarves like to have some variety in what they drink.  Many dwarves have a {{L|preferences|favorite drink}}, selected at first randomly from all possible alcoholic beverages, but this might change once dwarves have been exposed to other beverages. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that setting booze on {{L|fire}} will ''not'' cause it to explode (nor has it ever done so) - however, exposing it to high {{L|temperature}}s '''will''' cause it to boil away (and the wooden {{L|barrel}}s themselves can also be set on fire).&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, only two of which are available after embark.&lt;br /&gt;
*At {{L|embark}}, alcohol may be purchased with embark points.&lt;br /&gt;
*{{L|Trading|Traders}} that visit the fortress will often have alcohol of some sort to sell.&lt;br /&gt;
*The third and most reliable method requires a {{L|brewer}}, a {{L|still}}, and a working {{L|farm plot}}. Most {{L|crops}} can be brewed into valuable alcohol.  &lt;br /&gt;
**In a pinch you can also {{L|Plant gathering|gather plants}} and brew them at a {{L|still}} in the same way you would with {{L|crops}}.&lt;br /&gt;
**Mead does not require any plants to be made, though it does require honey which is made through {{L|beekeeping industry|beekeeping}}.&lt;br /&gt;
&lt;br /&gt;
==Variety==&lt;br /&gt;
:''He has been tired of drinking the same old booze lately.''&lt;br /&gt;
&lt;br /&gt;
Variety in booze keeps away unhappy thoughts, it also keeps dwarves drinking!&lt;br /&gt;
&lt;br /&gt;
For example, if Urist McThirsty drinks nothing but dwarven ale, he'll get unhappy and will stop drinking ale. This might clarify:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;'''Urist McThirsty:''' Bah, why do we have only ale?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McManager:''' Because we only have pig tails.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McThirsty:''' By my beard, Armok and all that's dwarvenly, until I find some booze other than ale, I shall drink nought but water, even if that means slowing this fortress to a grinding halt and causing the death of everyone in it!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McManager:''' ''(sotto voce)'' Armok's vomit-soaked beard! My entire species is insane.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McThirsty:''' Sorry, what was that? I couldn't hear you over the sound of these shattering masterpieces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober Fortress==&lt;br /&gt;
&lt;br /&gt;
Any creature with the [ALCOHOL_DEPENDENT] {{L|creature token|token}}, dwarves included, will suffer performance penalties as a result of being deprived of alcohol. This manifests as a loss of {{L|speed}} in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort (unless you're a cruel overlord).&lt;br /&gt;
&lt;br /&gt;
Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thoughts]] from thirst.&lt;br /&gt;
&lt;br /&gt;
Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year.&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
&lt;br /&gt;
===Plant-based===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Plump helmet}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Pig tail}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cave wheat}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sweet pod}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grown Outside ====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Muck root}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bloated tuber}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Prickle berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wild strawberry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Longland grass}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rat weed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Fisher berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rope reed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sliver barb}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sun berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Whip vine}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animal-based===&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
{{Category|Drinks}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Honey}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=152415</id>
		<title>v0.31:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=152415"/>
		<updated>2011-08-16T05:47:45Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: /* Bugs */ OI GET THE NATTER OUT OF THE PAGE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:21, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' are extremely useful buildings for crossing dangerous terrain and also for fortress defense. Using them to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the fluid in question is free-flowing and not pressurized (by {{L|pump}}, {{L|river}} or hydrostatic anything) and needs a wide tunnel.&lt;br /&gt;
&lt;br /&gt;
==Building Bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of {{L|metal}}, {{L|stone}} or {{L|wood}}. They are first designed by an {{L|architect}}, then require a specialist worker for the material used (e.g. a {{L|mason}} for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it, up to a maximum size of 10 squares in each direction. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.&lt;br /&gt;
&lt;br /&gt;
'''Materials'''&lt;br /&gt;
when choosing materials the order that they are presented on the list determines how the bridge will be labeled NOT WHAT ORDER YOU PICK THE MATERIALS! the highest one up on the list is the core construction material. this will define the color of the bridge (and possibly how fire resistant it is, although this hasn't been tested extensively). materials are placed on the list in order of distance. so simply make sure the primary material is the closest or at least closer than any secondary materials you wish to use. You will need number of tiles divided by four plus one ( Tiles/4+1 ) of material to build the bridge.&lt;br /&gt;
&lt;br /&gt;
Material does not appear to influence dragonfire which will destroy bridges.  Some magma-safe materials including iron have proven non-resistant, (Needs further testing)&lt;br /&gt;
&lt;br /&gt;
==Raising and Retracting Bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be raised or retracted by linking it to a {{L|lever}}. This requires a {{L|mechanic's workshop}} and a dwarf with the {{l|mechanics}} labor activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).&lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when the lever is pulled, the bridge becomes a {{L|wall}} along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the length of the bridge. The wall acts as if it was {{L|construction|constructed}}, rendering it invulnerable to {{L|building destroyer}}s. {{Verify}} The bridge also &amp;quot;moves&amp;quot; to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing eachother, with no space inbetween. For added effect, place {{L|pressure plates}} on both ends to raise the bridge when steped on, to fling them, if there is a {{L|floor}} directly above, they will be stunned, (If there is a floor beneath the brige) and if nobody is on the pressure plate, they have to be lucky to not be smashed on the floor when the bridges come down. (If there is no floor beneath the bridge) they will fall, sometimes into something {{L|water|very,}} {{L|magma|very}} {{L|megabeast|bad.}}&lt;br /&gt;
&lt;br /&gt;
Walls cannot be built along map edges.  Because bridges can be built along map edges and then raised to act as walls, they can be used to control where enemies spawn on the map.  &lt;br /&gt;
&lt;br /&gt;
The lowering of a drawbridge can also be used as a {{L|dwarven atom smasher|waste disposal}} for unwanted stones, {{L|refuse}}, {{l|goblin}}s (dead or alive), legendary {{l|cheese}} makers and {{L|nobles}}, to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the new version). However, lowering a drawbridge onto a sufficiently large creature (such as a {{L|forgotten beast}}) simply destroys the bridge.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Bridges will not operate if any one creature of size 1200000 is on them.  This weight limit is not cumulative.  A bridge will still retract if a hundred goblins are standing on it, but a single rutherer accompanying those goblins will prevent the bridge from operating.  This limit is the same for retracting or raising bridges.&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&lt;br /&gt;
&lt;br /&gt;
Non-[[magma-safe]] bridge will heat up and eventually melt if a tile, which would be normally part of a lowered bridge gets covered in magma. State of the bridge (raised/lowered) doesn't matter, if it's within the bridge's rectangle, it endangers the whole bridge.  This is also true if a dragon breathes fire across your bridge.&lt;br /&gt;
&lt;br /&gt;
Bridges do not provide structural support -- but the game thinks they do. Sorry two random masons. I already forgot you.&lt;br /&gt;
&lt;br /&gt;
Traders might expect 5 tiles wide bridges. One tile width apparently wasn't good enough for them and they went insane. (.31.12)&lt;br /&gt;
&lt;br /&gt;
A raised bridge cannot be linked to a lever from the inside.&lt;br /&gt;
&lt;br /&gt;
You can steal from traders with bridges (depends on the bridge's thieving skill).{{bug|3128}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
SELF CLEANING BRIDGE&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ever have a horde of goblins sitting on your bridge and preventing you from admiring the elegant beauty of your entrance? I have a simple solution for you!!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know what you may be thinking.  How could my bridge, with a dozen goblins standing on it, be raised? You would be right!  A normal bridge can't!.  But, with a little careful design and some dwarven ingenuity, you too can make a bridge that will stop almost any foe!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 1: Build a pit!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don't just build any pit; it needs a special shape for the bridge to function properly:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: x = channeled out section   . = solid ground&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
...EXIT....&lt;br /&gt;
.x.xxxx.x..&lt;br /&gt;
.x.xxxx.x..&lt;br /&gt;
.x.xxxx.x..&lt;br /&gt;
.x.xxxx.x..&lt;br /&gt;
.x.xxxx.x..&lt;br /&gt;
.x.xxxx.x..&lt;br /&gt;
.xxxxxxxx..&lt;br /&gt;
.xxxxxxxx..&lt;br /&gt;
.xxxxxxxx..&lt;br /&gt;
.ENTRANCE..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 If this is your only entrance, be careful to leave ramps at the corners so your dwarves can travel through.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Bridges.  Plural. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be making many small bridges.  Each letter designates an individual bridge (FIRE PROOF MATERIALS ARE STRONGLY RECOMMENDED).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt; &amp;gt; = bridge lifting direction  (A) = bridge &amp;quot;A&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
...EXIT....&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;A)(B&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;C)(D&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;E)(F&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;G)(H&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;I)(J&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.ENTRANCE..&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice that &amp;quot;K&amp;quot; has no opening direction, because it needs to retract so you can use catapults or ballista to hit pests around the entrance.  In this design the exit bridges are all 3 x 1 in size.&lt;br /&gt;
This can be any length or width (up to 20 spaces wide). Only the basic shape is important.&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 3: Arming the trap! &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the most simple step, but also probably the longest one.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link all of individual bridges to ONE lever.  Yeah, it takes a bit, but it's worth it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step FINAL: Destruction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait for some unsuspecting victims to begin crossing your bridge, and then flip the lever. Getting proper timing down will likely take practice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anything small will be tossed up into the air and then fall into your pit. Anything too large for the bridges to lift (titans) will still be trapped and waiting for your archers / siege weapons / other nefarious plans.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: we are not responsible for inept or lazy dwarves that fail to operate the bridge. Standing on the bridge when the lever is pulled may result in injury or death. Many goblins were harmed during the design of this bridge... and some dwarves. &lt;br /&gt;
&lt;br /&gt;
SINGLE LEVER AIRLOCK&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Normally, bridges in open states permit movement, while bridges in closed states restrict it.  This can be irritating in the design of an airlock system, as such systems usually either require cumbersome logic systems or multiple levers to function correctly.  Using floodgates or hatches for these systems may be dangerous, as they are vulnerable to building destroyers.  Instead, consider the following design:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XXXXXXR____&amp;lt;br /&amp;gt;&lt;br /&gt;
D_____/&lt;br /&gt;
&lt;br /&gt;
The retracting bridge on the higher z-level is used not to permit access across a channel, but instead to block access to a ramp.  Thus, a single lever can be attached to both the drawbridge and the retracting bridge, preventing airlock vulnerabilities due to lever timing.  With a suitably long distance between the two bridges, the lever can be placed between the two, permitting easy movement of individual dwarves between isolated zones, via lever profiles.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moat&amp;diff=152414</id>
		<title>v0.31:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moat&amp;diff=152414"/>
		<updated>2011-08-16T05:46:30Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|05:46, 16 August 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
A moat is simply a {{L|bridge}} across a {{L|channel}} that must be crossed in order to enter the fort. It's not necessary, but highly dwarfy, to fill the moat with {{L|water}} or {{L|magma}}, to add additional suffering for any enemies who might {{L|Dodger|slip}} in {{L|Trap|by accident}}.&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moat&amp;diff=152413</id>
		<title>v0.31:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moat&amp;diff=152413"/>
		<updated>2011-08-16T05:45:31Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
A moat is simply a {{L|bridge}} across a {{L|channel}} that must be crossed in order to enter the fort. It's not necessary, but highly dwarfy, to fill the moat with {{L|water}} or {{L|magma}}, to add additional suffering for any enemies who might {{L|Dodger|slip}} in {{L|Trap|by accident}}.&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Color_scheme&amp;diff=151554</id>
		<title>v0.31:Color scheme</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Color_scheme&amp;diff=151554"/>
		<updated>2011-07-20T19:08:06Z</updated>

		<summary type="html">&lt;p&gt;Billybobfred: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:08, 20 July 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''(For a discussion of how DF displays different items and decides which colors get altered and when, see {{L|color}}.)''&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress uses '''color schemes''' to determine how the game will be presented during play, whether a {{L|ranger}} will appear bright Spring green or dark forest green, or whether {{L|microcline}} will be &amp;quot;eye blasting blue&amp;quot; or something more calm.  The default scheme is quite bold - other schemes are easily possible, even to better accommodate those of us with problems seeing standard color mixes, or just can't take &amp;quot;eye blasting blue&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
A color scheme is broken down into 16 color labels:&lt;br /&gt;
&lt;br /&gt;
:BLACK, DGRAY&lt;br /&gt;
:BLUE, LBLUE&lt;br /&gt;
:GREEN, LGREEN&lt;br /&gt;
:CYAN, LCYAN&lt;br /&gt;
:RED, LRED&lt;br /&gt;
:MAGENTA, LMAGENTA&lt;br /&gt;
:BROWN, YELLOW&lt;br /&gt;
:LGRAY, WHITE&lt;br /&gt;
&lt;br /&gt;
The color scheme data is located in the {{L|color.txt}} file, found in the Dwarf Fortress/data/init folder.&lt;br /&gt;
&lt;br /&gt;
==What colors show up where==&lt;br /&gt;
&lt;br /&gt;
The easiest place to see all the colors next to each other is in the {{k|u}}nits list, where the different {{L|Skill#Professions.2C_colors.2C_.26_skill_categories|professional categories}} all have their identifying colors.  In that order (and with the default color values), they are...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLACK|0:0|0:0|&lt;br /&gt;
''background''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LCYAN|0:0|3:1|&lt;br /&gt;
''current job listing*''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LGRAY|7:0|7:0|&lt;br /&gt;
{{L|Miner}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|YELLOW|6:1|6:1|&lt;br /&gt;
{{L|Woodworker}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|WHITE|7:1|7:1|&lt;br /&gt;
{{L|Stoneworker}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|GREEN|2:0|2:0|&lt;br /&gt;
{{L|Ranger}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|DGRAY|0:1|0:1|&lt;br /&gt;
{{L|Metalsmith}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LGREEN|2:1|2:1|&lt;br /&gt;
{{L|Jeweler}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LBLUE|1:1|1:1|&lt;br /&gt;
{{L|Craftsdwarf}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLUE|1:0|1:0|&lt;br /&gt;
{{L|Fishery worker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BROWN|6:0|6:0|&lt;br /&gt;
{{L|Farmer}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LRED|4:1|4:1|&lt;br /&gt;
{{L|Engineer}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|MAGENTA|5:0|5:0|&lt;br /&gt;
{{L|Administrator}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|CYAN|3:0|3:0|&lt;br /&gt;
{{L|Peasant}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|RED|4:0|4:0|&lt;br /&gt;
{{L|Child}}ren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LMAGENTA|0:0|5:1|&lt;br /&gt;
''deceased''&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::''(* &amp;quot;On Break&amp;quot; is displayed in CYAN.)''&lt;br /&gt;
&lt;br /&gt;
Some other color uses:&lt;br /&gt;
:* {{L|Magma|Magma}} is LRED. (Magma 1 level lower than current view is RED.)&lt;br /&gt;
:* {{L|Water|Water}} is LBLUE. (Water 1 level lower than current view is BLUE.)&lt;br /&gt;
:* {{L|River|River}}s and {{L|brook|brook}}s are LCYAN on their surface (w/ water below).&lt;br /&gt;
:* For aesthetic purposes, almost all colours can be represented in stones (with the exception of LMAGENTA, CYAN, and BLACK). &lt;br /&gt;
:** BLACK: Can possibly be represented with {{L|Black-cap|Black-cap}} logs - the raws suggest that the cut logs are BLACK, but they also suggest that they're DGRAY.&lt;br /&gt;
:** DGRAY: A wide variety of stones are DGRAY, one example being {{L|Gabbro|Gabbro}}.&lt;br /&gt;
:** BLUE: {{L|Kimberlite|Kimberlite}} is the only stone that is BLUE. {{L|Nether-cap|Nether-cap}}s also produce BLUE wood.&lt;br /&gt;
:** LBLUE: {{L|Cobaltite|Cobaltite}} is the only stone that is LBLUE.&lt;br /&gt;
:** GREEN: {{L|Olivine|Olivine}} is GREEN, as is {{L|Serpentine|Serpentine}}.&lt;br /&gt;
:** LGREEN: {{L|Garnierite|Garnierite}} is the only LGREEN stone.&lt;br /&gt;
:** CYAN: While there are no stones, {{L|Spore tree|Spore tree}}s are CYAN.&lt;br /&gt;
:** LCYAN: {{L|Microcline|Microcline}} is a LCYAN rock.&lt;br /&gt;
:** RED: {{L|Bauxite|Bauxite}} and {{L|Kaolinite|Kaolinite}} are RED, as is the {{L|Blood thorn}} tree.&lt;br /&gt;
:** LRED: {{L|Realgar|Realgar}}, {{L|Petrified wood}}, and {{L|Cinnabar|Cinnabar}} are LRED. {{L|Goblin-cap|Goblin-cap}}s are also LRED&lt;br /&gt;
:** MAGENTA: {{L|Rutile}} and {{L|Pitchblende}} are MAGENTA, and {{L|Glumprong}}s are MAGENTA trees.&lt;br /&gt;
:** LMAGENTA: No stones are LMAGENTA, but {{L|Tunnel tube}}s are.&lt;br /&gt;
:** BROWN: A lot of stones are BROWN; {{L|Chert}} is one example.&lt;br /&gt;
:** YELLOW: {{L|Brimstone}}, {{L|Gypsum}}, {{L|Orthoclase}} and many other stones are YELLOW, as is the {{L|Fungiwood}} tree.&lt;br /&gt;
:** LGRAY: Lots of stones are LGRAY, such as {{L|Granite}}.&lt;br /&gt;
:** WHITE: Many stones are WHITE, such as {{L|Limestone}}, or {{L|Rock salt}}. The {{L|Tower-cap}} and {{L|Feather tree}} both produce WHITE wood.&lt;br /&gt;
&amp;lt;!-- Someone more adept with the editting syntax should probably rearrange this information somehow. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Default Scheme =&lt;br /&gt;
&lt;br /&gt;
The default Dwarf Fortress color scheme is based off the 16 standard HTML colors, as discussed [http://en.wikipedia.org/wiki/Web_colors#HTML_color_names here].  (Some have been renamed in DF, but the tones themselves are the same.)&lt;br /&gt;
&lt;br /&gt;
These are broken up into 8 pairs, one darker, one lighter, as ordered below.  When a color is flashing or a displayed tile is &amp;quot;dark/bright&amp;quot; according to the game display, these colors are the two that work &amp;quot;together&amp;quot; to create that contrast.  Keep this in mind if creating a {{L|Color scheme#Custom color schemes|custom color scheme}}, as described below.  (See {{L|Color|Color}} for a more complete discussion.)&lt;br /&gt;
&lt;br /&gt;
If you lose the default scheme and neglected to make a backup ''(didn't we warn you to use &amp;quot;care and caution&amp;quot; when modding?)'', you can find the standard scheme below, without having to download DF again.&lt;br /&gt;
&lt;br /&gt;
Open Dwarf Fortress/data/init/{{L|color.txt}}, and copy the text as seen below over the values found at the very bottom of the file.  Save that file, re-start Dwarf Fortress, and you're set.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#505050&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#0000ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#00ff00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#00ffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#800000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#800080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff00ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#808000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffff00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#c0c0c0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:128]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:128]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:128]&lt;br /&gt;
[CYAN_B:128]&lt;br /&gt;
[RED_R:128]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:128]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:128]&lt;br /&gt;
[BROWN_R:128]&lt;br /&gt;
[BROWN_G:128]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:192]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:192]&lt;br /&gt;
[DGRAY_R:128]&lt;br /&gt;
[DGRAY_G:128]&lt;br /&gt;
[DGRAY_B:128]&lt;br /&gt;
[LBLUE_R:0]&lt;br /&gt;
[LBLUE_G:0]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:0]&lt;br /&gt;
[LGREEN_G:255]&lt;br /&gt;
[LGREEN_B:0]&lt;br /&gt;
[LCYAN_R:0]&lt;br /&gt;
[LCYAN_G:255]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:0]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:0]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Custom color schemes =&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Players who are not satisfied with the default color scheme can alter things to suit their aesthetic tastes. In order for any scheme changes to take effect, the &amp;quot;colors.txt&amp;quot; file must be altered and saved. This file can be found by going to (your DF v0.31 folder)-&amp;gt;(data)-&amp;gt;(init)-&amp;gt; open file &amp;quot;color.txt&amp;quot;. The changes will not take effect until after you close and restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The 16 colors are not fixed, except by their definitions in color.txt.  If you wanted to change YELLOW to something slightly brighter or darker, or more orange, or into deep purple, you can by changing the values listed under the label &amp;quot;YELLOW&amp;quot;.  Note that the color names are ''case sensitive'' - the color is &amp;quot;YELLOW&amp;quot;, not &amp;quot;Yellow&amp;quot; or &amp;quot;yellow&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When designing a custom color, 3 &amp;quot;lights&amp;quot; of color are used: '''R'''ed, '''G'''reen, and '''B'''lue (RGB), on a scale of 0-255.  The more light (the higher the value), the brighter the color; the less light (the lower the value), the darker. Using &amp;quot;light&amp;quot; is not the same as using &amp;quot;pigment&amp;quot; ''(the standard &amp;quot;paint mixing&amp;quot; formulae we learned in school, where Red, Yellow and Blue are the 3 basic ingredients)'' - B+R does not give &amp;quot;purple&amp;quot; in this format.  &lt;br /&gt;
&lt;br /&gt;
Since we're using Red, Green and Blue light, some form of those three colors is relatively easy to achieve - but look at examples of the other standard colors below to understand how they mix together and how to &amp;quot;shade&amp;quot; or &amp;quot;tint&amp;quot;, or brighten or darken a color - or you can simply find a color below that you like and go from that, or use one of these {{L|Color#Color_tokens|standard RGB colors}}.  Always use caution to avoid ending up with colors that are &amp;quot;too similar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To change to a new color scheme, copy/paste a color list (or part of one or more) found below (or make your own up) over the existing scheme - don't worry, if you don't like it, the original, default scheme is listed above.&lt;br /&gt;
&lt;br /&gt;
''(Note also that when posting screenshots to this wiki (and the forum boards), custom color schemes (or {{L|tilesets|tilesets}}) can cause confusion with players who do not use those specific mixes.  This wiki requests you use one of the default set-ups that come with the game to post screenshots here.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lee's Colour scheme ===&lt;br /&gt;
&lt;br /&gt;
A quest to provide the optimal set of colours: all colours very easily distinguishable and earthy/natural without being washed out or too bright and garish. I'm picky and I went through many different colour schemes but I think this is almost there, so enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#646464&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#1E55A5&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#5A82D2&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#467D37&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#6EB437&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#2D9187&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#46D7C3&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#AA1400&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#D73C00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#822873&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#D255BE&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#785032&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#EBB400&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#A0A0A0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FAFAFA&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:30]&lt;br /&gt;
[BLUE_G:85]&lt;br /&gt;
[BLUE_B:165]&lt;br /&gt;
[GREEN_R:70]&lt;br /&gt;
[GREEN_G:125]&lt;br /&gt;
[GREEN_B:55]&lt;br /&gt;
[CYAN_R:45]&lt;br /&gt;
[CYAN_G:145]&lt;br /&gt;
[CYAN_B:135]&lt;br /&gt;
[RED_R:170]&lt;br /&gt;
[RED_G:20]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:130]&lt;br /&gt;
[MAGENTA_G:40]&lt;br /&gt;
[MAGENTA_B:115]&lt;br /&gt;
[BROWN_R:120]&lt;br /&gt;
[BROWN_G:80]&lt;br /&gt;
[BROWN_B:50]&lt;br /&gt;
[LGRAY_R:160]&lt;br /&gt;
[LGRAY_G:160]&lt;br /&gt;
[LGRAY_B:160]&lt;br /&gt;
[DGRAY_R:100]&lt;br /&gt;
[DGRAY_G:100]&lt;br /&gt;
[DGRAY_B:100]&lt;br /&gt;
[LBLUE_R:90]&lt;br /&gt;
[LBLUE_G:130]&lt;br /&gt;
[LBLUE_B:210]&lt;br /&gt;
[LGREEN_R:110]&lt;br /&gt;
[LGREEN_G:180]&lt;br /&gt;
[LGREEN_B:55]&lt;br /&gt;
[LCYAN_R:70]&lt;br /&gt;
[LCYAN_G:215]&lt;br /&gt;
[LCYAN_B:195]&lt;br /&gt;
[LRED_R:215]&lt;br /&gt;
[LRED_G:60]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:210]&lt;br /&gt;
[LMAGENTA_G:85]&lt;br /&gt;
[LMAGENTA_B:190]&lt;br /&gt;
[YELLOW_R:235]&lt;br /&gt;
[YELLOW_G:180]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:250]&lt;br /&gt;
[WHITE_G:250]&lt;br /&gt;
[WHITE_B:250]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Natural&amp;quot; scheme ===&lt;br /&gt;
&lt;br /&gt;
This mix softens the glaring colors of the original to earthtones.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#585356&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#0d67c4&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#91caff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#449e35&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#83d452&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#56a3cd&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#b0dfd7&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#971a1a&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#ff2222&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#ff6ebb&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#ffa7f6&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#785e2f&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#ffda5a&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b9c0a2&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:13]&lt;br /&gt;
[BLUE_G:103]&lt;br /&gt;
[BLUE_B:196]&lt;br /&gt;
[GREEN_R:68]&lt;br /&gt;
[GREEN_G:158]&lt;br /&gt;
[GREEN_B:53]&lt;br /&gt;
[CYAN_R:86]&lt;br /&gt;
[CYAN_G:163]&lt;br /&gt;
[CYAN_B:205]&lt;br /&gt;
[RED_R:151]&lt;br /&gt;
[RED_G:26]&lt;br /&gt;
[RED_B:26]&lt;br /&gt;
[MAGENTA_R:255]&lt;br /&gt;
[MAGENTA_G:110]&lt;br /&gt;
[MAGENTA_B:187]&lt;br /&gt;
[BROWN_R:120]&lt;br /&gt;
[BROWN_G:94]&lt;br /&gt;
[BROWN_B:47]&lt;br /&gt;
[LGRAY_R:185]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:162]&lt;br /&gt;
[DGRAY_R:88]&lt;br /&gt;
[DGRAY_G:83]&lt;br /&gt;
[DGRAY_B:86]&lt;br /&gt;
[LBLUE_R:145]&lt;br /&gt;
[LBLUE_G:202]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:131]&lt;br /&gt;
[LGREEN_G:212]&lt;br /&gt;
[LGREEN_B:82]&lt;br /&gt;
[LCYAN_R:176]&lt;br /&gt;
[LCYAN_G:223]&lt;br /&gt;
[LCYAN_B:215]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:34]&lt;br /&gt;
[LRED_B:34]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:167]&lt;br /&gt;
[LMAGENTA_B:246]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:218]&lt;br /&gt;
[YELLOW_B:90]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== True Brown ===&lt;br /&gt;
&lt;br /&gt;
Default scheme with BROWN actually being a shade of brown (rather than Olive Green). Created by [http://df.magmawiki.com/index.php?title=User:Met Met].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#505050&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#0000ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#00ff00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#00ffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#800000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#800080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff00ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#785e30&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt; &lt;br /&gt;
| bgcolor=&amp;quot;#ffff00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#c0c0c0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:128]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:128]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:128]&lt;br /&gt;
[CYAN_B:128]&lt;br /&gt;
[RED_R:128]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:128]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:128]&lt;br /&gt;
[BROWN_R:120]&lt;br /&gt;
[BROWN_G:94]&lt;br /&gt;
[BROWN_B:47]&lt;br /&gt;
[LGRAY_R:192]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:192]&lt;br /&gt;
[DGRAY_R:128]&lt;br /&gt;
[DGRAY_G:128]&lt;br /&gt;
[DGRAY_B:128]&lt;br /&gt;
[LBLUE_R:0]&lt;br /&gt;
[LBLUE_G:0]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:0]&lt;br /&gt;
[LGREEN_G:255]&lt;br /&gt;
[LGREEN_B:0]&lt;br /&gt;
[LCYAN_R:0]&lt;br /&gt;
[LCYAN_G:255]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:0]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:0]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Another natural scheme ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#505050&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#495f9d&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#6f8aa5&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#597537&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#a0c852&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#65909e&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#9fc4d2&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#920000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ce4901&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#a53665&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ef96cf&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#8a693b&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffc600&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:73]&lt;br /&gt;
[BLUE_G:95]&lt;br /&gt;
[BLUE_B:157]&lt;br /&gt;
[GREEN_R:89]&lt;br /&gt;
[GREEN_G:117]&lt;br /&gt;
[GREEN_B:55]&lt;br /&gt;
[CYAN_R:101]&lt;br /&gt;
[CYAN_G:144]&lt;br /&gt;
[CYAN_B:158]&lt;br /&gt;
[RED_R:146]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:165]&lt;br /&gt;
[MAGENTA_G:54]&lt;br /&gt;
[MAGENTA_B:101]&lt;br /&gt;
[BROWN_R:138]&lt;br /&gt;
[BROWN_G:105]&lt;br /&gt;
[BROWN_B:59]&lt;br /&gt;
[LGRAY_R:128]&lt;br /&gt;
[LGRAY_G:128]&lt;br /&gt;
[LGRAY_B:128]&lt;br /&gt;
[DGRAY_R:80]&lt;br /&gt;
[DGRAY_G:80]&lt;br /&gt;
[DGRAY_B:80]&lt;br /&gt;
[LBLUE_R:111]&lt;br /&gt;
[LBLUE_G:138]&lt;br /&gt;
[LBLUE_B:165]&lt;br /&gt;
[LGREEN_R:160]&lt;br /&gt;
[LGREEN_G:200]&lt;br /&gt;
[LGREEN_B:82]&lt;br /&gt;
[LCYAN_R:159]&lt;br /&gt;
[LCYAN_G:196]&lt;br /&gt;
[LCYAN_B:210]&lt;br /&gt;
[LRED_R:206]&lt;br /&gt;
[LRED_G:73]&lt;br /&gt;
[LRED_B:1]&lt;br /&gt;
[LMAGENTA_R:239]&lt;br /&gt;
[LMAGENTA_G:150]&lt;br /&gt;
[LMAGENTA_B:207]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:198]&lt;br /&gt;
[YELLOW_B:0]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255] &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Higher-visibility scheme ===&lt;br /&gt;
&lt;br /&gt;
Tired of trying to see your metalsmiths (dark grey) and fishery workers (navy blue) against a black background?  This scheme &amp;quot;brightens&amp;quot; most of the colors, while trying to stay true to the original tone when possible.  (Except BROWN, which is now actually &amp;quot;brown&amp;quot;, not olive green.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK*&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#787878&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#2c88de&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#90caff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#209020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#42e828&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN*&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#80e0d8&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b00808&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED*&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b038a0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff54ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#785e30&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffec30&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b0b0b0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE*&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* unchanged'')&lt;br /&gt;
&lt;br /&gt;
Original on the left, this scheme on the right...&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|DGRAY|#888|#888|&lt;br /&gt;
{{L|Metalsmith}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|GREEN|#080|#080|&lt;br /&gt;
{{L|Ranger}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLUE|rgb(00, 00, 80)|rgb(00, 00, 80)|&lt;br /&gt;
{{L|Fishery worker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LBLUE|#00f|#00f|&lt;br /&gt;
{{L|Craftsdwarf}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BROWN|#880|#880|&lt;br /&gt;
{{L|Farmer}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|MAGENTA|#808|#808|&lt;br /&gt;
{{L|Administrator}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|RED|#800|#800|&lt;br /&gt;
{{L|Child}}ren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|DGRAY|rgb(176, 176, 176)|rgb(176, 176, 176)|&lt;br /&gt;
{{L|Metalsmith}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|GREEN|rgb(32, 144, 32)|rgb(32, 144, 32)|&lt;br /&gt;
{{L|Ranger}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BLUE|rgb(44, 136, 222)|rgb(44, 136, 222)|&lt;br /&gt;
{{L|Fishery worker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|LBLUE|rgb(144, 202, 255)|rgb(144, 202, 255)|&lt;br /&gt;
{{L|Craftsdwarf}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|BROWN|rgb(120, 94, 48)|rgb(120, 94, 48)|&lt;br /&gt;
{{L|Farmer}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|MAGENTA|rgb(176, 56, 160)|rgb(176, 56, 160)|&lt;br /&gt;
{{L|Administrator}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|RED|rgb(176, 8, 8)|rgb(176, 8, 8)|&lt;br /&gt;
{{L|Child}}ren&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:45]&lt;br /&gt;
[BLUE_G:136]&lt;br /&gt;
[BLUE_B:222]&lt;br /&gt;
[GREEN_R:32]&lt;br /&gt;
[GREEN_G:143]&lt;br /&gt;
[GREEN_B:27]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:166]&lt;br /&gt;
[CYAN_B:166]&lt;br /&gt;
[RED_R:170]&lt;br /&gt;
[RED_G:8]&lt;br /&gt;
[RED_B:8]&lt;br /&gt;
[MAGENTA_R:175]&lt;br /&gt;
[MAGENTA_G:55]&lt;br /&gt;
[MAGENTA_B:160]&lt;br /&gt;
[BROWN_R:120]&lt;br /&gt;
[BROWN_G:94]&lt;br /&gt;
[BROWN_B:47]&lt;br /&gt;
[LGRAY_R:176]&lt;br /&gt;
[LGRAY_G:176]&lt;br /&gt;
[LGRAY_B:176]&lt;br /&gt;
[DGRAY_R:120]&lt;br /&gt;
[DGRAY_G:120]&lt;br /&gt;
[DGRAY_B:120]&lt;br /&gt;
[LBLUE_R:145]&lt;br /&gt;
[LBLUE_G:202]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:66]&lt;br /&gt;
[LGREEN_G:232]&lt;br /&gt;
[LGREEN_B:40]&lt;br /&gt;
[LCYAN_R:128]&lt;br /&gt;
[LCYAN_G:223]&lt;br /&gt;
[LCYAN_B:215]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:0]&lt;br /&gt;
[LRED_B:0]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:84]&lt;br /&gt;
[LMAGENTA_B:250]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:236]&lt;br /&gt;
[YELLOW_B:45]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Yet) Another scheme ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#707070&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#203090&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#2838ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#309020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#30f020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#208090&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#38d0ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#971a1a&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff3020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#702090&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#d038ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#907030&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffe020&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#b0b0b0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:32]&lt;br /&gt;
[BLUE_G:48]&lt;br /&gt;
[BLUE_B:144]&lt;br /&gt;
[GREEN_R:48]&lt;br /&gt;
[GREEN_G:144]&lt;br /&gt;
[GREEN_B:32]&lt;br /&gt;
[CYAN_R:32]&lt;br /&gt;
[CYAN_G:128]&lt;br /&gt;
[CYAN_B:144]&lt;br /&gt;
[RED_R:151]&lt;br /&gt;
[RED_G:26]&lt;br /&gt;
[RED_B:26]&lt;br /&gt;
[MAGENTA_R:112]&lt;br /&gt;
[MAGENTA_G:32]&lt;br /&gt;
[MAGENTA_B:144]&lt;br /&gt;
[BROWN_R:144]&lt;br /&gt;
[BROWN_G:112]&lt;br /&gt;
[BROWN_B:48]&lt;br /&gt;
[LGRAY_R:176]&lt;br /&gt;
[LGRAY_G:176]&lt;br /&gt;
[LGRAY_B:176]&lt;br /&gt;
[DGRAY_R:112]&lt;br /&gt;
[DGRAY_G:112]&lt;br /&gt;
[DGRAY_B:112]&lt;br /&gt;
[LBLUE_R:40]&lt;br /&gt;
[LBLUE_G:56]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:48]&lt;br /&gt;
[LGREEN_G:240]&lt;br /&gt;
[LGREEN_B:32]&lt;br /&gt;
[LCYAN_R:56]&lt;br /&gt;
[LCYAN_G:208]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:48]&lt;br /&gt;
[LRED_B:32]&lt;br /&gt;
[LMAGENTA_R:208]&lt;br /&gt;
[LMAGENTA_G:56]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:224]&lt;br /&gt;
[YELLOW_B:32]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== True CGA Scheme ===&lt;br /&gt;
&lt;br /&gt;
This scheme uses the genuine [http://en.wikipedia.org/wiki/Color_Graphics_Adapter CGA] palette, in case you're an old-school purist.  &lt;br /&gt;
&lt;br /&gt;
''(Note that the CGA &amp;quot;brown&amp;quot; can be difficult to distinguish from &amp;quot;red&amp;quot; unless it is immediately nearby.  For a slightly more readable version, you can &amp;quot;cheat&amp;quot; and replace the'' [BROWN_G:85]&lt;br /&gt;
''with  ''[BROWN_G:170]. '')''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#555555&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#0000aa&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#5555ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#00aa00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#55ff55&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#00aaaa&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#55ffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#aa0000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff5555&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#aa00aa&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ff55ff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#aa5500&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffff55&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#aaaaaa&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ffffff&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:170]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:170]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:170]&lt;br /&gt;
[CYAN_B:170]&lt;br /&gt;
[RED_R:170]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:170]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:170]&lt;br /&gt;
[BROWN_R:170]&lt;br /&gt;
[BROWN_G:85]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:170]&lt;br /&gt;
[LGRAY_G:170]&lt;br /&gt;
[LGRAY_B:170]&lt;br /&gt;
[DGRAY_R:85]&lt;br /&gt;
[DGRAY_G:85]&lt;br /&gt;
[DGRAY_B:85]&lt;br /&gt;
[LBLUE_R:85]&lt;br /&gt;
[LBLUE_G:85]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:85]&lt;br /&gt;
[LGREEN_G:255]&lt;br /&gt;
[LGREEN_B:85]&lt;br /&gt;
[LCYAN_R:85]&lt;br /&gt;
[LCYAN_G:255]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:85]&lt;br /&gt;
[LRED_B:85]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:85]&lt;br /&gt;
[LMAGENTA_B:255]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:85]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== For the Chromatically Challenged ===&lt;br /&gt;
&lt;br /&gt;
Colour blindness can result in colours being too similar, such as red and brown, so this scheme sacrifices true colour accuracy for a greater difference in hues. If you have normal colour vision, then this probably looks really weird.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#0000C0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#3030FF&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#00D000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#007090&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#40D0FF&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#C00000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FF3030&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#A00080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FF40D0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#606000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF40&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#C0C0C0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFFFFF&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:192]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:128]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:112]&lt;br /&gt;
[CYAN_B:144]&lt;br /&gt;
[RED_R:192]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:160]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:128]&lt;br /&gt;
[BROWN_R:96]&lt;br /&gt;
[BROWN_G:96]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:192]&lt;br /&gt;
[LGRAY_G:192]&lt;br /&gt;
[LGRAY_B:192]&lt;br /&gt;
[DGRAY_R:128]&lt;br /&gt;
[DGRAY_G:128]&lt;br /&gt;
[DGRAY_B:128]&lt;br /&gt;
[LBLUE_R:48]&lt;br /&gt;
[LBLUE_G:48]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:0]&lt;br /&gt;
[LGREEN_G:224]&lt;br /&gt;
[LGREEN_B:0]&lt;br /&gt;
[LCYAN_R:64]&lt;br /&gt;
[LCYAN_G:224]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:48]&lt;br /&gt;
[LRED_B:48]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:64]&lt;br /&gt;
[LMAGENTA_B:224]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:64]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Red/Green Colorblindness ===&lt;br /&gt;
&lt;br /&gt;
A modification of the chromatically challenged color scheme above, made to the tastes of someone with Red/Green colorblindness.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#707070&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#0000F0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#5050FF&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#008000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#00D000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#007090&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#40D0FF&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F00000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FF5050&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#A00080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FF30F0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#806000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF40&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D0D0D0&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#FFFFFF&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:0]&lt;br /&gt;
[BLUE_G:0]&lt;br /&gt;
[BLUE_B:240]&lt;br /&gt;
[GREEN_R:0]&lt;br /&gt;
[GREEN_G:128]&lt;br /&gt;
[GREEN_B:0]&lt;br /&gt;
[CYAN_R:0]&lt;br /&gt;
[CYAN_G:112]&lt;br /&gt;
[CYAN_B:144]&lt;br /&gt;
[RED_R:240]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:160]&lt;br /&gt;
[MAGENTA_G:0]&lt;br /&gt;
[MAGENTA_B:128]&lt;br /&gt;
[BROWN_R:128]&lt;br /&gt;
[BROWN_G:96]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:208]&lt;br /&gt;
[LGRAY_G:208]&lt;br /&gt;
[LGRAY_B:208]&lt;br /&gt;
[DGRAY_R:112]&lt;br /&gt;
[DGRAY_G:112]&lt;br /&gt;
[DGRAY_B:112]&lt;br /&gt;
[LBLUE_R:80]&lt;br /&gt;
[LBLUE_G:80]&lt;br /&gt;
[LBLUE_B:255]&lt;br /&gt;
[LGREEN_R:0]&lt;br /&gt;
[LGREEN_G:224]&lt;br /&gt;
[LGREEN_B:0]&lt;br /&gt;
[LCYAN_R:64]&lt;br /&gt;
[LCYAN_G:224]&lt;br /&gt;
[LCYAN_B:255]&lt;br /&gt;
[LRED_R:255]&lt;br /&gt;
[LRED_G:80]&lt;br /&gt;
[LRED_B:80]&lt;br /&gt;
[LMAGENTA_R:255]&lt;br /&gt;
[LMAGENTA_G:48]&lt;br /&gt;
[LMAGENTA_B:240]&lt;br /&gt;
[YELLOW_R:255]&lt;br /&gt;
[YELLOW_G:255]&lt;br /&gt;
[YELLOW_B:64]&lt;br /&gt;
[WHITE_R:255]&lt;br /&gt;
[WHITE_G:255]&lt;br /&gt;
[WHITE_B:255]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tango Scheme ===&lt;br /&gt;
&lt;br /&gt;
Color scheme to match [http://tango.freedesktop.org/Tango_Icon_Theme_Guidelines Tango palette]. Cyan values were missing from palette, so blue/plum values are used instead.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#2E3436&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#888a85&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#204a87&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#3465a4&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#4e9a06&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#8ae234&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#75507b&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#729fcf&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#a40000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ef2929&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#5c3566&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ad7fa8&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#ce5c00&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#fce94f&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#babdb6&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeec&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[BLACK_R:46]&lt;br /&gt;
[BLACK_G:52]&lt;br /&gt;
[BLACK_B:54]&lt;br /&gt;
[BLUE_R:32]&lt;br /&gt;
[BLUE_G:74]&lt;br /&gt;
[BLUE_B:135]&lt;br /&gt;
[GREEN_R:78]&lt;br /&gt;
[GREEN_G:154]&lt;br /&gt;
[GREEN_B:6]&lt;br /&gt;
[CYAN_R:117]&lt;br /&gt;
[CYAN_G:80]&lt;br /&gt;
[CYAN_B:123]&lt;br /&gt;
[RED_R:164]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:92]&lt;br /&gt;
[MAGENTA_G:53]&lt;br /&gt;
[MAGENTA_B:102]&lt;br /&gt;
[BROWN_R:206]&lt;br /&gt;
[BROWN_G:92]&lt;br /&gt;
[BROWN_B:0]&lt;br /&gt;
[LGRAY_R:186]&lt;br /&gt;
[LGRAY_G:189]&lt;br /&gt;
[LGRAY_B:182]&lt;br /&gt;
[DGRAY_R:128]&lt;br /&gt;
[DGRAY_G:128]&lt;br /&gt;
[DGRAY_B:128]&lt;br /&gt;
[LBLUE_R:52]&lt;br /&gt;
[LBLUE_G:101]&lt;br /&gt;
[LBLUE_B:164]&lt;br /&gt;
[LGREEN_R:138]&lt;br /&gt;
[LGREEN_G:226]&lt;br /&gt;
[LGREEN_B:52]&lt;br /&gt;
[LCYAN_R:114]&lt;br /&gt;
[LCYAN_G:159]&lt;br /&gt;
[LCYAN_B:207]&lt;br /&gt;
[LRED_R:239]&lt;br /&gt;
[LRED_G:41]&lt;br /&gt;
[LRED_B:41]&lt;br /&gt;
[LMAGENTA_R:173]&lt;br /&gt;
[LMAGENTA_G:127]&lt;br /&gt;
[LMAGENTA_B:168]&lt;br /&gt;
[YELLOW_R:252]&lt;br /&gt;
[YELLOW_G:233]&lt;br /&gt;
[YELLOW_B:79]&lt;br /&gt;
[WHITE_R:238]&lt;br /&gt;
[WHITE_G:238]&lt;br /&gt;
[WHITE_B:236]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== AngleWyrm's Colorset ===&lt;br /&gt;
Blues greens and brown that are easy on the eyes.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; style=&amp;quot;margin-left: 1cm&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLACK&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#484848&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;DGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#303c78&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#5064b4&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;LBLUE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#1e6428&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#289632&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGREEN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#285a82&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;CYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#729fcf&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LCYAN&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#a40000&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ef2929&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LRED&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#5c3566&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;MAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#ad7fa8&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LMAGENTA&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#785032&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;BROWN&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#b4aa3c&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;LGRAY&amp;lt;/span&amp;gt;&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeec&amp;quot; width=&amp;quot;50%&amp;quot;| &amp;lt;span style=&amp;quot;color: #000000&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[BLACK_R:0]&lt;br /&gt;
[BLACK_G:0]&lt;br /&gt;
[BLACK_B:0]&lt;br /&gt;
[BLUE_R:48]&lt;br /&gt;
[BLUE_G:60]&lt;br /&gt;
[BLUE_B:120]&lt;br /&gt;
[GREEN_R:30]&lt;br /&gt;
[GREEN_G:100]&lt;br /&gt;
[GREEN_B:40]&lt;br /&gt;
[CYAN_R:40]&lt;br /&gt;
[CYAN_G:90]&lt;br /&gt;
[CYAN_B:130]&lt;br /&gt;
[RED_R:164]&lt;br /&gt;
[RED_G:0]&lt;br /&gt;
[RED_B:0]&lt;br /&gt;
[MAGENTA_R:92]&lt;br /&gt;
[MAGENTA_G:53]&lt;br /&gt;
[MAGENTA_B:102]&lt;br /&gt;
[BROWN_R:120]&lt;br /&gt;
[BROWN_G:80]&lt;br /&gt;
[BROWN_B:50]&lt;br /&gt;
[LGRAY_R:128]&lt;br /&gt;
[LGRAY_G:128]&lt;br /&gt;
[LGRAY_B:128]&lt;br /&gt;
[DGRAY_R:72]&lt;br /&gt;
[DGRAY_G:72]&lt;br /&gt;
[DGRAY_B:72]&lt;br /&gt;
[LBLUE_R:80]&lt;br /&gt;
[LBLUE_G:100]&lt;br /&gt;
[LBLUE_B:180]&lt;br /&gt;
[LGREEN_R:40]&lt;br /&gt;
[LGREEN_G:150]&lt;br /&gt;
[LGREEN_B:50]&lt;br /&gt;
[LCYAN_R:114]&lt;br /&gt;
[LCYAN_G:159]&lt;br /&gt;
[LCYAN_B:207]&lt;br /&gt;
[LRED_R:239]&lt;br /&gt;
[LRED_G:41]&lt;br /&gt;
[LRED_B:41]&lt;br /&gt;
[LMAGENTA_R:173]&lt;br /&gt;
[LMAGENTA_G:127]&lt;br /&gt;
[LMAGENTA_B:168]&lt;br /&gt;
[YELLOW_R:180]&lt;br /&gt;
[YELLOW_G:170]&lt;br /&gt;
[YELLOW_B:60]&lt;br /&gt;
[WHITE_R:238]&lt;br /&gt;
[WHITE_G:238]&lt;br /&gt;
[WHITE_B:236]&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Billybobfred</name></author>
	</entry>
</feed>