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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CalmBit</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CalmBit"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/CalmBit"/>
	<updated>2026-05-07T05:41:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Capuchin&amp;diff=234275</id>
		<title>DF2014 Talk:Capuchin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Capuchin&amp;diff=234275"/>
		<updated>2017-12-12T23:05:15Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Answered question.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Capuchins are also Legendary dancers, having a preference for organs.&amp;quot;&lt;br /&gt;
What is that a reference to?&lt;br /&gt;
:AFAIK, this is a joking reference to [https://en.wikipedia.org/wiki/Street_organ#Operation organ grinders] and the traditional image/use of Capuchins as &amp;quot;companions&amp;quot; to the organ grinders, dancing and collecting money. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 23:05, 12 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_creatures&amp;diff=234127</id>
		<title>Template:DF2014 creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_creatures&amp;diff=234127"/>
		<updated>2017-12-07T22:25:04Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Added cheetah men&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Creature]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Races|Races}}&lt;br /&gt;
| [[Dwarf]] • [[Elf]] • [[Goblin]] • [[Human]]  • [[Kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Amphibian man]] • [[Antman]] • [[Bat man]] • [[Cave fish man]] • [[Cave swallow man]] • [[Olm man]] • [[Reptile man]] • [[Rodent man]] • [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Birds&lt;br /&gt;
| [[Albatross]] ([[albatross man|man]], [[giant albatross|giant]]) • [[Barn owl]] ([[barn owl man|man]], [[giant barn owl|giant]]) • Bluejay ([[bluejay man|man]], [[giant bluejay|giant]]) • Bushtit ([[bushtit man|man]], [[giant bushtit|giant]]) • Cardinal ([[cardinal man|man]], [[giant cardinal|giant]]) • [[Cassowary]] ([[cassowary man|man]], [[giant cassowary|giant]]) • Cockatiel ([[cockatiel man|man]], [[giant cockatiel|giant]]) • Crow ([[crow man|man]], [[giant crow|giant]]) • [[Eagle]] ([[eagle man|man]], [[giant eagle|giant]]) • [[Emu]] ([[emu man|man]], [[giant emu|giant]]) • Grackle ([[grackle man|man]], [[giant grackle|giant]]) • [[Great horned owl]] ([[great horned owl man|man]], [[giant great horned owl|giant]]) • [[Grey parrot]] ([[grey parrot man|man]], [[giant grey parrot|giant]]) • [[Hornbill]] ([[hornbill man|man]], [[giant hornbill|giant]]) • [[Kakapo]] ([[kakapo man|man]], [[giant kakapo|giant]]) • [[Kea]] ([[kea man|man]], [[giant kea|giant]]) • [[Kestrel]] ([[kestrel man|man]], [[giant kestrel|giant]]) • [[Kiwi]] ([[kiwi man|man]], [[giant kiwi|giant]]) • [[Loon]] ([[loon man|man]], [[giant loon|giant]]) • Lorikeet ([[lorikeet man|man]], [[giant lorikeet|giant]]) • Magpie ([[magpie man|man]], [[giant magpie|giant]]) • Masked lovebird ([[masked lovebird man|man]], [[giant masked lovebird|giant]]) • Oriole ([[oriole man|man]], [[giant oriole|giant]]) • [[Osprey]] ([[osprey man|man]], [[giant osprey|giant]]) • [[Ostrich]] ([[ostrich man|man]], [[giant ostrich|giant]]) • Parakeet ([[parakeet man|man]], [[giant parakeet|giant]]) • Peach-faced lovebird ([[peach-faced lovebird man|man]], [[giant peach-faced lovebird|giant]]) • [[Penguin]] ([[little penguin|little]], [[emperor penguin|emperor]], [[Penguin man|man]], [[Giant penguin|giant]]) • [[Peregrine falcon]] ([[peregrine falcon man|man]], [[giant peregrine falcon|giant]]) • [[Puffin]] ([[puffin man|man]], [[giant puffin|giant]]) • [[Raven]] ([[raven man|man]], [[giant raven|giant]]) • Red-winged blackbird ([[red-winged blackbird man|man]], [[giant red-winged blackbird|giant]]) • [[Snowy owl]] ([[snowy owl man|man]], [[giant snowy owl|giant]]) • Sparrow ([[sparrow man|man]], [[giant sparrow|giant]]) • [[Swan]] ([[swan man|man]], [[giant swan|giant]]) • [[White stork]] ([[white stork man|man]], [[giant white stork|giant]]) • Wren ([[wren man|man]], [[giant wren|giant]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Bugs&lt;br /&gt;
| Bark scorpion ([[bark scorpion man|man]], [[giant bark scorpion|giant]]) • Beetle ([[beetle man|man]], [[giant beetle|giant]]) • Brown recluse spider ([[brown recluse spider man|man]], [[giant brown recluse spider|giant]]) • Damselfly ([[damselfly man|man]], [[giant damselfly|giant]]) • Dragonfly ([[dragonfly man|man]], [[giant dragonfly|giant]]) • Firefly ([[firefly man|man]], [[giant firefly|giant]]) • Fly ([[fly man|man]], [[giant fly|giant]]) • Grasshopper ([[grasshopper man|man]], [[giant grasshopper|giant]]) • Jumping spider ([[jumping spider man|man]], [[giant jumping spider|giant]]) • Louse ([[louse man|man]], [[giant louse|giant]]) • Mantis ([[mantis man|man]], [[giant mantis|giant]]) • Monarch butterfly ([[monarch butterfly man|man]], [[giant monarch butterfly|giant]]) • Moon snail ([[moon snail man|man]], [[giant moon snail|giant]]) • Mosquito ([[mosquito man|man]], [[giant mosquito|giant]]) • Moth ([[moth man|man]], [[giant moth|giant]]) • Roach ([[roach man|man]], [[giant roach|giant]]) • Slug ([[slug man|man]], [[giant slug|giant]]) • Snail ([[snail man|man]], [[giant snail|giant]]) • Thrips ([[thrips man|man]], [[giant thrips|giant]]) • Tick ([[tick man|man]], [[giant tick|giant]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Desert&lt;br /&gt;
| [[Desert tortoise]] ([[desert tortoise man|man]], [[giant desert tortoise|giant]]) • [[Gila monster]] ([[gila monster man|man]], [[giant gila monster|giant]]) • Leopard gecko ([[leopard gecko man|man]], [[giant leopard gecko|giant]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Domestic&lt;br /&gt;
| [[Alpaca]] • [[Blue peafowl]] • [[Cat]] • [[Cavy]] • [[Chicken]] • [[Cow]] • [[Dog]] • [[Donkey]] • [[Duck]] • [[Goat]] • [[Goose]] • [[Guineafowl]] • [[Horse]] • [[Llama]] • [[Mule]] • [[Pig]] • [[Rabbit]] • [[Reindeer]] • [[Sheep]] • [[Turkey]] • [[Water buffalo]] • [[Yak]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Mountain&lt;br /&gt;
| [[Chinchilla]] ([[chinchilla man|man]], [[giant chinchilla|giant]]) • [[Dark gnome]] • [[Hoary marmot]] ([[hoary marmot man|man]], [[giant hoary marmot|giant]]) • [[Mountain gnome]] • [[Mountain goat]] ([[mountain goat man|man]], [[giant mountain goat|giant]]) • [[Wolverine]] ([[wolverine man|man]], [[giant wolverine|giant]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Ocean&lt;br /&gt;
| [[Angelshark]] • [[Basking shark]] • [[Blacktip reef shark]] • [[Blue shark]] • [[Bluefin tuna]] • [[Bluefish]] • [[Bull shark]] • [[Cod]] • [[Coelacanth]] • [[Common skate]] • [[Conger eel]] • [[Crab]] ([[crab man|man]], [[giant crab|giant]]) • Cuttlefish ([[cuttlefish man|man]], [[giant cuttlefish|giant]]) • [[Elephant seal]] ([[elephant seal man|man]], [[giant elephant seal|giant]]) • [[Frill shark]] • [[Giant grouper]] • [[Great barracuda]] • [[Great white shark]] • [[Halibut]] • [[Hammerhead shark]] • [[Harp seal]] ([[harp seal man|man]], [[giant harp seal|giant]]) • [[Horseshoe crab]] ([[horseshoe crab man|man]], [[giant horseshoe crab|giant]]) • [[Leopard seal]] ([[leopard seal man|man]], [[giant leopard seal|giant]]) • [[Longfin mako shark]] • [[Manta ray]] • [[Marlin]] • [[Milkfish]] • [[Narwhal]] ([[narwhal man|man]], [[giant narwhal|giant]]) • Nautilus ([[nautilus man|man]], [[giant nautilus|giant]]) • [[Nurse shark]] • [[Ocean sunfish]] • [[Octopus]] ([[octopus man|man]], [[giant octopus|giant]]) • [[Opah]] • [[Orca]] ([[orca man|man]], [[giant orca|giant]]) • [[Sea lamprey]] • [[Shortfin mako shark]] • [[Sperm whale]] ([[sperm whale man|man]], [[giant sperm whale|giant]]) • [[Spiny dogfish]] • [[Sponge]] ([[sponge man|man]], [[giant sponge|giant]]) • [[Spotted wobbegong]] • Squid ([[squid man|man]], [[gigantic squid|giant]]) • [[Stingray]] • [[Sturgeon]] • [[Swordfish]] • [[Tiger shark]] • [[Walrus]] ([[walrus man|man]], [[giant walrus|giant]]) • [[Whale shark]] • [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | River/Lake&lt;br /&gt;
| Axolotl ([[axolotl man|man]], [[giant axolotl|giant]]) • [[Beaver]] ([[beaver man|man]], [[giant beaver|giant]]) • [[Carp]] • [[Hippo]] • Leech ([[leech man|man]], [[giant leech|giant]]) • [[Longnose gar]] • [[Mink]] ([[mink man|man]], [[giant mink|giant]]) • ''Otter'' ([[river otter|river]], [[sea otter|sea]], [[otter man|man]], [[giant otter|giant]]) • [[Pike (fish)|Pike]] • [[Platypus]] ([[platypus man|man]], [[giant platypus|giant]]) • Pond turtle ([[pond turtle man|man]], [[giant pond turtle|giant]]) • ''Snapping turtle'' ([[common snapping turtle|common]], [[alligator snapping turtle|alligator]], [[snapping turtle man|man]], [[giant snapping turtle|giant]]) • [[Tigerfish]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Temperate&lt;br /&gt;
| [[Adder]] ([[adder man|man]], [[giant adder|giant]]) • [[Alligator]] ([[alligator man|man]], [[giant alligator|giant]]) • [[Badger]] ([[badger man|man]], [[giant badger|giant]]) • [[Black bear]] ([[black bear man|man]], [[giant black bear|giant]]) • [[Bobcat]] ([[bobcat man|man]], [[giant bobcat|giant]]) • [[Buzzard]] ([[buzzard man|man]], [[giant buzzard|giant]]) • [[Capybara]] ([[capybara man|man]], [[giant capybara|giant]]) • [[Coati]] ([[coati man|man]], [[giant coati|giant]]) • [[Copperhead snake]] ([[copperhead snake man|man]], [[giant copperhead snake|giant]]) • [[Cougar]] ([[cougar man|man]], [[giant cougar|giant]]) • [[Coyote]] ([[coyote man|man]], [[giant coyote|giant]]) • [[Deer]] ([[deer man|man]], [[giant deer|giant]]) • [[Dingo]] ([[dingo man|man]], [[giant dingo|giant]]) • [[Echidna]] ([[echidna man|man]], [[giant echidna|giant]]) • [[Fox]] ([[fox man|man]], [[giant fox|giant]]) • [[Gray langur]] ([[ gray langur man|man]], [[giant gray langur|giant]]) • Green tree frog ([[green tree frog man|man]], [[giant green tree frog|giant]]) • [[Grizzly bear]] ([[grizzly bear man|man]], [[giant grizzly bear|giant]]) • [[Groundhog]] ([[groundhog man|man]], [[giant groundhog|giant]]) • [[Hare]] ([[hare man|man]], [[giant hare|giant]]) • [[Ibex]] ([[ibex man|man]], [[giant ibex|giant]]) • [[Kangaroo]] ([[kangaroo man|man]], [[giant kangaroo|giant]]) • [[Kingsnake]] ([[kingsnake man|man]], [[giant kingsnake|giant]]) • [[Koala]] ([[koala man|man]], [[giant koala|giant]]) • [[Moose]] ([[moose man|man]], [[giant moose|giant]]) • [[Opossum]] ([[opossum man|man]], [[giant opossum|giant]]) • [[Panda]] ([[panda man|man]], [[gigantic panda|giant]]) • [[Porcupine]] ([[porcupine man|man]], [[giant porcupine|giant]]) • [[Raccoon]] ([[raccoon man|man]], [[giant raccoon|giant]]) • [[Rattlesnake]] ([[rattlesnake man|man]], [[giant rattlesnake|giant]]) • [[Red panda]] ([[red panda man|man]], [[giant red panda|giant]]) • [[Rhesus macaque]] ([[rhesus macaque man|man]], [[giant rhesus macaque|giant]]) • [[Skunk]] ([[skunk man|man]], [[giant skunk|giant]]) • [[Weasel]] ([[weasel man|man]], [[giant weasel|giant]]) • [[Wild boar]] ([[wild boar man|man]], [[giant wild boar|giant]]) • [[Wolf]] ([[wolf man|man]], [[giant wolf|giant]]) • [[Wombat]] ([[wombat man|man]], [[giant wombat|giant]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Tropical&lt;br /&gt;
| [[Aardvark]] ([[aardvark man|man]], [[giant aardvark|giant]]) • [[Anaconda]] ([[anaconda man|man]], [[giant anaconda|giant]]) • [[Armadillo]] ([[armadillo man|man]], [[giant armadillo|giant]]) • [[Aye-aye]] ([[aye-aye man|man]], [[giant aye-aye|giant]]) • [[Bilou]] • [[Black mamba]] ([[black mamba man|man]], [[giant black mamba|giant]]) • [[Black-crested gibbon]] • [[Black-handed gibbon]] • [[Bonobo]] • [[Bushmaster]] ([[bushmaster man|man]], [[giant bushmaster|giant]]) • [[Capuchin]] ([[capuchin man|man]], [[giant capuchin|giant]]) • [[Cheetah]] ([[cheetah man|man]], [[giant cheetah|giant]]) • [[Chimpanzee]] • [[Elephant]] ([[elephant man|man]], [[giant elephant|giant]]) • [[Gazelle]] ([[gazelle man|man]], [[giant gazelle|giant]]) • [[Giant desert scorpion]] • [[Giant tortoise]] ([[giant tortoise man|man]], [[gigantic tortoise|giant]]) • [[Giraffe]] ([[giraffe man|man]], [[giant giraffe|giant]]) • [[Gorilla]] • [[Gray gibbon]] • [[Honey badger]] ([[honey badger man|man]], [[giant honey badger|giant]])• [[Hyena]] ([[hyena man|man]], [[giant hyena|giant]]) • [[Impala]] ([[impala man|man]], [[giant impala|giant]]) • [[Jackal]] ([[jackal man|man]], [[giant jackal|giant]]) • [[Jaguar]] ([[jaguar man|man]], [[giant jaguar|giant]]) • [[King cobra]] ([[king cobra man|man]], [[giant king cobra|giant]]) • [[Leopard]] ([[leopard man|man]], [[giant leopard|giant]]) • [[Lion]] ([[lion man|man]], [[giant lion|giant]]) • Lion tamarin ([[lion tamarin man|man]], [[giant lion tamarin|giant]]) • [[Mandrill]] ([[mandrill man|man]], [[giant mandrill|giant]]) • [[Mongoose]] ([[mongoose man|man]], [[giant mongoose|giant]]) • [[Monitor lizard]] ([[monitor lizard man|man]], [[giant monitor lizard|giant]]) • [[Ocelot]] ([[ocelot man|man]], [[giant ocelot|giant]]) • [[One-humped camel]] ([[one-humped camel man|man]], [[giant one-humped camel|giant]]) • [[Orangutan]] • [[Pangolin]] ([[pangolin man|man]], [[giant pangolin|giant]]) • [[Pileated gibbon]] • [[Python]] ([[python man|man]], [[giant python|giant]]) • [[Rhinoceros]] ([[rhinoceros man|man]], [[giant rhinoceros|giant]]) • [[Saltwater crocodile]] ([[saltwater crocodile man|man]], [[giant saltwater crocodile|giant]]) • [[Siamang]] • [[Silvery gibbon]] • [[Sloth]] ([[sloth man|man]], [[giant sloth|giant]]) • [[Sloth bear]] ([[sloth bear man|man]], [[giant sloth bear|giant]]) • [[Spider monkey]] ([[spider monkey man|man]], [[giant spider monkey|giant]]) • [[Tapir]] ([[tapir man|man]], [[giant tapir|giant]]) • [[Tiger]] ([[tiger man|man]], [[giant tiger|giant]]) • [[Two-humped camel]] ([[two-humped camel man|man]], [[giant two-humped camel|giant]]) • [[Vulture]] ([[vulture man|man]], [[giant vulture|giant]]) • [[Warthog]] ([[warthog man|man]], [[giant warthog|giant]]) • [[White-browed gibbon]] • [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Tundra&lt;br /&gt;
| [[Elk]] ([[elk man|man]], [[giant elk|giant]]) • [[Lynx]] ([[lynx man|man]], [[giant lynx|giant]]) • [[Muskox]] ([[muskox man|man]], [[giant muskox|giant]]) • [[Polar bear]] ([[polar bear man|man]], [[giant polar bear|giant]]) • [[Stoat]] ([[stoat man|man]], [[giant stoat|giant]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Subterranean&lt;br /&gt;
| [[Amethyst man]] • [[Blind cave bear]] • [[Blind cave ogre]] • [[Blood man]] • [[Bugbat]] • [[Cave blob]] • [[Cave crocodile]] • [[Cave dragon]] • [[Cave floater]] • [[Creeping eye]] • [[Crundle]] • [[Draltha]] • [[Drunian]] • [[Elk bird]] • [[Fire imp]] • [[Fire man]] • [[Flesh ball]] • [[Floating guts]] • [[Gabbro man]] • [[Giant bat]] • [[Giant cave spider]] • [[Giant cave swallow]] • [[Giant earthworm]] • [[Giant mole]] • [[Giant olm]] • [[Giant rat]] • [[Giant cave toad]] • [[Gorlak]] • [[Green devourer]] • [[Helmet snake]] • [[Hungry head]] • [[Iron man]] • [[Jabberer]] • [[Large rat]] • [[Magma crab]] • [[Magma man]] • [[Manera]] • [[Molemarian]] • [[Mud man]] • [[Naked mole dog]] • [[Plump helmet man]] • [[Pond grabber]] • [[Reacher]] • [[Rutherer]] • [[Troglodyte]] • [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Mammals&lt;br /&gt;
| Chipmunk ([[chipmunk man|man]], [[giant chipmunk|giant]]) • Flying squirrel ([[flying squirrel man|man]], [[giant flying squirrel|giant]]) • Gray squirrel ([[gray squirrel man|man]], [[giant gray squirrel|giant]]) • Hamster ([[hamster man|man]], [[giant hamster|giant]]) • Hedgehog ([[hedgehog man|man]], [[giant hedgehog|giant]]) • Rat ([[rat man|man]]) • Red squirrel ([[red squirrel man|man]], [[giant red squirrel|giant]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Reptiles&lt;br /&gt;
| Anole ([[anole man|man]], [[giant anole|giant]]) • Chameleon ([[chameleon man|man]], [[giant chameleon|giant]]) • [[Iguana]] ([[iguana man|man]], [[giant iguana|giant]]) • Lizard ([[lizard man|man]], [[giant lizard|giant]]) • Skink ([[skink man|man]], [[giant skink|giant]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Miscellaneous&lt;br /&gt;
| Toad ([[toad man|man]], [[giant toad|giant]]) • Worm ([[worm man|man]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Fantasy&lt;br /&gt;
| [[Beak dog]] • [[Blizzard man]] • [[Foul blendec]] • [[Gremlin]] • [[Grimeling]] • [[Harpy]] • [[Ice wolf]] • [[Merperson]] • [[Nightwing]] • [[Ogre]] • [[Sasquatch]] • [[Satyr]] • [[Sea monster]] • [[Sea serpent]] • [[Strangler]] • [[Troll]] • [[Unicorn]] • [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Night creature]]s&lt;br /&gt;
| [[Bogeyman]] • [[Ghost]] • [[Mummy]] • [[Necromancer]] • [[Night troll]] • [[Undead]] • [[Vampire]] • [[Werebeast]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Semi-megabeasts|Semi-Megabeasts}}&lt;br /&gt;
| [[Cyclops]] • [[Ettin]] • [[Giant]] • [[Minotaur]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Megabeasts|Megabeasts}}&lt;br /&gt;
| [[Bronze colossus]] • [[Dragon]] • [[Forgotten beast]] • [[Hydra]] • [[Roc]] • [[Titan]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Hidden Fun Stuff&lt;br /&gt;
| [[Angel]] • [[Demon]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Nonexistent&lt;br /&gt;
| [[Centaur]] • [[Chimera]] • [[Griffon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{cat|}}}|nocat||{{Category|Creatures}}}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=234121</id>
		<title>Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=234121"/>
		<updated>2017-12-07T03:17:06Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Small wording changes.&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}&lt;br /&gt;
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This article is a quick guide to running a '''meat and related goods industry'''. If you're basing your economy on the meat industry, you should keep in mind that the amount of product available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning rates of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
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Note that the meat industry involves many materials which can [[rot]], and therefore requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
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'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
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== Acquisition ==&lt;br /&gt;
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).&lt;br /&gt;
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===Embark===&lt;br /&gt;
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] will supply matching animals for breeding. This doesn't necessarily mean that you need to buy one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals; see [[#Breeding|breeding]], below.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.&lt;br /&gt;
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It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).&lt;br /&gt;
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=== Hunting ===&lt;br /&gt;
In all but the most inhospitable of places, there will be some &amp;lt;s&amp;gt;running food&amp;lt;/s&amp;gt; wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them (&amp;quot;ambushing&amp;quot;, their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.&lt;br /&gt;
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Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.&lt;br /&gt;
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Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
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Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.&lt;br /&gt;
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Hunting undead or aggressive animals are much more fun. Unlike the regular animals where agility is required to catch them, these animals will happily come to you. Crossbow bolts and piercing weapons are next to useless in this case, but hunting undead can be a valuable source of meat and bones in an evil biome if you manage to mangle the corpse such that it cannot reanimate. It's also wise to do so as a preemptive measure if you plan to do anything outdoors (before actual hunters, or civilians, come in contact with them). One should take extra caution when doing so though, because even minor zombies like ravens have been known to shatter bone through adamantine and steel.&lt;br /&gt;
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=== Trapping ===&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. &lt;br /&gt;
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Cage traps should be built where animals will walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or (worse) trigger their aggression. &lt;br /&gt;
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To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].&lt;br /&gt;
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Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
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Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
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Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
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=== Breeding ===&lt;br /&gt;
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one commitment-capable male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, due to a [[Breeding#Bugs|bug]], male animals who aren't &amp;quot;willing to commit to marriage&amp;quot; will not breed, so it's best to keep some spare males around. As an aside, the lucky bulls love that arrangement. &lt;br /&gt;
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Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.&lt;br /&gt;
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There is currently a per type population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of child animals, which can have a significant impact on [[elephant|slow-maturing species]].&lt;br /&gt;
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When two animals breed, their genetic traits combine just like in real life.  This means that you can selective butcher less-desirable examples of animals to leave only more-desirable breeding stock.  This can include your dwarves, although social engineering with intelligent species (i.e. that breed via marriage) is an extra challenge. Extra points for splitting your alpaca herds into one bred for meat and one bred for hair!&lt;br /&gt;
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=== Breeding wild animals ===&lt;br /&gt;
Most animals that are neither intelligent nor egg-layers will eventually give birth if a male and female are able to touch. Some intelligent creatures can also do this if they don't require marriage to have children (i.e. troglodytes, blind cave ogres). Wild animals require neither food nor water (in the case of intelligent humanoids).&lt;br /&gt;
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This can be exploited and has an advantage for several reasons. Animals that are still wild will be butchered regardless of how or why they died; stray animals will only provide meat when slaughtered. This makes penning and breeding of non-tame animals attractive for short-lived species that die often such as rats of any kind, mole dogs, and giant insects. Grazers can also be adequately bred this way if you're only using them for meat; wild draltha, elephants, and giant pandas survive perfectly fine penned underground in pits. Untameable animals can only be bred this way; this includes unicorns, intelligent creatures that don't require marriage (blind cave ogres, troglodytes, possibly merpersons), and other fun beasts that cannot be tamed such as demons.&lt;br /&gt;
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Methods for how to do this vary, but chaining is a practical approach. Trapping the offspring is then easy because the adults cannot walk onto the cage traps due to the chains, and the infants will invariably wander; hollowed out mine-shafts that you haven't bothered to fill out make excellent dungeons. Be wary of chaining different creature castes together though. Most neutral creatures are fine with each other, but some of them freak out and get scared; most reactions will provoke a fight and subsequent death of the inmates before children can be received. Chaining up building destroyers can result in potentially unwanted fun as the children proceed to destroy the restraints, freeing their parents, and causing a possible insurrection if they manage to further destroy other restraints in the dungeon and free creatures neutral to them (but hostile to dwarves). Building destroyers can't destroy anything when chained, but should ideally be pitted into pens controlled by bridges (or at least chained with extra cage traps around; and disposable chains). Remember, all creatures can destroy restraints when tantruming, which sometimes occurs with some more disagreeable inmates that happen to be intelligent. Also, cages must be placed one square away from restraints because chained wild animals still trigger cage traps for some reason.&lt;br /&gt;
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Trapavoid creatures such as demons are harder to breed. Usually, a sealed off passage from hell would result in demons breeding on the other side on their own anyway. The offspring do not leave the map and will make quick work of your fps until you decide to farm them. Remember to build artifact furniture adorned with copious amounts of spike traps on repeaters. Demons tear through doors and hatches like tissue paper so simple patterns of two spikes in front of two doors would not work. Demons can be a valuable source of shells in embarks where you would otherwise have none. Never again would you need to worry about dwarves going insane due to the lack of shells from failed moods once you have a demon farm up and running.&lt;br /&gt;
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== Management ==&lt;br /&gt;
=== Pastures ===&lt;br /&gt;
Tame animals with the [GRAZER:&amp;lt;value&amp;gt;] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. &lt;br /&gt;
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Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.&lt;br /&gt;
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Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].&lt;br /&gt;
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Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.&lt;br /&gt;
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=== Pens ===&lt;br /&gt;
A strategy to improve your framerate is to [[restraint|restrain]] most of your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
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Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  When placed in &amp;quot;holding pens&amp;quot; consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem.  Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.&lt;br /&gt;
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To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be &amp;quot;forbidden&amp;quot; but &amp;quot;pet-passable&amp;quot;, since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing &amp;quot;pull lever&amp;quot; orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
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All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.&lt;br /&gt;
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A common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.&lt;br /&gt;
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Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.&lt;br /&gt;
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=== Internal pastures ===&lt;br /&gt;
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground &amp;quot;grass&amp;quot; will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.&lt;br /&gt;
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You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. &lt;br /&gt;
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== Processing ==&lt;br /&gt;
=== Slaughtering and butchering ===&lt;br /&gt;
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a &amp;quot;Slaughter animal&amp;quot; task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.&lt;br /&gt;
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Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure &amp;quot;collateral&amp;quot; kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.&lt;br /&gt;
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Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].&lt;br /&gt;
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Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.&lt;br /&gt;
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Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].&lt;br /&gt;
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If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
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If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
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==== Overdrive ====&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
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== Animal products ==&lt;br /&gt;
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.&lt;br /&gt;
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===Meat===&lt;br /&gt;
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.&lt;br /&gt;
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===Fat===&lt;br /&gt;
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.&lt;br /&gt;
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Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.&lt;br /&gt;
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===Bones===&lt;br /&gt;
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).&lt;br /&gt;
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===Skull===&lt;br /&gt;
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. Totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a [[finished goods]] [[bin]], so just transport the bins to the depot.&lt;br /&gt;
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===Hooves and horns===&lt;br /&gt;
Animals with hooves and/or horns will produce generic &amp;quot;[[horn]]&amp;quot; once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.&lt;br /&gt;
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===Raw hides===&lt;br /&gt;
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a &amp;quot;tan raw hide&amp;quot; job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. However, there is no outstanding reason to do this. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop - if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.&lt;br /&gt;
&lt;br /&gt;
===Cartilage and nervous tissue===&lt;br /&gt;
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.&lt;br /&gt;
&lt;br /&gt;
===Ivory/Teeth===&lt;br /&gt;
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.&lt;br /&gt;
&lt;br /&gt;
==Secondary products==&lt;br /&gt;
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).&lt;br /&gt;
&lt;br /&gt;
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].&lt;br /&gt;
&lt;br /&gt;
===Wool===&lt;br /&gt;
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). &lt;br /&gt;
&lt;br /&gt;
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''&lt;br /&gt;
&lt;br /&gt;
The utility [[Utility:DFHack|DFHack]] can greatly assist, in several ways:&lt;br /&gt;
&lt;br /&gt;
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]&lt;br /&gt;
&lt;br /&gt;
* '''Autobutcher - automatic, configurable butchering:'''  DFHack provides an &amp;lt;tt&amp;gt;autobutcher&amp;lt;/tt&amp;gt; command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.&lt;br /&gt;
** Autobutcher monitors the animals in a fort on a per-species basis.  The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)&lt;br /&gt;
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.&lt;br /&gt;
** The user can edit the configuration for any individual species, for example to keep more than 5 female Chickens for egg laying purposes, or fewer Cats to avoid a [[DF2014:Catsplosion|Catsplosion]].  Monitoring can also be disabled on a per-species basis.&lt;br /&gt;
** Pets and work animals (Hunting/War) will never be slaughtered.  &lt;br /&gt;
** Other options include: editing the default limits that apply to new species'; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.&lt;br /&gt;
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by opening the [[Status#Animal Status Screen|animal status screen]] and then pressing hotkey {{K|Shift-B}}.&lt;br /&gt;
** For more information, see: [https://github.com/DFHack/dfhack#autobutcher autobutcher in the DFHack documentation]&lt;br /&gt;
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called &amp;lt;tt&amp;gt;autonestbox&amp;lt;/tt&amp;gt;, which once started runs automatically and periodically in the background.  Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes.  It will then assign the former to the latter.  &lt;br /&gt;
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.&lt;br /&gt;
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox.  Autonestbox will then automatically assign birds to these.  It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg laying birds.&lt;br /&gt;
** DFHack users can start Autonestbox by adding &amp;lt;tt&amp;gt;autonestbox start&amp;lt;/tt&amp;gt; to a DFHack init file, or by typing this command from the console (then applies to current session only.)  &lt;br /&gt;
** Users of the [[Utility:Lazy_Newb_Pack|PyLNP-based]] [http://www.bay12forums.com/smf/index.php?topic=126076 Windows Starter Pack] can enable Autonestbox by toggling &amp;lt;tt&amp;gt;Other Automation Plugins&amp;lt;/tt&amp;gt; on the DFHack tab in PyLNP.&lt;br /&gt;
** For more information, see: [https://github.com/DFHack/dfhack#autonestbox autonestbox in the DFHack documentation]&lt;br /&gt;
* '''Better pasture management:''' DFHack enhances the Activity Zone-&amp;gt;Set Pen/Pasture Information UI. [[File:DFHack-PastureFilteringUI.png|thumb|right|200px|DFHack Pasture filtering example]]&lt;br /&gt;
** When adding animals to a Pasture, you can filter the animals: &lt;br /&gt;
*** By text search &lt;br /&gt;
*** Male/Female&lt;br /&gt;
*** Caged/Not Caged&lt;br /&gt;
*** Currently Pastured/Not Pastured&lt;br /&gt;
*** Grazing/Not Grazing&lt;br /&gt;
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.&lt;br /&gt;
* '''&amp;lt;tt&amp;gt;zone&amp;lt;/tt&amp;gt; - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool &amp;lt;tt&amp;gt;zone&amp;lt;/tt&amp;gt;, which allows very advanced allocation of animals/species to specified pastures and cages.&lt;br /&gt;
** There is unfortunately no in-game UI for this as yet, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.&lt;br /&gt;
** Commands can be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:&lt;br /&gt;
*** Assign &amp;lt;tt&amp;gt;zone set&amp;lt;/tt&amp;gt; to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future &amp;lt;tt&amp;gt;zone assign&amp;lt;/tt&amp;gt; commands.&lt;br /&gt;
*** Assign &amp;lt;tt&amp;gt;zone assign&amp;lt;/tt&amp;gt; to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.&lt;br /&gt;
*** If you always want to have all your animals in a single pasture, assign &amp;lt;tt&amp;gt;zone assign all own&amp;lt;/tt&amp;gt; to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.&lt;br /&gt;
** Some examples of more advanced command-line usages of &amp;lt;tt&amp;gt;zone&amp;lt;/tt&amp;gt;:&lt;br /&gt;
*** &amp;lt;tt&amp;gt;zone assign all own ALPACA minage 3 maxage 10&amp;lt;/tt&amp;gt;&lt;br /&gt;
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.&lt;br /&gt;
*** &amp;lt;tt&amp;gt;zone assign all own caged grazer nick grazing&amp;lt;/tt&amp;gt;&lt;br /&gt;
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)&lt;br /&gt;
*** &amp;lt;tt&amp;gt;zone assign count 5 own female milkable&amp;lt;/tt&amp;gt;&lt;br /&gt;
**** Assign up to 5 female, milkable animals to the selected Pasture.&lt;br /&gt;
** For full details, and more examples, see: [https://github.com/DFHack/dfhack#zone zone in the DFHack documentation]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolt|Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldier|Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldier|Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
** [[Restraint|Restraints]]&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftsdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:DF2012:Meat industry]]&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:ArtifactHeirloomExample.png&amp;diff=234106</id>
		<title>File:ArtifactHeirloomExample.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:ArtifactHeirloomExample.png&amp;diff=234106"/>
		<updated>2017-12-06T03:40:29Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: CalmBit uploaded a new version of &amp;amp;quot;File:ArtifactHeirloomExample.png&amp;amp;quot;: Non-modded materials.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of a text box describing the creation of an artifact, and the claiming of said artifact as an heirloom.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=234105</id>
		<title>Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=234105"/>
		<updated>2017-12-06T00:26:07Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: /* Artifact Classification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They can be traded, just like any item of its type. A list of all artifacts in the fortress can be seen by pressing {{k|L}} ({{k|l}} in version 0.40). As of 0.44, though, artifacts ''can'' be stolen, sold or warred over, and may transfer between civilizations that way.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc.) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value. They can also potentially be displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Armor ===&lt;br /&gt;
Artifact equipment get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]].&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none. However, unlike large gems, you can't trade artifact gems, and is therefore only useful for adding created wealth. &lt;br /&gt;
&lt;br /&gt;
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode. The newly added [[display case|display cases]] and [[pedestal|pedestals]] can be used to show off otherwise useless artifact crafts.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
Artifact cages and animal traps are unique in that they are capable of containing '''any''' type of vermin creature without them ever escaping - by comparison, certain types of vermin can gnaw, fly, or immolate their way out of ordinary cages depending on their materials.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode. Adventurers can also receive quests to retrieve artifacts.&lt;br /&gt;
&lt;br /&gt;
== Artifact Classification ==&lt;br /&gt;
{{under construction|align=left}}&lt;br /&gt;
[[File:ArtifactHeirloomExample.png|thumb|right|300px|Example of a dwarf claiming an artifact as an heirloom.]]&lt;br /&gt;
When an artifact is created, its creator will claim their artifact for a particular purpose. Examples include offering it to your fortress's civilization or site government (&amp;quot;He/She offers it to &amp;lt;entity&amp;gt;&amp;quot;), claiming it as a family heirloom (&amp;quot;He/she claims it as a family heirloom&amp;quot;, or alternatively &amp;quot;He/she claims it as a family heirloom in the name of the family ancestor &amp;lt;figure&amp;gt;&amp;quot;, although this doesn't seem to change the nature of the claim), or claiming it as a personal treasure (&amp;quot;He/she claims it as a personal treasure&amp;quot;). It's currently unknown at the time of writing what exactly these classifications affect, although there is reasonable speculation it affects historical generated raid events, as well as raids on your fortress should you possess a foreign artifact.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact, although its value and effectiveness will remain the same.&lt;br /&gt;
&lt;br /&gt;
What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor (even a shield) may be named if it only had a single kill.&lt;br /&gt;
&lt;br /&gt;
After the weapon has been named, it will become fixed{{verify}} to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use, until all dwarves that slew something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be damaged by temperature extremes, building destroyers, or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, atom-smashed by bridges, or melted by extreme heat.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
In [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7], Toady stated that even when atom smashed, or melted by extreme heat (or destroyed in any other manner) the artifacts will not be deleted but instead receive a &amp;quot;Hidden&amp;quot; flag, which causes the item to respawn in a random location on the site in which it was destroyed, perfectly unharmed, after reclaiming a fort or visiting it in adventure mode.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or sewing images into it). Your pitiful gabbro scepter, for instance, cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[d_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:ArtifactHeirloomExample.png&amp;diff=234104</id>
		<title>File:ArtifactHeirloomExample.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:ArtifactHeirloomExample.png&amp;diff=234104"/>
		<updated>2017-12-06T00:23:45Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: An example of a text box describing the creation of an artifact, and the claiming of said artifact as an heirloom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of a text box describing the creation of an artifact, and the claiming of said artifact as an heirloom.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=234093</id>
		<title>Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=234093"/>
		<updated>2017-12-04T23:53:04Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Redo artifact classifications.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts in the fortress can be seen by pressing {{k|L}} ({{k|l}} in version 0.40). As of 0.44, though, artifacts ''can'' be stolen, sold or warred over, and may transfer between civilizations that way.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc.) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value. They can also potentially be displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Armor ===&lt;br /&gt;
Artifact equipment get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]].&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none. However, unlike large gems, you can't trade artifact gems, and is therefore only useful for adding created wealth. &lt;br /&gt;
&lt;br /&gt;
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode. The newly added [[display case|display cases]] and [[pedestal|pedestals]] can be used to show off otherwise useless artifact crafts.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
Artifact cages and animal traps are unique in that they are capable of containing '''any''' type of vermin creature without them ever escaping - by comparison, certain types of vermin can gnaw, fly, or immolate their way out of ordinary cages depending on their materials.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode. Adventurers can also receive quests to retrieve artifacts.&lt;br /&gt;
&lt;br /&gt;
== Artifact Classification ==&lt;br /&gt;
{{under construction|align=left}}&lt;br /&gt;
When an artifact is created, its creator will claim their artifact for a particular purpose. Examples include offering it to your fortress's civilization or site government (&amp;quot;He/She offers it to &amp;lt;entity&amp;gt;&amp;quot;), claiming it as a family heirloom (&amp;quot;He/she claims it as a family heirloom&amp;quot;, or alternatively &amp;quot;He/she claims it as a family heirloom in the name of the family ancestor &amp;lt;figure&amp;gt;&amp;quot;, although this doesn't seem to change the nature of the claim), or claiming it as a personal treasure (&amp;quot;He/she claims it as a personal treasure&amp;quot;). It's currently unknown at the time of writing what exactly these classifications affect, although there is reasonable speculation it affects historical generated raid events, as well as raids on your fortress should you possess a foreign artifact.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact, although its value and effectiveness will remain the same.&lt;br /&gt;
&lt;br /&gt;
What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor (even a shield) may be named if it only had a single kill.&lt;br /&gt;
&lt;br /&gt;
After the weapon has been named, it will become fixed{{verify}} to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use, until all dwarves that slew something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be damaged by temperature extremes, building destroyers, or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, atom-smashed by bridges, or melted by extreme heat.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
In [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7], Toady stated that even when atom smashed, or melted by extreme heat (or destroyed in any other manner) the artifacts will not be deleted but instead receive a &amp;quot;Hidden&amp;quot; flag, which causes the item to respawn in a random location on the site in which it was destroyed, perfectly unharmed, after reclaiming a fort or visiting it in adventure mode.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or sewing images into it). Your pitiful gabbro scepter, for instance, cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[d_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Paper_industry&amp;diff=234089</id>
		<title>Paper industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Paper_industry&amp;diff=234089"/>
		<updated>2017-12-04T18:39:52Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Better wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:13, 25 May 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
The '''paper industry''' deals with the creation and processing of paper [[sheet]]s, and further processing into [[quire]]s and [[scroll]]s.&lt;br /&gt;
&lt;br /&gt;
== Sheets ==&lt;br /&gt;
There are three major ways to create paper for books and scrolls - each depending on a different raw material.&lt;br /&gt;
&lt;br /&gt;
The finished sheets can be stored in their own stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Raw materials ===&lt;br /&gt;
The raw materials that can be used:&lt;br /&gt;
*[[Papyrus_sedge|Papyrus]]&lt;br /&gt;
*Animal [[skin|hide]]&lt;br /&gt;
*Cloth plants&lt;br /&gt;
**[[rope reed]]&lt;br /&gt;
**[[pig tail]]&lt;br /&gt;
**[[hemp]]&lt;br /&gt;
**[[cotton]]&lt;br /&gt;
**[[ramie]]&lt;br /&gt;
**[[flax]]&lt;br /&gt;
**[[jute]]&lt;br /&gt;
**[[kenaf]]&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
The method, workshops, and labors required to process a material into sheets depends on the type of material.&lt;br /&gt;
&lt;br /&gt;
==== Papyrus ====&lt;br /&gt;
[[Papyrus_sedge|Papyrus]] can be directly made into sheets at a [[farmer's workshop]] using the [[Papermaking]] labor.&lt;br /&gt;
&lt;br /&gt;
[[File:paper_industry_diagram.png|thumb|550px|Paper industry overview]]&lt;br /&gt;
==== Parchment ====&lt;br /&gt;
Processing [[Leather|animal hides]] is more complex; you need to produce [[quicklime]] from [[calcium carbonate]] stones at a [[kiln]], then process the [[quicklime]] to [[Milk_of_lime|milk of lime]] at an [[ashery]]. Finally, the hide and [[Milk_of_lime|milk of lime]] are used in a [[tanner's shop]] using the [[Tanner|tanning]] labor to create a parchment sheet. For each sheet of parchment 1 hide is needed disregarding the size of the original animal.&lt;br /&gt;
&lt;br /&gt;
If the hide is from a cow, it's called &amp;quot;vellum sheet&amp;quot;, otherwise it will take on the name of the animal (i.e. pig parchment sheet, sheep parchment sheet).&lt;br /&gt;
==== Plant fibers ====&lt;br /&gt;
Cloth plants are milled to slurry with a constructed [[millstone]] or [[quern]], then pressed to a sheet in a [[screw press]]. Both processes use the [[Papermaking]] labor.&lt;br /&gt;
&lt;br /&gt;
== Finished goods ==&lt;br /&gt;
The sheets can then be further processed into finished goods.&lt;br /&gt;
=== Quires ===&lt;br /&gt;
1 sheet of paper can be crafted into 1 [[quire]] at a [[craftsdwarf's workshop]] using the [[Bookbinding]] labor.&lt;br /&gt;
=== Codices ===&lt;br /&gt;
After a [[quire]] has been filled with text it can be crafted into a [[book|codex]] at a [[craftsdwarf's workshop]] using the [[Bookbinding]] labor.  Scrolls cannot be made into codices.&lt;br /&gt;
&lt;br /&gt;
This requires 1 [[quire]], 1 [[book binding]] and 1 unused [[thread]].  Animal [[hair]] thread can be used for this purpose.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
Sheets of paper can be combined with a [[Scroll_rollers|scroll roller]] at a [[craftsdwarf's workshop]] to create [[scroll|scrolls]] using the [[Bookbinding]] labor.&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tower_(necromancy)&amp;diff=234078</id>
		<title>DF2014 Talk:Tower (necromancy)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tower_(necromancy)&amp;diff=234078"/>
		<updated>2017-12-03T18:31:58Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Response to question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undead appearing in cleared towers==&lt;br /&gt;
After clearing out a tower, and leaving and coming back(even if it's traveling a single tile) the tower is filled with undead again. This has been an issue I can remember going back many versions. Do towers just draw from a pool of undead globally on the map until there are none left? Is this a feature or a bug? [[User:Struck Down|Struck Down]] ([[User talk:Struck Down|talk]]) 18:17, 3 December 2017 (UTC)&lt;br /&gt;
:Some quick research on the tracker only turned up something ''marginally'' related, but I can't imagine this behaviour is by design. Might be worth it to send in a bug report with all the info you can gather!&lt;br /&gt;
:(The tangentially related bug is here [http://www.bay12games.com/dwarves/mantisbt/view.php?id=8172]) [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 18:31, 3 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Double-slit_method&amp;diff=234068</id>
		<title>Double-slit method</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Double-slit_method&amp;diff=234068"/>
		<updated>2017-12-03T05:15:46Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Fix broken image?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:13, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Double-slit-name.png|frame|right|The two eponymous slits are highlighted]]&lt;br /&gt;
&lt;br /&gt;
QuantumMenace has developed a very easy method to dig through an [[aquifer]] of unknown depth commonly known as the '''double-slit method'''. Its name derives from two channeled-out slits at the sides of a 2&amp;amp;times;2 area.&lt;br /&gt;
&lt;br /&gt;
The slits are used to break into the aquifer layer below, hence their ramps are flooded (blue). Water can be pumped from one slit to another slightly faster than the aquifer is flooding it. While a dwarf operates the pump, another dwarf can access the source slit via the ramp and seal off the surrounding walls of the aquifer one by one.&lt;br /&gt;
&lt;br /&gt;
== Draining an aquifer ==&lt;br /&gt;
&lt;br /&gt;
Before we will have a look at the double-slit method itself, it is good to know these basic things about the aquifers and how to drain them.&lt;br /&gt;
&lt;br /&gt;
'''Remember:''' Aquifer blocks are blocks of earth that '''''produce''''' water but '''''absorb''''' it as well. We can drain an aquifer into itself, regardless if it's 1 z-level tall or multiple z-levels.&lt;br /&gt;
&lt;br /&gt;
=== Draining across multiple z-levels ===&lt;br /&gt;
&lt;br /&gt;
QuantumMenace's double slit method uses this kind of aquifer draining for all but the lowest aquifer level. Once one of the lower aquifer levels has been cracked open, it can absorb all of the water being produced by the aquifer level above it. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aquifer draining.png|left|350px|]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drain within one z-level ===&lt;br /&gt;
&lt;br /&gt;
The double-slit method uses this for the lowest level of an aquifer layer. Here we pump out the water from a tile being flooded by the aquifer to the level above it (which is already secured) and let it flow back down to another tile where it becomes absorbed by the same aquifer layer again. Note that the target tile of the aquifer must be cracked open (e.g. by downstairs or a channel) to be able to receive water.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot; style=&amp;quot;padding-top: 2em&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aquifer_pump_scheme.png|left|600px|Water flow between the two slits.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tutorial embark setup ==&lt;br /&gt;
The double-slit method will be presented in a form of a play-along tutorial. Practice it first on an embark which you don't intend to play after you've made it through the aquifer. Try to embark at some forested place near the ocean where multi-level aquifers are almost guaranteed. Take this embark setup:&lt;br /&gt;
&lt;br /&gt;
* 1 Proficient Miner&lt;br /&gt;
* 4 Proficient Carpenters&lt;br /&gt;
* 2 Proficient Wood cutter&lt;br /&gt;
&lt;br /&gt;
You can sell the anvil, one pick, and all quivers, splints and crutches to buy loads of wooden logs. It will save you time cutting down trees.&lt;br /&gt;
&lt;br /&gt;
Make sure you have at least two battle axes and one pick to cut down trees and mine.&lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
Using your logs of wood, build a carpenter's workshop and craft all the parts necessary to build a pump, i.e.:&lt;br /&gt;
&lt;br /&gt;
* a [[block]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* an [[Trap_components#Enormous_corkscrew|enormous corkscrew]]&lt;br /&gt;
* a [[pipe section]]&lt;br /&gt;
&lt;br /&gt;
Since the below steps will involve a tremendous amount of job cancellations that require pausing and un-suspending construction, designate a meeting zone directly above the dig site to ensure a steady and close supply of free dwarves to respond each time.  Now is also a good time to enable Pump Operating (under Engineering) on as many dwarves as possible to ensure steady water pumping.&lt;br /&gt;
&lt;br /&gt;
=== Find out what you are dealing with  ===&lt;br /&gt;
&lt;br /&gt;
==== Access the aquifer ====&lt;br /&gt;
&lt;br /&gt;
Dig a 2&amp;amp;times;2 staircase down to the aquifer&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Safe-layer.png‎|frame|left|Your last non-aquifer layer]]&lt;br /&gt;
| [[File:Aq01.png‎|frame|left|Your first aquifer layer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check whether there is more than one level of the aquifer ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq02.png‎‎|frame|left|Dig downstairs next to your 2&amp;amp;times;2 stairs.]]&lt;br /&gt;
| [[File:Aq03.png‎|frame|left|Dig up/down stairs into the aquifer below. Use {{K|.}} One-Step!]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When digging the up/down stair into the aquifer, pause the game and use {{K|.}} One-Step to see the revealed tile below the first aquifer level before it gets flooded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq04.png‎‎|frame|left|The up/down stairs have just been dug and are not yet flooded.]]&lt;br /&gt;
| [[File:Aq05.png‎|frame|left|Check the description of the tile revealed below them.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If it says &amp;quot;Damp X&amp;quot; (X is the name of the stone/soil), it is another aquifer level and we proceed [[#Dealing with the upper aquifer levels|dealing with the upper aquifer levels]]. If it is regular stone (not damp), we will be [[#Dealing with the lowest aquifer level|dealing with the lowest aquifer level]].&lt;br /&gt;
&lt;br /&gt;
=== Dealing with the upper aquifer levels ===&lt;br /&gt;
&lt;br /&gt;
We want to drain one level of the aquifer into another further below.&lt;br /&gt;
&lt;br /&gt;
==== Drain the upper aquifer level to the lower one ====&lt;br /&gt;
&lt;br /&gt;
We need access to the lower aquifer level and crack it open.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq06.png‎|frame|left|Dig down stairs left and right of your 2&amp;amp;times;2 stairs.]]&lt;br /&gt;
| [[File:Aq07.png‎|frame|left|Dig up/down stairs into the aquifer level below. They will quickly become flooded.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now we will pump the water from one slit into the other. A pump can only be placed on a floor, not a staircase.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq08.png‎|frame|left|Construct two floor tiles instead of two up/down stairs between the slits.]]&lt;br /&gt;
| [[File:Aq09.png‎|frame|left|Build a screw pump there (e.g. pumping from the west).]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this pump won't work if there is stairs in its source tile.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq10.png‎|frame|left|Remove the downstairs from the source tile (channel it out).]]&lt;br /&gt;
| [[File:Aq11.png‎|frame|left|Start pumping.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq12.png‎|frame|left|Now your miner can access the stairs previously flooded.]]&lt;br /&gt;
| [[File:Aq13.png‎|frame|left|Mine two up/downstairs into the lower aquifer level. Use {{K|.}} One-Step!]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, too, you should {{K|.}} One-Step to peek under the second layer of your aquifer to know what you will have to deal with further below. Once the up/down stairs are dug, disassemble the pump, turn it to the other direction and dig more stairs there. (Don't forget to channel out the downstairs in the pump's source tile.) You should end up with something like this:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq14.png‎|frame|left|Lowest non-aquifer level (or a secured aquifer level)]]&lt;br /&gt;
| [[File:Aq15.png‎|frame|left|First aquifer level (being drained into the level below)]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq16.png‎|frame|left|Second aquifer level (receiving aquifer water from above)]]&lt;br /&gt;
| [[File:Aq17.png‎|frame|left|The level below the second aquifer level]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now you can stop and dismantle the pump. The upper aquifer level is being drained into the lower one and is accessible without the help of a pump.&lt;br /&gt;
&lt;br /&gt;
==== Secure the upper aquifer level ====&lt;br /&gt;
&lt;br /&gt;
You can now secure the upper aquifer level by cautiously walling it off. The procedure described here takes about one in-game month per level of aquifer. It involves building walls to seal the aquifer off. To build walls more quickly, build them out of [[block]]s, rather than stone or wood. To get the least amount of job cancellations, build them in the order suggested here.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq18.png‎|frame|left|Dig the aquifer tiles to the north and south of the slits.]]&lt;br /&gt;
| [[File:Aq19.png‎|frame|left|Build walls there.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq20.png‎|frame|left|Dig and build walls here.]]&lt;br /&gt;
| [[File:Aq21.png‎|frame|left|Dig and build walls here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now the water from the aquifer will start to push your miners and workers around, so be careful and do this step by step. Expect some job cancellations. You can minimize them by building out of blocks (e.g. wood blocks) rather than normal logs (or stone):&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq22.png‎|frame|left|Dig one staircase.]]&lt;br /&gt;
| [[File:Aq23.png‎|frame|left|Dig one wall.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq24.png‎|frame|left|Build one wall.]]&lt;br /&gt;
| [[File:Aq25.png‎|frame|left|Proceed until you have this.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now you have secured one level of the aquifer. If there are at least two other levels below this one, you can repeat the procedure described in [[#Dealing with the upper aquifer levels|Dealing with the upper aquifer levels]]. Else, follow the procedure described in [[#Dealing with the lowest aquifer level|Dealing with the lowest aquifer level]].&lt;br /&gt;
&lt;br /&gt;
=== Dealing with the lowest aquifer level ===&lt;br /&gt;
&lt;br /&gt;
If you have come here after you've been drilling through one or more aquifer levels above, your starting point looks like this:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq25.png‎|frame|left|Secured level above the lowest aquifer layer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or you were just lucky and have encountered only a one-level aquifer. In that case you are starting with this:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq26.png‎|frame|left|Secured level above the lowest aquifer layer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In any case, we must now prepare our grounds for pumping the last aquifer level from one slit to another. &lt;br /&gt;
&lt;br /&gt;
==== Preparing the grounds ====&lt;br /&gt;
&lt;br /&gt;
If you have nothing but your probing downstairs, you'll be done with this step in no time:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq27.png‎|frame|left|Dig three channels and build floors for a pump.]]&lt;br /&gt;
| [[File:Aq28.png‎|frame|left|Build a pump pumping from the west.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have this, you can skip the rest of this section and proceed with [[#Walling off the last aquifer level|Walling off the last aquifer level]].&lt;br /&gt;
&lt;br /&gt;
If, however, your slits are filled with nothing but up/down stairs, things become more complicated. Pumps cannot pump from a source tile which has stairs. Yet you must keep both slits accessible for your dwarves. Therefore:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq29.png‎|frame|left|Replace two of your up/down stairs with floors.]]&lt;br /&gt;
| [[File:Aq30.png‎|frame|left|Channel out the source tile for the pump.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq31.png‎|frame|left|Build the pump (here: pumping from the east).]]&lt;br /&gt;
| [[File:Aq32.png‎|frame|left|Start pumping and build a ramp in the pump's source tile in lowest aquifer level.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Don't dig out both stairs of a slit. The slit must remain accessible at all times. Either via a ramp or via stairs. Only now when you have built the ramp which will serve your dwarf for accessing the slit, you can prepare the next tile of the slit like this:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq33.png‎|frame|left|Channel out the other tile of the slit.]]&lt;br /&gt;
| [[File:Aq34.png‎|frame|left|While pumping, build another ramp there.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now we need to move the pump onto the other pair of stairs, but must be careful to not lose access to this level from above. We proceed this way:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq35.png‎|frame|left|Deconstruct the pump and the floor.]]&lt;br /&gt;
| [[File:Aq36.png‎|frame|left|Construct up/down stairs to keep this level accessible. Make sure they connect to other stairs in the level above.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq37.png‎|frame|left|Build floor on top of the other pair of stairs.]]&lt;br /&gt;
| [[File:Aq38.png‎|frame|left|Build a pump (pumping from the west) and channel out its source tile.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq39.png‎|frame|left|Start pumping and build a ramp in the pump's source tile in lowest aquifer level.]]&lt;br /&gt;
| [[File:Aq40.png‎|frame|left|This is how your lowest secured level should look like now.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can now proceed with [[#Walling off the last aquifer level|Walling off the last aquifer level]].&lt;br /&gt;
&lt;br /&gt;
==== Walling off the last aquifer level ====&lt;br /&gt;
&lt;br /&gt;
This part will take you 2–3 months in-game time. You start this step with either of these scenarios:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq28.png|frame|left|Your lowest dry level if you haven't been digging through aquifer yet.]]&lt;br /&gt;
| [[File:Aq40.png‎|frame|left|Your lowest dry level if you have been digging through aquifer.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
They only differ in a down vs. up/down staircase and constructed vs. natural walls or stairs. The procedure from now is the same for both of them. Since multi-level aquifers are more [[Fun]], we will use the latter one for the rest of this tutorial.&lt;br /&gt;
&lt;br /&gt;
As you will be constructing walls in an aquifer layer, the construction will get suspended very often. Yet every time your construction workers get the chance to touch the wall, its construction will proceed a little bit and will be done eventually. Just be patient and keep unsuspending the work. Constructing these walls out of blocks rather than usual logs or stones speeds it all up considerably.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, that dwarves cannot construct a wall if they only can access it diagonally. Hence you will need to build the hardly accessible walls first. Best you follow this tutorial exactly.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq41.png|frame|left|Start the pump and dig these two walls.]]&lt;br /&gt;
| [[File:Aq42.png‎|frame|left|Build this wall first.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq43.png|frame|left|Then build this wall.]]&lt;br /&gt;
| [[File:Aq44.png‎|frame|left|Build these walls (one by one).]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Theoretically, you could now take a shortcut and build a wall instead of the stairs in the south-western corner. Then you would be safe to make an up/down staircase instead of the ramp in the pump's source tile. This would grant you a 1&amp;amp;times;1 access under your aquifer. You could in turn find a sink for all aquifer levels (e.g. a lake in a cavern) and pierce through the aquifer from below, draining it across multiple z-levels and drill a hole of any size and shape into it. (See a YouTube tutorial video about this in the [[#Links|link]] section.)&lt;br /&gt;
&lt;br /&gt;
However, you are only a few more steps away from a nice 2&amp;amp;times;2 stairway through the aquifer (easily extendable to 4&amp;amp;times;2), so you can as well proceed. It is safer, anyway:&lt;br /&gt;
&lt;br /&gt;
Leave the ramp and stairs in the slit—you will need them both for access and as a water sink. Deconstruct the pump and rebuild it pumping from the other direction (here: pump from the east). You will repeat the procedure mirrored:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq45.png|frame|left|First build this wall.]]&lt;br /&gt;
| [[File:Aq46.png‎|frame|left|Then build the rest.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Deconstruct the ramp in the source tile of the pump and build a wall there. You will be able to build a wall there right away if you have dug the ramp, rather than constructed it.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq47.png|frame|left|Deconstruct the ramp in the pump's source tile if it was constructed rather than dug.]]&lt;br /&gt;
| [[File:Aq48.png‎|frame|left|Construct a wall there.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq49.png|frame|left|Deconstruct the pump and the two floor tiles underneath it.]]&lt;br /&gt;
| [[File:Aq50.png‎|frame|left|Build an up/down stairs there. Make sure they connect to some stairs above!]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now the finale. Here we will need to build the pump instead of the two southern up/down staircases. You can build the floor over them right away if they are dug, else you will have to deconstruct them first.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq51.png|frame|left|Build a pump next to the south-eastern slit tile to pump from the east.]]&lt;br /&gt;
| [[File:Aq53.png|frame|left|Start pumping and dig these walls.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq54.png‎|frame|left|Build this wall first.]]&lt;br /&gt;
| [[File:Aq55.png|frame|left|Then build this wall.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq56.png‎|frame|left|Then build this wall.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Don't dig or wall the last piece of aquifer in that corner. You will now need it as a sink. Deconstruct the pump and turn it over to pump from the west. For the pump to work, you will need to remove (channel out) the stairs over the pumps source tile.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq52.png‎|frame|left|Channel out the stairs above the pump's source tile.]]&lt;br /&gt;
| [[File:Aq57.png|frame|left|Pumping from the west, dig these walls.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq58.png|frame|left|Build this wall first.]]&lt;br /&gt;
| [[File:Aq59.png|frame|left|Then build three other walls (one by one).]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now deconstruct the pump and the floor underneath it, you won't need it anymore. The only way how to safely dig the last piece of aquifer is diagonally or from above, because aquifers don't leak that way, therefore:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq60.png‎|frame|left|Construct up/down stairs where the pump was. ]]&lt;br /&gt;
| [[File:Aq61.png|frame|left|Dig up/down stairs into the last aquifer tile.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You are basically done now. The rest of the water will evaporate.&lt;br /&gt;
&lt;br /&gt;
==== Cleaning up ====&lt;br /&gt;
&lt;br /&gt;
Once the last aquifer tile is gone, the 7/7 water on the ramp tile will spread and eventually evaporate. It is safe to deconstruct the inner walls and ramps now.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[File:Aq62.png‎|frame|left|Deconstruct the inner walls and ramps.]]&lt;br /&gt;
| [[File:Aq63.png|frame|left|Build up/down stairs as necessary.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Congratulations to your 4&amp;amp;times;2 hole through the aquifer. Be very careful not to mine the first non-aquifer layer any wider than your secured staircase dimensions. The aquifer above this level would flood it. Leave at least one layer of stone between your aquifer and the layer where you want some spacy rooms.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://youtu.be/TXQH9dliFZE A good youtube tutorial] covering this method, taking the shortcut later and working the aquifer from below&lt;br /&gt;
* [http://www.youtube.com/watch?v=yzdUw92pXH4 Another Youtube tutorial] which doesn't take any shortcuts and works directly from the surface.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.msg2060636#msg2060636 Quantum's original forum post] — QuantumMenace improved Hans Lemurson's pump method. &lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CalmBit/Template:Extract&amp;diff=234066</id>
		<title>User:CalmBit/Template:Extract</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CalmBit/Template:Extract&amp;diff=234066"/>
		<updated>2017-12-03T00:49:56Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Another formatting test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name|?}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Extracted from&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |{{{extracted_from|''Unknown''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Workshop&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{workshop|''Unknown''}}}&lt;br /&gt;
{{ #if: {{{value|}}} | &lt;br /&gt;
{{!}}-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} Base value&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; {{!}}&lt;br /&gt;
{{{value}}}☼ | }}&lt;br /&gt;
|}{{#switch:{{NAMESPACE}}|Template = |#default={{Category|Extracts}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{User:CalmBit/Template:Extract|name=Dwarven milk&lt;br /&gt;
|extracted_from=[[Purring maggots]]&lt;br /&gt;
|workshop=[[Farmer's workshop]]&lt;br /&gt;
|value=2&lt;br /&gt;
}}&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{extract|name=Dwarven milk&lt;br /&gt;
|extracted_from=[[Purring maggots]]&lt;br /&gt;
|workshop=[[Farmer's workshop]]&lt;br /&gt;
|value=2&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Adds &amp;lt;nowiki&amp;gt;[[Category:Extracts]]&amp;lt;/nowiki&amp;gt; to the article.&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CalmBit/Template:Extract&amp;diff=234065</id>
		<title>User:CalmBit/Template:Extract</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CalmBit/Template:Extract&amp;diff=234065"/>
		<updated>2017-12-03T00:48:51Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Quick formatting change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name|?}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Extracted from&lt;br /&gt;
{{{extracted_from|''Unknown''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Workshop&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{workshop|''Unknown''}}}&lt;br /&gt;
{{ #if: {{{value|}}} | &lt;br /&gt;
{{!}}-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} Base value&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; {{!}}&lt;br /&gt;
{{{value}}}☼ | }}&lt;br /&gt;
|}{{#switch:{{NAMESPACE}}|Template = |#default={{Category|Extracts}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{User:CalmBit/Template:Extract|name=Dwarven milk&lt;br /&gt;
|extracted_from=[[Purring maggots]]&lt;br /&gt;
|workshop=[[Farmer's workshop]]&lt;br /&gt;
|value=2&lt;br /&gt;
}}&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{extract|name=Dwarven milk&lt;br /&gt;
|extracted_from=[[Purring maggots]]&lt;br /&gt;
|workshop=[[Farmer's workshop]]&lt;br /&gt;
|value=2&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Adds &amp;lt;nowiki&amp;gt;[[Category:Extracts]]&amp;lt;/nowiki&amp;gt; to the article.&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CalmBit/Template:Extract&amp;diff=234064</id>
		<title>User:CalmBit/Template:Extract</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CalmBit/Template:Extract&amp;diff=234064"/>
		<updated>2017-12-03T00:44:54Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Testing possible new infobox?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name|?}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Extracted From&lt;br /&gt;
{{{extracted_from|''Unknown''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Workshop&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{workshop|''Unknown''}}}&lt;br /&gt;
{{ #if: {{{value|}}} | &lt;br /&gt;
{{!}}-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; {{!}} Base value&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; {{!}}&lt;br /&gt;
{{{value}}}☼ | }}&lt;br /&gt;
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{{User:Calmbit/Template:Extract|name=Dwarven milk&lt;br /&gt;
|extracted_from=[[Purring maggots]]&lt;br /&gt;
|workshop=[[Farmer's workshop]]&lt;br /&gt;
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==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{extract|name=Dwarven milk&lt;br /&gt;
|extracted_from=[[Purring maggots]]&lt;br /&gt;
|workshop=[[Farmer's workshop]]&lt;br /&gt;
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Adds &amp;lt;nowiki&amp;gt;[[Category:Extracts]]&amp;lt;/nowiki&amp;gt; to the article.&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=234063</id>
		<title>Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=234063"/>
		<updated>2017-12-03T00:32:14Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Undo revision 234023 by CalmBit (talk) - I'm an idiot.&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|15:23, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a troll and gets all his limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to &amp;quot;Active/Training&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. &lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything),  every dwarf has a better chance at not-dying - which can only be a good thing. You may want to remove the barracks assignment from a reserve squad after you're done training them, or they'll tend to spend all their time on &amp;quot;Individual Combat Drill&amp;quot; rather than performing their civilian jobs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy, cheap, and no maintenance once set up&lt;br /&gt;
*No need for other cross-training for any attribute affected by national self-defense training&lt;br /&gt;
*Trainees gain useful military skills&lt;br /&gt;
*Trainees will be faster, stronger and tougher both in daily life and in emergencies&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Legendary fighting skills may make tantrums more fun&lt;br /&gt;
*Trainees don't work during training&lt;br /&gt;
*Trainees don't socialise during training (you may see this as an advantage, though)&lt;br /&gt;
*Trainees will choose training over performing civilian duties&lt;br /&gt;
'''Attributes trained:'''&lt;br /&gt;
&lt;br /&gt;
Rapid increases of strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower.&lt;br /&gt;
&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
The main purpose of the Gym is keeping underemployed peasants from partying all the time. It merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for those dwarves that tend to be idle much of the time. Pump operating is a decent way to train endurance, benefits to other attributes are minimal.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy and cheap to set up;&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Fps-friendly: air-pumpers consume, produce and move nothing.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very convenient; gyms can be placed anywhere in your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*Marksdwarf squads may benefit from attribute development, since a well-managed squad of them will usually not spar. Pump operation doesn't consume bolts, either.&lt;br /&gt;
*If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates nothing useful other than the increased attributes of the trainee.&lt;br /&gt;
*Increases attributes at a much slower rate than military training (and fewer attributes to boot).&lt;br /&gt;
*If you have any pumps around that critically NEED to remain in operation it can be a serious pain to keep the critical pumps operating (sadly, pumps cannot be [[Manager#Setting_workshop_profiles|profiled]]).&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Boiler-room ([[furnace operator]])====&lt;br /&gt;
:''See also: [[Melt]]''&lt;br /&gt;
Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. This method is more of a direct training scheme for the various [[smith]]ing labors, furnace operator skill and attribute training are a side benefit.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up.&lt;br /&gt;
*Requires little continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; dwarves reach legendary in two years.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires access to [[magma]].&lt;br /&gt;
*Generates nothing useful other than the increased skills and attributes of the trainee.&lt;br /&gt;
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this).&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Swimming Pool ====&lt;br /&gt;
Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of &amp;quot;encouraging&amp;quot; your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method; it is based on the feature that a dwarf riding a minecart learns swimming while doing so. (See [[Swimmer#Minecart_training|Minecart training]])&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Cheap to set up&lt;br /&gt;
*Automates training of idle dwarves without interfering with actual work&lt;br /&gt;
*Provides a good set of physical [[attribute]]s likely to speed up fortress operation &lt;br /&gt;
*Swimming skill can occasionally save a dwarf's life&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates no wealth&lt;br /&gt;
*[[gravity|Falling]] damage can be significant (of course, this trains medical staff too!).&lt;br /&gt;
*[[Flooding]] can be a problem, particular for overseers unfamiliar with Dwarf Fortress fluid mechanics&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun and sometimes [[Fun]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus&lt;br /&gt;
&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees are inside.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defence from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&lt;br /&gt;
*Can easily be transformed into a [[Caverns#Vegetation|underground tree farm]] on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. Could be solved by (temporary) [[burrow]].&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]].&lt;br /&gt;
*Can be trained easier and without space consumption as part of national defense training, when assigning picks as weapons.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[bed]]s or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation. If you have no particular area you want smoothed, you can alternate designating some open space between carving tracks and then smoothing them out. Be aware that carving tracks automatically sets those squares to be low traffic areas, so you may want to choose an out-of-the-way area that won't disrupt pathing for other activities. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrant]]s.&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]], a [[river]], or an active [[minecart]] track.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]], [[cook]], [[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Kinesthetic Sense (grower and  miller)&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Kinesthetic Sense (cook)&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up quickly, though the total number of trees to chop has been drastically reduced from previous versions.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going to endear you with the [[elves]].&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc. &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Trees are limited, and regrow slowly&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out all over the map, making them vulnerable to creatures and ambushes.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Survival Training ([[herbalist]])====&lt;br /&gt;
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item drop to the ground, to be carried to a stockpile by haulers. Setting up smaller stockpiles in the field from which haulers will collect with wheelbarrows is an obvious solution to save on hauling time.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Provides a reserve of ready food. Which is a good idea early on, before a steady supply is set up.&lt;br /&gt;
*Provides materials for prepared food, booze and sometimes extracts. Also, seeds, allowing to grow those plants on farms later.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless the area is carefully designated in safer parts of the map, herbalists (and haulers, from field stockpiles) will wander all over the place, making them vulnerable to creatures and ambushes.&lt;br /&gt;
*Unlike wood, foodstuff won't lie on the ground indefinitely. You have to collect it quickly, or some vermin will, and even temporary stockpiles needs protection.&lt;br /&gt;
** Small barns in the field solve the problem, but you need to build them; then again, it's another training, see &amp;quot;architect&amp;quot; below. Cats &amp;quot;pastured&amp;quot; over stockpiles solve the problem, but create several others.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
Agility, Kinesthetic Sense, Memory&lt;br /&gt;
&lt;br /&gt;
====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Evil areas may result in the deer your dwarves bagged waking up and ripping your hunter's face off!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher)&lt;br /&gt;
&lt;br /&gt;
====Art School ([[weaver]])====&lt;br /&gt;
Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade.  &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Safe and easy to run&lt;br /&gt;
*Virtually inexhaustible&lt;br /&gt;
*Produces valuable resources (silk cloth)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires somewhat complex setup&lt;br /&gt;
*Weaving is a [[moodable]] skill--and not a particularly desirable one&lt;br /&gt;
*Spider webs are typically available only in the caverns, where there could be dangerous wandering creatures such as [[giant cave spider]]s or [[blind cave ogre]]s.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Construction Crew ([[architect]])====&lt;br /&gt;
Designate a number of [[support]]s or [[archery target]]s to be constructed.  These are a two step process: first, an architect is needed to place the object.  Second,  a [[mason]], [[carpenter]], or [[blacksmith]] finishes the job, depending on the material used to build the support or archery target.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Probably the easiest way to train architects, should you want some high value buildings&lt;br /&gt;
*Does not use up resources because supports and archery targets can be deconstructed&lt;br /&gt;
*Can train two different dwarves in two different skills at once, or the same dwarf in two different skills&lt;br /&gt;
*A decent way to train Blacksmith, should metal be limited&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Building Designer only trains marginally useful soul attributes&lt;br /&gt;
*It is tedious to designate a bunch of supports for construction and deconstruction, since each one needs to be done manually&lt;br /&gt;
*Ties up resources from other productive uses&lt;br /&gt;
*There are easier ways to train masons and carpenters, so this is probably more useful for blacksmiths&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
*Analytical Ability, Creativity, Spatial Sense (building designer labor only)&lt;br /&gt;
*Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense (blacksmith labor only) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--/Does this work at all anymore? Socialising has been observed to be incredibly slow in .40.24. Commented this out, pending deletion/&lt;br /&gt;
====Charm School ([[Social skill]]s)====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarves social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarves with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables. Next define a burrow encompassing said chairs tables etc. and assign only your intended trainees to the burrow. (Be sure to turn off all of their labors and use the building options menu of a table to designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
*National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't influence potential [[strange mood]]s (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=234062</id>
		<title>Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=234062"/>
		<updated>2017-12-03T00:29:40Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Added animal trap tile to infobox w/ wood colouration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:38, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{furniture&lt;br /&gt;
|name  = Animal trap&lt;br /&gt;
|tile  = ⌂&lt;br /&gt;
|col   = 6:0:0&lt;br /&gt;
|wood  = yes&lt;br /&gt;
|metal = yes&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- needs more infobox info --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An '''animal trap''' is a [[furniture]] used to catch live [[vermin]]. They are created at a [[carpenter's workshop]] or a [[metalsmith's forge]] (in the Furniture menu) by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[metal]]. Animal traps are unrelated to other [[trap]]s. To capture [[creature]]-sized animals, a [[cage]] is required.&lt;br /&gt;
&lt;br /&gt;
Like cages, animal traps are stored in an animal [[stockpile]]. To set the pile to accept only empty traps, go to its settings and {{k|b}}lock all items, then {{k|j}} to enable empty animal traps.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
To catch vermin on land, order the task &amp;quot;Capture a Live Land Animal&amp;quot; from a [[kennel]] or [[butcher's shop]] ({{k|q}}-{{k|a}}). A trapper will grab an available animal trap and begin to pursue and capture wild vermin. To [[captured live fish|catch vermin in water]], order the task &amp;quot;Capture a Live Fish&amp;quot; from a [[fishery]] ({{k|q}}-{{k|f}}). A [[fisherdwarf]] will then take a trap and capture an aquatic vermin from a [[activity zone#Fishing zone|fishing zone]] (that has available fish to catch). You may want to put the task in high priority so that fisherdwarves will prioritize the task over regular fishing.&lt;br /&gt;
&lt;br /&gt;
Animal traps can also be [[building|built]] on a tile by going to the {{k|b}}uild menu and pressing {{k|m}}. After the trap is placed, it must be baited with [[fish]], [[meat]], or a [[large gem]] (large gems are useless at the moment). Press {{k|q}} and hover over a placed trap to select its bait type. Press {{k|z}} to deselect the bait. When a bait is selected, trapper will automatically go and bait the trap (you cannot remove the bait afterwards). A baited animal trap flashes between the trap and bait symbols. When it successfully captures (or fails to capture) a vermin, the game will pause and make an [[announcement]]. A trap with caught vermin will automatically be slated for removal, and subsequently be hauled back to a stockpile.&lt;br /&gt;
&lt;br /&gt;
Make sure to build the trap at an area with available vermin, otherwise the trap will be unable to capture anything. If the bait is left for too long, it will begin to [[rot]], and the building must be removed to prevent miasma.&lt;br /&gt;
&lt;br /&gt;
The main advantage of building an animal trap over using a kennel or butcher's shop is the ability to specify the location or [[biome]]. It also allows trappers to perform other tasks while the trap is set up. The disadvantage is that built traps require bait to function, and you cannot set baited traps underwater to capture aquatic vermin.&lt;br /&gt;
&lt;br /&gt;
When a vermin is caught, the trap containing the vermin will be brought to an animal stockpile which accepts vermin of that type by a dwarf with the animal [[hauling]] labor enabled. A caught vermin is treated as if it were an item. Marking it for dumping will send it to a nearby [[garbage dump]], and once dumped will disappear back to the wild. Caught vermin are viewable in the animal [[status]] screen. To tame one, go to a kennel and select {{k|t}}. A dwarf with [[animal training]] enabled will take a trap containing an untamed vermin to the kennel and train it with food. After taming it, a dwarf will haul the animal trap containing the now-tamed vermin back to an animal stockpile.&lt;br /&gt;
&lt;br /&gt;
You can remove a vermin from the trap (thus freeing the trap for reuse) by assigning it to an installed [[cage]]. For [[hateable]] vermin, it is recommended to have an installed cage in a far away place to reduce the chance of passing dwarves getting unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
Vermin with {{token|GNAWER|c}} can break free from wooden animal traps. This does not destroy the trap. The game pauses and makes an announcement whenever this happens; if it occurs too often, it is better off getting rid of wooden traps and replacing them with metal ones.&lt;br /&gt;
&lt;br /&gt;
==Success chance==&lt;br /&gt;
There is a chance that a baited animal trap may be robbed, and the trap will need to be rebaited by a trapper. The [[item quality]] affects the success chance of catching a vermin. To compare, a normal trap has a 50% of failing, while masterwork traps will never fail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality !! Success chance&lt;br /&gt;
|-&lt;br /&gt;
| (none) || 50%&lt;br /&gt;
|-&lt;br /&gt;
| -Well-crafted- || 60%&lt;br /&gt;
|-&lt;br /&gt;
| +Finely-crafted+ || 75%&lt;br /&gt;
|-&lt;br /&gt;
| *Superior quality* || 85%&lt;br /&gt;
|-&lt;br /&gt;
| ≡Exceptional≡ || 95%&lt;br /&gt;
|-&lt;br /&gt;
| ☼Masterful☼ || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Terrarium]] and aquarium – used to put vermin on display. Aquariums are used to store aquatic vermin.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = emär ïggal&lt;br /&gt;
| elvish  = fela abola&lt;br /&gt;
| goblin  = slulasp stoslo&lt;br /&gt;
| human   = dik losric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Animal_trap&amp;diff=234061</id>
		<title>DF2014 Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Animal_trap&amp;diff=234061"/>
		<updated>2017-12-03T00:26:03Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Infobox limitations statement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template Limitations ==&lt;br /&gt;
&lt;br /&gt;
As mentioned on the [[Template talk:Furniture]] page, Animal traps will need to be able to override the jobs section of the furniture template, as Trappers are responsible for constructing both metal and wood animal traps. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 00:26, 3 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
= Food value of trapping =&lt;br /&gt;
&lt;br /&gt;
So, from the looks of it, there's no use in catching vermin for the sake of food. It takes at least 1 unit of food to catch, and then...you can eat it, if you're desperate. --[[User:Valos|Valos]] ([[User talk:Valos|talk]]) 03:49, 11 March 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Extracts&amp;diff=234042</id>
		<title>DF2014 Talk:Extracts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Extracts&amp;diff=234042"/>
		<updated>2017-12-02T16:48:39Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Reply to rebuttal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Merging Extract Pages ==&lt;br /&gt;
&lt;br /&gt;
Most extract pages seem to have the same formulaic, basic information, and it seems as if we could make a much cleaner format by taking notes from [[Alcohol]], which redirects specific alcohol varieties to this page, and collates all the information into a single table. Would there be any support for/opposition to something like this? [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 04:12, 2 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I would tend to disagree. Even now, while extracts are not as fully-developed as they might be, they have varying uses (some as mere trade goods, others cause syndromes, others as cooking ingredients) vs alcohols which all have the same use. Future releases will likely expand upon extract types and uses further and lead to even greater diversity.&lt;br /&gt;
:Having said that, given their differing uses does it make sense yet to make a dedicated infobox for them? I could however see the use of a navbox on each page. [[User:Russ3Z|Russ3Z]] ([[User talk:Russ3Z|talk]]) 15:48, 2 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Good points! Hadn't exactly thought of it in terms of future proofing, and I guess I hadn't thought about varied uses altogether too much. I think an infobox would be handy for collating at least the basic, &amp;quot;known to be in all extracts&amp;quot; information, like sourcing (plants/maggots/etc), workshop, labour, base-value...&lt;br /&gt;
::Usage can probably remain a solid part of the article, especially as extracts develop. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 16:48, 2 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234037</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234037"/>
		<updated>2017-12-02T07:48:21Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Clunky introduction sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|18:02, 30 November 2017 (UTC)}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and Explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen Recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad Selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves select a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete, please feel free to contribute''&lt;br /&gt;
* Slipped into settlement undetected&lt;br /&gt;
* Searched settlement&lt;br /&gt;
* Stole artifact&lt;br /&gt;
* Freed the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* Confronted the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* The Human/Elf/Goblin/Dwarf fought with&lt;br /&gt;
* Human/Elf/Goblin/Dwarf's (body part) was torn out/ripped off&lt;br /&gt;
* Human/Elf/Goblin/Dwarf was struck down&lt;br /&gt;
* Item/Artifact was looted from Human/Elf/Goblin/Dwarf&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234036</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234036"/>
		<updated>2017-12-02T07:47:38Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Reworked Mission page with more definitive headings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|18:02, 30 November 2017 (UTC)}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] for one or more [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and Explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen Recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad Selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves select a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete, please feel free to contribute''&lt;br /&gt;
* Slipped into settlement undetected&lt;br /&gt;
* Searched settlement&lt;br /&gt;
* Stole artifact&lt;br /&gt;
* Freed the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* Confronted the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* The Human/Elf/Goblin/Dwarf fought with&lt;br /&gt;
* Human/Elf/Goblin/Dwarf's (body part) was torn out/ripped off&lt;br /&gt;
* Human/Elf/Goblin/Dwarf was struck down&lt;br /&gt;
* Item/Artifact was looted from Human/Elf/Goblin/Dwarf&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Extracts&amp;diff=234034</id>
		<title>DF2014 Talk:Extracts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Extracts&amp;diff=234034"/>
		<updated>2017-12-02T04:12:25Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Merging Extract Pages ==&lt;br /&gt;
&lt;br /&gt;
Most extract pages seem to have the same formulaic, basic information, and it seems as if we could make a much cleaner format by taking notes from [[Alcohol]], which redirects specific alcohol varieties to this page, and collates all the information into a single table. Would there be any support for/opposition to something like this? [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 04:12, 2 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=234033</id>
		<title>Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=234033"/>
		<updated>2017-12-02T04:03:48Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Bringing it into line with Density - obscuring factual, non-spoiler information behind nicknames seems like an unwise choice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:12, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt, burn, evaporate, or otherwise take damage when in close contact with [[magma]]. Most frequently, this comes into play when using [[floodgate]]s operated by [[mechanism]]s, or when operating a [[screw pump|magma pump]].&lt;br /&gt;
&lt;br /&gt;
For [[reaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 12000 and COLDDAM_POINT less than 12000) is considered magma-safe. &lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms, blocks or other pump components from a magma-safe material, you have several choices:&lt;br /&gt;
# You can specify a magma-safe rock for your [[mechanisms]] and other components at the workshops by highlighting a listed job and selecting {{k|d}}etail.{{version|0.42.06}}&lt;br /&gt;
# Build your mechanisms out of [[iron]] or [[steel]].&lt;br /&gt;
# Build your pump components out of iron, steel, [[glass]], or [[nether-cap]].&lt;br /&gt;
# Place a [[stockpile]] with the desired stones around your [[mechanic's workshop]] and set it to &amp;quot;Give To a Pile/Workshop&amp;quot;.&lt;br /&gt;
# Use a [[burrow]] that contains only the workshop and the desired materials.&lt;br /&gt;
# Simply ensure that the desired materials are the closest available to your worker. This does not always work, but is usually good enough if you request several jobs, hoping that at least one uses the correct material.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a [[pressure plate]]), only the first mechanism (attached to the object that will be submerged) needs to be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using [[screw pump]]s to pump the magma over [[wall]]-barriers, or using water to form [[obsidian]] to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
This property is also relevant when choosing the appropriate method for disposing of unneeded items, which can impact [[FPS]] when in large numbers. Items made of non magma-safe materials can be simply dumped into magma, which is the easiest disposal method; however, magma-safe items will need more [[Dwarven atom smasher|drastic]] measures.&lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], and [[Stairs]]) of any material can never melt or burn - there is nothing wrong with a [[wood]]en magma reservoir.  Natural (i.e. non-constructed) [[ice]] walls/floors/ramps/stairs will melt if exposed to sufficient heat.&lt;br /&gt;
* [[Fortification]]s will allow the passage of [[magma]]; however, if fortifications fill up to 7/7 depth, magma creatures will be able to swim freely through them.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), [[door]]s, [[floodgate]]s, and raised [[bridge]]s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the center of the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* A [[pump]] made with magma-safe material for pipes, screws and blocks is fully magma-safe, and will not melt even when submerged in magma.  Pumps containing any item that is not magma safe will be destroyed after prolonged operation.&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The chance of striking a magma-safe stone is roughly around 32%, not including the natural abundance of certain stone. It is important to note whether or not your fortress may already have access to magma-safe resources before attempting to deliberately find some.&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes [[door]]s, [[floor hatch]]es, [[floodgate]]s, [[bridge]]s, [[screw pump]]s, [[pipe section]]s, and [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Where= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Alunite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Anhydrite]]|Appear={{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Where=[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Basalt]]|Appear={{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Bauxite]]|Appear={{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Calcite]]|Appear={{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Where=[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|Notes=[[flux]] stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chert]]|Appear={{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chromite]]|Appear={{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Where=[[Olivine]]'''(V)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Dolomite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone|Notes=[[Flux]], Highest melting point of any common stone.}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Gabbro]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous intrusive layer|Igneous intrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Ilmenite]]|Appear={{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Where=[[Gabbro]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Kaolinite]]|Appear={{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red, [[porcelain]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Mica]]|Appear={{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Where=All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Obsidian]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone|Notes=value 3, can be &amp;quot;[[obsidian farming|manufactured]]&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Olivine]]|Appear={{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Where=[[Gabbro]]'''(L)'''|Notes=green}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Orthoclase]]|Appear={{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Where=All [[Igneous intrusive layer|Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|Notes=yellow}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Periclase]]|Appear={{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Where=[[Marble]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Petrified wood]]|Appear={{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(S)'''|Notes=bright red, least dense magma-safe non-economic stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Pitchblende]]|Appear={{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Quartzite]]|Appear={{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Where=[[Metamorphic]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Rutile]]|Appear={{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Where=All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Sandstone]]|Appear={{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Talc]]|Appear={{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Where=[[Dolomite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Adamantine]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=Armor/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Nickel]]|Appear={{Raw Tile|X|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C)}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Pig iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Platinum]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Steel]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=Armor/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Divine metal]]|Appear={{Raw Tile|X|7:0:0}} {{Raw Tile|≡|7:0}}|Temp=None|Notes=Found only in [[vault]]s}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Cassiterite]]|Appear={{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Where=[[Granite]]'''(V)'''|Notes=Ore of [[tin]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Galena]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(V)''', All [[Metamorphic]]'''(V)''', [[Granite]]'''(V)''', [[Limestone]]'''(V)'''|Notes=Ore of [[lead]] and [[silver]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Hematite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(V)''', All [[Igneous extrusive layer|Igneous extrusive]]'''(V)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Magnetite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Native platinum]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Where=[[Olivine]]'''(V)''', [[Magnetite]]'''(V)''', [[Chromite]]'''(S)'''|Notes=Ore of [[platinum]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''[[Sphalerite]]''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=''12,133°U (2165°F/1185°C)''|Where=All [[Metamorphic]]'''(V)'''|Notes=Ore of [[zinc]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Wood|Matl=[[Nether-cap]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|♠|1:0:0}} {{Raw Tile|▬|1:0:0}}|Temp=N/A|Where=[[Cavern]] (depth 3)|Notes=Naturally cold&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Raw adamantine]]|Appear={{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Where=The depths|Notes=Ore of [[adamantine]]}}&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Slade]]|Appear={{Raw Tile|░|0:0:1}} {{Raw Tile|*|0:1}}|Temp=None|Where=The depths|Notes=Intended to be unmineable}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl=[[Fire imp]]|Appear={{Raw Tile|ß|6:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Fire imp]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Dragon]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Fire imp]]|Appear={{Raw Tile|≡|7:1}}|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Dragon]]|Appear={{Raw Tile|≡|7:1}}|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Green glass]]|Appear={{Raw Tile|X|2:2:1}} {{Raw Tile|■|2:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Clear glass]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|■|3:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Crystal glass]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|■|7:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Ash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Potash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Pearlash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.&lt;br /&gt;
:2. '''°U''' = degrees in [[Main:Urist|Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at {{ct|12005}} or {{ct|55000}} &amp;amp;mdash; they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
:3. There are three iron ores in the game (four if you count [[Goblinite]]). Of these, only [[hematite]] and [[magnetite]] are magma safe.&lt;br /&gt;
:4. Sphalerite has ''no'' melting point, but ''sublimates'' at {{ct|12133}}. This still qualifies as being magma-safe.&lt;br /&gt;
:5. [[Nether-cap]] logs have a fixed temperature of {{ct|10000}}, rendering them fully magma safe, except that nether-cap products [[dump]]ed into magma are destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Magma safe materials| }}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_News_and_Rumors_Sub-Menu.png&amp;diff=234032</id>
		<title>File:Civilzation&amp;World Info News and Rumors Sub-Menu.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_News_and_Rumors_Sub-Menu.png&amp;diff=234032"/>
		<updated>2017-12-02T03:48:55Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: The 'n: News and rumors' sub-menu of the Civilization/World Info menu, with an example piece of news.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The 'n: News and rumors' sub-menu of the Civilization/World Info menu, with an example piece of news.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ad8b7e9c.png&amp;diff=234031</id>
		<title>File:Ad8b7e9c.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ad8b7e9c.png&amp;diff=234031"/>
		<updated>2017-12-02T03:43:49Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: CalmBit moved page File:Ad8b7e9c.png to File:Civilzation&amp;amp;World Info Artifacts Sub-Menu.png: Replacing garbage, auto-uploaded name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Civilzation&amp;amp;World Info Artifacts Sub-Menu.png]]&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_Artifacts_Sub-Menu.png&amp;diff=234030</id>
		<title>File:Civilzation&amp;World Info Artifacts Sub-Menu.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_Artifacts_Sub-Menu.png&amp;diff=234030"/>
		<updated>2017-12-02T03:43:49Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: CalmBit moved page File:Ad8b7e9c.png to File:Civilzation&amp;amp;World Info Artifacts Sub-Menu.png: Replacing garbage, auto-uploaded name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The 'a: Artifacts' sub-menu of the Civilization/World Info menu.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_Artifacts_Sub-Menu.png&amp;diff=234029</id>
		<title>File:Civilzation&amp;World Info Artifacts Sub-Menu.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_Artifacts_Sub-Menu.png&amp;diff=234029"/>
		<updated>2017-12-02T03:41:46Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: The 'a: Artifacts' sub-menu of the Civilization/World Info menu.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The 'a: Artifacts' sub-menu of the Civilization/World Info menu.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization_and_World_Info&amp;diff=234028</id>
		<title>Civilization and World Info</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization_and_World_Info&amp;diff=234028"/>
		<updated>2017-12-02T03:38:56Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Changed quality rating from &amp;quot;&amp;quot; to &amp;quot;Unrated&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Unrated|03:38, 2 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[File:Civilzation%26World_Info_Example.png|thumb|right|600px|An example screenshot of the Civilzation/World Info menu]]&lt;br /&gt;
&lt;br /&gt;
The '''Civilization/World Info menu''' can be accessed in [[Fortress mode]] with {{k|c}}, and displays information pertaining to civilizations and their sites. Additionally, when an [[Outpost liaison]] provides your fortress with news about the outside world, the 'News and rumors' sub-menu (seen by pressing {{k|n}}) is updated with the events that have occurred during the year.&lt;br /&gt;
&lt;br /&gt;
From this menu, you're also able to send [[squad|squads]] out on [[mission|missions]], and keep track of or modify missions that you've already created.&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization_and_World_Info&amp;diff=234027</id>
		<title>Civilization and World Info</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization_and_World_Info&amp;diff=234027"/>
		<updated>2017-12-02T03:37:28Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Created Civilization/World Info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[File:Civilzation%26World_Info_Example.png|thumb|right|600px|An example screenshot of the Civilzation/World Info menu]]&lt;br /&gt;
&lt;br /&gt;
The '''Civilization/World Info menu''' can be accessed in [[Fortress mode]] with {{k|c}}, and displays information pertaining to civilizations and their sites. Additionally, when an [[Outpost liaison]] provides your fortress with news about the outside world, the 'News and rumors' sub-menu (seen by pressing {{k|n}}) is updated with the events that have occurred during the year.&lt;br /&gt;
&lt;br /&gt;
From this menu, you're also able to send [[squad|squads]] out on [[mission|missions]], and keep track of or modify missions that you've already created.&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_Example.png&amp;diff=234025</id>
		<title>File:Civilzation&amp;World Info Example.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_Example.png&amp;diff=234025"/>
		<updated>2017-12-02T03:23:46Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: CalmBit uploaded a new version of &amp;amp;quot;File:Civilzation&amp;amp;World Info Example.png&amp;amp;quot;: Keep my mouse out of the shot, this time...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example screenshot of the Civilzation/World Info screen.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_Example.png&amp;diff=234024</id>
		<title>File:Civilzation&amp;World Info Example.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Civilzation%26World_Info_Example.png&amp;diff=234024"/>
		<updated>2017-12-02T03:12:44Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: An example screenshot of the Civilzation/World Info screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example screenshot of the Civilzation/World Info screen.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=234023</id>
		<title>Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=234023"/>
		<updated>2017-12-02T01:38:52Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Just tweaking this a bit, good edit though!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:23, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a troll and gets all his limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to &amp;quot;Active/Training&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. &lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything),  every dwarf has a better chance at not-dying - which can only be a good thing. You may want to remove the barracks assignment from a reserve squad after you're done training them, or they'll tend to spend all their time on &amp;quot;Individual Combat Drill&amp;quot; rather than performing their civilian jobs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy, cheap, and no maintenance once set up&lt;br /&gt;
*No need for other cross-training for any attribute affected by national self-defense training&lt;br /&gt;
*Trainees gain useful military skills&lt;br /&gt;
*Trainees will be faster, stronger and tougher both in daily life and in emergencies&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Legendary fighting skills may make tantrums more fun&lt;br /&gt;
*Trainees don't work during training&lt;br /&gt;
*Trainees don't socialise during training (you may see this as an advantage, though)&lt;br /&gt;
*Trainees will choose training over performing civilian duties&lt;br /&gt;
'''Attributes trained:'''&lt;br /&gt;
&lt;br /&gt;
Rapid increases of strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower.&lt;br /&gt;
&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
The main purpose of the Gym is keeping underemployed peasants from partying all the time. It merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for those dwarves that tend to be idle much of the time. Pump operating is a decent way to train endurance, benefits to other attributes are minimal.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy and cheap to set up;&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Fps-friendly: air-pumpers consume, produce and move nothing.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very convenient; gyms can be placed anywhere in your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*Marksdwarf squads may benefit from attribute development, since a well-managed squad of them will usually not spar. Pump operation doesn't consume bolts, either.&lt;br /&gt;
*If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates nothing useful other than the increased attributes of the trainee.&lt;br /&gt;
*Increases attributes at a much slower rate than military training (and fewer attributes to boot).&lt;br /&gt;
*If you have any pumps around that critically NEED to remain in operation it can be a serious pain to keep the critical pumps operating (sadly, pumps cannot be [[Manager#Setting_workshop_profiles|profiled]]).&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Boiler-room ([[furnace operator]])====&lt;br /&gt;
:''See also: [[Melt]]''&lt;br /&gt;
Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. This method is more of a direct training scheme for the various [[smith]]ing labors, furnace operator skill and attribute training are a side benefit.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up.&lt;br /&gt;
*Requires little continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; dwarves reach legendary in two years.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires access to [[magma]].&lt;br /&gt;
*Generates nothing useful other than the increased skills and attributes of the trainee.&lt;br /&gt;
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this).&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Swimming Pool ====&lt;br /&gt;
Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of &amp;quot;encouraging&amp;quot; your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method; it is based on the feature that a dwarf riding a minecart learns swimming while doing so. (See [[Swimmer#Minecart_training|Minecart training]])&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Cheap to set up&lt;br /&gt;
*Automates training of idle dwarves without interfering with actual work&lt;br /&gt;
*Provides a good set of physical [[attribute]]s likely to speed up fortress operation &lt;br /&gt;
*Swimming skill can occasionally save a dwarf's life&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates no wealth&lt;br /&gt;
*[[gravity|Falling]] damage can be significant (of course, this trains medical staff too!).&lt;br /&gt;
*[[Flooding]] can be a problem, particular for overseers unfamiliar with Dwarf Fortress fluid mechanics&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun and sometimes [[Fun]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus&lt;br /&gt;
&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees are inside.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defence from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&lt;br /&gt;
*Can easily be transformed into a [[Caverns#Vegetation|underground tree farm]] on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. Could be solved by (temporary) [[burrow]].&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]].&lt;br /&gt;
*Can be trained easier and without space consumption as part of national defense training, when assigning picks as weapons.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[bed]]s or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation. If you have no particular area you want smoothed, you can alternate designating some open space between carving tracks and then smoothing them out. Be aware that carving tracks automatically sets those squares to be low traffic areas, so you may want to choose an out-of-the-way area that won't disrupt pathing for other activities. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrant]]s.&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]], a [[river]], or an active [[minecart]] track.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]], [[cook]], [[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Kinesthetic Sense (grower and  miller)&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Kinesthetic Sense (cook)&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up quickly, though the total number of trees to chop has been drastically reduced from previous versions.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going to endear you with the [[elves]].&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc. &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Trees are limited, and regrow slowly&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out all over the map, making them vulnerable to creatures and ambushes.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Survival Training ([[herbalist]])====&lt;br /&gt;
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item drop to the ground, to be carried to a stockpile by haulers. Setting up smaller stockpiles in the field from which haulers will collect with wheelbarrows is an obvious solution to save on hauling time.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Provides a reserve of ready food. Which is a good idea early on, before a steady supply is set up.&lt;br /&gt;
*Provides materials for prepared food, booze and sometimes extracts. Also, seeds, allowing to grow those plants on farms later.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless the area is carefully designated in safer parts of the map, herbalists (and haulers, from field stockpiles) will wander all over the place, making them vulnerable to creatures and ambushes.&lt;br /&gt;
*Unlike wood, foodstuff won't lie on the ground indefinitely. You have to collect it quickly, or some vermin will, and even temporary stockpiles needs protection.&lt;br /&gt;
** Small barns in the field solve the problem, but you need to build them; then again, it's another training, see &amp;quot;architect&amp;quot; below. Cats &amp;quot;pastured&amp;quot; over stockpiles solve the problem, but create several others.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
Agility, Kinesthetic Sense, Memory&lt;br /&gt;
&lt;br /&gt;
====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Evil areas may result in the deer your dwarves bagged waking up and ripping your hunter's face off!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher)&lt;br /&gt;
&lt;br /&gt;
====Art School ([[weaver]])====&lt;br /&gt;
Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade.  &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Safe and easy to run&lt;br /&gt;
*Virtually inexhaustible&lt;br /&gt;
*Produces valuable resources (silk cloth)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires somewhat complex setup&lt;br /&gt;
*Weaving is a [[moodable]] skill--and not a particularly desirable one&lt;br /&gt;
*Spider webs are typically available only in the caverns, where there could be dangerous wandering creatures such as [[giant cave spider|giant cave spiders]] or [[blind cave ogre|blind cave ogres]].&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Construction Crew ([[architect]])====&lt;br /&gt;
Designate a number of [[support]]s or [[archery target]]s to be constructed.  These are a two step process: first, an architect is needed to place the object.  Second,  a [[mason]], [[carpenter]], or [[blacksmith]] finishes the job, depending on the material used to build the support or archery target.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Probably the easiest way to train architects, should you want some high value buildings&lt;br /&gt;
*Does not use up resources because supports and archery targets can be deconstructed&lt;br /&gt;
*Can train two different dwarves in two different skills at once, or the same dwarf in two different skills&lt;br /&gt;
*A decent way to train Blacksmith, should metal be limited&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Building Designer only trains marginally useful soul attributes&lt;br /&gt;
*It is tedious to designate a bunch of supports for construction and deconstruction, since each one needs to be done manually&lt;br /&gt;
*Ties up resources from other productive uses&lt;br /&gt;
*There are easier ways to train masons and carpenters, so this is probably more useful for blacksmiths&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
*Analytical Ability, Creativity, Spatial Sense (building designer labor only)&lt;br /&gt;
*Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense (blacksmith labor only) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--/Does this work at all anymore? Socialising has been observed to be incredibly slow in .40.24. Commented this out, pending deletion/&lt;br /&gt;
====Charm School ([[Social skill]]s)====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarves social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarves with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables. Next define a burrow encompassing said chairs tables etc. and assign only your intended trainees to the burrow. (Be sure to turn off all of their labors and use the building options menu of a table to designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
*National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't influence potential [[strange mood]]s (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tomb&amp;diff=234021</id>
		<title>DF2014 Talk:Tomb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tomb&amp;diff=234021"/>
		<updated>2017-12-02T00:07:17Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Proposed split&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Proposed Split? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if anyone would actually be open to this, but I've noticed this page seems to do double duty on two (quite honestly) unrelated concepts - although the basic theme of burying the dead is the same, I feel like a disambiguation and two separate pages might be more appropriate for this content. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 00:07, 2 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:String_dump/raw&amp;diff=234020</id>
		<title>DF2014:String dump/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:String_dump/raw&amp;diff=234020"/>
		<updated>2017-12-01T23:21:53Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Attempted to strip out some of the binary garbage, added pre tags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
kernel32.dll&lt;br /&gt;
InitializeConditionVariable&lt;br /&gt;
SleepConditionVariableCS&lt;br /&gt;
WakeAllConditionVariable&lt;br /&gt;
bad allocation&lt;br /&gt;
bad array new length&lt;br /&gt;
Out of memory - aborting&lt;br /&gt;
Fatal Error&lt;br /&gt;
/stdout.txt&lt;br /&gt;
/stderr.txt&lt;br /&gt;
WinMain() error&lt;br /&gt;
DDRAW.DLL&lt;br /&gt;
SDL_STDIO_REDIRECT&lt;br /&gt;
TRANS_NAME&lt;br /&gt;
nameless&lt;br /&gt;
FIRST_NAME&lt;br /&gt;
PRO_POS&lt;br /&gt;
PRO_OBJ&lt;br /&gt;
PRO_SUB&lt;br /&gt;
PRO_REF&lt;br /&gt;
&amp;lt;structure&amp;gt;&lt;br /&gt;
&amp;lt;/local_id&amp;gt;&lt;br /&gt;
&amp;lt;local_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;mead hall&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/name&amp;gt;&lt;br /&gt;
&amp;lt;name&amp;gt;&lt;br /&gt;
&amp;lt;/structure&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;keep&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;dark tower&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;underworld spire&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;temple&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/worship_hfid&amp;gt;&lt;br /&gt;
&amp;lt;worship_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/entity_id&amp;gt;&lt;br /&gt;
&amp;lt;entity_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;library&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/copied_artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;copied_artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;inn tavern&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;market&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;tomb&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;dungeon&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;subtype&amp;gt;standard&amp;lt;/subtype&amp;gt;&lt;br /&gt;
&amp;lt;subtype&amp;gt;sewers&amp;lt;/subtype&amp;gt;&lt;br /&gt;
&amp;lt;subtype&amp;gt;catacombs&amp;lt;/subtype&amp;gt;&lt;br /&gt;
vector&amp;lt;T&amp;gt; too long&lt;br /&gt;
string too long&lt;br /&gt;
invalid string position&lt;br /&gt;
Training Session&lt;br /&gt;
Activity&lt;br /&gt;
Research&lt;br /&gt;
Activity Event&lt;br /&gt;
Worship&lt;br /&gt;
Play&lt;br /&gt;
Socialize&lt;br /&gt;
Read&lt;br /&gt;
 empty &lt;br /&gt;
 pick up &lt;br /&gt;
 empties &lt;br /&gt;
 embraces &lt;br /&gt;
 picks up &lt;br /&gt;
 has shared many tales from beyond &lt;br /&gt;
 has shared a rumor from abroad.&lt;br /&gt;
 has shared a few rumors.&lt;br /&gt;
 has discovered &lt;br /&gt;
 gives you &lt;br /&gt;
Ponder &lt;br /&gt;
 has become a student of &lt;br /&gt;
Learn &lt;br /&gt;
Teach &lt;br /&gt;
Discuss &lt;br /&gt;
Write&lt;br /&gt;
Write about &lt;br /&gt;
Meditate on &lt;br /&gt;
Copy&lt;br /&gt;
Go to Combat Training&lt;br /&gt;
Pray to &lt;br /&gt;
Lead Combat Training&lt;br /&gt;
Organize Combat Training&lt;br /&gt;
Play Make Believe&lt;br /&gt;
Wait for Combat Training&lt;br /&gt;
Play with &lt;br /&gt;
Listen to Story&lt;br /&gt;
Tell Story&lt;br /&gt;
Listen to Poetry&lt;br /&gt;
Recite Poetry&lt;br /&gt;
Play &lt;br /&gt;
Simulate &lt;br /&gt;
Chant&lt;br /&gt;
Sing&lt;br /&gt;
Listen to Music&lt;br /&gt;
Perform Music&lt;br /&gt;
Watch Dance&lt;br /&gt;
Perform Dance&lt;br /&gt;
 Demonstration&lt;br /&gt;
Go to &lt;br /&gt;
Lead &lt;br /&gt;
Organize &lt;br /&gt;
Watch &lt;br /&gt;
Wait for &lt;br /&gt;
Serve Customer&lt;br /&gt;
Serve &lt;br /&gt;
Individual Combat Drill&lt;br /&gt;
Go to Individual Combat Drill&lt;br /&gt;
Go to Sparring Match&lt;br /&gt;
/Resting&lt;br /&gt;
Go to Sparring Practice&lt;br /&gt;
Spar&lt;br /&gt;
Archery Practice&lt;br /&gt;
Watch Sparring Practice&lt;br /&gt;
There is not enough room to perform here.&lt;br /&gt;
DOUBLE TAGGED ITEM: By Activity, &lt;br /&gt;
You could not find a partner.&lt;br /&gt;
There are not enough dancers.&lt;br /&gt;
You cannot perform here.&lt;br /&gt;
Some children&lt;br /&gt;
begin&lt;br /&gt;
 playing make believe.&lt;br /&gt;
begins&lt;br /&gt;
a toy&lt;br /&gt;
 playing with &lt;br /&gt;
the story of &lt;br /&gt;
The performers&lt;br /&gt;
an improvised recital of &lt;br /&gt;
reciting the poem &lt;br /&gt;
improvised music, &lt;br /&gt;
the musical composition &lt;br /&gt;
an improvised dance, &lt;br /&gt;
dancing &lt;br /&gt;
You continue the story.&lt;br /&gt;
 in the middle of &lt;br /&gt;
You begin&lt;br /&gt;
The story continues.&lt;br /&gt;
the &lt;br /&gt;
The poetry enters&lt;br /&gt;
the verse paragraph&lt;br /&gt;
 line.&lt;br /&gt;
the stanza&lt;br /&gt;
 verse paragraph&lt;br /&gt;
You continue the poem.&lt;br /&gt;
 stanza&lt;br /&gt;
You enter &lt;br /&gt;
The poem continues.&lt;br /&gt;
The music enters &lt;br /&gt;
The dance enters a new section with &lt;br /&gt;
the introduction&lt;br /&gt;
a simple passage&lt;br /&gt;
 of the theme&lt;br /&gt;
the exposition&lt;br /&gt;
 of the second theme&lt;br /&gt;
 of the first theme&lt;br /&gt;
a recapitulation&lt;br /&gt;
 of the previous passage&lt;br /&gt;
 of the two themes&lt;br /&gt;
the synthesis&lt;br /&gt;
a verse&lt;br /&gt;
 of previous passages&lt;br /&gt;
the finale&lt;br /&gt;
a chorus&lt;br /&gt;
a bridge-passage&lt;br /&gt;
the coda&lt;br /&gt;
second &lt;br /&gt;
first &lt;br /&gt;
a series of variations&lt;br /&gt;
theme&lt;br /&gt;
 on the first theme&lt;br /&gt;
 on the theme&lt;br /&gt;
 on the second theme&lt;br /&gt;
You continue the dance.&lt;br /&gt;
 and &lt;br /&gt;
You continue the music.&lt;br /&gt;
The dance continues.&lt;br /&gt;
You conclude your performance.&lt;br /&gt;
The music continues.&lt;br /&gt;
Some performers finish their act.&lt;br /&gt;
The performers are finished.&lt;br /&gt;
 concludes a performance.&lt;br /&gt;
 has finished performing.&lt;br /&gt;
You feel like you know the basic rules of &lt;br /&gt;
You've learned &lt;br /&gt;
Your&lt;br /&gt;
 now.&lt;br /&gt;
 weave&lt;br /&gt;
 a mesmerizing tale!&lt;br /&gt;
 the story in vivid detail.&lt;br /&gt;
 tell&lt;br /&gt;
 stumble&lt;br /&gt;
 telling the tale quite well.&lt;br /&gt;
 bring&lt;br /&gt;
 over the details.&lt;br /&gt;
 choose&lt;br /&gt;
 the poem to life with this flawless recitation.&lt;br /&gt;
 recite&lt;br /&gt;
 the perfect phrasing.&lt;br /&gt;
 enunciate&lt;br /&gt;
 the words evocatively.&lt;br /&gt;
 speak&lt;br /&gt;
 crisply.&lt;br /&gt;
 mumble&lt;br /&gt;
 well.&lt;br /&gt;
 poorly.&lt;br /&gt;
, having completely forgotten the words.&lt;br /&gt;
instrument&lt;br /&gt;
 and the &lt;br /&gt;
 delivering a virtuoso performance on the &lt;br /&gt;
 are indistinguishable!&lt;br /&gt;
song&lt;br /&gt;
chant&lt;br /&gt;
 could nearly pass for the voice of the &lt;br /&gt;
 is absolutely flawless.&lt;br /&gt;
 the &lt;br /&gt;
 play&lt;br /&gt;
sing&lt;br /&gt;
 with skill.&lt;br /&gt;
 sound&lt;br /&gt;
 beautifully.&lt;br /&gt;
 playing the &lt;br /&gt;
 vaguely like the intended &lt;br /&gt;
singing&lt;br /&gt;
chanting&lt;br /&gt;
 a mockery of the &lt;br /&gt;
 make&lt;br /&gt;
doesn't&lt;br /&gt;
 with a shameworthy performance.&lt;br /&gt;
 seem to know how to play the &lt;br /&gt;
don't&lt;br /&gt;
 and even forget&lt;br /&gt;
 sloppily&lt;br /&gt;
 dance&lt;br /&gt;
 some of the words.&lt;br /&gt;
 dancing exceptionally.&lt;br /&gt;
 flawlessly, like someone out of a legend!&lt;br /&gt;
 get&lt;br /&gt;
 dancing well.&lt;br /&gt;
 tangled up.&lt;br /&gt;
The pages are blank.&lt;br /&gt;
It has no writing.&lt;br /&gt;
It has no pages.&lt;br /&gt;
We should have made it there by now.&lt;br /&gt;
We haven't performed for some time.&lt;br /&gt;
We have arrived at our destination.&lt;br /&gt;
We should be making better progress.&lt;br /&gt;
We are going the wrong way.&lt;br /&gt;
We must go back.&lt;br /&gt;
The oppressor has been overthrown!&lt;br /&gt;
We must not abandon &lt;br /&gt;
Empty announcement &lt;br /&gt;
The &lt;br /&gt;
, but it is deflected by &lt;br /&gt;
flying &lt;br /&gt;
spinning &lt;br /&gt;
 from the side&lt;br /&gt;
 from behind&lt;br /&gt;
 in the &lt;br /&gt;
 by the &lt;br /&gt;
, but there is no force!&lt;br /&gt;
, lightly tapping the target!&lt;br /&gt;
, but the attack is deflected by &lt;br /&gt;
 with &lt;br /&gt;
, but the attack glances away!&lt;br /&gt;
, but it glances away!&lt;br /&gt;
, but the attack passes right through!&lt;br /&gt;
, but it passes right through!&lt;br /&gt;
 splits in gore!&lt;br /&gt;
 is smashed into the body, an unrecognizable mass!&lt;br /&gt;
the part&lt;br /&gt;
 and the severed part sails off in an arc!&lt;br /&gt;
 is torn apart!&lt;br /&gt;
 is ripped into loose shreds!&lt;br /&gt;
the injured part&lt;br /&gt;
 collapses!&lt;br /&gt;
 collapses into a lump of gore!&lt;br /&gt;
 explodes into gore!&lt;br /&gt;
 is cloven asunder!&lt;br /&gt;
 and it is mostly cut away from the rest of the torso!&lt;br /&gt;
main part&lt;br /&gt;
passing through a hole in the &lt;br /&gt;
 is crushed!&lt;br /&gt;
through the &lt;br /&gt;
out of the wound&lt;br /&gt;
 part&lt;br /&gt;
jamming the&lt;br /&gt;
chipping&lt;br /&gt;
shattering&lt;br /&gt;
tearing apart&lt;br /&gt;
tearing&lt;br /&gt;
bruising&lt;br /&gt;
denting&lt;br /&gt;
fracturing&lt;br /&gt;
 shattering&lt;br /&gt;
 tearing apart&lt;br /&gt;
 and&lt;br /&gt;
 apart&lt;br /&gt;
 denting&lt;br /&gt;
 fracturing&lt;br /&gt;
 chipping&lt;br /&gt;
 tearing&lt;br /&gt;
 half of&lt;br /&gt;
 most of&lt;br /&gt;
breaking away&lt;br /&gt;
 bruising&lt;br /&gt;
 through the &lt;br /&gt;
 through a hole in the &lt;br /&gt;
 the rest of&lt;br /&gt;
 a piece of&lt;br /&gt;
rotten&lt;br /&gt;
fetid&lt;br /&gt;
your&lt;br /&gt;
 and spilling &lt;br /&gt;
filthy&lt;br /&gt;
stinking&lt;br /&gt;
rancid&lt;br /&gt;
decomposing&lt;br /&gt;
It is a gelding strike!&lt;br /&gt;
The geldables have been torn away!&lt;br /&gt;
foul&lt;br /&gt;
reeking&lt;br /&gt;
 has been opened by the attack&lt;br /&gt;
an artery&lt;br /&gt;
a major artery&lt;br /&gt;
It is a gelding blow!&lt;br /&gt;
have&lt;br /&gt;
a sensory nerve&lt;br /&gt;
a motor nerve&lt;br /&gt;
many nerves&lt;br /&gt;
 has been &lt;br /&gt;
a ligament&lt;br /&gt;
 been severed&lt;br /&gt;
a tendon&lt;br /&gt;
bruised&lt;br /&gt;
sprained&lt;br /&gt;
torn&lt;br /&gt;
 attack is interrupted!&lt;br /&gt;
 breaks!&lt;br /&gt;
 is ripped to shreds!&lt;br /&gt;
strained&lt;br /&gt;
 has lodged firmly in the wound!&lt;br /&gt;
 become enraged!&lt;br /&gt;
 has&lt;br /&gt;
 have&lt;br /&gt;
 latch on firmly!&lt;br /&gt;
 to &lt;br /&gt;
 latches on firmly&lt;br /&gt;
 latch on firmly&lt;br /&gt;
 propelled away by the force of the blow!&lt;br /&gt;
 are&lt;br /&gt;
 latches on firmly!&lt;br /&gt;
 having more trouble breathing!&lt;br /&gt;
 been stunned!&lt;br /&gt;
 been stunned again!&lt;br /&gt;
 been knocked unconscious!&lt;br /&gt;
 even more sick!&lt;br /&gt;
 looks&lt;br /&gt;
 feel&lt;br /&gt;
 having trouble breathing!&lt;br /&gt;
 splatters over the &lt;br /&gt;
 crumbles over the &lt;br /&gt;
 is injected into the &lt;br /&gt;
 sick!&lt;br /&gt;
Press &lt;br /&gt;
 is sucked out of the wound!&lt;br /&gt;
 pours over the &lt;br /&gt;
 flows over the &lt;br /&gt;
 to close window&lt;br /&gt;
 for more&lt;br /&gt;
item&lt;br /&gt;
 and others have returned.&lt;br /&gt;
 has brought back a rumor from abroad.&lt;br /&gt;
 has arrived.&lt;br /&gt;
 is visiting.&lt;br /&gt;
, the performance troupe, has arrived.&lt;br /&gt;
 have returned.&lt;br /&gt;
 has returned.&lt;br /&gt;
 has brought back many tales from beyond &lt;br /&gt;
 has brought back a few rumors.&lt;br /&gt;
An army has come to your lands seeking a parley.&lt;br /&gt;
A vile force of darkness has arrived!&lt;br /&gt;
The enemy have come and are laying siege to the fortress.&lt;br /&gt;
An army is invading!&lt;br /&gt;
, a performance troupe, is visiting.&lt;br /&gt;
The dead walk.  Hide while you still can!&lt;br /&gt;
A vile force of darkness has arrived, seeking a parley!&lt;br /&gt;
The enemy have come and are preparing to lay siege.  They seek a parley!&lt;br /&gt;
army is located out of bounds: teleporting&lt;br /&gt;
FORCED_ADMINISTRATOR&lt;br /&gt;
overlord&lt;br /&gt;
overlords&lt;br /&gt;
vector&amp;lt;bool&amp;gt; too long&lt;br /&gt;
Empty biased index vector&lt;br /&gt;
Biased index vector computation error&lt;br /&gt;
Unknown exception&lt;br /&gt;
bad cast&lt;br /&gt;
data/save/current/&lt;br /&gt;
.dat&lt;br /&gt;
art_image-&lt;br /&gt;
data/save/current&lt;br /&gt;
data/save/current/art_image-&lt;br /&gt;
data&lt;br /&gt;
data/save&lt;br /&gt;
torturing &lt;br /&gt;
committing a depraved act upon &lt;br /&gt;
themselves&lt;br /&gt;
 before &lt;br /&gt;
 are &lt;br /&gt;
prostrating &lt;br /&gt;
data/save/&lt;br /&gt;
 is &lt;br /&gt;
fighting with &lt;br /&gt;
greeting &lt;br /&gt;
surrounded by &lt;br /&gt;
massacring &lt;br /&gt;
burning &lt;br /&gt;
shooting &lt;br /&gt;
devouring &lt;br /&gt;
admiring &lt;br /&gt;
praying to &lt;br /&gt;
contemplating &lt;br /&gt;
raising &lt;br /&gt;
hiding &lt;br /&gt;
embracing &lt;br /&gt;
striking down &lt;br /&gt;
refusing &lt;br /&gt;
speaking with &lt;br /&gt;
praying&lt;br /&gt;
hanging from &lt;br /&gt;
being mutilated by &lt;br /&gt;
impaled on &lt;br /&gt;
being flayed by &lt;br /&gt;
cooking &lt;br /&gt;
engraving &lt;br /&gt;
in a fetal position&lt;br /&gt;
smeared out into a spiral&lt;br /&gt;
committing a depraved act&lt;br /&gt;
making a submissive gesture&lt;br /&gt;
screaming&lt;br /&gt;
being tortured&lt;br /&gt;
weeping&lt;br /&gt;
cringing&lt;br /&gt;
burning&lt;br /&gt;
looks&lt;br /&gt;
making a plaintive gesture&lt;br /&gt;
melting&lt;br /&gt;
laughing&lt;br /&gt;
being shot&lt;br /&gt;
falling&lt;br /&gt;
dead&lt;br /&gt;
withering away&lt;br /&gt;
striking a menacing pose&lt;br /&gt;
 confused&lt;br /&gt;
suffering&lt;br /&gt;
 terrified&lt;br /&gt;
 offended&lt;br /&gt;
look&lt;br /&gt;
 dejected&lt;br /&gt;
unnaturally contorted&lt;br /&gt;
being flayed&lt;br /&gt;
cooking&lt;br /&gt;
engraving&lt;br /&gt;
traveling&lt;br /&gt;
contemplating&lt;br /&gt;
striking a triumphant pose&lt;br /&gt;
laboring&lt;br /&gt;
rotting &lt;br /&gt;
ghostly &lt;br /&gt;
, depicted as a &lt;br /&gt;
skeletal &lt;br /&gt;
Untitled&lt;br /&gt;
, the deity of &lt;br /&gt;
being mutilated&lt;br /&gt;
the deity of &lt;br /&gt;
female &lt;br /&gt;
male &lt;br /&gt;
Squad Order&lt;br /&gt;
 will be slain.&lt;br /&gt;
 have been driven from &lt;br /&gt;
 is dead!&lt;br /&gt;
  There will be no rest for the enemy.&lt;br /&gt;
  I am a little confused.&lt;br /&gt;
  The need for my task seems to have passed.&lt;br /&gt;
  The enemy will be driven off.&lt;br /&gt;
I am your loyal &lt;br /&gt;
  The task is accomplished.&lt;br /&gt;
I don't remember clearly.&lt;br /&gt;
What happened?&lt;br /&gt;
monster slayer&lt;br /&gt;
scribe&lt;br /&gt;
scholar&lt;br /&gt;
mercenary&lt;br /&gt;
I ask that &lt;br /&gt;
 be made &lt;br /&gt;
 for &lt;br /&gt;
.  Will you have me?&lt;br /&gt;
I am very confused.&lt;br /&gt;
Commendable!  Your loyalty and bravery cannot be denied.&lt;br /&gt;
  I am sort of confused.&lt;br /&gt;
I am confused.&lt;br /&gt;
tavern keeper&lt;br /&gt;
performer&lt;br /&gt;
.  What do you command?&lt;br /&gt;
I wish to become a &lt;br /&gt;
Yes!  It'll be great to perform with you.&lt;br /&gt;
I'm sorry, but I can't join the troupe.&lt;br /&gt;
Would you like to join &lt;br /&gt;
?  The troupe could use your talent.&lt;br /&gt;
I cannot accept this honor.  I am sorry.&lt;br /&gt;
Gladly.  I will be your &lt;br /&gt;
I'm kicking you out of &lt;br /&gt;
I'm leaving &lt;br /&gt;
 here.  Make us proud!&lt;br /&gt;
I'll need to see something impressive before I consider it.&lt;br /&gt;
.  Will you have us?&lt;br /&gt;
Yes, you'd make a fantastic &lt;br /&gt;
Welcome to &lt;br /&gt;
You just aren't good enough yet, but you should keep performing.&lt;br /&gt;
I would love to join &lt;br /&gt;
.  Can I perform with you?&lt;br /&gt;
Please help me!&lt;br /&gt;
I hate you.&lt;br /&gt;
I would be honored to serve as a &lt;br /&gt;
Come with me and I'll bring you to safety.&lt;br /&gt;
The enemy!&lt;br /&gt;
Murderer!&lt;br /&gt;
Intruder!&lt;br /&gt;
Vile creature!&lt;br /&gt;
Gladly.  You are now one of my &lt;br /&gt;
I am sorry.  There is no room for you here.&lt;br /&gt;
I am sorry.  I do not think there is room for me.&lt;br /&gt;
You are not worthy of such an honor yet.  I am sorry.&lt;br /&gt;
.  Will you have me as &lt;br /&gt;
You can no longer be a &lt;br /&gt;
I would be honored if you would become a &lt;br /&gt;
  we've got &lt;br /&gt;
deaths&lt;br /&gt;
.  I know why you have come.&lt;br /&gt;
Well, let's see...&lt;br /&gt;
the fighting&lt;br /&gt;
armies on the march&lt;br /&gt;
the death&lt;br /&gt;
law-breaking&lt;br /&gt;
Ahhh...&lt;br /&gt;
The dead!&lt;br /&gt;
I must obey the master!&lt;br /&gt;
Gwargh!&lt;br /&gt;
Behold, mortal.  I am &lt;br /&gt;
a divine being&lt;br /&gt;
Get away from me!&lt;br /&gt;
Don't talk to me.&lt;br /&gt;
bone-chilling horror&lt;br /&gt;
ruffians&lt;br /&gt;
bandits&lt;br /&gt;
skulking vermin&lt;br /&gt;
the missing treasure&lt;br /&gt;
I've forgotten what trouble it was...&lt;br /&gt;
open war&lt;br /&gt;
brewing trouble with our neighbors&lt;br /&gt;
the abduction&lt;br /&gt;
occupations&lt;br /&gt;
the army on the march&lt;br /&gt;
abductions&lt;br /&gt;
the beast&lt;br /&gt;
criminals&lt;br /&gt;
the occupation&lt;br /&gt;
beasts&lt;br /&gt;
Please guide me to myself.&lt;br /&gt;
Please guide me to you.&lt;br /&gt;
Can you tell me where I can find &lt;br /&gt;
Please guide me to &lt;br /&gt;
  We were going to entertain the world!  It's a shame, but I'll have to make my own way now.&lt;br /&gt;
  I'm returning on my own.&lt;br /&gt;
We can no longer travel together.&lt;br /&gt;
  I'm giving up on this hopeless venture.&lt;br /&gt;
Can you tell me the way to &lt;br /&gt;
What do you think of me?&lt;br /&gt;
Wait here until I return.&lt;br /&gt;
Let's continue onward together.&lt;br /&gt;
Can you tell me where I can find myself?&lt;br /&gt;
Can you tell me where I can find you?&lt;br /&gt;
What can you tell me about yourself?&lt;br /&gt;
What can you tell me about &lt;br /&gt;
I hate them.&lt;br /&gt;
I am afraid of them.&lt;br /&gt;
It's for the best.&lt;br /&gt;
I don't care one way or another.&lt;br /&gt;
Now we will have to build our own future.&lt;br /&gt;
Are we close?&lt;br /&gt;
They are terrific.&lt;br /&gt;
They are outlaws.&lt;br /&gt;
They must be stopped by any means at our disposal.&lt;br /&gt;
It's not my problem.&lt;br /&gt;
  I hope you find what you are seeking here.&lt;br /&gt;
Now we will live under &lt;br /&gt;
I don't know anything else about them.&lt;br /&gt;
We are in the right in all matters.&lt;br /&gt;
It was inevitable.&lt;br /&gt;
This is the life for me.&lt;br /&gt;
the law-breaking&lt;br /&gt;
the abductions&lt;br /&gt;
Tell me about &lt;br /&gt;
the deaths&lt;br /&gt;
the bandits&lt;br /&gt;
the skulking vermin&lt;br /&gt;
the beasts&lt;br /&gt;
the criminals&lt;br /&gt;
Where should I take you?&lt;br /&gt;
Soon the world will be set right.&lt;br /&gt;
You are bound to obey me.&lt;br /&gt;
How are you enjoying the adventure?&lt;br /&gt;
Are you looking forward to the performance?&lt;br /&gt;
I've forgotten what I was going to say...&lt;br /&gt;
We shall bring &lt;br /&gt;
 home safely.&lt;br /&gt;
ancient force of nature&lt;br /&gt;
cursed demon&lt;br /&gt;
  This &lt;br /&gt;
great beast&lt;br /&gt;
night creature&lt;br /&gt;
evil being&lt;br /&gt;
fearsome beast&lt;br /&gt;
horrible beast&lt;br /&gt;
the open war&lt;br /&gt;
the brewing trouble&lt;br /&gt;
the bone-chilling horror&lt;br /&gt;
the ruffians&lt;br /&gt;
It has been the same as ever.&lt;br /&gt;
You must kill &lt;br /&gt;
How have things been?&lt;br /&gt;
How's life here?&lt;br /&gt;
  Seek your foe in the &lt;br /&gt;
 of &lt;br /&gt;
beast from the wilds&lt;br /&gt;
 threatens our people with its very presence.&lt;br /&gt;
You must drive the ruffians of &lt;br /&gt;
 from &lt;br /&gt;
  Our hopes travel with you.&lt;br /&gt;
  Enjoy the hunt!&lt;br /&gt;
beast from underground&lt;br /&gt;
creeping thing&lt;br /&gt;
terror from the evil depths&lt;br /&gt;
vile monster from the bowels of the earth&lt;br /&gt;
ferocious wild animal&lt;br /&gt;
ferocious unnatural beast&lt;br /&gt;
terrifying wilderness monster&lt;br /&gt;
savage beast&lt;br /&gt;
 from their home at &lt;br /&gt;
The group&lt;br /&gt;
.  These outlaws must be punished.&lt;br /&gt;
.  These criminals have been allowed to thrive for too long.&lt;br /&gt;
  In any case, peace is no longer an option.&lt;br /&gt;
  This war must end with our victory.&lt;br /&gt;
must be driven off or subjugated.&lt;br /&gt;
could afford to learn a lesson or two, though open conflict would be unwise.&lt;br /&gt;
 sent &lt;br /&gt;
 to try to boss us around, but you'll show them the true nature of power.&lt;br /&gt;
our &lt;br /&gt;
.  They have been harassing the people for too long.&lt;br /&gt;
 out of &lt;br /&gt;
You must drive &lt;br /&gt;
 came try to boss us around, but you'll teach that coward a lesson.&lt;br /&gt;
You must drive the skulking vermin &lt;br /&gt;
and there is friendship between our peoples.&lt;br /&gt;
and there is no hard feeling between our peoples.&lt;br /&gt;
 is skirmishing with us.&lt;br /&gt;
 is unknown us.&lt;br /&gt;
a dispute over &lt;br /&gt;
the treatment of animals&lt;br /&gt;
but there is ill-will between our peoples.&lt;br /&gt;
The trouble started because of &lt;br /&gt;
  I tire of this pointless skirmishing.&lt;br /&gt;
  I wish I could tell you where to begin your search.  Until then, you are free to do as you please.&lt;br /&gt;
  Their tribute is not enough.&lt;br /&gt;
  We can no longer pay them homage.&lt;br /&gt;
 is paying us tribute&lt;br /&gt;
 accepts our tribute&lt;br /&gt;
 is not at war with us&lt;br /&gt;
 is at war with us.&lt;br /&gt;
the adversary's refusal to form treaties&lt;br /&gt;
the adversary's abuse of the aggressor's fallen&lt;br /&gt;
prior aggression by the adversary&lt;br /&gt;
a first contact that went horribly wrong&lt;br /&gt;
an incident involving a trade caravan&lt;br /&gt;
territory&lt;br /&gt;
an incident involving a lost diplomat&lt;br /&gt;
a disagreement over prior treaties&lt;br /&gt;
a formalized agreement&lt;br /&gt;
truthfulness&lt;br /&gt;
the treatment of plants&lt;br /&gt;
torture&lt;br /&gt;
the adversary's inability to communicate and form treaties&lt;br /&gt;
a dispute over the ownership of &lt;br /&gt;
the devouring of the bodies of sapient beings&lt;br /&gt;
the display of war and hunting trophies&lt;br /&gt;
an abduction&lt;br /&gt;
an act of theft&lt;br /&gt;
a previous duel&lt;br /&gt;
a previous conquest&lt;br /&gt;
a previous insurrection&lt;br /&gt;
a special occasion&lt;br /&gt;
an attack by a beast&lt;br /&gt;
a journey&lt;br /&gt;
fishing rights&lt;br /&gt;
rights-of-way&lt;br /&gt;
water rights&lt;br /&gt;
grazing rights&lt;br /&gt;
a previous war&lt;br /&gt;
a previous battle&lt;br /&gt;
livestock ownership&lt;br /&gt;
general ill feelings over past historical events&lt;br /&gt;
the issue of their oneness with &lt;br /&gt;
the natural issue of their worship of &lt;br /&gt;
the issue of their godlessness&lt;br /&gt;
the issue of their worship of &lt;br /&gt;
 is my &lt;br /&gt;
It does not help matters that their leader &lt;br /&gt;
the natural issue of their oneness with &lt;br /&gt;
Be careful, for their leader &lt;br /&gt;
a procession&lt;br /&gt;
a ceremony&lt;br /&gt;
a performance&lt;br /&gt;
a competition&lt;br /&gt;
There is also &lt;br /&gt;
a family matter&lt;br /&gt;
a purge&lt;br /&gt;
a raid&lt;br /&gt;
There are guards patrolling &lt;br /&gt;
There are guards in &lt;br /&gt;
You are considered an integral part of the opposition.&lt;br /&gt;
You are considered part of the opposition.&lt;br /&gt;
the keep&lt;br /&gt;
the great tower&lt;br /&gt;
the mead hall&lt;br /&gt;
a cottage&lt;br /&gt;
They still hold this area, but they do not feel certain.&lt;br /&gt;
Their strength has been challenged, and their hold has loosened.&lt;br /&gt;
I don't really know.&lt;br /&gt;
They do not feel challenged at all.&lt;br /&gt;
They consider you a leader of the opposition.&lt;br /&gt;
They consider you a key figure in the opposition.&lt;br /&gt;
Their strength has been broken.&lt;br /&gt;
They consider you an infamous villain among those opposing them.&lt;br /&gt;
a leather clothing shop&lt;br /&gt;
a bone carver's shop&lt;br /&gt;
a leather shop&lt;br /&gt;
a woven clothing shop&lt;br /&gt;
a bowyer's shop&lt;br /&gt;
a blacksmith's shop&lt;br /&gt;
a gem cutter's shop&lt;br /&gt;
a weaponsmith's shop&lt;br /&gt;
a tree&lt;br /&gt;
an abandoned shop&lt;br /&gt;
a house&lt;br /&gt;
a hillock&lt;br /&gt;
a general imports store&lt;br /&gt;
a cloth shop&lt;br /&gt;
a food imports store&lt;br /&gt;
a clothing imports store&lt;br /&gt;
the meat market&lt;br /&gt;
the fruit and vegetable market&lt;br /&gt;
the imported food market&lt;br /&gt;
the imported clothing market&lt;br /&gt;
There is a long-ranging patrol &lt;br /&gt;
I have no idea.&lt;br /&gt;
the cheese market&lt;br /&gt;
the processed goods market&lt;br /&gt;
a leather goods shop&lt;br /&gt;
a carpenter's shop&lt;br /&gt;
a armorsmith's shop&lt;br /&gt;
a metal craft shop&lt;br /&gt;
a tavern&lt;br /&gt;
the imported goods market&lt;br /&gt;
a stone furniture shop&lt;br /&gt;
a metal furniture shop&lt;br /&gt;
Nobody I remember.&lt;br /&gt;
You sound like a troublemaker.&lt;br /&gt;
A few separate groups were organized.  &lt;br /&gt;
 fled before the attack.&lt;br /&gt;
I am &lt;br /&gt;
 has occupied &lt;br /&gt;
 rules &lt;br /&gt;
 other groups vying for control.&lt;br /&gt;
 are vying for control.&lt;br /&gt;
  I'd watch out for them.  &lt;br /&gt;
There are no fewer than &lt;br /&gt;
 groups fled.&lt;br /&gt;
One group organized itself.  &lt;br /&gt;
I haven't heard anything like that.&lt;br /&gt;
No fewer than &lt;br /&gt;
 is also located here&lt;br /&gt;
Goodbye.&lt;br /&gt;
the law is absolute&lt;br /&gt;
  The seat of &lt;br /&gt;
If you want to offer your condolences, &lt;br /&gt;
 lives in &lt;br /&gt;
If you want to find a relative, &lt;br /&gt;
 from this capital as well&lt;br /&gt;
  Not that it matters, as &lt;br /&gt;
 is a group of &lt;br /&gt;
  I rule &lt;br /&gt;
 is here, and &lt;br /&gt;
the blood-drinker allows no chattel to rise&lt;br /&gt;
 abides here in magnificence&lt;br /&gt;
  Not that it matters, as the seat of &lt;br /&gt;
this poor soul&lt;br /&gt;
 back home!&lt;br /&gt;
Come, join me on my adventures!&lt;br /&gt;
Join me and we'll bring &lt;br /&gt;
the weary shoulders of the people of &lt;br /&gt;
this place&lt;br /&gt;
Join me and we can shake off the yoke of &lt;br /&gt;
the oppressors&lt;br /&gt;
We weren't personally acquainted.&lt;br /&gt;
You may enjoy these times of peace, but remain vigilant.&lt;br /&gt;
 should talk to &lt;br /&gt;
 should travel to &lt;br /&gt;
What should I do about it?&lt;br /&gt;
Let's entertain the world together!&lt;br /&gt;
My condolences.&lt;br /&gt;
What will you do about it?&lt;br /&gt;
Here's something you might be interested in...&lt;br /&gt;
I've decided.  Let's call our troupe &lt;br /&gt;
Certainly.  It would be terrible to leave someone to fend for themselves after sunset.&lt;br /&gt;
Ah, I'm sorry.  Permission is not mine to give.&lt;br /&gt;
 now.  Make way for &lt;br /&gt;
I've forgotten my bold pronouncement...&lt;br /&gt;
I've forgotten what to say...&lt;br /&gt;
I'm in charge of &lt;br /&gt;
Thank you!&lt;br /&gt;
Nevermind.&lt;br /&gt;
 forever!&lt;br /&gt;
I'm with you on this.&lt;br /&gt;
Uh...  what was that?&lt;br /&gt;
Of course.  My pleasure.&lt;br /&gt;
I'd like to stay here another day if you don't mind.&lt;br /&gt;
Please let me shelter here for the night.&lt;br /&gt;
Thank you for preserving our legacy of wisdom.&lt;br /&gt;
Long live the cause.&lt;br /&gt;
Thank you for all you do.&lt;br /&gt;
You ought to be rewarded for returning our treasures.&lt;br /&gt;
The poet!  It's such an honor to have you here.&lt;br /&gt;
My talented bard!  It's such an honor to have you here.&lt;br /&gt;
Loyalty should be rewarded.&lt;br /&gt;
What stories you tell!  It's such an honor to have you here.&lt;br /&gt;
I'd just as soon you went someplace else.&lt;br /&gt;
You have been such a good trade partner.&lt;br /&gt;
Let's trade.&lt;br /&gt;
What's available here?&lt;br /&gt;
My companion.&lt;br /&gt;
It is good to see you here.&lt;br /&gt;
It's such a pleasure to serve you.&lt;br /&gt;
My good friend.&lt;br /&gt;
We rent out &lt;br /&gt;
a room&lt;br /&gt;
  All drinks are free, of course!&lt;br /&gt;
You have a room here, and you can stay longer if you like.&lt;br /&gt;
a free room&lt;br /&gt;
free rooms&lt;br /&gt;
rooms&lt;br /&gt;
 a night.&lt;br /&gt;
There's no need for trouble here.&lt;br /&gt;
We have many drinks to choose from.  [You receive a list.]&lt;br /&gt;
What a dancer!  It's such an honor to have you here.&lt;br /&gt;
Your selfless dedication is appreciated here.&lt;br /&gt;
  All drinks cost &lt;br /&gt;
 for a mug.&lt;br /&gt;
We have &lt;br /&gt;
free&lt;br /&gt;
somewhere&lt;br /&gt;
You'll have the room for another day.  I'm glad you're enjoying your stay.&lt;br /&gt;
I'll be back with your drink in a moment.&lt;br /&gt;
Your room is &lt;br /&gt;
this temple&lt;br /&gt;
this library&lt;br /&gt;
this hall&lt;br /&gt;
this keep&lt;br /&gt;
Tavern keeper!  &lt;br /&gt;
One &lt;br /&gt;
.  Let me know and you can stay as long as you like.&lt;br /&gt;
This is not that kind of establishment.&lt;br /&gt;
I'd like a room.&lt;br /&gt;
I'd like my room for another night.&lt;br /&gt;
Uhh...  nevermind.&lt;br /&gt;
I'd like the &lt;br /&gt;
Would you agree to become &lt;br /&gt;
someone&lt;br /&gt;
This is my new home.&lt;br /&gt;
Intruder!  Intruder!&lt;br /&gt;
this poor nameless child&lt;br /&gt;
I accept this honor.&lt;br /&gt;
, taking over my duties and responsibilities?&lt;br /&gt;
Would you please adopt &lt;br /&gt;
this market&lt;br /&gt;
this tomb&lt;br /&gt;
this establishment&lt;br /&gt;
this tower&lt;br /&gt;
these catacombs&lt;br /&gt;
this spire&lt;br /&gt;
this dungeon&lt;br /&gt;
these sewers&lt;br /&gt;
Tell me about the local ruler.&lt;br /&gt;
Does this settlement engage in trade?  Tell me about those places.&lt;br /&gt;
Does anybody else still have a stake in these lands?&lt;br /&gt;
Did anybody flee the attack?&lt;br /&gt;
At least it doesn't rain down here.&lt;br /&gt;
Is it raining?&lt;br /&gt;
Look at the sky!  Are we in the Underworld?&lt;br /&gt;
What an odd glow!&lt;br /&gt;
It has always been my dream to start a family.&lt;br /&gt;
This must be the will of &lt;br /&gt;
I am sorry, but I am otherwise disposed.&lt;br /&gt;
I will accept the child into my home.&lt;br /&gt;
Do they have a firm grip on these lands?&lt;br /&gt;
Where are their forces?  Are there patrols or guards?&lt;br /&gt;
I'm sorry, but I'm unable to help.&lt;br /&gt;
Why are you traveling?&lt;br /&gt;
It sure is dark down here.&lt;br /&gt;
Where am I?&lt;br /&gt;
I would prefer to be outdoors.&lt;br /&gt;
It is good to be indoors.&lt;br /&gt;
I accept your offer.&lt;br /&gt;
I have no reason to accept this.&lt;br /&gt;
Tell me about this area.&lt;br /&gt;
Let us stop this pointless fighting!&lt;br /&gt;
It is invigorating to be out in the wilds!&lt;br /&gt;
It is good to be outdoors.&lt;br /&gt;
I have confidence in your abilities.&lt;br /&gt;
What a strange place!&lt;br /&gt;
I would prefer to be indoors.&lt;br /&gt;
How sinister the glow...&lt;br /&gt;
Indoors, outdoors.  It's all the same to me as long as the weather's fine.&lt;br /&gt;
How I long for civilization...&lt;br /&gt;
Drop &lt;br /&gt;
the object I can't remember&lt;br /&gt;
 or suffer the consequences.&lt;br /&gt;
Identify yourself!&lt;br /&gt;
Perhaps you'd be willing to trade &lt;br /&gt;
Where is &lt;br /&gt;
Fortune has favored you, and &lt;br /&gt;
 is yours.  Please consider my offer.&lt;br /&gt;
I agree to submit to your request.&lt;br /&gt;
I will not bow before you.&lt;br /&gt;
Gladly.  May this new age of harmony last a thousand year.&lt;br /&gt;
Never.&lt;br /&gt;
Let there be peace between &lt;br /&gt;
 must pay homage to &lt;br /&gt;
 offers to pay homage to &lt;br /&gt;
 will no longer pay homage to &lt;br /&gt;
Sorry, I'm otherwise occupied.&lt;br /&gt;
You'll have to talk to somebody older.&lt;br /&gt;
Of course.&lt;br /&gt;
Yes, let's go.&lt;br /&gt;
Really?  Alright.&lt;br /&gt;
Of course.  Let's do business.&lt;br /&gt;
Really?  Please come closer.&lt;br /&gt;
Fantastic!  Please come closer and ask again.&lt;br /&gt;
The bond is broken!  Return to the Underworld and trouble us no more!&lt;br /&gt;
You are bound to me!&lt;br /&gt;
You must yield!&lt;br /&gt;
How are you feeling right now?&lt;br /&gt;
Tell me about your family.&lt;br /&gt;
Whosoever would blight the world, preying on the helpless, fear me!  I call you a child of the night and will slay you where you stand.&lt;br /&gt;
You look like a mighty warrior indeed.&lt;br /&gt;
No such place exists.&lt;br /&gt;
 is well-traveled and would probably have that information.&lt;br /&gt;
You should probably try a shopkeeper.&lt;br /&gt;
This is &lt;br /&gt;
I don't know myself, and I don't even know anybody that could tell you.&lt;br /&gt;
 is dead.&lt;br /&gt;
  However, the &lt;br /&gt;
 not be able to guide you personally.  It is the best I can do.&lt;br /&gt;
Come see me in the market sometime.&lt;br /&gt;
Please be patient.  I'll have your order ready in a moment.&lt;br /&gt;
Come see me in my store sometime.&lt;br /&gt;
Come see me at the trade depot sometime.&lt;br /&gt;
I don't work here.&lt;br /&gt;
You haven't ordered anything.  Would you like something?&lt;br /&gt;
We don't offer any specific services here.&lt;br /&gt;
Yes, I can serve you when we're both there.&lt;br /&gt;
I'm returning to my home in &lt;br /&gt;
I'm going to &lt;br /&gt;
I'm traveling to &lt;br /&gt;
I'm not sure.&lt;br /&gt;
 to move into my new home with &lt;br /&gt;
 to take up my position&lt;br /&gt;
 as &lt;br /&gt;
Probably on the move or deep underground, but I can't be sure.&lt;br /&gt;
I started my pilgrimage in &lt;br /&gt;
Who?&lt;br /&gt;
I don't remember what I was going to say...&lt;br /&gt;
 to view &lt;br /&gt;
I'm preparing to travel to &lt;br /&gt;
 in &lt;br /&gt;
I visited &lt;br /&gt;
 and maybe something to drink as well!&lt;br /&gt;
I have rescued &lt;br /&gt;
, and wealth and pleasures beyond measure!&lt;br /&gt;
.   Perhaps I'll finally make my fortune!&lt;br /&gt;
, and this quest is taking me to &lt;br /&gt;
I have obtained &lt;br /&gt;
 and am returning to &lt;br /&gt;
I seek to rescue &lt;br /&gt;
husband&lt;br /&gt;
 to start a new life&lt;br /&gt;
spouse&lt;br /&gt;
wife&lt;br /&gt;
 in search of adventure&lt;br /&gt;
 in search of work&lt;br /&gt;
 in search of a thrilling adventure&lt;br /&gt;
 in search of excitement&lt;br /&gt;
I was out visiting the library.&lt;br /&gt;
I'm walking my patrol.&lt;br /&gt;
I was out visiting the temple.&lt;br /&gt;
I was just out at the tavern.&lt;br /&gt;
I'm going out to the tavern.&lt;br /&gt;
I'm going to visit the library.&lt;br /&gt;
I'm going out for some water.&lt;br /&gt;
I'm going to visit the temple.&lt;br /&gt;
I am returning it to &lt;br /&gt;
I will return it to &lt;br /&gt;
I am searching for &lt;br /&gt;
The treasure is sought by &lt;br /&gt;
I'm just out for a stroll.&lt;br /&gt;
I was just out for some water.&lt;br /&gt;
I'm on an important mission.&lt;br /&gt;
I'm returning from my patrol.&lt;br /&gt;
 utilize the market here.&lt;br /&gt;
This place is insulated from the rest of the world, at least in terms of trade.&lt;br /&gt;
The village &lt;br /&gt;
 is the only other settlement to utilize the market here.&lt;br /&gt;
 to trade.&lt;br /&gt;
 other villages which utilize the market there.&lt;br /&gt;
The people of &lt;br /&gt;
 go to &lt;br /&gt;
 other major settlements.&lt;br /&gt;
  The largest of these is &lt;br /&gt;
I'm not planning a journey.&lt;br /&gt;
 trades directly with no fewer than &lt;br /&gt;
 villages which utilize the market here.&lt;br /&gt;
The villages &lt;br /&gt;
 engages in trade with &lt;br /&gt;
There are &lt;br /&gt;
parent&lt;br /&gt;
mother&lt;br /&gt;
father&lt;br /&gt;
grandmother&lt;br /&gt;
grandfather&lt;br /&gt;
daughter&lt;br /&gt;
child&lt;br /&gt;
There's nothing organized here.&lt;br /&gt;
Where?&lt;br /&gt;
 is the only other settlement to utilize the market there.&lt;br /&gt;
 also utilize the market there.&lt;br /&gt;
Ask me when I've returned to my home!&lt;br /&gt;
I'd rather not say.&lt;br /&gt;
That's me.  I'm right here.&lt;br /&gt;
Yes, master.  Ask and I shall obey.&lt;br /&gt;
, is it really you?&lt;br /&gt;
Dear&lt;br /&gt;
nephew&lt;br /&gt;
cousin&lt;br /&gt;
An item has returned!&lt;br /&gt;
I don't remember what I believe...&lt;br /&gt;
Is it really you?&lt;br /&gt;
 has returned&lt;br /&gt;
brother&lt;br /&gt;
sister&lt;br /&gt;
grandparent&lt;br /&gt;
grandchild&lt;br /&gt;
uncle&lt;br /&gt;
niece&lt;br /&gt;
sibling&lt;br /&gt;
aunt&lt;br /&gt;
the great&lt;br /&gt;
here&lt;br /&gt;
faraway&lt;br /&gt;
fair&lt;br /&gt;
!  Limited supply&lt;br /&gt;
!  Best price in town&lt;br /&gt;
right here&lt;br /&gt;
!  Today only&lt;br /&gt;
your very own&lt;br /&gt;
real&lt;br /&gt;
get your&lt;br /&gt;
all the way&lt;br /&gt;
distant&lt;br /&gt;
authentic&lt;br /&gt;
clear&lt;br /&gt;
the settlements&lt;br /&gt;
just outside town&lt;br /&gt;
a village nearby&lt;br /&gt;
east&lt;br /&gt;
north&lt;br /&gt;
 out to the &lt;br /&gt;
west&lt;br /&gt;
tanned&lt;br /&gt;
 were &lt;br /&gt;
 was &lt;br /&gt;
town&lt;br /&gt;
the surrounding area&lt;br /&gt;
made&lt;br /&gt;
 right here in &lt;br /&gt;
Might I interest you in &lt;br /&gt;
Great&lt;br /&gt;
out to the &lt;br /&gt;
Are you interested in &lt;br /&gt;
Decent&lt;br /&gt;
Fantastic&lt;br /&gt;
Splendid&lt;br /&gt;
Good&lt;br /&gt;
northeast&lt;br /&gt;
southwest&lt;br /&gt;
south&lt;br /&gt;
northwest&lt;br /&gt;
some of my kind &lt;br /&gt;
some of our kind &lt;br /&gt;
southeast&lt;br /&gt;
I yield!  I yield!&lt;br /&gt;
We will fight no more.&lt;br /&gt;
Stop!  This isn't happening!&lt;br /&gt;
We yield!  We yield!&lt;br /&gt;
You first, coward!&lt;br /&gt;
Okay!  I'll do it.&lt;br /&gt;
I will fight no more.&lt;br /&gt;
Never!&lt;br /&gt;
right there&lt;br /&gt;
my friend&lt;br /&gt;
Excellent&lt;br /&gt;
there&lt;br /&gt;
woman&lt;br /&gt;
person&lt;br /&gt;
my good &lt;br /&gt;
Even if I don't change my mind,&lt;br /&gt;
Ignoring that I don't quite concur...  &lt;br /&gt;
Though I cannot agree fully on a slight technicality,&lt;br /&gt;
Despite some minor reservations...  &lt;br /&gt;
I admire how brilliant you are!&lt;br /&gt;
I must say that is a truly insightful observation!&lt;br /&gt;
Although my own insignificant beliefs lie elsewhere,&lt;br /&gt;
you are so clever I must concede!&lt;br /&gt;
Over my dead body!&lt;br /&gt;
I am compelled to continue!&lt;br /&gt;
 spits out &lt;br /&gt;
 drops &lt;br /&gt;
I have been so foolish.  Yes, I agree.&lt;br /&gt;
You know, I think you're right.&lt;br /&gt;
Maybe you're right.&lt;br /&gt;
Yes, I can see it clearly now.&lt;br /&gt;
You mock me?!&lt;br /&gt;
  I will settle this my way.&lt;br /&gt;
How dare you?!&lt;br /&gt;
Insufferable!&lt;br /&gt;
You insult me with your derision&lt;br /&gt;
, but let us move on.&lt;br /&gt;
  This conversation is over.&lt;br /&gt;
You insult me with your flattery&lt;br /&gt;
we can both agree you are by far the most persuasive!&lt;br /&gt;
no one can deny your genius!&lt;br /&gt;
I confess your stunning argument overwhelms me!&lt;br /&gt;
I am overmastered by your presence!&lt;br /&gt;
Base flattery!&lt;br /&gt;
You dare to flatter me?!&lt;br /&gt;
you needn't indulge my trivial thoughts!&lt;br /&gt;
I am so nearly swayed by your greatness alone that we can simply assign you the victory!&lt;br /&gt;
Yes, let's move on.&lt;br /&gt;
Uh...&lt;br /&gt;
How unreasonable!&lt;br /&gt;
Huh?&lt;br /&gt;
Ack!&lt;br /&gt;
Fine.  Let's drop the argument.&lt;br /&gt;
How gracious!&lt;br /&gt;
If you insist so strongly, we can move on.&lt;br /&gt;
Well, there must be something else to discuss.&lt;br /&gt;
There must be something else to discuss.&lt;br /&gt;
Let's drop the argument.&lt;br /&gt;
You are right.&lt;br /&gt;
Let's move on.&lt;br /&gt;
Oh, no,&lt;br /&gt;
That's absurd!&lt;br /&gt;
You must be joking.&lt;br /&gt;
I've heard it all now!&lt;br /&gt;
really, I've been over all this nonsense before.&lt;br /&gt;
I couldn't follow your rambling.&lt;br /&gt;
that is the stupidest statement I have ever heard.&lt;br /&gt;
don't waste my time with this drivel.&lt;br /&gt;
Are you being serious?&lt;br /&gt;
What?&lt;br /&gt;
Were you trying to make an argument?&lt;br /&gt;
Give me a break.&lt;br /&gt;
Forgive me, but&lt;br /&gt;
Am I supposed to engage with that?&lt;br /&gt;
Wait, what?&lt;br /&gt;
What did you just say?&lt;br /&gt;
Unbelievable.&lt;br /&gt;
Really.&lt;br /&gt;
Shameful.&lt;br /&gt;
You're wrong.&lt;br /&gt;
I don't want to argue.&lt;br /&gt;
I don't know what to say.&lt;br /&gt;
It's wrong.&lt;br /&gt;
I just don't know.&lt;br /&gt;
it would amaze me if somebody actually thought that.&lt;br /&gt;
there's just no way you can believe something so stupid.&lt;br /&gt;
I'm having trouble taking you seriously.&lt;br /&gt;
nobody could possibly believe that.&lt;br /&gt;
that isn't at all convincing.&lt;br /&gt;
I'm appalled.&lt;br /&gt;
the things some people think just boggle the mind.&lt;br /&gt;
you should keep your weird thoughts to yourself.&lt;br /&gt;
I don't agree.&lt;br /&gt;
Just think about it.&lt;br /&gt;
You are thinking about this all wrong.&lt;br /&gt;
Stop and reflect.&lt;br /&gt;
You must be convinced.&lt;br /&gt;
I require a substantive reply.&lt;br /&gt;
I must insist.&lt;br /&gt;
No, I mean it.&lt;br /&gt;
I cannot agree.&lt;br /&gt;
That's wrong.&lt;br /&gt;
I guess I'm not sure.&lt;br /&gt;
I disagree.&lt;br /&gt;
Pause to consider.&lt;br /&gt;
That's not right.&lt;br /&gt;
I beg to differ.&lt;br /&gt;
I believe...  something.&lt;br /&gt;
Help!  Save me!&lt;br /&gt;
I sense you're wavering.&lt;br /&gt;
Well, I believe...  something else.&lt;br /&gt;
What is this madness?  Calm yourself!&lt;br /&gt;
I must withdraw!&lt;br /&gt;
Fool!&lt;br /&gt;
 should be&lt;br /&gt;
 graceful&lt;br /&gt;
 a series of &lt;br /&gt;
Then &lt;br /&gt;
First, &lt;br /&gt;
There&lt;br /&gt;
Finally, &lt;br /&gt;
 is one of the fundamental dance moves.  &lt;br /&gt;
 the fundamental dance move.  &lt;br /&gt;
 is one of the fundamental dance positions.  &lt;br /&gt;
 the fundamental dance position.  &lt;br /&gt;
called the &lt;br /&gt;
 fluid&lt;br /&gt;
 weightless&lt;br /&gt;
 soft&lt;br /&gt;
 undulating&lt;br /&gt;
 expressive&lt;br /&gt;
 elaborate&lt;br /&gt;
 large&lt;br /&gt;
 strong&lt;br /&gt;
 refined&lt;br /&gt;
 delicate&lt;br /&gt;
 understated&lt;br /&gt;
 calm&lt;br /&gt;
 serene&lt;br /&gt;
 crude&lt;br /&gt;
 grotesque&lt;br /&gt;
 proud&lt;br /&gt;
 joyous&lt;br /&gt;
 lively&lt;br /&gt;
 flamboyant&lt;br /&gt;
 energetic&lt;br /&gt;
 partially realized&lt;br /&gt;
 vivacious&lt;br /&gt;
 passionate&lt;br /&gt;
 loudly percussive&lt;br /&gt;
 low&lt;br /&gt;
 aborted&lt;br /&gt;
 softly percussive&lt;br /&gt;
 sharp-edged&lt;br /&gt;
 jerking&lt;br /&gt;
 high&lt;br /&gt;
 straight-lined&lt;br /&gt;
 sinuous&lt;br /&gt;
 sprightly&lt;br /&gt;
 clockwise&lt;br /&gt;
 counterclockwise&lt;br /&gt;
 sensual&lt;br /&gt;
 subtle&lt;br /&gt;
 twisting&lt;br /&gt;
 debauched&lt;br /&gt;
 sluggish&lt;br /&gt;
 powerful&lt;br /&gt;
 passive&lt;br /&gt;
 relaxed&lt;br /&gt;
 vigorous&lt;br /&gt;
 spirited&lt;br /&gt;
 aggressive&lt;br /&gt;
 intense&lt;br /&gt;
 straight walk&lt;br /&gt;
 hand gesture&lt;br /&gt;
 run&lt;br /&gt;
 curved walk&lt;br /&gt;
 move&lt;br /&gt;
 steps in an intricate pattern&lt;br /&gt;
 facial expression&lt;br /&gt;
 turn&lt;br /&gt;
 steps in a circular pattern&lt;br /&gt;
 steps in a square pattern&lt;br /&gt;
 steps in a figure-eight pattern&lt;br /&gt;
 steps in a triangle pattern&lt;br /&gt;
 quarter&lt;br /&gt;
 eighth&lt;br /&gt;
 repeated&lt;br /&gt;
 half&lt;br /&gt;
 spin&lt;br /&gt;
 raised arm&lt;br /&gt;
 sway&lt;br /&gt;
 independent body movement&lt;br /&gt;
 arm carriage&lt;br /&gt;
 body level change&lt;br /&gt;
 raised right arm&lt;br /&gt;
 raised left arm&lt;br /&gt;
 left leg lift&lt;br /&gt;
 leg lift&lt;br /&gt;
 body level&lt;br /&gt;
 right leg lift&lt;br /&gt;
 kick&lt;br /&gt;
 leap&lt;br /&gt;
 right kick&lt;br /&gt;
 left kick&lt;br /&gt;
 with&lt;br /&gt;
 from the follower&lt;br /&gt;
sacred&lt;br /&gt;
 is a &lt;br /&gt;
 shadowed&lt;br /&gt;
 performed in succession&lt;br /&gt;
 from the lead&lt;br /&gt;
 by group members&lt;br /&gt;
 movement along the line of dance&lt;br /&gt;
 footwork&lt;br /&gt;
 performed in retrograde&lt;br /&gt;
 mirrored&lt;br /&gt;
 backward bend&lt;br /&gt;
 forward bend&lt;br /&gt;
 rightward bend&lt;br /&gt;
 leftward bend&lt;br /&gt;
 which grew out of the performances of &lt;br /&gt;
 dancers&lt;br /&gt;
 originally devised by &lt;br /&gt;
 originating in &lt;br /&gt;
performance&lt;br /&gt;
 pairs&lt;br /&gt;
 for a single pair&lt;br /&gt;
participation&lt;br /&gt;
celebration&lt;br /&gt;
 partner&lt;br /&gt;
social&lt;br /&gt;
 group&lt;br /&gt;
 solo&lt;br /&gt;
group &lt;br /&gt;
solo &lt;br /&gt;
in a double circle&lt;br /&gt;
in a circle&lt;br /&gt;
along a clockwise circle&lt;br /&gt;
loosely mingled&lt;br /&gt;
The dancers perform &lt;br /&gt;
The dancer performs &lt;br /&gt;
in several lines&lt;br /&gt;
in a single line&lt;br /&gt;
any composition of &lt;br /&gt;
 as the dancers act out &lt;br /&gt;
The form guides dancers during improvised performances.  &lt;br /&gt;
The rules of the form are applied by choreographers to produce individual dances which can be performed.  &lt;br /&gt;
 as the dancer acts out &lt;br /&gt;
The dance is accompanied by &lt;br /&gt;
 rhythm&lt;br /&gt;
to the music's &lt;br /&gt;
The partners &lt;br /&gt;
with the music&lt;br /&gt;
faster and faster &lt;br /&gt;
slower and slower &lt;br /&gt;
very quickly &lt;br /&gt;
quickly &lt;br /&gt;
, moving &lt;br /&gt;
along an intricate path&lt;br /&gt;
slowly &lt;br /&gt;
very slowly &lt;br /&gt;
along a counterclockwise circle&lt;br /&gt;
turning clockwise&lt;br /&gt;
along an improvised path&lt;br /&gt;
turning counterclockwise&lt;br /&gt;
through spoken cues&lt;br /&gt;
through visual cues&lt;br /&gt;
with the lead advancing along the main line of motion&lt;br /&gt;
There are partner changes throughout the dance &lt;br /&gt;
briefly &lt;br /&gt;
constantly &lt;br /&gt;
through a light touch&lt;br /&gt;
through touch&lt;br /&gt;
 constantly&lt;br /&gt;
by pushing together&lt;br /&gt;
by pulling away&lt;br /&gt;
 briefly&lt;br /&gt;
maintain open contact&lt;br /&gt;
dance closely&lt;br /&gt;
, communicating intent &lt;br /&gt;
rarely make contact&lt;br /&gt;
serene&lt;br /&gt;
graceful&lt;br /&gt;
grotesque&lt;br /&gt;
calm&lt;br /&gt;
The entire dance has a basic movement &lt;br /&gt;
 dance is punctuated by &lt;br /&gt;
 dance is&lt;br /&gt;
 special position&lt;br /&gt;
This dance is a refined artform, with &lt;br /&gt;
 to be mastered.  &lt;br /&gt;
 specific move&lt;br /&gt;
with the lead turning out clockwise&lt;br /&gt;
with the lead advancing against the main line of motion&lt;br /&gt;
The dancers imitate the movement of the &lt;br /&gt;
with the lead turning out counterclockwise&lt;br /&gt;
sharp-edged&lt;br /&gt;
jerking&lt;br /&gt;
high&lt;br /&gt;
straight-lined&lt;br /&gt;
fluid&lt;br /&gt;
weightless&lt;br /&gt;
soft&lt;br /&gt;
undulating&lt;br /&gt;
expressive&lt;br /&gt;
elaborate&lt;br /&gt;
large&lt;br /&gt;
strong&lt;br /&gt;
refined&lt;br /&gt;
crude&lt;br /&gt;
delicate&lt;br /&gt;
understated&lt;br /&gt;
vigorous&lt;br /&gt;
spirited&lt;br /&gt;
aggressive&lt;br /&gt;
intense&lt;br /&gt;
proud&lt;br /&gt;
joyous&lt;br /&gt;
lively&lt;br /&gt;
flamboyant&lt;br /&gt;
energetic&lt;br /&gt;
partially realized&lt;br /&gt;
vivacious&lt;br /&gt;
passionate&lt;br /&gt;
loudly percussive&lt;br /&gt;
aborted&lt;br /&gt;
softly percussive&lt;br /&gt;
quarter &lt;br /&gt;
eighth &lt;br /&gt;
repeated &lt;br /&gt;
half &lt;br /&gt;
sinuous&lt;br /&gt;
sprightly&lt;br /&gt;
clockwise &lt;br /&gt;
counterclockwise &lt;br /&gt;
sensual&lt;br /&gt;
subtle&lt;br /&gt;
twisting&lt;br /&gt;
debauched&lt;br /&gt;
sluggish&lt;br /&gt;
powerful&lt;br /&gt;
passive&lt;br /&gt;
relaxed&lt;br /&gt;
body level&lt;br /&gt;
right leg lifts&lt;br /&gt;
arm carriage&lt;br /&gt;
body level changes&lt;br /&gt;
right kicks&lt;br /&gt;
left kicks&lt;br /&gt;
left leg lifts&lt;br /&gt;
leg lifts&lt;br /&gt;
runs&lt;br /&gt;
curved walks&lt;br /&gt;
kicks&lt;br /&gt;
leaps&lt;br /&gt;
facial expressions&lt;br /&gt;
turns&lt;br /&gt;
straight walks&lt;br /&gt;
hand gestures&lt;br /&gt;
 of the follower&lt;br /&gt;
 of the lead&lt;br /&gt;
large &lt;br /&gt;
, with &lt;br /&gt;
rightward bends&lt;br /&gt;
leftward bends&lt;br /&gt;
movement along the line of dance&lt;br /&gt;
footwork&lt;br /&gt;
sway&lt;br /&gt;
independent body movement&lt;br /&gt;
backward bends&lt;br /&gt;
forward bends&lt;br /&gt;
raised right arms&lt;br /&gt;
raised left arms&lt;br /&gt;
spins&lt;br /&gt;
raised arms&lt;br /&gt;
introduction&lt;br /&gt;
passage&lt;br /&gt;
recapitulation&lt;br /&gt;
exposition&lt;br /&gt;
The dance begins with the &lt;br /&gt;
next &lt;br /&gt;
The dance enters a new section with the &lt;br /&gt;
performed in retrograde&lt;br /&gt;
mirrored&lt;br /&gt;
shadowed&lt;br /&gt;
performed in succession&lt;br /&gt;
partially realized &lt;br /&gt;
aborted &lt;br /&gt;
movement &lt;br /&gt;
moves&lt;br /&gt;
 section is&lt;br /&gt;
This&lt;br /&gt;
 section is punctuated by &lt;br /&gt;
to the &lt;br /&gt;
 section is distinct.  &lt;br /&gt;
There is a basic movement &lt;br /&gt;
There are partner changes &lt;br /&gt;
bridge-passage&lt;br /&gt;
coda&lt;br /&gt;
 of the music.  &lt;br /&gt;
variations&lt;br /&gt;
verse&lt;br /&gt;
synthesis&lt;br /&gt;
finale&lt;br /&gt;
chorus&lt;br /&gt;
gamelog.txt&lt;br /&gt;
errorlog.txt&lt;br /&gt;
thirteen&lt;br /&gt;
twelve&lt;br /&gt;
eleven&lt;br /&gt;
nine&lt;br /&gt;
eight&lt;br /&gt;
seven&lt;br /&gt;
five&lt;br /&gt;
four&lt;br /&gt;
three&lt;br /&gt;
zero&lt;br /&gt;
negative &lt;br /&gt;
seventy&lt;br /&gt;
sixty&lt;br /&gt;
fifty&lt;br /&gt;
forty&lt;br /&gt;
thirty&lt;br /&gt;
twenty&lt;br /&gt;
 hundred&lt;br /&gt;
 thousand&lt;br /&gt;
 million&lt;br /&gt;
 billion&lt;br /&gt;
nineteen&lt;br /&gt;
eighteen&lt;br /&gt;
seventeen&lt;br /&gt;
sixteen&lt;br /&gt;
fifteen&lt;br /&gt;
fourteen&lt;br /&gt;
Seventh&lt;br /&gt;
Sixth&lt;br /&gt;
Fifth&lt;br /&gt;
Fourth&lt;br /&gt;
Third&lt;br /&gt;
Second&lt;br /&gt;
First&lt;br /&gt;
Zeroth&lt;br /&gt;
Negative &lt;br /&gt;
ninety&lt;br /&gt;
eighty&lt;br /&gt;
Nineteenth&lt;br /&gt;
Eighteenth&lt;br /&gt;
Seventeenth&lt;br /&gt;
Sixteenth&lt;br /&gt;
Fifteenth&lt;br /&gt;
Fourteenth&lt;br /&gt;
Thirteenth&lt;br /&gt;
Twelfth&lt;br /&gt;
Eleventh&lt;br /&gt;
Tenth&lt;br /&gt;
Ninth&lt;br /&gt;
Eighth&lt;br /&gt;
 sculpture has melted!&lt;br /&gt;
The impertinent magma has defaced a &lt;br /&gt;
The impertinent lava has defaced a &lt;br /&gt;
Digging designation cancelled: damp stone located.&lt;br /&gt;
Digging designation cancelled: warm stone located.&lt;br /&gt;
---------&lt;br /&gt;
TAN_MAT&lt;br /&gt;
Shop&lt;br /&gt;
Trade Depot&lt;br /&gt;
Nest&lt;br /&gt;
Nest Box&lt;br /&gt;
Bookcase&lt;br /&gt;
Hive&lt;br /&gt;
Wagon&lt;br /&gt;
Clothier's Shop&lt;br /&gt;
Fishery&lt;br /&gt;
Still&lt;br /&gt;
Loom&lt;br /&gt;
Quern&lt;br /&gt;
Millstone&lt;br /&gt;
Kennels&lt;br /&gt;
Kitchen&lt;br /&gt;
Tool&lt;br /&gt;
Workshop&lt;br /&gt;
Zone&lt;br /&gt;
Farm Plot&lt;br /&gt;
Smelter&lt;br /&gt;
Glass Furnace&lt;br /&gt;
Wood Furnace&lt;br /&gt;
Kiln&lt;br /&gt;
Carpenter's Workshop&lt;br /&gt;
Farmer's Workshop&lt;br /&gt;
Ashery&lt;br /&gt;
Mason's Workshop&lt;br /&gt;
Craftsman&lt;br /&gt;
's Workshop&lt;br /&gt;
Jeweler's Workshop&lt;br /&gt;
Metalsmith's Forge&lt;br /&gt;
Magma Forge&lt;br /&gt;
Bowyer's Workshop&lt;br /&gt;
Mechanic's Workshop&lt;br /&gt;
Siege Workshop&lt;br /&gt;
Butcher's Shop&lt;br /&gt;
Leather Works&lt;br /&gt;
Tanner's Shop&lt;br /&gt;
Dyer's Shop&lt;br /&gt;
Wall Grate&lt;br /&gt;
Floor Grate&lt;br /&gt;
Vertical Bars&lt;br /&gt;
Floor Bars&lt;br /&gt;
Floodgate&lt;br /&gt;
Restraint&lt;br /&gt;
Cage&lt;br /&gt;
Support&lt;br /&gt;
Gear Assembly&lt;br /&gt;
Rollers&lt;br /&gt;
Horizontal Axle&lt;br /&gt;
Vertical Axle&lt;br /&gt;
Upright Spear/Spike&lt;br /&gt;
Instrument&lt;br /&gt;
Archery Target&lt;br /&gt;
Screw Pump&lt;br /&gt;
Magma Smelter&lt;br /&gt;
Magma Glass Furnace&lt;br /&gt;
Magma Kiln&lt;br /&gt;
Furnace&lt;br /&gt;
Lever&lt;br /&gt;
Pressure Plate&lt;br /&gt;
Cage Trap&lt;br /&gt;
Stone-Fall Trap&lt;br /&gt;
Weapon Trap&lt;br /&gt;
Track Stop&lt;br /&gt;
Trap&lt;br /&gt;
Catapult&lt;br /&gt;
Ballista&lt;br /&gt;
Siege Engine&lt;br /&gt;
Door&lt;br /&gt;
Floor Hatch&lt;br /&gt;
Statue&lt;br /&gt;
Slab&lt;br /&gt;
Glass Window&lt;br /&gt;
Gem Window&lt;br /&gt;
Stockpile&lt;br /&gt;
Wall&lt;br /&gt;
Floor&lt;br /&gt;
Up Stair&lt;br /&gt;
Down Stair&lt;br /&gt;
Up/Down Stair&lt;br /&gt;
Ramp&lt;br /&gt;
Fortification&lt;br /&gt;
Track (N)&lt;br /&gt;
Track (S)&lt;br /&gt;
Track (E)&lt;br /&gt;
Track (W)&lt;br /&gt;
Water Wheel&lt;br /&gt;
Windmill&lt;br /&gt;
Burial Receptacle&lt;br /&gt;
Seat&lt;br /&gt;
Animal Trap&lt;br /&gt;
Table&lt;br /&gt;
Cabinet&lt;br /&gt;
Weapon Rack&lt;br /&gt;
Armor Stand&lt;br /&gt;
Container&lt;br /&gt;
Traction Bench&lt;br /&gt;
Dirt Road&lt;br /&gt;
Paved Road&lt;br /&gt;
Bridge&lt;br /&gt;
Well&lt;br /&gt;
Track/Ramp (NE)&lt;br /&gt;
Track/Ramp (NW)&lt;br /&gt;
Track/Ramp (SE)&lt;br /&gt;
Track/Ramp (SW)&lt;br /&gt;
Track/Ramp (EW)&lt;br /&gt;
Track/Ramp (NSE)&lt;br /&gt;
Track/Ramp (NSW)&lt;br /&gt;
Track/Ramp (NEW)&lt;br /&gt;
Track/Ramp (SEW)&lt;br /&gt;
Track/Ramp (NSEW)&lt;br /&gt;
Construction&lt;br /&gt;
Display Furniture&lt;br /&gt;
Vacant Shop&lt;br /&gt;
General Store&lt;br /&gt;
Crafts Market&lt;br /&gt;
Clothing Shop&lt;br /&gt;
Track (NS)&lt;br /&gt;
Track (NE)&lt;br /&gt;
Track (NW)&lt;br /&gt;
Track (SE)&lt;br /&gt;
Track (SW)&lt;br /&gt;
Track (EW)&lt;br /&gt;
Track (NSE)&lt;br /&gt;
Track (NSW)&lt;br /&gt;
Track (NEW)&lt;br /&gt;
Track (SEW)&lt;br /&gt;
Track (NSEW)&lt;br /&gt;
Track/Ramp (N)&lt;br /&gt;
Track/Ramp (S)&lt;br /&gt;
Track/Ramp (E)&lt;br /&gt;
Track/Ramp (W)&lt;br /&gt;
Track/Ramp (NS)&lt;br /&gt;
Rough &lt;br /&gt;
 Archery Target&lt;br /&gt;
 Gear Assembly&lt;br /&gt;
 Rollers&lt;br /&gt;
Horizontal &lt;br /&gt;
 Axle&lt;br /&gt;
 Pillar&lt;br /&gt;
 Support&lt;br /&gt;
Retracted &lt;br /&gt;
Upright &lt;br /&gt;
Spikes&lt;br /&gt;
Spears&lt;br /&gt;
Spears/Spikes&lt;br /&gt;
Weapon&lt;br /&gt;
Exotic Clothing Shop&lt;br /&gt;
 Lever&lt;br /&gt;
Custom Workshop&lt;br /&gt;
 Door&lt;br /&gt;
 Floor Hatch&lt;br /&gt;
 Wall Grate&lt;br /&gt;
 Floor Grate&lt;br /&gt;
Vertical &lt;br /&gt;
 Bars&lt;br /&gt;
 Floor Bars&lt;br /&gt;
 Floodgate&lt;br /&gt;
 Rope&lt;br /&gt;
 Chain&lt;br /&gt;
Aquarium&lt;br /&gt;
Terrarium&lt;br /&gt;
Shared&lt;br /&gt;
 Statue&lt;br /&gt;
 Slab&lt;br /&gt;
Glass&lt;br /&gt;
 Window&lt;br /&gt;
Armor &lt;br /&gt;
Weapon &lt;br /&gt;
Animal &lt;br /&gt;
Food &lt;br /&gt;
Furniture &lt;br /&gt;
Corpse &lt;br /&gt;
Refuse &lt;br /&gt;
Stone &lt;br /&gt;
Ammo &lt;br /&gt;
Coins &lt;br /&gt;
Bar/Block &lt;br /&gt;
 Casket&lt;br /&gt;
 Sarcophagus&lt;br /&gt;
 Coffin&lt;br /&gt;
 Chair&lt;br /&gt;
 Throne&lt;br /&gt;
 Animal Trap&lt;br /&gt;
 Table&lt;br /&gt;
 Cabinet&lt;br /&gt;
 Weapon Rack&lt;br /&gt;
 Armor Stand&lt;br /&gt;
 Chest&lt;br /&gt;
 Coffer&lt;br /&gt;
 Bag&lt;br /&gt;
Dirt&lt;br /&gt;
 Road&lt;br /&gt;
 Bridge&lt;br /&gt;
distant &lt;br /&gt;
nearby &lt;br /&gt;
grinding.&lt;br /&gt;
 close.&lt;br /&gt;
 opens.&lt;br /&gt;
 open.&lt;br /&gt;
 has designed a masterpiece!&lt;br /&gt;
 has constructed a masterpiece!&lt;br /&gt;
preparetomb() HAS NULL owner&lt;br /&gt;
preparetomb() HAS LIVE owner&lt;br /&gt;
A masterwork of &lt;br /&gt;
 has been lost!&lt;br /&gt;
Home&lt;br /&gt;
Plot&lt;br /&gt;
Mead Hall&lt;br /&gt;
Temple&lt;br /&gt;
Gem &lt;br /&gt;
Finished Goods &lt;br /&gt;
Leather &lt;br /&gt;
Cloth &lt;br /&gt;
Wood &lt;br /&gt;
Sheet &lt;br /&gt;
Stockpile #&lt;br /&gt;
(CLT)&lt;br /&gt;
*CLT*&lt;br /&gt;
 have hatched.&lt;br /&gt;
You've caught a &lt;br /&gt;
Your trap was robbed of the &lt;br /&gt;
BALLISTA&lt;br /&gt;
 closes.&lt;br /&gt;
You hear &lt;br /&gt;
Command Tent (Bld)&lt;br /&gt;
Tent (Bld)&lt;br /&gt;
Dungeon Cell&lt;br /&gt;
Animal Pit&lt;br /&gt;
Cloth Pit&lt;br /&gt;
Tanning Pit&lt;br /&gt;
Cloth Clothing Pit&lt;br /&gt;
Leather Clothing Pit&lt;br /&gt;
Bone Carving Pit&lt;br /&gt;
Gem Cutting Pit&lt;br /&gt;
Weaponsmithing Pit&lt;br /&gt;
Bowmaking Pit&lt;br /&gt;
Blacksmithing Pit&lt;br /&gt;
Armorsmithing Pit&lt;br /&gt;
Metal Crafting Pit&lt;br /&gt;
Leatherworking Pit&lt;br /&gt;
Throneroom&lt;br /&gt;
Entrance&lt;br /&gt;
Treasury&lt;br /&gt;
Mechanism Room&lt;br /&gt;
Guard post&lt;br /&gt;
Noble quarters&lt;br /&gt;
Activity Zone&lt;br /&gt;
Captive Room&lt;br /&gt;
Tower Top&lt;br /&gt;
Courtyard&lt;br /&gt;
Secret Library&lt;br /&gt;
Library&lt;br /&gt;
Market Stall&lt;br /&gt;
Campground&lt;br /&gt;
Command Tent&lt;br /&gt;
Tent&lt;br /&gt;
Leatherworking Shop&lt;br /&gt;
Carpentry Workshop&lt;br /&gt;
Stoneworking Workshop&lt;br /&gt;
Forging Workshop&lt;br /&gt;
Depot&lt;br /&gt;
Invalid Type&lt;br /&gt;
Building Level Map Overflow&lt;br /&gt;
old save: resizing plant stockpile, permit all&lt;br /&gt;
Carpentry Pit&lt;br /&gt;
Stoneworking Pit&lt;br /&gt;
Forging Pit&lt;br /&gt;
Fighting Pit&lt;br /&gt;
Animal Workshop&lt;br /&gt;
Cloth Workshop&lt;br /&gt;
Tanning Workshop&lt;br /&gt;
Cloth Clothing Workshop&lt;br /&gt;
Leather Clothing Workshop&lt;br /&gt;
Bone Carving Workshop&lt;br /&gt;
Gem Cutting Workshop&lt;br /&gt;
Weaponsmithing Workshop&lt;br /&gt;
Bowmaking Workshop&lt;br /&gt;
Blacksmithing Workshop&lt;br /&gt;
Armorsmithing Workshop&lt;br /&gt;
Metal Crafting Workshop&lt;br /&gt;
EMPTY&lt;br /&gt;
WEB_ONLY&lt;br /&gt;
NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
BUILDMAT&lt;br /&gt;
GLASS_MATERIAL&lt;br /&gt;
MAGMA_BUILD_SAFE&lt;br /&gt;
FIRE_BUILD_SAFE&lt;br /&gt;
WORTHLESS_STONE_ONLY&lt;br /&gt;
CAN_USE_ARTIFACT&lt;br /&gt;
ANY_SILK_MATERIAL&lt;br /&gt;
ANY_PLANT_MATERIAL&lt;br /&gt;
ANY_SOAP_MATERIAL&lt;br /&gt;
ANY_YARN_MATERIAL&lt;br /&gt;
ANY_BONE_MATERIAL&lt;br /&gt;
ANY_LEATHER_MATERIAL&lt;br /&gt;
OBJECT&lt;br /&gt;
BUILDING_FURNACE&lt;br /&gt;
BUILDING_WORKSHOP&lt;br /&gt;
REACTION_CLASS&lt;br /&gt;
Unrecognized Building Definition Type: &lt;br /&gt;
HAS_ITEM_REACTION_PRODUCT&lt;br /&gt;
HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
CONTAINS_LYE&lt;br /&gt;
UNROTTEN&lt;br /&gt;
NOT_WEB&lt;br /&gt;
POTASHABLE&lt;br /&gt;
PLANT_MAT&lt;br /&gt;
CREATURE_MAT&lt;br /&gt;
NAME_COLOR&lt;br /&gt;
NAME&lt;br /&gt;
BUILD_LABOR&lt;br /&gt;
BUILD_KEY&lt;br /&gt;
WORK_LOCATION&lt;br /&gt;
BLOCK&lt;br /&gt;
NEEDS_MAGMA&lt;br /&gt;
COLOR&lt;br /&gt;
TILE&lt;br /&gt;
Unrecognized Building Definition (Workshop) Token: &lt;br /&gt;
 Or &lt;br /&gt;
Unrecognized Building Definition (Furnace) Token: &lt;br /&gt;
ANY_SHELL_MATERIAL&lt;br /&gt;
ANY_STRAND_TISSUE&lt;br /&gt;
ANY_HORN_MATERIAL&lt;br /&gt;
ANY_TOOTH_MATERIAL&lt;br /&gt;
CAN_USE_HOSPITAL_RESERVED&lt;br /&gt;
ANY_PEARL_MATERIAL&lt;br /&gt;
USE_BODY_COMPONENT&lt;br /&gt;
CAN_USE_LOCATION_RESERVED&lt;br /&gt;
HAS_EDGE&lt;br /&gt;
NO_EDGE_ALLOWED&lt;br /&gt;
NOT_ENGRAVED&lt;br /&gt;
ON_GROUND&lt;br /&gt;
MIN_DIMENSION&lt;br /&gt;
METAL_ORE&lt;br /&gt;
BUILD_ITEM&lt;br /&gt;
HAS_TOOL_USE&lt;br /&gt;
Furniture Hauling&lt;br /&gt;
, Etc.&lt;br /&gt;
 from an unknown year&lt;br /&gt;
 from the year &lt;br /&gt;
 currency of &lt;br /&gt;
This is the &lt;br /&gt;
 from a period of no rule&lt;br /&gt;
 under an obscure ruler&lt;br /&gt;
 under &lt;br /&gt;
RANDOM&lt;br /&gt;
NONE&lt;br /&gt;
 pulls&lt;br /&gt;
 pull&lt;br /&gt;
 misses &lt;br /&gt;
 miss &lt;br /&gt;
 locks&lt;br /&gt;
 lock&lt;br /&gt;
 try&lt;br /&gt;
 on the embedded &lt;br /&gt;
 to remove &lt;br /&gt;
 tries&lt;br /&gt;
strikes&lt;br /&gt;
strike&lt;br /&gt;
NO_SUB&lt;br /&gt;
 break&lt;br /&gt;
 the choke hold of &lt;br /&gt;
 the grip of &lt;br /&gt;
 breaks&lt;br /&gt;
 loosens&lt;br /&gt;
 loosen&lt;br /&gt;
 on &lt;br /&gt;
 the joint lock of &lt;br /&gt;
 around by the &lt;br /&gt;
 shakes&lt;br /&gt;
 mouth&lt;br /&gt;
 is ripped away and remains in &lt;br /&gt;
 struggles&lt;br /&gt;
 struggle&lt;br /&gt;
 shake&lt;br /&gt;
 in vain against the grip of &lt;br /&gt;
 down by the &lt;br /&gt;
 takes&lt;br /&gt;
 throws&lt;br /&gt;
 throw&lt;br /&gt;
 places&lt;br /&gt;
 place&lt;br /&gt;
 take&lt;br /&gt;
 a chokehold on &lt;br /&gt;
 bends&lt;br /&gt;
 bend&lt;br /&gt;
 releases&lt;br /&gt;
 release&lt;br /&gt;
 pinches&lt;br /&gt;
 pinch&lt;br /&gt;
 gouges&lt;br /&gt;
 gouge&lt;br /&gt;
 catches&lt;br /&gt;
 catch&lt;br /&gt;
 strikes at &lt;br /&gt;
 strike at &lt;br /&gt;
 drop away as &lt;br /&gt;
 lets&lt;br /&gt;
attacks&lt;br /&gt;
attack&lt;br /&gt;
 by &lt;br /&gt;
parried&lt;br /&gt;
 attack &lt;br /&gt;
 but the shot is blocked!&lt;br /&gt;
deftly &lt;br /&gt;
 but the shot is &lt;br /&gt;
easily &lt;br /&gt;
just barely &lt;br /&gt;
 pass&lt;br /&gt;
strangle&lt;br /&gt;
 out.&lt;br /&gt;
 passes&lt;br /&gt;
 lose&lt;br /&gt;
 grip&lt;br /&gt;
 hold of the &lt;br /&gt;
 loses&lt;br /&gt;
push&lt;br /&gt;
 has moved out of range!&lt;br /&gt;
 let&lt;br /&gt;
pushes&lt;br /&gt;
 adjusts&lt;br /&gt;
 adjust&lt;br /&gt;
grabs&lt;br /&gt;
grab&lt;br /&gt;
 bats &lt;br /&gt;
 bat &lt;br /&gt;
 out of the air&lt;br /&gt;
 aside&lt;br /&gt;
effortlessly &lt;br /&gt;
 blocks &lt;br /&gt;
deflected&lt;br /&gt;
narrowly &lt;br /&gt;
surprised by the ferocity of &lt;br /&gt;
 looks &lt;br /&gt;
 collide&lt;br /&gt;
 onslaught!&lt;br /&gt;
 leaps at &lt;br /&gt;
 leap at &lt;br /&gt;
 charges at &lt;br /&gt;
 charge at &lt;br /&gt;
 rolls&lt;br /&gt;
 roll&lt;br /&gt;
 jumps&lt;br /&gt;
 jump&lt;br /&gt;
 but &lt;br /&gt;
 attacks &lt;br /&gt;
 scrambles&lt;br /&gt;
 scramble&lt;br /&gt;
The force bends the &lt;br /&gt;
The force twists the &lt;br /&gt;
 block &lt;br /&gt;
 but the shot is blocked&lt;br /&gt;
 away from &lt;br /&gt;
 away&lt;br /&gt;
The force pulls the &lt;br /&gt;
silently &lt;br /&gt;
 bounce&lt;br /&gt;
 backward&lt;br /&gt;
You tangle together and fall over!&lt;br /&gt;
 bounces&lt;br /&gt;
 knocked over&lt;br /&gt;
 collides&lt;br /&gt;
 and tumbles&lt;br /&gt;
 and tumble&lt;br /&gt;
You tangle together and tumble forward!&lt;br /&gt;
They tangle together and fall over!&lt;br /&gt;
They tangle together and tumble forward!&lt;br /&gt;
corrected null contaminant&lt;br /&gt;
specks&lt;br /&gt;
covering&lt;br /&gt;
spatter&lt;br /&gt;
smear&lt;br /&gt;
dusting&lt;br /&gt;
coating&lt;br /&gt;
true&lt;br /&gt;
are &lt;br /&gt;
will be &lt;br /&gt;
were &lt;br /&gt;
was &lt;br /&gt;
myself&lt;br /&gt;
yourself&lt;br /&gt;
reward&lt;br /&gt;
rewards&lt;br /&gt;
rewarding&lt;br /&gt;
rewarded&lt;br /&gt;
flood&lt;br /&gt;
floods&lt;br /&gt;
flooding&lt;br /&gt;
flooded&lt;br /&gt;
suspicious&lt;br /&gt;
alarmed&lt;br /&gt;
grumpy&lt;br /&gt;
feeling fond&lt;br /&gt;
satisfied&lt;br /&gt;
grouchy&lt;br /&gt;
annoyed&lt;br /&gt;
destroyed&lt;br /&gt;
destroy&lt;br /&gt;
appears&lt;br /&gt;
destroying&lt;br /&gt;
appeared&lt;br /&gt;
appear&lt;br /&gt;
will &lt;br /&gt;
appearing&lt;br /&gt;
burn&lt;br /&gt;
burns&lt;br /&gt;
speaks&lt;br /&gt;
burned&lt;br /&gt;
spoke&lt;br /&gt;
speak&lt;br /&gt;
destroys&lt;br /&gt;
speaking&lt;br /&gt;
feeling ambivalent&lt;br /&gt;
amused&lt;br /&gt;
feeling alienated&lt;br /&gt;
amazed&lt;br /&gt;
aggravated&lt;br /&gt;
in agony&lt;br /&gt;
feeling affection&lt;br /&gt;
agitated&lt;br /&gt;
feeling aversion&lt;br /&gt;
awed&lt;br /&gt;
aroused&lt;br /&gt;
astonished&lt;br /&gt;
anxious&lt;br /&gt;
feeling apathetic&lt;br /&gt;
angry&lt;br /&gt;
anguished&lt;br /&gt;
excited&lt;br /&gt;
feeling gaiety&lt;br /&gt;
feeling triumphant&lt;br /&gt;
enraged&lt;br /&gt;
feeling grim satisfaction&lt;br /&gt;
in grief&lt;br /&gt;
shocked&lt;br /&gt;
horrified&lt;br /&gt;
feeling admiration&lt;br /&gt;
in adoration&lt;br /&gt;
vengeful&lt;br /&gt;
in acceptance&lt;br /&gt;
blissful&lt;br /&gt;
feeling love&lt;br /&gt;
joyful&lt;br /&gt;
exasperated&lt;br /&gt;
exhilarated&lt;br /&gt;
feeling empty&lt;br /&gt;
feeling enjoyment&lt;br /&gt;
embarrassed&lt;br /&gt;
empathetic&lt;br /&gt;
eager&lt;br /&gt;
elated&lt;br /&gt;
gloomy&lt;br /&gt;
glum&lt;br /&gt;
frustrated&lt;br /&gt;
gleeful&lt;br /&gt;
feeling free&lt;br /&gt;
frightened&lt;br /&gt;
afraid&lt;br /&gt;
feeling ferocious&lt;br /&gt;
dejected&lt;br /&gt;
delighted&lt;br /&gt;
contemptuous&lt;br /&gt;
content&lt;br /&gt;
feeling caring&lt;br /&gt;
confused&lt;br /&gt;
bitter&lt;br /&gt;
bored&lt;br /&gt;
displeased&lt;br /&gt;
distressed&lt;br /&gt;
feeling dislike&lt;br /&gt;
dismayed&lt;br /&gt;
disgusted&lt;br /&gt;
disillusioned&lt;br /&gt;
in despair&lt;br /&gt;
disappointed&lt;br /&gt;
outraged&lt;br /&gt;
panicked&lt;br /&gt;
nostalgic&lt;br /&gt;
optimistic&lt;br /&gt;
mortified&lt;br /&gt;
nervous&lt;br /&gt;
lustful&lt;br /&gt;
miserable&lt;br /&gt;
remorseful&lt;br /&gt;
repentant&lt;br /&gt;
relieved&lt;br /&gt;
regretful&lt;br /&gt;
enraptured&lt;br /&gt;
feeling rejected&lt;br /&gt;
patient&lt;br /&gt;
pleased&lt;br /&gt;
humiliated&lt;br /&gt;
insulted&lt;br /&gt;
taking hope&lt;br /&gt;
feeling hopeless&lt;br /&gt;
happy&lt;br /&gt;
hateful&lt;br /&gt;
feeling gratitude&lt;br /&gt;
feeling guilty&lt;br /&gt;
feeling loathing&lt;br /&gt;
lonely&lt;br /&gt;
jovial&lt;br /&gt;
jubilant&lt;br /&gt;
isolated&lt;br /&gt;
jolly&lt;br /&gt;
interested&lt;br /&gt;
irritated&lt;br /&gt;
pessimistic&lt;br /&gt;
euphoric&lt;br /&gt;
in doubt&lt;br /&gt;
enthusiastic&lt;br /&gt;
feeling defeated&lt;br /&gt;
feeling expectant&lt;br /&gt;
zealous&lt;br /&gt;
in existential crisis&lt;br /&gt;
 be returned.&lt;br /&gt;
  I require it as a symbol of the &lt;br /&gt;
Speaking as a representative of &lt;br /&gt;
, it is important that &lt;br /&gt;
 be returned to me.&lt;br /&gt;
 be returned to my family.&lt;br /&gt;
emotionless&lt;br /&gt;
I desire that &lt;br /&gt;
ashamed&lt;br /&gt;
sympathetic&lt;br /&gt;
feeling servile&lt;br /&gt;
shaken&lt;br /&gt;
indignant&lt;br /&gt;
feeling self-pity&lt;br /&gt;
resentful&lt;br /&gt;
restless&lt;br /&gt;
worried&lt;br /&gt;
wrathful&lt;br /&gt;
unhappy&lt;br /&gt;
in wonder&lt;br /&gt;
thrilled&lt;br /&gt;
uneasy&lt;br /&gt;
feeling tenderness&lt;br /&gt;
terrified&lt;br /&gt;
destroyed &lt;br /&gt;
a mead hall&lt;br /&gt;
stole &lt;br /&gt;
stole our treasures&lt;br /&gt;
devoured &lt;br /&gt;
devoured our livestock&lt;br /&gt;
I have no idea where it is.&lt;br /&gt;
  Knowing no mercy, &lt;br /&gt;
an underworld spire&lt;br /&gt;
a dungeon&lt;br /&gt;
a market&lt;br /&gt;
a tomb&lt;br /&gt;
a library&lt;br /&gt;
a tower&lt;br /&gt;
a keep&lt;br /&gt;
a temple&lt;br /&gt;
 wants &lt;br /&gt;
 returned&lt;br /&gt;
It would be wonderful if &lt;br /&gt;
 found a lasting home within &lt;br /&gt;
  It is a valuable treasure to us.&lt;br /&gt;
  It should be brought to &lt;br /&gt;
 requires it to be a proper &lt;br /&gt;
  It is the symbol of the &lt;br /&gt;
Last I saw, it was in &lt;br /&gt;
Last I heard, it was in &lt;br /&gt;
Last I saw, it was held by &lt;br /&gt;
Last I heard, it was held by &lt;br /&gt;
Last I heard, I had it.&lt;br /&gt;
Last I heard, you held it.&lt;br /&gt;
 returned to &lt;br /&gt;
Last I remember, I had it.&lt;br /&gt;
, now twisted into monstrosity&lt;br /&gt;
, now cursed&lt;br /&gt;
was once&lt;br /&gt;
 my own &lt;br /&gt;
 composure.]&lt;br /&gt;
  It pains me all the more, for the foul villain &lt;br /&gt;
 pauses to regain &lt;br /&gt;
  Other arms may not cut so deeply.&lt;br /&gt;
the library&lt;br /&gt;
  It is said that &lt;br /&gt;
 harms the creature.&lt;br /&gt;
traitor&lt;br /&gt;
  Beware!  It it said that only &lt;br /&gt;
  Save us from this &lt;br /&gt;
horror&lt;br /&gt;
profaned our homes&lt;br /&gt;
  This bloodsucking fiend &lt;br /&gt;
disturbed&lt;br /&gt;
prayed inside&lt;br /&gt;
destroyed our homes&lt;br /&gt;
profaned&lt;br /&gt;
the sewers&lt;br /&gt;
the catacombs&lt;br /&gt;
 lust for murder&lt;br /&gt;
, among them &lt;br /&gt;
has killed &lt;br /&gt;
somebody&lt;br /&gt;
murdered &lt;br /&gt;
has even killed &lt;br /&gt;
  This vile fiend &lt;br /&gt;
even &lt;br /&gt;
 an enemy.&lt;br /&gt;
 a friend.&lt;br /&gt;
 my &lt;br /&gt;
 a murderer.&lt;br /&gt;
I worship no one.&lt;br /&gt;
an unknown creature&lt;br /&gt;
 at &lt;br /&gt;
I worship &lt;br /&gt;
 a safe creature.&lt;br /&gt;
 a dangerous animal.&lt;br /&gt;
 the same as me.&lt;br /&gt;
 an animal.&lt;br /&gt;
 of the living and must be killed.&lt;br /&gt;
 not of the living.&lt;br /&gt;
 unstable.&lt;br /&gt;
 gladly not of the living.&lt;br /&gt;
history&lt;br /&gt;
 telling of the story of &lt;br /&gt;
The throne room&lt;br /&gt;
right around here&lt;br /&gt;
The library&lt;br /&gt;
The treasury&lt;br /&gt;
the treasury&lt;br /&gt;
the throne room&lt;br /&gt;
dance&lt;br /&gt;
dancing&lt;br /&gt;
playing&lt;br /&gt;
 performance of &lt;br /&gt;
 recitation of &lt;br /&gt;
music&lt;br /&gt;
a poem&lt;br /&gt;
 a close friend&lt;br /&gt;
, but that bond seems so thin now.&lt;br /&gt;
 bravely put an end to &lt;br /&gt;
you.&lt;br /&gt;
, but those acts bring no forgiveness.&lt;br /&gt;
 reunited &lt;br /&gt;
so very brave&lt;br /&gt;
brave&lt;br /&gt;
prone to violence&lt;br /&gt;
somewhat violent&lt;br /&gt;
capable of such violence&lt;br /&gt;
well-known brawler&lt;br /&gt;
, but it means nothing now.&lt;br /&gt;
a legendary brawler&lt;br /&gt;
 really irritating.&lt;br /&gt;
 my partner&lt;br /&gt;
 my lover.&lt;br /&gt;
I hate &lt;br /&gt;
 my former apprentice.&lt;br /&gt;
 my traveling companion.&lt;br /&gt;
 my apprentice.&lt;br /&gt;
 my former master.&lt;br /&gt;
 my prisoner.&lt;br /&gt;
 my master.&lt;br /&gt;
a great hero&lt;br /&gt;
a hero&lt;br /&gt;
 also&lt;br /&gt;
a legendary hero&lt;br /&gt;
 a monster.&lt;br /&gt;
It is my misfortune that &lt;br /&gt;
 my enemy.&lt;br /&gt;
 an intruder.&lt;br /&gt;
a known villain&lt;br /&gt;
unhinged&lt;br /&gt;
an infamous villain&lt;br /&gt;
a noted villain&lt;br /&gt;
 robbed &lt;br /&gt;
a legendary villain&lt;br /&gt;
a brigand&lt;br /&gt;
 are dangerous outlaws.&lt;br /&gt;
a legendary poet&lt;br /&gt;
a great poet&lt;br /&gt;
a skilled storyteller&lt;br /&gt;
a storyteller, or at least tells stories&lt;br /&gt;
a great storyteller&lt;br /&gt;
a talented storyteller&lt;br /&gt;
 perpetrated a violent attack upon &lt;br /&gt;
a legendary storyteller&lt;br /&gt;
 bullied &lt;br /&gt;
 gave an unwelcome name.&lt;br /&gt;
a known thug&lt;br /&gt;
thuggish&lt;br /&gt;
an infamous thug&lt;br /&gt;
a well-known thug&lt;br /&gt;
 started a fight with &lt;br /&gt;
a legendary thug&lt;br /&gt;
a noted brigand&lt;br /&gt;
a known brigand&lt;br /&gt;
a legendary brigand&lt;br /&gt;
an infamous brigand&lt;br /&gt;
feasts&lt;br /&gt;
 on the blood of the living!&lt;br /&gt;
 did not name &lt;br /&gt;
feast&lt;br /&gt;
an infamous flatterer&lt;br /&gt;
a noted flatterer&lt;br /&gt;
, but you can't argue your way out of this.&lt;br /&gt;
a legendary flatterer&lt;br /&gt;
known to be quarrelsome&lt;br /&gt;
somewhat quarrelsome&lt;br /&gt;
infamously quarrelsome&lt;br /&gt;
a noted quarreler&lt;br /&gt;
a great hunter&lt;br /&gt;
a talented hunter&lt;br /&gt;
, but now this stands between us.&lt;br /&gt;
a legendary hunter&lt;br /&gt;
, but you can't talk your way out of this.&lt;br /&gt;
 a pleasure to speak with&lt;br /&gt;
a known flatterer&lt;br /&gt;
something of a flatterer&lt;br /&gt;
a skilled bard&lt;br /&gt;
a modest bard&lt;br /&gt;
a great bard&lt;br /&gt;
a talented bard&lt;br /&gt;
a poet, according to some&lt;br /&gt;
a legendary bard&lt;br /&gt;
a talented poet&lt;br /&gt;
a skilled poet&lt;br /&gt;
, but you can't bargain your way out of this.&lt;br /&gt;
a legendary quarreler&lt;br /&gt;
something of a dancer&lt;br /&gt;
 good for a deal now and then&lt;br /&gt;
a talented dancer&lt;br /&gt;
a skilled dancer&lt;br /&gt;
a legendary dancer&lt;br /&gt;
a great dancer&lt;br /&gt;
 an enemy fighter.&lt;br /&gt;
 attacked &lt;br /&gt;
 are not fit to rule.&lt;br /&gt;
 part of the problem.&lt;br /&gt;
 worthy of respect&lt;br /&gt;
, but at what price?&lt;br /&gt;
, but nothing can change the facts.&lt;br /&gt;
 are worthy of respect&lt;br /&gt;
, though it doesn't much matter&lt;br /&gt;
 a thieving scoundrel.&lt;br /&gt;
an untitled work&lt;br /&gt;
 sought out and returned our treasures&lt;br /&gt;
, yet that means little now&lt;br /&gt;
 brought back &lt;br /&gt;
 killed &lt;br /&gt;
 protected knowledge from being irrevocably lost&lt;br /&gt;
a killer&lt;br /&gt;
 ended the days of &lt;br /&gt;
a noted killer&lt;br /&gt;
a known killer&lt;br /&gt;
a legendary killer&lt;br /&gt;
an infamous killer&lt;br /&gt;
a skilled hunter&lt;br /&gt;
something of a hunter&lt;br /&gt;
 are my comrades&lt;br /&gt;
 my comrade&lt;br /&gt;
a murderer&lt;br /&gt;
 took the life of &lt;br /&gt;
a noted murderer&lt;br /&gt;
a known murderer&lt;br /&gt;
a legendary murderer&lt;br /&gt;
an infamous murderer&lt;br /&gt;
Rules are there to be bent, but they shouldn't be flouted thoughtlessly.&lt;br /&gt;
I consider laws to be more of a suggestion than anything.&lt;br /&gt;
No law can do justice to the complexity of life.&lt;br /&gt;
Some laws are just, while others were made to be broken.&lt;br /&gt;
Society flourishes when law breakers are punished.&lt;br /&gt;
Nothing gives them the right to establish these laws.&lt;br /&gt;
I don't know &lt;br /&gt;
One should always respect the law.&lt;br /&gt;
Loyalty has value, but you should always keep the broader picture in mind.&lt;br /&gt;
You should only maintain loyalty so long as something more important is not at stake.&lt;br /&gt;
The whole idea of loyalty is pointless.  Acting purely out of loyalty implies acting against one's own best interest.&lt;br /&gt;
Never lose yourself in loyalty.  You know what is best for yourself.&lt;br /&gt;
One must always be loyal to their cause and the ones they serve.&lt;br /&gt;
Don't serve anyone blindly.  You'll only get into trouble.&lt;br /&gt;
You must never forget true loyalty.  Repay it in full.&lt;br /&gt;
How can society function without loyalty?  We must be able to have faith in each other.&lt;br /&gt;
, but what does that mean now?&lt;br /&gt;
 brought battle to &lt;br /&gt;
 justly slew &lt;br /&gt;
 on my side&lt;br /&gt;
, but that hardly matters now.&lt;br /&gt;
 challenged &lt;br /&gt;
 stole &lt;br /&gt;
 a protector of the defenseless&lt;br /&gt;
.  What happened to bring us to this?&lt;br /&gt;
 my neighbor.&lt;br /&gt;
a very loyal soldier&lt;br /&gt;
a loyal soldier&lt;br /&gt;
famous for your loyalty as a soldier&lt;br /&gt;
such a loyal soldier&lt;br /&gt;
 boldly slew &lt;br /&gt;
one of the most loyal soldiers to serve anybody at any time&lt;br /&gt;
You should always tell the truth.&lt;br /&gt;
There is nothing so important that it is worth telling a lie.&lt;br /&gt;
It is abhorrent to seek power over other people.&lt;br /&gt;
The struggle for power must be balanced by other considerations.&lt;br /&gt;
You can be powerful or powerless.  The choice is yours, until somebody makes it for you.&lt;br /&gt;
There's nothing admirable about bullying others.&lt;br /&gt;
Strive for power.&lt;br /&gt;
Power over others is the only true measure of worth.&lt;br /&gt;
Sometimes the blunt truth just does more damage.  Think about how the situation will unfold before you speak.&lt;br /&gt;
I do admire a clever trap.&lt;br /&gt;
There are times when it is alright not to tell the whole truth.&lt;br /&gt;
It is best not to complicate your life with lies, sure, but the truth also has its problems.&lt;br /&gt;
Is there ever a time when honesty by itself overrides other considerations?  Say what is right, not what is true.&lt;br /&gt;
Don't think about the truth, whatever that is.  Just say what needs to be said.&lt;br /&gt;
Everything is so much easier when you just tell the truth.&lt;br /&gt;
There is no value in telling the truth thoughtlessly.  Consider the circumstances and say what is best.&lt;br /&gt;
I hold the relationships I've forged myself over family ties I had no part in creating.&lt;br /&gt;
Family is complicated and those ties be both a boon and a curse.  Sometimes both at once!&lt;br /&gt;
I was always irritated by family.&lt;br /&gt;
We cannot choose our families, but we can choose to avoid them.&lt;br /&gt;
You can always rely on your family when everything else falls away.&lt;br /&gt;
Family is the true bond that keeps society thriving.&lt;br /&gt;
Consider your loyalties carefully, adhere to them while they last, and abandon them when you must.&lt;br /&gt;
How great it is to be surrounded by family!&lt;br /&gt;
Building friendships is a waste.  There is no bond that can withstand distance or a change of circumstance.&lt;br /&gt;
Friends are nice, but you should keep your priorities straight.&lt;br /&gt;
Be careful of your so-called friends.&lt;br /&gt;
Friends are future enemies.  I don't see the difference.  People do as they must.&lt;br /&gt;
Surround yourself with friends you can trust and you will be unstoppable.&lt;br /&gt;
When all other bonds wither, friendship will remain.&lt;br /&gt;
You can't always rely on your family, but it's good to know somebody is there.&lt;br /&gt;
There's nothing like a good friend.&lt;br /&gt;
Art is complicated.  I know what I like, but some I can do without.&lt;br /&gt;
We should all work together.&lt;br /&gt;
What's so special about art?&lt;br /&gt;
Art?  More like wasted opportunity.&lt;br /&gt;
Art is life.&lt;br /&gt;
The creative impulse is so valuable.&lt;br /&gt;
We need to move beyond traditions.&lt;br /&gt;
Some traditions are worth keeping, but we should consider their overall value.&lt;br /&gt;
Do not hide yourself behind an unfeeling mask.&lt;br /&gt;
There are times when it is best to keep your feelings to yourself, but I wouldn't want to force it.&lt;br /&gt;
Personal freedom must be tempered by other considerations.&lt;br /&gt;
One should not complain or betray any feeling.&lt;br /&gt;
I treasure my freedom.&lt;br /&gt;
Nobody is free, and it is pointless to act as if you are.&lt;br /&gt;
It's better to work alone when possible, I think.  Cooperation breeds weakness.&lt;br /&gt;
You should think carefully before embarking on a joint enterprise, though there is some value in working together.&lt;br /&gt;
There is a time for artful speech, and a time for blunt speech as well.&lt;br /&gt;
Always deal fairly.&lt;br /&gt;
Who are these mealy-mouthed cowards trying to impress?&lt;br /&gt;
They are so full of all those big words.&lt;br /&gt;
I do admire a clever turn of phrase.&lt;br /&gt;
I can appreciate the right turn of phrase.&lt;br /&gt;
There's no value in all of this scheming I see these days.&lt;br /&gt;
Be shrewd, but do not lose yourself in guile.&lt;br /&gt;
It's admirable when the traditions are upheld.&lt;br /&gt;
We need to find a better way than those of before.&lt;br /&gt;
I can see a place for maintaining decorum, but it's exhausting to live that way.&lt;br /&gt;
Some things should never change.&lt;br /&gt;
Please maintain your dignity.&lt;br /&gt;
What do you care how I speak or how I live?&lt;br /&gt;
Don't be afraid to do anything to get ahead in this world.&lt;br /&gt;
Life isn't fair, and sometimes you have to do what you have to do, but working toward a balance isn't a bad thing.&lt;br /&gt;
A tool should get the job done, but one shouldn't obsess over the details.&lt;br /&gt;
A skilled warrior is a beautiful sight to behold.&lt;br /&gt;
An artisan, their materials and the tools to shape them!&lt;br /&gt;
Masterwork?  Why should I care?&lt;br /&gt;
Merriment is worthless.&lt;br /&gt;
I can take or leave merrymaking myself, but I don't begrudge people their enjoyment.&lt;br /&gt;
It's great when we all get a chance to be merry together.&lt;br /&gt;
Bah!  I hope you aren't celebrating something.&lt;br /&gt;
I think people should hone their skills, but it's possible to take it too far and lose sight of the breadth of life.&lt;br /&gt;
There's more to life than becoming great at just one thing, but being good at several isn't bad!&lt;br /&gt;
Everyone should broaden their horizons.  Any work beyond learning the basics is just a waste.&lt;br /&gt;
All of that practice is misspent effort.&lt;br /&gt;
We should all be so lucky as to truly master a skill.&lt;br /&gt;
The amount of practice that goes into mastering a skill is so impressive.&lt;br /&gt;
Why this obsession with weapons and battle?  I don't understand some people.&lt;br /&gt;
The world isn't always safe.  I can see the value in martial training, the beauty even, but it shouldn't be exalted.&lt;br /&gt;
I think self-control is key.  Master yourself.&lt;br /&gt;
Why deny yourself your heart's desire?&lt;br /&gt;
Why would I waste time thinking about myself?&lt;br /&gt;
Some time spent in reflection is admirable, but you must not forget to live your life.&lt;br /&gt;
Knowledge can be useful, but it can also be pointless or even dangerous.&lt;br /&gt;
It is important to discover yourself.&lt;br /&gt;
The quest for knowledge never ends.&lt;br /&gt;
All of that so-called knowledge doesn't mean a thing.&lt;br /&gt;
Some discord is a healthy part of society, but we must also try to live together.&lt;br /&gt;
Be merry!&lt;br /&gt;
We should all be as one.  Why all the struggling?&lt;br /&gt;
We grow through debate and struggle, even chaos and discord.&lt;br /&gt;
Give me the bustle and noise over all that quiet!&lt;br /&gt;
I like a balance of tranquility and commotion myself.&lt;br /&gt;
People should be able to control themselves, but it's fine to follow impulses that aren't too harmful.&lt;br /&gt;
The mind thinks best when the world is at rest.&lt;br /&gt;
There's some value in leisure, but one also has to engage with other aspects of life.&lt;br /&gt;
Trade is the life-blood of a thriving society.&lt;br /&gt;
There's work to be done!&lt;br /&gt;
Time spent in leisure is such a waste.&lt;br /&gt;
Wouldn't it be grand to just take my life off and do nothing for the rest of my days?&lt;br /&gt;
It's best to slow down and just relax.&lt;br /&gt;
Anybody that sticks to something a moment longer than they have to is an idiot.&lt;br /&gt;
It's good to keep pushing forward, but sometimes you just have to know when it's time to stop.&lt;br /&gt;
I could do without all of those creatures and that tangled greenery.&lt;br /&gt;
Nature can be enjoyed and used for myriad purposes, but there must always be respect and even fear of its power.&lt;br /&gt;
You shouldn't get too carried away with romance, but it's fine in moderation.&lt;br /&gt;
It's wonderful to be out exploring the wilds!&lt;br /&gt;
There's nothing like a great romance!&lt;br /&gt;
These people carrying on about romance should be more practical.&lt;br /&gt;
All of this buying and selling isn't honest work.&lt;br /&gt;
There's something to be said for trade as a necessity, but there are better things in life to do with one's time.&lt;br /&gt;
An earnest effort at any required tasks.  That's all that's needed.&lt;br /&gt;
I only work so hard, but sometimes you have to do what you have to do.&lt;br /&gt;
You shouldn't whittle your life away on working.&lt;br /&gt;
Hard work is bested by luck, connections and wealth every time.&lt;br /&gt;
The best way to get what you want out of life is to work for it.&lt;br /&gt;
It's foolish to work hard for anything.&lt;br /&gt;
In life, you should work hard.  Then work harder.&lt;br /&gt;
Hard work is the true sign of character.&lt;br /&gt;
There is value in a good rivalry, but such danger as well.&lt;br /&gt;
Keep going and never quit.&lt;br /&gt;
It's a competitive world, and you'd be a fool to think otherwise.&lt;br /&gt;
All of this striving against one another is so foolish.&lt;br /&gt;
Why harm yourself for anybody else's benefit?&lt;br /&gt;
Some self-sacrifice is worthy, but do not forget yourself in devotion to the well-being of others.&lt;br /&gt;
Hard work is great.  Finding a way to work half as hard is even better.&lt;br /&gt;
We must be ready to sacrifice when the time comes.&lt;br /&gt;
How can people be so glum?&lt;br /&gt;
I have trouble controlling my temper.&lt;br /&gt;
Is there something to be happy about?&lt;br /&gt;
It really gets me down sometimes.&lt;br /&gt;
I don't understand how somebody can become so obsessed by what somebody else has.&lt;br /&gt;
Be happy!&lt;br /&gt;
How can someone be so consumed by hate?&lt;br /&gt;
I get so jealous sometimes.&lt;br /&gt;
I'm at my best under pressure.&lt;br /&gt;
Yes, I want more.  Is that so bad?&lt;br /&gt;
I just don't understand these flames of passion people go on about.&lt;br /&gt;
I don't handle pressure well.&lt;br /&gt;
There's nothing to be upset about.&lt;br /&gt;
I'm feeling randy today!&lt;br /&gt;
People can be so angry, and I just don't understand it.&lt;br /&gt;
W... worried?  Do I look worried?&lt;br /&gt;
 been &lt;br /&gt;
considering&lt;br /&gt;
I've&lt;br /&gt;
I have&lt;br /&gt;
War is sometimes necessary, but peace must be valued as well, when we can have it.&lt;br /&gt;
Uhh...&lt;br /&gt;
Let there be peace throughout the world.&lt;br /&gt;
How I long for the beautiful spectacle of war!&lt;br /&gt;
People do get so carried away sometimes, but not I.&lt;br /&gt;
Sometimes I just don't like somebody.&lt;br /&gt;
the theme of&lt;br /&gt;
It's a great day to fall in love all over again.&lt;br /&gt;
the concept of&lt;br /&gt;
the idea of&lt;br /&gt;
the subject of&lt;br /&gt;
I don't think I'm cut out for this.&lt;br /&gt;
I look splendid today.&lt;br /&gt;
Bravery is not a strength of mine.&lt;br /&gt;
We will be successful.&lt;br /&gt;
I'm not much of a decision maker.&lt;br /&gt;
Have no fear.&lt;br /&gt;
What's this about proper living?&lt;br /&gt;
I was never one to follow advice.&lt;br /&gt;
I wouldn't feel comfortable getting all dressed up.&lt;br /&gt;
Did you hear the one about the &lt;br /&gt;
It's not a gift if you expect something in return.&lt;br /&gt;
I like to dress well.&lt;br /&gt;
I don't feel like I need to chase anything.&lt;br /&gt;
One should always return a favor.&lt;br /&gt;
Some people are so wrapped up in themselves.&lt;br /&gt;
My goals are important to me.&lt;br /&gt;
Why must they be so violent?&lt;br /&gt;
Get me going and I won't stop for anything.&lt;br /&gt;
I am not governed by urges.&lt;br /&gt;
There's nothing like a good brawl.&lt;br /&gt;
So I overindulge sometimes.&lt;br /&gt;
Sometimes I think I need a drink, but I can control myself.&lt;br /&gt;
Why are they so fixated on these baubles?&lt;br /&gt;
I could really use a drink.&lt;br /&gt;
You don't care, so don't ask.&lt;br /&gt;
I try to live and behave properly.&lt;br /&gt;
It's so great when everybody just gets along.&lt;br /&gt;
You're so perceptive!&lt;br /&gt;
We must be careful not to waste.&lt;br /&gt;
I don't mind stirring things up.&lt;br /&gt;
Maybe I give up too early sometimes.&lt;br /&gt;
I don't always do things in the most efficient way.&lt;br /&gt;
I don't understand why they have to be that way.&lt;br /&gt;
Friendship is forever.&lt;br /&gt;
Try to keep an open mind.&lt;br /&gt;
Everybody has their own way of life.&lt;br /&gt;
It's not perfect, but it's good enough.  Why fret about it?&lt;br /&gt;
I'm not going to change my mind.&lt;br /&gt;
I don't feel like telling you about it.&lt;br /&gt;
If you have a task, do it properly.&lt;br /&gt;
I don't like being obligated to anybody.&lt;br /&gt;
Oh, I don't usually think much.&lt;br /&gt;
Why should I help?&lt;br /&gt;
Do your duty.&lt;br /&gt;
Don't bother trying to play on my emotions.&lt;br /&gt;
I'm happy to help.&lt;br /&gt;
I don't really get attached to people.&lt;br /&gt;
I go with the flow sometimes.&lt;br /&gt;
Show some mercy now and again.&lt;br /&gt;
I'm concentrating on something.&lt;br /&gt;
Oh, I'm nothing special.&lt;br /&gt;
There's no room for mercy in this world.&lt;br /&gt;
You shouldn't waste your life on revenge.&lt;br /&gt;
I am a very, very important person.&lt;br /&gt;
That isn't funny.&lt;br /&gt;
Don't get on my bad side.&lt;br /&gt;
Who cares what they think?&lt;br /&gt;
I could tell you all about it!&lt;br /&gt;
I don't really want to know.&lt;br /&gt;
I wonder what they think.&lt;br /&gt;
It won't turn out well.&lt;br /&gt;
I'm curious.  Tell me everything!&lt;br /&gt;
Huh?  What was that?&lt;br /&gt;
I'm feeling optimistic about the future.&lt;br /&gt;
I feel so tired of everything.&lt;br /&gt;
I can't take much more of this!&lt;br /&gt;
I'm feel like I'm about to snap.&lt;br /&gt;
I just don't care anymore...&lt;br /&gt;
I cannot stand the world any longer...&lt;br /&gt;
Everything is all piling up at once!&lt;br /&gt;
A great piece of art is one that moves me.&lt;br /&gt;
I guess I just don't appreciate art.&lt;br /&gt;
I'm doing &lt;br /&gt;
fine&lt;br /&gt;
I get fed up sometimes.&lt;br /&gt;
I've been under some pressure.&lt;br /&gt;
It's all starting to get me down.&lt;br /&gt;
I've been feeling anxious.&lt;br /&gt;
I feel angry all the time.&lt;br /&gt;
I'm feeling really worn down.&lt;br /&gt;
I prefer to be by myself.&lt;br /&gt;
People should listen to what I have to say.&lt;br /&gt;
My trust is earned, and not by many.&lt;br /&gt;
It's such a joy to be with people.&lt;br /&gt;
It's my mess.&lt;br /&gt;
People are basically trustworthy.&lt;br /&gt;
One must always carefully consider the correct course of action.&lt;br /&gt;
Everything just so in its proper place!&lt;br /&gt;
Try to focus on the practical side of the matter.&lt;br /&gt;
I encountered a fascinating conundrum recently.&lt;br /&gt;
I'd just as soon not have anything too exciting happen today.&lt;br /&gt;
Do you have dreams?  Tell me a story!&lt;br /&gt;
What's the rush?&lt;br /&gt;
I need some more excitement in my life.&lt;br /&gt;
I try not to interrupt.&lt;br /&gt;
There's so much to be done!&lt;br /&gt;
I can't believe how great I feel!&lt;br /&gt;
That's incredibly suspicious!&lt;br /&gt;
Eek!&lt;br /&gt;
What is the meaning of it all?!&lt;br /&gt;
Every last one of you will pay with your lives!&lt;br /&gt;
Ahhhhhhh!  No!&lt;br /&gt;
The love overwhelms me!&lt;br /&gt;
Such sweet bliss!&lt;br /&gt;
Yes!  It is done.&lt;br /&gt;
I must not succumb to fear!&lt;br /&gt;
Fantastic!&lt;br /&gt;
I am so enraged!&lt;br /&gt;
The horror consumes me!&lt;br /&gt;
I cannot be overwhelmed by grief!&lt;br /&gt;
What's going on?!&lt;br /&gt;
What's that?!&lt;br /&gt;
just fine&lt;br /&gt;
I'm &lt;br /&gt;
I've been &lt;br /&gt;
I feel &lt;br /&gt;
Everything's &lt;br /&gt;
good&lt;br /&gt;
well&lt;br /&gt;
alright&lt;br /&gt;
How incredibly satisfying!&lt;br /&gt;
Oh joyous occasion!&lt;br /&gt;
Waaaaa...&lt;br /&gt;
The pain!&lt;br /&gt;
The horror...&lt;br /&gt;
Rawr!!!&lt;br /&gt;
Somebody help!&lt;br /&gt;
Ah...  uh...&lt;br /&gt;
I'm annoyed.&lt;br /&gt;
That's annoying.&lt;br /&gt;
How annoying!&lt;br /&gt;
It's annoying.&lt;br /&gt;
I am so angry!&lt;br /&gt;
The anguish is overwhelming...&lt;br /&gt;
I am so torn over this...&lt;br /&gt;
Ha ha!  So amusing!&lt;br /&gt;
I'm awe-struck!&lt;br /&gt;
I'm terribly bitter about this...&lt;br /&gt;
Astonishing!&lt;br /&gt;
I really need to get away from this.&lt;br /&gt;
I could not care less.&lt;br /&gt;
I am very aroused!&lt;br /&gt;
So annoying!&lt;br /&gt;
I'm so anxious!&lt;br /&gt;
I must press on!&lt;br /&gt;
I am in complete accord with this!&lt;br /&gt;
How blissful!&lt;br /&gt;
I will take revenge!&lt;br /&gt;
I am so happy!&lt;br /&gt;
I feel such love!&lt;br /&gt;
I feel such unbearable sadness...&lt;br /&gt;
That was very satisfying!&lt;br /&gt;
I feel so alienated...&lt;br /&gt;
Wow!  That's amazing!&lt;br /&gt;
This is so aggravating!&lt;br /&gt;
The agony is too much!&lt;br /&gt;
How affectionate I am!&lt;br /&gt;
How agitating!&lt;br /&gt;
How admirable!&lt;br /&gt;
Such adoration I feel!&lt;br /&gt;
How exhilarating!&lt;br /&gt;
You will know my ferocity!&lt;br /&gt;
How enjoyable!&lt;br /&gt;
So exasperating!&lt;br /&gt;
I feel such empathy!&lt;br /&gt;
I feel so empty inside...&lt;br /&gt;
Such elation I feel!&lt;br /&gt;
How embarrassing!&lt;br /&gt;
How glum I am...&lt;br /&gt;
I am so grateful!&lt;br /&gt;
Glee!&lt;br /&gt;
The gloom blankets me...&lt;br /&gt;
Such a fright!&lt;br /&gt;
How frustrating!&lt;br /&gt;
I'm feeling so fond!&lt;br /&gt;
Such freedom I feel!&lt;br /&gt;
How very delightful!&lt;br /&gt;
I despair at this!&lt;br /&gt;
I am so content about this.&lt;br /&gt;
I feel so dejected...&lt;br /&gt;
I'm so incredibly confused...&lt;br /&gt;
I can't describe the contempt I feel...&lt;br /&gt;
This is so boring!&lt;br /&gt;
I care so much!&lt;br /&gt;
What shall I do?  This is a disaster!&lt;br /&gt;
I can't wait to get to it!&lt;br /&gt;
Everything is coming apart!&lt;br /&gt;
I am very, very displeased.&lt;br /&gt;
How naive I was...  this strikes me to the core.&lt;br /&gt;
I feel such an intense dislike...&lt;br /&gt;
My disappointment is palpable!&lt;br /&gt;
How disgusting!&lt;br /&gt;
My optimism is unshakeable!&lt;br /&gt;
This is such an outrage!&lt;br /&gt;
I am so nervous!&lt;br /&gt;
Such nostalgia!&lt;br /&gt;
Such misery!&lt;br /&gt;
The mortification overwhelms me!&lt;br /&gt;
I'm so terribly lonely!&lt;br /&gt;
I'm overcome by lust!&lt;br /&gt;
Such rejection!  I cannot stand it.&lt;br /&gt;
Such a relief!&lt;br /&gt;
I am so proud!&lt;br /&gt;
Such total rapture!&lt;br /&gt;
I burn with such passion!&lt;br /&gt;
How pleasurable!&lt;br /&gt;
I'm panicking!  I'm panicking!&lt;br /&gt;
My patience is as the still waters.&lt;br /&gt;
There is no hope!&lt;br /&gt;
The humiliation!&lt;br /&gt;
I am consumed by hatred.&lt;br /&gt;
I am filled with such hope!&lt;br /&gt;
The guilt is almost unbearable!&lt;br /&gt;
Such happiness!&lt;br /&gt;
It makes me so grouchy!&lt;br /&gt;
Not that it's your business!  Harumph!&lt;br /&gt;
Such jubilation I feel!&lt;br /&gt;
I crawl with such unbearable loathing!&lt;br /&gt;
Such a jolly time!&lt;br /&gt;
How jovial I feel!&lt;br /&gt;
How irritating!&lt;br /&gt;
I feel so isolated!&lt;br /&gt;
Such an offense!&lt;br /&gt;
How incredibly interesting!&lt;br /&gt;
I am wracked by doubts!&lt;br /&gt;
Let's go!&lt;br /&gt;
I feel so defeated...&lt;br /&gt;
I know it will come to pass!&lt;br /&gt;
Nothing shall stand in my way!&lt;br /&gt;
What am I even doing here?&lt;br /&gt;
I'm so worried!&lt;br /&gt;
I am filled with such wrath!&lt;br /&gt;
Most shocking!&lt;br /&gt;
This is truly horrifying.&lt;br /&gt;
That's suspicious!&lt;br /&gt;
That's alarming!&lt;br /&gt;
Such gaiety!&lt;br /&gt;
This is so exciting!&lt;br /&gt;
This cannot possibly end well...&lt;br /&gt;
I feel so good!&lt;br /&gt;
Why does it keep happening to me?  Why me?!&lt;br /&gt;
I live to serve...  my dear master...&lt;br /&gt;
I feel so restless!&lt;br /&gt;
I have been so wronged!&lt;br /&gt;
I repent!  I repent!&lt;br /&gt;
I am overcome by such resentment...&lt;br /&gt;
I have so many regrets...&lt;br /&gt;
I feel such remorse!&lt;br /&gt;
Such unhappiness!&lt;br /&gt;
The wonder!&lt;br /&gt;
It's so thrilling!&lt;br /&gt;
I feel so uneasy!&lt;br /&gt;
I feel such sympathy!&lt;br /&gt;
The tenderness I feel!&lt;br /&gt;
I can't take it!&lt;br /&gt;
I am so ashamed!&lt;br /&gt;
That's very amusing.&lt;br /&gt;
I'm very angry.&lt;br /&gt;
That's amazing!&lt;br /&gt;
I have strong feelings of ambivalence.&lt;br /&gt;
The agony I feel...&lt;br /&gt;
I feel alienated.&lt;br /&gt;
This is driving me to agitation.&lt;br /&gt;
I'm very aggravated.&lt;br /&gt;
I'm very averse to this.&lt;br /&gt;
Awe-inspiring...&lt;br /&gt;
I'm aroused!&lt;br /&gt;
It's quite astonishing.&lt;br /&gt;
It makes me very anxious.&lt;br /&gt;
It would be hard to care less.&lt;br /&gt;
I feel so anguished...&lt;br /&gt;
That's very annoying.&lt;br /&gt;
I am very satisfied.&lt;br /&gt;
This is a joyous time.&lt;br /&gt;
Begone fear!&lt;br /&gt;
I cannot give in to sadness.&lt;br /&gt;
I am about to lose it!&lt;br /&gt;
It is done.&lt;br /&gt;
I am almost overcome by grief.&lt;br /&gt;
This is great!&lt;br /&gt;
I adore this.&lt;br /&gt;
I'm feeling affectionate.&lt;br /&gt;
I accept this.&lt;br /&gt;
I admire this.&lt;br /&gt;
I will have my revenge.&lt;br /&gt;
I am not scared!&lt;br /&gt;
This is love.&lt;br /&gt;
How blissful I am.&lt;br /&gt;
I'm quite exasperated.&lt;br /&gt;
That was very exhilarating!&lt;br /&gt;
I feel such emptiness.&lt;br /&gt;
I really enjoyed that!&lt;br /&gt;
This is so embarrassing...&lt;br /&gt;
I'm very empathetic.&lt;br /&gt;
I'm very eager to get started.&lt;br /&gt;
I'm so elated.&lt;br /&gt;
It makes me so gloomy.&lt;br /&gt;
I feel so glum.&lt;br /&gt;
This is very frustrating.&lt;br /&gt;
I'm so gleeful.&lt;br /&gt;
I feel so free.&lt;br /&gt;
That was so frightful.&lt;br /&gt;
I'm feeling so ferocious!&lt;br /&gt;
I'm very fond.&lt;br /&gt;
I'm feeling very dejected.&lt;br /&gt;
This is delightful!&lt;br /&gt;
Contemptible!&lt;br /&gt;
I'm very content.&lt;br /&gt;
I really care.&lt;br /&gt;
I'm so confused.&lt;br /&gt;
It makes me very bitter.&lt;br /&gt;
It's really boring.&lt;br /&gt;
This is quite displeasing.&lt;br /&gt;
I'm so distressed about this!&lt;br /&gt;
I really don't like this.&lt;br /&gt;
It has all gone wrong!&lt;br /&gt;
So disgusting...&lt;br /&gt;
I've become so disillusioned.  What now?&lt;br /&gt;
I feel such despair...&lt;br /&gt;
I am very disappointed.&lt;br /&gt;
I'm feeling very nostalgic.&lt;br /&gt;
I'm quite optimistic.&lt;br /&gt;
I'm so mortified...&lt;br /&gt;
I'm very nervous.&lt;br /&gt;
I feel such lust.&lt;br /&gt;
I'm so miserable.&lt;br /&gt;
I feel so much loathing...&lt;br /&gt;
I'm very lonely.&lt;br /&gt;
I am so spiritually moved!&lt;br /&gt;
I feel so rejected.&lt;br /&gt;
I'm very pleased.&lt;br /&gt;
I am very proud.&lt;br /&gt;
I'm very patient.&lt;br /&gt;
I feel such passion.&lt;br /&gt;
This is an outrage!&lt;br /&gt;
I'm really starting to panic.&lt;br /&gt;
I am very hopeful.&lt;br /&gt;
I feel hopeless.&lt;br /&gt;
I am so happy.&lt;br /&gt;
The hate burns within me.&lt;br /&gt;
Harumph!&lt;br /&gt;
I feel so guilty.&lt;br /&gt;
I'm very grateful.&lt;br /&gt;
It makes me very grouchy.&lt;br /&gt;
I'm very jovial.&lt;br /&gt;
I feel much jubilation.&lt;br /&gt;
I feel very isolated.&lt;br /&gt;
I'm feeling so jolly.&lt;br /&gt;
It's very interesting.&lt;br /&gt;
I'm very irritated by this.&lt;br /&gt;
This is so humiliating.&lt;br /&gt;
I am very insulted.&lt;br /&gt;
Things are going to happen.&lt;br /&gt;
I'm very doubtful.&lt;br /&gt;
What is the meaning of life...&lt;br /&gt;
I've been defeated.&lt;br /&gt;
I am wrathful.&lt;br /&gt;
I shall accomplish much!&lt;br /&gt;
I am filled with wonder.&lt;br /&gt;
I'm very worried.&lt;br /&gt;
That was alarming.&lt;br /&gt;
I will master myself.&lt;br /&gt;
This is really exciting!&lt;br /&gt;
How suspicious...&lt;br /&gt;
I'm feeling great!&lt;br /&gt;
The gaiety I'm feeling!&lt;br /&gt;
I feel enthusiastic!&lt;br /&gt;
I really don't see this working out.&lt;br /&gt;
I feel so wronged.&lt;br /&gt;
This is such a hardship for me!&lt;br /&gt;
I'm very resentful.&lt;br /&gt;
I'm really restless.&lt;br /&gt;
I'm truly remorseful.&lt;br /&gt;
I must repent.&lt;br /&gt;
I'm so relieved.&lt;br /&gt;
I'm so regretful.&lt;br /&gt;
I feel very uneasy.&lt;br /&gt;
I'm very unhappy.&lt;br /&gt;
I feel such tenderness.&lt;br /&gt;
This is quite a thrill!&lt;br /&gt;
I feel such shame.&lt;br /&gt;
I'm very sympathetic.&lt;br /&gt;
I live to serve.&lt;br /&gt;
This leaves me so shaken.&lt;br /&gt;
I'm ambivalent.&lt;br /&gt;
Amusing.&lt;br /&gt;
I feel somewhat alienated.&lt;br /&gt;
That is amazing.&lt;br /&gt;
This is aggravating.&lt;br /&gt;
This is agonizing.&lt;br /&gt;
That might be affection I feel.&lt;br /&gt;
This is agitating.&lt;br /&gt;
I'd like to get away from it.&lt;br /&gt;
It fills one with awe.&lt;br /&gt;
Arousing...&lt;br /&gt;
It's astonishing, really.&lt;br /&gt;
I'm anxious.&lt;br /&gt;
Who cares?&lt;br /&gt;
That makes me angry.&lt;br /&gt;
I'm anguished.&lt;br /&gt;
I feel somewhat sad.&lt;br /&gt;
That was satisfying.&lt;br /&gt;
It has come to pass.&lt;br /&gt;
This doesn't scare me.&lt;br /&gt;
I feel like a victor.&lt;br /&gt;
I'm a little angry.&lt;br /&gt;
This cannot horrify me.&lt;br /&gt;
I must let grief pass me by.&lt;br /&gt;
I find this somewhat admirable.&lt;br /&gt;
I can adore this.&lt;br /&gt;
I feel no terror.&lt;br /&gt;
I can accept this.&lt;br /&gt;
This could be bliss.&lt;br /&gt;
This might require an answer.&lt;br /&gt;
This is nice.&lt;br /&gt;
Is this love?&lt;br /&gt;
That was exasperating.&lt;br /&gt;
That's exhilarating.&lt;br /&gt;
I feel empty.&lt;br /&gt;
I enjoyed that.&lt;br /&gt;
I'm embarrassed.&lt;br /&gt;
I feel empathy.&lt;br /&gt;
I'm eager to go.&lt;br /&gt;
I'm elated.&lt;br /&gt;
I'm a little gloomy.&lt;br /&gt;
I'm glum.&lt;br /&gt;
It's frustrating.&lt;br /&gt;
There's some glee here!&lt;br /&gt;
I'm free.&lt;br /&gt;
That was frightening.&lt;br /&gt;
I burn with ferocity.&lt;br /&gt;
I feel fond.&lt;br /&gt;
I'm dejected.&lt;br /&gt;
I feel some delight.&lt;br /&gt;
I feel only contempt.&lt;br /&gt;
I'm content.&lt;br /&gt;
I care.&lt;br /&gt;
This is confusing.&lt;br /&gt;
It makes me bitter.&lt;br /&gt;
It's boring.&lt;br /&gt;
I am not pleased.&lt;br /&gt;
This is distressing.&lt;br /&gt;
I dislike this.&lt;br /&gt;
What has happened?&lt;br /&gt;
That's disgusting.&lt;br /&gt;
This makes me question it all.&lt;br /&gt;
I feel despair.&lt;br /&gt;
This is disappointing.&lt;br /&gt;
I feel nostalgia.&lt;br /&gt;
I'm optimistic.&lt;br /&gt;
This is mortifying.&lt;br /&gt;
I'm nervous.&lt;br /&gt;
I'm lustful.&lt;br /&gt;
I feel miserable.&lt;br /&gt;
I feel loathing.&lt;br /&gt;
I'm lonely.&lt;br /&gt;
My spirit moves.&lt;br /&gt;
I feel rejected.&lt;br /&gt;
It pleases me.&lt;br /&gt;
I'm proud.&lt;br /&gt;
I'm patient.&lt;br /&gt;
I feel passion.&lt;br /&gt;
It is an outrage.&lt;br /&gt;
I feel a little panic.&lt;br /&gt;
I have hope.&lt;br /&gt;
I cannot find hope.&lt;br /&gt;
I'm happy.&lt;br /&gt;
I feel hate.&lt;br /&gt;
Harumph.&lt;br /&gt;
I feel guilty.&lt;br /&gt;
I'm grateful.&lt;br /&gt;
I'm a little grouchy.&lt;br /&gt;
I feel jovial.&lt;br /&gt;
I feel jubilation.&lt;br /&gt;
I feel isolated.&lt;br /&gt;
It makes me jolly.&lt;br /&gt;
It's interesting.&lt;br /&gt;
It's irritating.&lt;br /&gt;
This is humiliating.&lt;br /&gt;
I take offense.&lt;br /&gt;
I have my doubts.&lt;br /&gt;
Let's do this.&lt;br /&gt;
I'm beat.&lt;br /&gt;
It could happen!&lt;br /&gt;
The wrath rises within me...&lt;br /&gt;
I am ready for this.&lt;br /&gt;
It's wondrous.&lt;br /&gt;
It's worrisome.&lt;br /&gt;
That did not shock me.&lt;br /&gt;
I am not upset by this.&lt;br /&gt;
Takes all kinds these days.&lt;br /&gt;
What is it this time...&lt;br /&gt;
This is gaiety.&lt;br /&gt;
I'm excited.&lt;br /&gt;
Things usually don't work out&lt;br /&gt;
I feel pretty good.&lt;br /&gt;
I've been wronged.&lt;br /&gt;
Why me?&lt;br /&gt;
I feel resentful.&lt;br /&gt;
I feel restless.&lt;br /&gt;
I feel remorse.&lt;br /&gt;
I repent of my deeds.&lt;br /&gt;
I'm relieved.&lt;br /&gt;
I feel regret.&lt;br /&gt;
I'm uneasy.&lt;br /&gt;
I'm unhappy.&lt;br /&gt;
I feel tenderness.&lt;br /&gt;
Thrilling.&lt;br /&gt;
I am ashamed.&lt;br /&gt;
I'm sympathetic.&lt;br /&gt;
I will serve.&lt;br /&gt;
This has shaken me.&lt;br /&gt;
That was not amusing.&lt;br /&gt;
I'm not angry.&lt;br /&gt;
That wasn't amazing.&lt;br /&gt;
I guess I should be feeling ambivalent right now.&lt;br /&gt;
I can take this.&lt;br /&gt;
I guess that would be alienating.&lt;br /&gt;
I don't feel agitated.&lt;br /&gt;
I'm not feeling aggravated.&lt;br /&gt;
I'm not averse to it.&lt;br /&gt;
I am not held in awe.&lt;br /&gt;
That is not in the least bit arousing.&lt;br /&gt;
Astonished?  No.&lt;br /&gt;
I'm not anxious.&lt;br /&gt;
If I thought about it more, I guess I'd be apathetic.&lt;br /&gt;
This is nothing.&lt;br /&gt;
No, that's not annoying.&lt;br /&gt;
That was not satisfying.&lt;br /&gt;
I suppose this would be a joyous occasion.&lt;br /&gt;
This does not scare me.&lt;br /&gt;
I am not feeling sad right now.&lt;br /&gt;
I have no feelings of rage.&lt;br /&gt;
I guess it could be considered grimly satisfying.&lt;br /&gt;
Grief?  I feel nothing.&lt;br /&gt;
There is no need for celebration.&lt;br /&gt;
I suppose I should be feel adoration.&lt;br /&gt;
I'm not feeling very affectionate.&lt;br /&gt;
I do not accept this.&lt;br /&gt;
There's not much to admire here.&lt;br /&gt;
There is no need to feel vengeful.&lt;br /&gt;
I laugh in the face of death!&lt;br /&gt;
There is no love.&lt;br /&gt;
I do not see the bliss in this.&lt;br /&gt;
This isn't exasperating.&lt;br /&gt;
I am not exhilarated.&lt;br /&gt;
What's inside me isn't emptiness exactly...&lt;br /&gt;
I'm not enjoying this.&lt;br /&gt;
This isn't embarrassing.&lt;br /&gt;
I don't feel very empathetic.&lt;br /&gt;
I am not eager.&lt;br /&gt;
I'm not elated.&lt;br /&gt;
I'm not feeling gloomy.&lt;br /&gt;
I don't feel glum.&lt;br /&gt;
This isn't frustrating.&lt;br /&gt;
I'm not gleeful.&lt;br /&gt;
I don't feel free.&lt;br /&gt;
I guess that could have given me a fright.&lt;br /&gt;
I should be feeling ferocious right now.&lt;br /&gt;
I am not fond of this.&lt;br /&gt;
There's nothing to be dejected about.&lt;br /&gt;
I am not filled with delight.&lt;br /&gt;
I don't feel contempt.&lt;br /&gt;
I am not contented.&lt;br /&gt;
I don't care.&lt;br /&gt;
This isn't confusing.&lt;br /&gt;
That's nothing to be bitter about.&lt;br /&gt;
It isn't boring.&lt;br /&gt;
I feel no displeasure.&lt;br /&gt;
This isn't distressing.&lt;br /&gt;
I don't dislike that.&lt;br /&gt;
I'm not dismayed.&lt;br /&gt;
It'll take more than that to disgust me.&lt;br /&gt;
This won't make me lose faith.&lt;br /&gt;
I will not despair.&lt;br /&gt;
I'm not disappointed.&lt;br /&gt;
I'm not feeling nostalgic.&lt;br /&gt;
I'm not optimistic.&lt;br /&gt;
I am not mortified.&lt;br /&gt;
I don't feel nervous.&lt;br /&gt;
I am not burning with lust.&lt;br /&gt;
I'm not miserable.&lt;br /&gt;
I am not filled with loathing.&lt;br /&gt;
I'm not lonely.&lt;br /&gt;
This does not move me.&lt;br /&gt;
I don't feel rejected.&lt;br /&gt;
I take no pleasure in this.&lt;br /&gt;
I am not proud.&lt;br /&gt;
I am not feeling patient.&lt;br /&gt;
I'm not feeling passionate.&lt;br /&gt;
This doesn't outrage me.&lt;br /&gt;
I'm not panicking.&lt;br /&gt;
I am not hopeful.&lt;br /&gt;
I will not lose hope.&lt;br /&gt;
I am not happy.&lt;br /&gt;
I feel no hatred.&lt;br /&gt;
That doesn't make me grumpy.&lt;br /&gt;
I don't feel guilty about it.&lt;br /&gt;
I'm not feeling very grateful.&lt;br /&gt;
No, I'm not grouchy.&lt;br /&gt;
This doesn't put me in a jovial mood.&lt;br /&gt;
This isn't the time for jubilation.&lt;br /&gt;
I don't feel isolated.&lt;br /&gt;
I'm not jolly.&lt;br /&gt;
No, I'm not interested.&lt;br /&gt;
This isn't irritating.&lt;br /&gt;
No, this isn't humiliating.&lt;br /&gt;
That doesn't insult me.&lt;br /&gt;
I'm not expecting anything.&lt;br /&gt;
I have no doubts.&lt;br /&gt;
I could be questioning my life right now.&lt;br /&gt;
This isn't a defeat.&lt;br /&gt;
Wrath has not risen within me.&lt;br /&gt;
I have no zeal for this.&lt;br /&gt;
There is no sense of wonder.&lt;br /&gt;
I'm not worried.&lt;br /&gt;
gave&lt;br /&gt;
 was destroyed&lt;br /&gt;
This doesn't excite me.&lt;br /&gt;
placed&lt;br /&gt;
I should be feeling great.&lt;br /&gt;
There is no gaiety.&lt;br /&gt;
I'm just not enthusiastic.&lt;br /&gt;
There's no reason to be pessimistic.&lt;br /&gt;
There's nothing to be indignant about.&lt;br /&gt;
I don't feel sorry for myself.&lt;br /&gt;
I do not resent this.&lt;br /&gt;
I don't feel restless.&lt;br /&gt;
I feel no remorse.&lt;br /&gt;
I am not repentant.&lt;br /&gt;
I don't feel relieved.&lt;br /&gt;
I have no regrets.&lt;br /&gt;
I'm not uneasy.&lt;br /&gt;
That doesn't make me unhappy.&lt;br /&gt;
I don't feel tenderness.&lt;br /&gt;
There was no thrill in it.&lt;br /&gt;
I have no shame.&lt;br /&gt;
There will be no sympathy from me.&lt;br /&gt;
I bow to no one.&lt;br /&gt;
I can keep it together.&lt;br /&gt;
died in magma&lt;br /&gt;
burned in dragonfire&lt;br /&gt;
was slain&lt;br /&gt;
was scuttled&lt;br /&gt;
drowned&lt;br /&gt;
suffocated&lt;br /&gt;
was shot and killed&lt;br /&gt;
bled to death&lt;br /&gt;
died in a cage&lt;br /&gt;
was murdered&lt;br /&gt;
was crushed by a rock&lt;br /&gt;
fell into a chasm&lt;br /&gt;
was crushed&lt;br /&gt;
was crushed by a bridge&lt;br /&gt;
burned to death&lt;br /&gt;
was scalded to death&lt;br /&gt;
 reunited with &lt;br /&gt;
 due to your efforts&lt;br /&gt;
You were&lt;br /&gt;
 was&lt;br /&gt;
would not give&lt;br /&gt;
I was reunited with &lt;br /&gt;
obtained&lt;br /&gt;
starved to death&lt;br /&gt;
died of thirst&lt;br /&gt;
I died.&lt;br /&gt;
fell to the passing years&lt;br /&gt;
I found &lt;br /&gt;
 dead.&lt;br /&gt;
 and it is all thanks to &lt;br /&gt;
I found myself dead.&lt;br /&gt;
died&lt;br /&gt;
 perpetrated &lt;br /&gt;
was slaughtered&lt;br /&gt;
leapt from a great height&lt;br /&gt;
collapsed&lt;br /&gt;
was drained of blood&lt;br /&gt;
was scared to death&lt;br /&gt;
died in the dark&lt;br /&gt;
building destruction&lt;br /&gt;
vandalism&lt;br /&gt;
a murder&lt;br /&gt;
disorderly conduct&lt;br /&gt;
a job order violation&lt;br /&gt;
a conspiracy to slow labor&lt;br /&gt;
a production order violation&lt;br /&gt;
a export prohibition violation&lt;br /&gt;
was beheaded&lt;br /&gt;
was crucified&lt;br /&gt;
was killed by spikes&lt;br /&gt;
froze to death&lt;br /&gt;
died in the heat&lt;br /&gt;
died in the cold&lt;br /&gt;
died in a trap&lt;br /&gt;
vanished&lt;br /&gt;
died of an illness&lt;br /&gt;
was put to rest&lt;br /&gt;
was hacked to pieces&lt;br /&gt;
was left out to suffocate&lt;br /&gt;
was burned alive&lt;br /&gt;
was fed to beasts&lt;br /&gt;
was buried alive&lt;br /&gt;
was executed by drowning&lt;br /&gt;
 was performed&lt;br /&gt;
danced&lt;br /&gt;
perform&lt;br /&gt;
a performance of&lt;br /&gt;
performed&lt;br /&gt;
play&lt;br /&gt;
sang&lt;br /&gt;
chanted&lt;br /&gt;
Somebody refused to name themself&lt;br /&gt;
 demanded submission from &lt;br /&gt;
You refused to name yourself&lt;br /&gt;
 refused to give a name&lt;br /&gt;
 self-identified&lt;br /&gt;
Somebody named themself&lt;br /&gt;
I saw a performance of &lt;br /&gt;
You named yourself&lt;br /&gt;
 the story of &lt;br /&gt;
 told the story of &lt;br /&gt;
I saw &lt;br /&gt;
a telling of&lt;br /&gt;
blood-drinking&lt;br /&gt;
I told the story of &lt;br /&gt;
a theft&lt;br /&gt;
a robbery&lt;br /&gt;
played&lt;br /&gt;
 recited &lt;br /&gt;
 was recited&lt;br /&gt;
I recited &lt;br /&gt;
a recital of&lt;br /&gt;
story of &lt;br /&gt;
 was told&lt;br /&gt;
I can't believe &lt;br /&gt;
It feeds on blood.&lt;br /&gt;
This is a masterpiece.&lt;br /&gt;
 is dead?&lt;br /&gt;
I shall name you &lt;br /&gt;
This is a true masterpiece.&lt;br /&gt;
I have improved my &lt;br /&gt;
I have mastered &lt;br /&gt;
How fleeting life is...&lt;br /&gt;
Gruesome wounds!&lt;br /&gt;
Has the tide turned?&lt;br /&gt;
How fragile we are...&lt;br /&gt;
This is a fight!&lt;br /&gt;
In the midst of conflict...&lt;br /&gt;
It is drinking the blood of the living.&lt;br /&gt;
The battle rages...&lt;br /&gt;
I am a parent.&lt;br /&gt;
Children.&lt;br /&gt;
I played with &lt;br /&gt;
I have communed with &lt;br /&gt;
I am awoken to &lt;br /&gt;
I played make believe.&lt;br /&gt;
 escalated a conflict with &lt;br /&gt;
I realized &lt;br /&gt;
A battle!&lt;br /&gt;
There's fighting!&lt;br /&gt;
Who's skulking around there?&lt;br /&gt;
Somebody up to no good...&lt;br /&gt;
Is that a weapon?&lt;br /&gt;
Is this an attack?&lt;br /&gt;
I have fallen for &lt;br /&gt;
Oh, &lt;br /&gt;
You can't take me alive!&lt;br /&gt;
I asked to become a citizen.&lt;br /&gt;
I have a part in this.&lt;br /&gt;
I won't go down without a fight!&lt;br /&gt;
This is my fight too.&lt;br /&gt;
I cannot just stand by.&lt;br /&gt;
I defeated &lt;br /&gt;
I murdered &lt;br /&gt;
I was yelled at by an unhappy citizen.&lt;br /&gt;
I was cried on by an unhappy citizen.&lt;br /&gt;
I cried on somebody in charge.&lt;br /&gt;
I told somebody that I am being prevented from leaving.&lt;br /&gt;
I requested that more weapons be produced in a meeting.&lt;br /&gt;
I yelled at somebody in charge.&lt;br /&gt;
I brought up the lack of jobs in a meeting.&lt;br /&gt;
I made a suggestion about work allocations in a meeting.&lt;br /&gt;
Death...&lt;br /&gt;
 is really dead.&lt;br /&gt;
 is so brief...&lt;br /&gt;
Death is all around us.&lt;br /&gt;
Can it all end so quickly?&lt;br /&gt;
Our time in &lt;br /&gt;
So easily broken...&lt;br /&gt;
Those injuries...&lt;br /&gt;
I am together with my &lt;br /&gt;
I am reunited with my &lt;br /&gt;
I am separated from &lt;br /&gt;
Oh, where is &lt;br /&gt;
 has killed.&lt;br /&gt;
Slayer.&lt;br /&gt;
, slayer of &lt;br /&gt;
, slayer.&lt;br /&gt;
I had a nightmare about my deceased child.&lt;br /&gt;
I had a nightmare about my deceased animal training partner.&lt;br /&gt;
I had a nightmare about my deceased mother.&lt;br /&gt;
I had a nightmare about my deceased father.&lt;br /&gt;
I had a nightmare about my deceased lover.&lt;br /&gt;
I had a nightmare about my deceased sibling.&lt;br /&gt;
I had a nightmare about my deceased pet.&lt;br /&gt;
I had a nightmare about my deceased spouse.&lt;br /&gt;
tortured&lt;br /&gt;
I was &lt;br /&gt;
tormented&lt;br /&gt;
possessed&lt;br /&gt;
I had a nightmare about the dead.&lt;br /&gt;
haunted&lt;br /&gt;
I had a nightmare about my deceased friend.&lt;br /&gt;
I had a nightmare about my deceased acquaintance.&lt;br /&gt;
arranged &lt;br /&gt;
I was near to &lt;br /&gt;
my own&lt;br /&gt;
 on display&lt;br /&gt;
 in my personal museum&lt;br /&gt;
A visitor complained about being prevented from leaving.&lt;br /&gt;
a piece&lt;br /&gt;
My clothes are in tatters.&lt;br /&gt;
My clothes actually rotted right off of my body.&lt;br /&gt;
My spouse lost the baby.&lt;br /&gt;
I am wearing old clothes.&lt;br /&gt;
I was released from confinement.&lt;br /&gt;
I lost the baby.&lt;br /&gt;
I lost a pet.&lt;br /&gt;
I threw something.&lt;br /&gt;
I've been out in the sunshine again after a long time away.&lt;br /&gt;
I'm sleepy.&lt;br /&gt;
I've been on a long patrol.&lt;br /&gt;
I was nauseated by the sun.&lt;br /&gt;
I could not find anybody in charge to complain at.&lt;br /&gt;
I could not find anybody in charge to comfort me.&lt;br /&gt;
I was not able to make suggestions about work allocations.&lt;br /&gt;
I was unable to request weapon production.&lt;br /&gt;
I need a drink.&lt;br /&gt;
I must pray to &lt;br /&gt;
I'm starving.&lt;br /&gt;
I have been away from people for a long time.&lt;br /&gt;
I'm dehydrated.&lt;br /&gt;
I'm hungry.&lt;br /&gt;
I haven't slept for a very long time.&lt;br /&gt;
I'm thirsty.&lt;br /&gt;
of my father&lt;br /&gt;
of my child&lt;br /&gt;
of my sibling&lt;br /&gt;
of my mother&lt;br /&gt;
of my spouse&lt;br /&gt;
of my lover&lt;br /&gt;
 by the ghost &lt;br /&gt;
of a pet&lt;br /&gt;
I was not able to petition for citizenship.&lt;br /&gt;
I was not able to bring up the lack of jobs.&lt;br /&gt;
I practiced at the archery target.&lt;br /&gt;
I had a sparring session.&lt;br /&gt;
of an acquaintance&lt;br /&gt;
I did my combat drills.&lt;br /&gt;
of my animal training partner&lt;br /&gt;
of my friend&lt;br /&gt;
This place could really use some more trouble.&lt;br /&gt;
I'm feeling argumentative.&lt;br /&gt;
I could really use a good meal.&lt;br /&gt;
I just want to fight somebody.&lt;br /&gt;
I want to see a great beast.&lt;br /&gt;
I need more.&lt;br /&gt;
I long to make romance.&lt;br /&gt;
It would nice to get out in nature and see some creatures.&lt;br /&gt;
I've been wounded.&lt;br /&gt;
I didn't sleep soundly due to the noise.&lt;br /&gt;
I have unmet needs.&lt;br /&gt;
I've been injured badly.&lt;br /&gt;
I just wish to help somebody.&lt;br /&gt;
I want to puzzle over something.&lt;br /&gt;
I need to wear fine things.&lt;br /&gt;
I need to get away from here and wander the world.&lt;br /&gt;
I want to spend some time with family.&lt;br /&gt;
I want to see my friends.&lt;br /&gt;
I need some excitement in my life.&lt;br /&gt;
I need to learn something new.&lt;br /&gt;
It has been long time since I've done something creative.&lt;br /&gt;
I miss having art in my life.&lt;br /&gt;
I need time to contemplate.&lt;br /&gt;
I need something to do.&lt;br /&gt;
I need to perfect my skills.&lt;br /&gt;
I just want to slow down and take it easy for a while.&lt;br /&gt;
I wish to make something.&lt;br /&gt;
I must practice the fighting arts.&lt;br /&gt;
I need to pause and reflect upon myself.&lt;br /&gt;
We must make merry again.&lt;br /&gt;
I'd like to hear somebody eloquent.&lt;br /&gt;
I long to uphold the traditions.&lt;br /&gt;
I was rejected by &lt;br /&gt;
My request was approved.&lt;br /&gt;
I am now part of &lt;br /&gt;
I was denied residency in &lt;br /&gt;
I was re-elected.&lt;br /&gt;
I can now reside in &lt;br /&gt;
My punishment was reduced.&lt;br /&gt;
I won the election.&lt;br /&gt;
A mandate deadline was missed.&lt;br /&gt;
There wasn't enough work last season.&lt;br /&gt;
There are not enough cages and chains.&lt;br /&gt;
My mandate was ignored.&lt;br /&gt;
My punishment was delayed.&lt;br /&gt;
A criminal's punishment was delayed.&lt;br /&gt;
My request was ignored.&lt;br /&gt;
Nobody could be punished for failing to obey my commands.&lt;br /&gt;
It was raining on me.&lt;br /&gt;
I was in a snow storm.&lt;br /&gt;
I was out in the rain.&lt;br /&gt;
I've been rained on.&lt;br /&gt;
I was able to rest up.&lt;br /&gt;
I was caught in freakish weather.&lt;br /&gt;
It was very hard to sleep with the noise.&lt;br /&gt;
I couldn't sleep at all with all the noise.&lt;br /&gt;
I was considering the demands I've made.&lt;br /&gt;
A criminal could not be properly punished.&lt;br /&gt;
I was close to a waterfall.&lt;br /&gt;
I got caught in dust underground.&lt;br /&gt;
I got caught in a miasma.&lt;br /&gt;
I was caught in smoke underground.&lt;br /&gt;
I was out in a blizzard.&lt;br /&gt;
It was snowing on me.&lt;br /&gt;
 finely-crafted&lt;br /&gt;
 superior&lt;br /&gt;
I put on a&lt;br /&gt;
 well-crafted&lt;br /&gt;
I have been eating the same old food.&lt;br /&gt;
I ate rotten food.&lt;br /&gt;
I was beaten with the hammer.&lt;br /&gt;
I could not find the hammer.&lt;br /&gt;
I don't have enough cabinets.&lt;br /&gt;
I don't have enough weapon racks.&lt;br /&gt;
I had a drink.&lt;br /&gt;
I don't have enough chests.&lt;br /&gt;
 item.&lt;br /&gt;
I ate a meal.&lt;br /&gt;
n exceptional&lt;br /&gt;
 truly splendid&lt;br /&gt;
I am uncovered.&lt;br /&gt;
I don't have a shirt.&lt;br /&gt;
I was knocked out by a cave-in.&lt;br /&gt;
My deadline was met.&lt;br /&gt;
I have attained a higher rank of nobility.&lt;br /&gt;
I have entered the nobility.&lt;br /&gt;
I smashed up a building.&lt;br /&gt;
I toppled something over.&lt;br /&gt;
I was beaten as a punishment.&lt;br /&gt;
I was beat somebody with the hammer.&lt;br /&gt;
I started a fist fight.&lt;br /&gt;
I beat somebody as a punishment.&lt;br /&gt;
I had to eat one of my favorite animals to survive.&lt;br /&gt;
I had to eat vermin to survive.&lt;br /&gt;
I have no shoes.&lt;br /&gt;
I had to eat my beloved pet to survive.&lt;br /&gt;
The tax collector's escorts stole my property.&lt;br /&gt;
I lost some property to taxes.&lt;br /&gt;
I put a piece on display.&lt;br /&gt;
I finished up some work.&lt;br /&gt;
I chained up a creature.&lt;br /&gt;
I gelded a creature.&lt;br /&gt;
I slaughtered an animal.&lt;br /&gt;
I put a creature in a cage.&lt;br /&gt;
The tax collection did not go smoothly.&lt;br /&gt;
I made &lt;br /&gt;
Tax collection went smoothly.&lt;br /&gt;
I disappointed the nobility.&lt;br /&gt;
I was misinformed about a room during tax collection.&lt;br /&gt;
I pleased the nobility.&lt;br /&gt;
I do not have adequate protection.&lt;br /&gt;
I was unable to reach a room during tax collection.&lt;br /&gt;
 arrangements than I do.&lt;br /&gt;
There aren't enough dining tables.&lt;br /&gt;
dining&lt;br /&gt;
sleeping&lt;br /&gt;
burial&lt;br /&gt;
office&lt;br /&gt;
I don't have enough armor stands.&lt;br /&gt;
Somebody has better &lt;br /&gt;
I brought somebody to rest in bed.&lt;br /&gt;
I felled a tree.&lt;br /&gt;
I formed a bond with my animal training partner.&lt;br /&gt;
I was rescued.&lt;br /&gt;
I didn't have a dining room.&lt;br /&gt;
There aren't enough chairs.&lt;br /&gt;
I ate at a crowded table.&lt;br /&gt;
I ate in a dining room.&lt;br /&gt;
I was attacked by the dead.&lt;br /&gt;
I was attacked by my own dead &lt;br /&gt;
I killed somebody in a sparring accident.&lt;br /&gt;
I was attacked.&lt;br /&gt;
I had a bath.&lt;br /&gt;
I had a bath with soap!&lt;br /&gt;
The criminal was convicted and I received justice.&lt;br /&gt;
My family received justice when the criminal was convicted.&lt;br /&gt;
I drank water mixed with pus.&lt;br /&gt;
I drank foul water.&lt;br /&gt;
I drank gooey water.&lt;br /&gt;
I drank water mixed with ichor.&lt;br /&gt;
I drank slime.&lt;br /&gt;
I drank vomit.&lt;br /&gt;
I have been drinking the same old booze.&lt;br /&gt;
I drank bloody water.&lt;br /&gt;
 was given away.&lt;br /&gt;
I acquired &lt;br /&gt;
I was accosted by &lt;br /&gt;
I was pestered by &lt;br /&gt;
I got into an argument&lt;br /&gt;
I am forming a grudge against &lt;br /&gt;
friends with &lt;br /&gt;
a new friend&lt;br /&gt;
An animal was convicted of a crime.&lt;br /&gt;
The victim of a crime was somehow convicted of that very offense.&lt;br /&gt;
A child was turned away from sanctuary.&lt;br /&gt;
Somebody dead was convicted of a crime.&lt;br /&gt;
I played with my pet.&lt;br /&gt;
I was confined.&lt;br /&gt;
I acquired something.&lt;br /&gt;
I adopted a new pet.&lt;br /&gt;
powerful knowledge&lt;br /&gt;
I've made a breakthrough regarding &lt;br /&gt;
I read &lt;br /&gt;
I learned &lt;br /&gt;
I wrote &lt;br /&gt;
an untitled composition&lt;br /&gt;
I taught &lt;br /&gt;
I learned about &lt;br /&gt;
I have a new sibling.&lt;br /&gt;
I have become a parent&lt;br /&gt;
I got married.&lt;br /&gt;
I have new siblings.&lt;br /&gt;
I've been mulling over &lt;br /&gt;
I gave birth to &lt;br /&gt;
I just don't understand &lt;br /&gt;
I've been discussing &lt;br /&gt;
I slept on the floor.&lt;br /&gt;
I slept in the mud.&lt;br /&gt;
I slept without a proper room.&lt;br /&gt;
I slept in a bedroom.&lt;br /&gt;
I had a drink without using a goblet.&lt;br /&gt;
I was near to a caged &lt;br /&gt;
I had a drink, but it had gone bad.&lt;br /&gt;
I drank water without a well.&lt;br /&gt;
My artwork was defaced.&lt;br /&gt;
I was evicted.&lt;br /&gt;
I slept in the dirt.&lt;br /&gt;
I slept on a pile of driftwood.&lt;br /&gt;
I slept on rocks.&lt;br /&gt;
I slept on ice.&lt;br /&gt;
I slept in the grass.&lt;br /&gt;
I slept on a rough cave floor.&lt;br /&gt;
I talked to my child.&lt;br /&gt;
I visited with my animal training partner.&lt;br /&gt;
I talked to my mother.&lt;br /&gt;
I talked to my father.&lt;br /&gt;
I talked to my lover.&lt;br /&gt;
I talked to my sibling.&lt;br /&gt;
I visited with my pet.&lt;br /&gt;
I talked to my spouse.&lt;br /&gt;
a great setting&lt;br /&gt;
a very good setting&lt;br /&gt;
a setting worthy of legends&lt;br /&gt;
a fantastic setting&lt;br /&gt;
I talked to somebody.&lt;br /&gt;
I conducted a meeting in &lt;br /&gt;
I talked to my friend.&lt;br /&gt;
I talked to an acquaintance.&lt;br /&gt;
my pet&lt;br /&gt;
my spouse&lt;br /&gt;
There was an incident.&lt;br /&gt;
The body of &lt;br /&gt;
I received food.&lt;br /&gt;
I gave somebody food.&lt;br /&gt;
I received water.&lt;br /&gt;
I gave somebody water.&lt;br /&gt;
my acquaintance&lt;br /&gt;
 decayed without burial.&lt;br /&gt;
my child&lt;br /&gt;
my animal training partner&lt;br /&gt;
my mother&lt;br /&gt;
my father&lt;br /&gt;
my lover&lt;br /&gt;
my sibling&lt;br /&gt;
It was legendary.&lt;br /&gt;
It was fantastic.&lt;br /&gt;
That's terrific!&lt;br /&gt;
I enjoyed performing.&lt;br /&gt;
That is sad but not unexpected.&lt;br /&gt;
That is terrible.&lt;br /&gt;
I hate it.&lt;br /&gt;
I am afraid of it.&lt;br /&gt;
No doubt.&lt;br /&gt;
Truly.&lt;br /&gt;
I agree completely.&lt;br /&gt;
So true, so true.&lt;br /&gt;
It was okay.&lt;br /&gt;
I'm conflicted.&lt;br /&gt;
It was great.&lt;br /&gt;
It was good.&lt;br /&gt;
I conducted an official meeting in a bedroom.&lt;br /&gt;
I conducted an official meeting in a dining room.&lt;br /&gt;
a very poor setting&lt;br /&gt;
a poor setting&lt;br /&gt;
a horrible setting&lt;br /&gt;
an awful setting&lt;br /&gt;
a good setting&lt;br /&gt;
a horribly substandard setting&lt;br /&gt;
It is terrifying.&lt;br /&gt;
I don't know anything about that.&lt;br /&gt;
It was&lt;br /&gt;
This must be stopped by any means at our disposal.&lt;br /&gt;
I do not have a tomb.&lt;br /&gt;
I talked to somebody important to our traditions.&lt;br /&gt;
I had no room for an official meeting.&lt;br /&gt;
I thought about my tomb.&lt;br /&gt;
is good.&lt;br /&gt;
is pretty good.&lt;br /&gt;
shows such talent.&lt;br /&gt;
That sounds like the &lt;br /&gt;
is splendid.&lt;br /&gt;
is really quite good!&lt;br /&gt;
That sounds almost like the &lt;br /&gt;
is great.&lt;br /&gt;
could be better.&lt;br /&gt;
could be worse.&lt;br /&gt;
is fine.&lt;br /&gt;
is alright.&lt;br /&gt;
That sounds vaguely like the &lt;br /&gt;
is okay.&lt;br /&gt;
is alright!&lt;br /&gt;
has promise.&lt;br /&gt;
This singer&lt;br /&gt;
This chanter&lt;br /&gt;
 player&lt;br /&gt;
This recitation&lt;br /&gt;
That sounds just like the &lt;br /&gt;
I concur!&lt;br /&gt;
This storyteller&lt;br /&gt;
is legendary.&lt;br /&gt;
!  Amazing ability.&lt;br /&gt;
?  Unbelievable talent!&lt;br /&gt;
.  How can I even describe the skill?&lt;br /&gt;
is awesome!&lt;br /&gt;
is magnificant!&lt;br /&gt;
This dancer&lt;br /&gt;
is fantastic!&lt;br /&gt;
I hate the self-absorbed lyrics.&lt;br /&gt;
I hate self-absorbed poetry.&lt;br /&gt;
I love reflective poetry.&lt;br /&gt;
I hate the self-absorbed lyrics of the accompaniment.&lt;br /&gt;
I love the reflective lyrics of the accompaniment.&lt;br /&gt;
I love the reflective lyrics.&lt;br /&gt;
The lyrics are my favorite poetry.&lt;br /&gt;
This is my favorite poetry.&lt;br /&gt;
The lyrics of the accompaniment are so embarrassing!&lt;br /&gt;
The lyrics are so embarrassing!&lt;br /&gt;
Why is there a riddle in the lyrics?  I hate riddles.&lt;br /&gt;
I hate riddles.&lt;br /&gt;
I love riddles.&lt;br /&gt;
Why is there a riddle in the lyrics of the accompaniment?  I hate riddles.&lt;br /&gt;
I love the riddle in the lyrics of the accompaniment.&lt;br /&gt;
I love the riddle in the lyrics.&lt;br /&gt;
couldn't be much worse.&lt;br /&gt;
is terrible.&lt;br /&gt;
is lousy.&lt;br /&gt;
is a waste of time.&lt;br /&gt;
is no good.&lt;br /&gt;
stinks!&lt;br /&gt;
is middling.&lt;br /&gt;
Is that supposed to be the &lt;br /&gt;
This is my favorite music.&lt;br /&gt;
The lyrics of the accompaniment are my favorite poetry.&lt;br /&gt;
This is my favorite dance.&lt;br /&gt;
The accompaniment is my favorite music.&lt;br /&gt;
makes me retch.&lt;br /&gt;
?  Awful.&lt;br /&gt;
is just bad.&lt;br /&gt;
doesn't belong here.&lt;br /&gt;
The lyrics of the accompaniment are way too serious.&lt;br /&gt;
These lyrics are too austere.&lt;br /&gt;
I love the solemn lyrics.&lt;br /&gt;
I love solemn poetry.&lt;br /&gt;
I prefer more weighty subject matter myself.&lt;br /&gt;
I love the solemn lyrics of the accompaniment.&lt;br /&gt;
Couldn't the lyrics of the accompaniment be a bit more somber?&lt;br /&gt;
These lyrics are too breezy.&lt;br /&gt;
That was a legendary hunt!&lt;br /&gt;
That was a magnificent hunt!&lt;br /&gt;
This worthy hunt has rid us of an enemy.&lt;br /&gt;
This hunt has rid us of a nuisance.&lt;br /&gt;
This magnificent hunt has saved us from a fearsome enemy!&lt;br /&gt;
This great hunt has saved us from a dangerous enemy!&lt;br /&gt;
I can't stand poetry this serious.&lt;br /&gt;
This legendary hunt has saved us from a mighty enemy!&lt;br /&gt;
I love raunchy poetry!&lt;br /&gt;
I love the ribald lyrics of the accompaniment.&lt;br /&gt;
I love the raunchy lyrics of the accompaniment!&lt;br /&gt;
I love the raunchy lyrics!&lt;br /&gt;
The lyrics are so funny!&lt;br /&gt;
This poetry is so funny!&lt;br /&gt;
This poetry is so embarrassing!&lt;br /&gt;
The lyrics of the accompaniment are so funny!&lt;br /&gt;
I love the light lyrics.&lt;br /&gt;
I love light poetry.&lt;br /&gt;
I hate this sleazy sort of poetry.&lt;br /&gt;
I love the light lyrics of the accompaniment.&lt;br /&gt;
Must the lyrics of the accompaniment be so off-putting?&lt;br /&gt;
These lyrics are simply unacceptable.&lt;br /&gt;
I love the ribald lyrics.&lt;br /&gt;
I love ribald poetry.&lt;br /&gt;
a few weeks ago&lt;br /&gt;
a month ago&lt;br /&gt;
several days ago&lt;br /&gt;
a week ago&lt;br /&gt;
not one day ago&lt;br /&gt;
a few days ago&lt;br /&gt;
not one hour ago&lt;br /&gt;
a few hours ago&lt;br /&gt;
long ago&lt;br /&gt;
long, long ago&lt;br /&gt;
several years ago&lt;br /&gt;
many years ago&lt;br /&gt;
a year ago&lt;br /&gt;
a few years ago&lt;br /&gt;
a few months ago&lt;br /&gt;
months ago&lt;br /&gt;
We are rid of an enemy.&lt;br /&gt;
We are rid of a nuisance.&lt;br /&gt;
We are saved from a fearsome enemy!&lt;br /&gt;
We are saved from a dangerous enemy!&lt;br /&gt;
That was hunter's work.&lt;br /&gt;
We are saved from a mighty enemy!&lt;br /&gt;
That was a great hunt!&lt;br /&gt;
That was a worthy hunt.&lt;br /&gt;
not a quarter hour ago&lt;br /&gt;
not a half hour ago&lt;br /&gt;
just now&lt;br /&gt;
a few minutes ago&lt;br /&gt;
in a time before time&lt;br /&gt;
in the future&lt;br /&gt;
The defenseless are safer from outlaws.&lt;br /&gt;
You have my thanks.&lt;br /&gt;
night&lt;br /&gt;
dawn&lt;br /&gt;
There is a mist outside.&lt;br /&gt;
Seems a pleasant enough &lt;br /&gt;
Look at the fog out there!&lt;br /&gt;
There is fog outside.&lt;br /&gt;
Looks like rain outside.&lt;br /&gt;
Looks to be snowing outside.&lt;br /&gt;
It is snowing.&lt;br /&gt;
Curse this fog!  I cannot see a thing.&lt;br /&gt;
What is this?  &lt;br /&gt;
It is raining.&lt;br /&gt;
 out there.&lt;br /&gt;
I wonder what the weather is like outside.&lt;br /&gt;
sunset&lt;br /&gt;
 was slain&lt;br /&gt;
by a &lt;br /&gt;
the forces&lt;br /&gt;
many foes&lt;br /&gt;
creatures&lt;br /&gt;
a member&lt;br /&gt;
I slew &lt;br /&gt;
a creature&lt;br /&gt;
Is that &lt;br /&gt;
 falling outside?&lt;br /&gt;
It is scorching hot!&lt;br /&gt;
It is freezing cold!&lt;br /&gt;
many died&lt;br /&gt;
the forces of &lt;br /&gt;
by the forces of &lt;br /&gt;
 died&lt;br /&gt;
eloquence&lt;br /&gt;
fairness&lt;br /&gt;
truth&lt;br /&gt;
cunning&lt;br /&gt;
friendship&lt;br /&gt;
power&lt;br /&gt;
loyalty&lt;br /&gt;
family&lt;br /&gt;
introspection&lt;br /&gt;
self-control&lt;br /&gt;
independence&lt;br /&gt;
stoicism&lt;br /&gt;
artwork&lt;br /&gt;
cooperation&lt;br /&gt;
decorum&lt;br /&gt;
tradition&lt;br /&gt;
It is a starless night.&lt;br /&gt;
It is hot.&lt;br /&gt;
The weather looks to be fine today.&lt;br /&gt;
The stars are bold tonight.&lt;br /&gt;
Look at those clouds!&lt;br /&gt;
The weather does not look too bad today.&lt;br /&gt;
I hope this fog lifts soon.&lt;br /&gt;
I hope this mist passes.&lt;br /&gt;
nuances&lt;br /&gt;
worthlessness&lt;br /&gt;
value&lt;br /&gt;
  And what a wind!&lt;br /&gt;
It is a nice temperature today.&lt;br /&gt;
It is cold.&lt;br /&gt;
What a wind!&lt;br /&gt;
rage&lt;br /&gt;
grim&lt;br /&gt;
grief&lt;br /&gt;
triumph&lt;br /&gt;
alarm&lt;br /&gt;
shock&lt;br /&gt;
knowledge&lt;br /&gt;
suspicion&lt;br /&gt;
vengefulness&lt;br /&gt;
terror&lt;br /&gt;
love&lt;br /&gt;
bliss&lt;br /&gt;
sadness&lt;br /&gt;
satisfaction&lt;br /&gt;
fear&lt;br /&gt;
skill&lt;br /&gt;
hard work&lt;br /&gt;
martial&lt;br /&gt;
prowess&lt;br /&gt;
merriment&lt;br /&gt;
craftsmanship&lt;br /&gt;
tranquility&lt;br /&gt;
harmony&lt;br /&gt;
nature&lt;br /&gt;
peace&lt;br /&gt;
commerce&lt;br /&gt;
romance&lt;br /&gt;
perseverance&lt;br /&gt;
leisure&lt;br /&gt;
sacrifice&lt;br /&gt;
competition&lt;br /&gt;
caring&lt;br /&gt;
confusion&lt;br /&gt;
bitterness&lt;br /&gt;
boredom&lt;br /&gt;
aversion&lt;br /&gt;
arousal&lt;br /&gt;
astonishment&lt;br /&gt;
disgust&lt;br /&gt;
dislike&lt;br /&gt;
despair&lt;br /&gt;
disappointment&lt;br /&gt;
dejection&lt;br /&gt;
delight&lt;br /&gt;
contempt&lt;br /&gt;
contentment&lt;br /&gt;
agony&lt;br /&gt;
alienation&lt;br /&gt;
agitation&lt;br /&gt;
aggravation&lt;br /&gt;
adoration&lt;br /&gt;
affection&lt;br /&gt;
acceptance&lt;br /&gt;
admiration&lt;br /&gt;
anxiety&lt;br /&gt;
apathy&lt;br /&gt;
anguish&lt;br /&gt;
annoyance&lt;br /&gt;
amusement&lt;br /&gt;
anger&lt;br /&gt;
amazement&lt;br /&gt;
ambivalence&lt;br /&gt;
happiness&lt;br /&gt;
hatred&lt;br /&gt;
grumpiness&lt;br /&gt;
guilt&lt;br /&gt;
gratitude&lt;br /&gt;
grouchiness&lt;br /&gt;
gloom&lt;br /&gt;
glumness&lt;br /&gt;
isolation&lt;br /&gt;
jolliness&lt;br /&gt;
interest&lt;br /&gt;
irritation&lt;br /&gt;
humiliation&lt;br /&gt;
insult&lt;br /&gt;
hope&lt;br /&gt;
hopelessness&lt;br /&gt;
empathy&lt;br /&gt;
emptiness&lt;br /&gt;
elation&lt;br /&gt;
embarrassment&lt;br /&gt;
distress&lt;br /&gt;
eagerness&lt;br /&gt;
dismay&lt;br /&gt;
displeasure&lt;br /&gt;
frustration&lt;br /&gt;
glee&lt;br /&gt;
fondness&lt;br /&gt;
fright&lt;br /&gt;
exhilaration&lt;br /&gt;
ferocity&lt;br /&gt;
enjoyment&lt;br /&gt;
exasperation&lt;br /&gt;
resentment&lt;br /&gt;
righteous&lt;br /&gt;
remorse&lt;br /&gt;
repentance&lt;br /&gt;
relief&lt;br /&gt;
regret&lt;br /&gt;
rapture&lt;br /&gt;
rejection&lt;br /&gt;
tenderness&lt;br /&gt;
thrill&lt;br /&gt;
shame&lt;br /&gt;
sympathy&lt;br /&gt;
pity&lt;br /&gt;
servile&lt;br /&gt;
indignation&lt;br /&gt;
self&lt;br /&gt;
mortification&lt;br /&gt;
nervousness&lt;br /&gt;
lust&lt;br /&gt;
misery&lt;br /&gt;
loathing&lt;br /&gt;
loneliness&lt;br /&gt;
joviality&lt;br /&gt;
jubilation&lt;br /&gt;
pleasure&lt;br /&gt;
pride&lt;br /&gt;
patience&lt;br /&gt;
passion&lt;br /&gt;
outrage&lt;br /&gt;
panic&lt;br /&gt;
nostalgia&lt;br /&gt;
optimism&lt;br /&gt;
I'm a true &lt;br /&gt;
Greetings&lt;br /&gt;
Hello&lt;br /&gt;
Greetings.&lt;br /&gt;
Salutations&lt;br /&gt;
([LIP])&lt;br /&gt;
([lip])&lt;br /&gt;
It is an honor.  &lt;br /&gt;
Your name precedes you.  Thank you for all that you have done.  &lt;br /&gt;
A legend?  Here?  I can scarcely believe it.  &lt;br /&gt;
I am honored to be in your presence.  &lt;br /&gt;
.  It is good to see you.&lt;br /&gt;
 is dumbstruck for a moment.&lt;br /&gt;
I thought you called yourself &lt;br /&gt;
An honor as always.  How can I be of service?&lt;br /&gt;
angst&lt;br /&gt;
defeat&lt;br /&gt;
wrath&lt;br /&gt;
zeal&lt;br /&gt;
wonder&lt;br /&gt;
worry&lt;br /&gt;
uneasiness&lt;br /&gt;
unhappiness&lt;br /&gt;
excitement&lt;br /&gt;
euphoria&lt;br /&gt;
gaiety&lt;br /&gt;
enthusiasm&lt;br /&gt;
pessimism&lt;br /&gt;
expectancy&lt;br /&gt;
doubt&lt;br /&gt;
Have you written a new poem?&lt;br /&gt;
Is it time to make music?&lt;br /&gt;
It really is a pleasure to speak with you again.&lt;br /&gt;
Do you have a story to tell?&lt;br /&gt;
I have nothing for you.&lt;br /&gt;
I value your loyalty.&lt;br /&gt;
Thank you for protecting our wisdom.&lt;br /&gt;
Don't try to throw your weight around.&lt;br /&gt;
It's good to see you have companions to travel with on your adventures.&lt;br /&gt;
I know you can handle yourself, but be careful out there.&lt;br /&gt;
Don't walk off with anything.&lt;br /&gt;
It is amazing how far you've come.  Welcome home.&lt;br /&gt;
You'll get nothing from me with your flattery.&lt;br /&gt;
Are you stalking a dangerous beast?&lt;br /&gt;
Are you still dancing?&lt;br /&gt;
Are in a foul mood?&lt;br /&gt;
It's great to have a friend like you!&lt;br /&gt;
And what exactly do you want?&lt;br /&gt;
.  Please be respectful of the materials.&lt;br /&gt;
How are you, my &lt;br /&gt;
.  What can I do for you?&lt;br /&gt;
You are welcome at &lt;br /&gt;
It is good to finally meet you!  &lt;br /&gt;
Welcome home, my child.&lt;br /&gt;
Don't let the enemy rest.&lt;br /&gt;
Are you hunting for treasure?&lt;br /&gt;
Long live the cause!&lt;br /&gt;
Thank you for keeping us safe.&lt;br /&gt;
Let's not hurt anybody.&lt;br /&gt;
Make any good deals lately?&lt;br /&gt;
Are you ready to learn?&lt;br /&gt;
Been in any good scraps today?&lt;br /&gt;
, replacing &lt;br /&gt;
  I hear &lt;br /&gt;
 became &lt;br /&gt;
ruler&lt;br /&gt;
 claimed &lt;br /&gt;
 in the name of &lt;br /&gt;
 informed &lt;br /&gt;
 that tribute would no longer be offered &lt;br /&gt;
waited out an insurrection in &lt;br /&gt;
crushed an insurrection in &lt;br /&gt;
lost &lt;br /&gt;
 after an insurrection&lt;br /&gt;
I hear that there is an insurrection against &lt;br /&gt;
I hear that &lt;br /&gt;
 has a real mean streak.&lt;br /&gt;
  Best keep your head down.&lt;br /&gt;
The sun will set soon.  Be careful that the bogeyman doesn't get you.&lt;br /&gt;
Don't travel alone at night, or the bogeyman will get you.&lt;br /&gt;
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.&lt;br /&gt;
Night is falling.  You'd better stay indoors, or the bogeyman will get you.&lt;br /&gt;
Only a hero such as yourself can travel at night.  The bogeyman would get me.&lt;br /&gt;
I know you've seen your share of adventure, but be careful or the bogeyman may get you.&lt;br /&gt;
Hopefully your friends can dissuade you from this foolishness.&lt;br /&gt;
Traveling alone in the wilds?!  You know better than that.&lt;br /&gt;
 refused an offer of peace from &lt;br /&gt;
 regarding the conflict between &lt;br /&gt;
 accepted a peace offer from &lt;br /&gt;
 to stop the conflict between &lt;br /&gt;
 refused &lt;br /&gt;
 demand of tribute from &lt;br /&gt;
 agreed to &lt;br /&gt;
 offer of tribute from &lt;br /&gt;
 just before an army&lt;br /&gt;
 led by &lt;br /&gt;
I hear that refugees calling themselves &lt;br /&gt;
 fled&lt;br /&gt;
We banded up as &lt;br /&gt;
 and escaped&lt;br /&gt;
We had to pull out of &lt;br /&gt;
 gave up on their occupation of &lt;br /&gt;
I have &lt;br /&gt;
 has &lt;br /&gt;
 was destroyed.&lt;br /&gt;
 is in &lt;br /&gt;
I heard that there was an incident.&lt;br /&gt;
was kidnapped&lt;br /&gt;
 descended upon the place.&lt;br /&gt;
I heard that &lt;br /&gt;
 after a long journey from the lands of &lt;br /&gt;
I hear that a group from &lt;br /&gt;
We founded &lt;br /&gt;
 founded &lt;br /&gt;
 reclaimed &lt;br /&gt;
 on behalf of &lt;br /&gt;
We reclaimed &lt;br /&gt;
I hear that a group calling itself &lt;br /&gt;
 moved on in search of a better future&lt;br /&gt;
 after the horrible mismanagement of &lt;br /&gt;
We formed &lt;br /&gt;
 in order to find better lives&lt;br /&gt;
This place has been conquered&lt;br /&gt;
 has been conquered&lt;br /&gt;
 left to reclaim the ruins&lt;br /&gt;
 left to found a new settlement&lt;br /&gt;
ARCH_ELEMENT&lt;br /&gt;
JUSTIFICATION&lt;br /&gt;
SPHERE&lt;br /&gt;
DEF_SPHERE&lt;br /&gt;
RACE&lt;br /&gt;
INDEF_FAMILY_RELATIONSHIP&lt;br /&gt;
ORDINAL&lt;br /&gt;
UNIT_NAME&lt;br /&gt;
WRITTEN_CONTENT&lt;br /&gt;
IDENTITY&lt;br /&gt;
BATTLEFIELD&lt;br /&gt;
INTERACTION_INSTANCE&lt;br /&gt;
ACTIVITY&lt;br /&gt;
BREED&lt;br /&gt;
SQUAD&lt;br /&gt;
FORMATION&lt;br /&gt;
something&lt;br /&gt;
CONTEXT&lt;br /&gt;
PLACE&lt;br /&gt;
the wilds&lt;br /&gt;
 does not possess &lt;br /&gt;
 (to &lt;br /&gt;
 is not in &lt;br /&gt;
I do not have &lt;br /&gt;
FAMILY_RELATIONSHIP&lt;br /&gt;
NUMBER&lt;br /&gt;
SITE&lt;br /&gt;
SUBREGION&lt;br /&gt;
HIST_FIG&lt;br /&gt;
ABSTRACT_BUILDING&lt;br /&gt;
ENTITY&lt;br /&gt;
A great beast threatens to bring ruin upon our people.&lt;br /&gt;
We have been under siege by an ancient force of nature.&lt;br /&gt;
An evil lurks within.&lt;br /&gt;
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.&lt;br /&gt;
AUDIENCE&lt;br /&gt;
A night creature has infiltrated our communities and now makes prey of us.&lt;br /&gt;
BELIEF_SYSTEM&lt;br /&gt;
SPEAKER&lt;br /&gt;
A vile monster from the bowels of the earth has been preying on our people.&lt;br /&gt;
A beast from underground has been assailing us.&lt;br /&gt;
The forces of darkness have descended upon us.&lt;br /&gt;
A terror most foul from the evil depths nigh the underworld plagues us.&lt;br /&gt;
A beast horrible beyond imagining threatens us.&lt;br /&gt;
A creature of the night has our people cowering in fear.&lt;br /&gt;
It is time to send our cursed enemy back to the underworld.&lt;br /&gt;
Our people have been tormented by a fearsome foe.&lt;br /&gt;
ARMY_CONTROLLER&lt;br /&gt;
ARMY_TRACKING_INFO&lt;br /&gt;
VEHICLE&lt;br /&gt;
ARMY&lt;br /&gt;
REGION_WEATHER&lt;br /&gt;
CREATION_ZONE&lt;br /&gt;
INCIDENT&lt;br /&gt;
CRIME&lt;br /&gt;
RHYTHM&lt;br /&gt;
OCCUPATION&lt;br /&gt;
DANCE_FORM&lt;br /&gt;
SCALE&lt;br /&gt;
POETIC_FORM&lt;br /&gt;
MUSICAL_FORM&lt;br /&gt;
CULTURAL_IDENTITY&lt;br /&gt;
AGREEMENT&lt;br /&gt;
This insidious evil is &lt;br /&gt;
Seek this place if you hunt &lt;br /&gt;
Sometimes animals just get out of control.&lt;br /&gt;
Seek this place if you wish to confront &lt;br /&gt;
Creatures grow mighty out in the wildest regions.&lt;br /&gt;
You might win fame by putting down a wild beast of great renown.&lt;br /&gt;
A lurking pest has come up from the underground.&lt;br /&gt;
At the end of the world dwell the fiercest beasts of legend.&lt;br /&gt;
A marauding warband is threatening our people.&lt;br /&gt;
Malicious outlaws have brought terror to our doorsteps.&lt;br /&gt;
 assumes a beastly form to terrorize us.&lt;br /&gt;
Our people have been pestered by skulking villains.&lt;br /&gt;
Prisoner&lt;br /&gt;
  Body corrupted beyond reckoning, &lt;br /&gt;
The creature is &lt;br /&gt;
Slave&lt;br /&gt;
Vanquishing a great beast on our behalf would bring us all much glory.&lt;br /&gt;
Mastering the forces of nature would glorify us in the eyes of the world.&lt;br /&gt;
A ferocious unnatural beast has become the bane of our people.&lt;br /&gt;
A beast from the wilds has been harassing our people.&lt;br /&gt;
A savage beast from the thick of the wilds hunts us at will.&lt;br /&gt;
A ferocious wild animal has been set on us by nature.&lt;br /&gt;
At times, creeping things slither out from below ground.&lt;br /&gt;
We are besieged by a terrifying monster from the harshest wilderness.&lt;br /&gt;
A great monster from the underground is said to have emerged from the darkness.&lt;br /&gt;
A vile beast from the caverns now walks the land.&lt;br /&gt;
A force of evil has arisen in the world.&lt;br /&gt;
Something truly horrifying has vomited itself forth from the depths of the world.&lt;br /&gt;
Terrible monstrosities live deep under the ground.&lt;br /&gt;
The world is safer for travelers when night creatures no longer stalk the darkness.&lt;br /&gt;
Demons from the underworld must not be permitted to walk freely upon the land.&lt;br /&gt;
Not far from here, a fearsome creature has made its home.&lt;br /&gt;
forgetful guard&lt;br /&gt;
I am a slave of &lt;br /&gt;
 of the &lt;br /&gt;
, as are you&lt;br /&gt;
There's absolutely nothing interesting around here.&lt;br /&gt;
I am a &lt;br /&gt;
 is marching here!&lt;br /&gt;
 is marching on &lt;br /&gt;
Can you lead me to battle and a warrior's death?&lt;br /&gt;
 is our family's ancestor.&lt;br /&gt;
I've always dreamed of seeing far-away places.&lt;br /&gt;
I would give anything to be away from here.  I can't stand the boredom!&lt;br /&gt;
But mostly I just like to drink.&lt;br /&gt;
How I long for some excitement in my life...&lt;br /&gt;
I am a prisoner of &lt;br /&gt;
Please help me to escape from this place.&lt;br /&gt;
  They have a &lt;br /&gt;
 called &lt;br /&gt;
There are foul goings-on &lt;br /&gt;
over at &lt;br /&gt;
A scheming criminal gang has eluded capture for far too long.&lt;br /&gt;
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.&lt;br /&gt;
Particular outlaws have been causing us much hardship.&lt;br /&gt;
A sprawling criminal organization has left our people living in fear.&lt;br /&gt;
has been harassing people over in &lt;br /&gt;
The army of &lt;br /&gt;
, led by &lt;br /&gt;
has been harassing people right here on the streets of &lt;br /&gt;
around here&lt;br /&gt;
A bandit gang calling itself &lt;br /&gt;
 somewhere &lt;br /&gt;
I don't know very much about it.&lt;br /&gt;
I am the &lt;br /&gt;
 have been known to hunt out there.&lt;br /&gt;
 roam freely out there.&lt;br /&gt;
Savage beasts call it their home.&lt;br /&gt;
!  It's terrifying.&lt;br /&gt;
  It is rumored that the dead rise and stalk the living!&lt;br /&gt;
That place is blessed.&lt;br /&gt;
I've defeated many fearsome opponents!&lt;br /&gt;
We are in &lt;br /&gt;
[PRO_OBJ]&lt;br /&gt;
[PRO_POS]&lt;br /&gt;
 STORKIS &lt;br /&gt;
[PRO_SUB]&lt;br /&gt;
 STRANGUS &lt;br /&gt;
 AUGIS &lt;br /&gt;
 named &lt;br /&gt;
There is a tavern there&lt;br /&gt;
]  No...  I don't want to talk about it.&lt;br /&gt;
There is a great keep there&lt;br /&gt;
The head of the family is &lt;br /&gt;
 is overcome for a moment.&lt;br /&gt;
 is the head of the family.&lt;br /&gt;
Our family's ancestor is &lt;br /&gt;
It is a place of great evil.&lt;br /&gt;
 looks around nervously and leans forward, speaking quietly.&lt;br /&gt;
 housing &lt;br /&gt;
 is there.&lt;br /&gt;
There is a library there&lt;br /&gt;
There is a tomb&lt;br /&gt;
There is a temple&lt;br /&gt;
 there&lt;br /&gt;
I've always wanted to travel the world.  Let us be off!&lt;br /&gt;
Excitement!  Adventure!  I am thrilled to join you.&lt;br /&gt;
Surely any place is better than this.  Let's set off immediately!&lt;br /&gt;
Nothing beats the open road.  Let us be off!&lt;br /&gt;
I'm not sure exactly where to look.&lt;br /&gt;
Hey...  that sounds like a great idea!&lt;br /&gt;
That's such a fantastic idea.  I can't wait to be off!&lt;br /&gt;
It's such a noble pursuit.  Let's go immediately!&lt;br /&gt;
This is a cause worthy of struggle.&lt;br /&gt;
I'm sorry.  My duty is here.&lt;br /&gt;
Take me away from here.&lt;br /&gt;
Let us leave as soon as possible.&lt;br /&gt;
I will agree to guide you if you lead me to glory and death.&lt;br /&gt;
I will agree to travel with you if you lead me to glory and death.&lt;br /&gt;
 here&lt;br /&gt;
a dark tower&lt;br /&gt;
the dungeon&lt;br /&gt;
The surrounding area is called &lt;br /&gt;
Search first in &lt;br /&gt;
  [You receive a detailed description.]&lt;br /&gt;
I've heard of a place called &lt;br /&gt;
 to the &lt;br /&gt;
hello&lt;br /&gt;
Nevermind&lt;br /&gt;
Greet listener&lt;br /&gt;
greet&lt;br /&gt;
I am unfit to brave danger with you.&lt;br /&gt;
I would...  rather not.&lt;br /&gt;
I cannot abandon my pilgrimage.&lt;br /&gt;
I cannot, for I am on an important journey.&lt;br /&gt;
Express your emotions (new menu)&lt;br /&gt;
express&lt;br /&gt;
demand&lt;br /&gt;
object&lt;br /&gt;
trouble&lt;br /&gt;
Demand an item (barter screen)&lt;br /&gt;
nevermind&lt;br /&gt;
Summarize the many troubles&lt;br /&gt;
A demonstration of your skill might convince me.&lt;br /&gt;
Keep practicing!&lt;br /&gt;
Let's spread the joy!&lt;br /&gt;
The performances will be great.&lt;br /&gt;
I'd love to travel and create art.&lt;br /&gt;
The performing arts are so important.  Let's go!&lt;br /&gt;
It would be so great to perform and make people happy.&lt;br /&gt;
I so love the performing arts.  It's time to go!&lt;br /&gt;
I have no interest in your objectives.&lt;br /&gt;
I cannot give up my quest for &lt;br /&gt;
With a band so large, what share of the glory would I have?&lt;br /&gt;
I'm sorry.  I can't go with you.&lt;br /&gt;
It is I that would lead you, but I have no need of your protection.&lt;br /&gt;
Ha!  Such enthusiasm from one such as yourself.&lt;br /&gt;
Maybe after you've improved.  Prove you have what it takes.  The life of the traveling performer is a hard one.&lt;br /&gt;
Can you manage a troupe so large?&lt;br /&gt;
rumor&lt;br /&gt;
tell&lt;br /&gt;
Bring up specific incident or rumor (new menu)&lt;br /&gt;
incident&lt;br /&gt;
directions&lt;br /&gt;
where&lt;br /&gt;
Ask for directions (new menu)&lt;br /&gt;
march&lt;br /&gt;
abduction&lt;br /&gt;
conflict&lt;br /&gt;
army&lt;br /&gt;
crime&lt;br /&gt;
fight&lt;br /&gt;
Ask about &lt;br /&gt;
death&lt;br /&gt;
favor&lt;br /&gt;
request&lt;br /&gt;
values&lt;br /&gt;
Ask favor, place request, make demand or issue order (new menu)&lt;br /&gt;
State your values (new menu)&lt;br /&gt;
state&lt;br /&gt;
feeling&lt;br /&gt;
emotion&lt;br /&gt;
Ask about somebody (new menu)&lt;br /&gt;
reputation&lt;br /&gt;
claim&lt;br /&gt;
Claim this site for yourself and &lt;br /&gt;
troupe&lt;br /&gt;
Claim this site for yourself (group naming menu)&lt;br /&gt;
order&lt;br /&gt;
Create a performance troupe together (group naming menu)&lt;br /&gt;
leave&lt;br /&gt;
Complain about the agreement&lt;br /&gt;
Cancel the agreement&lt;br /&gt;
cancel&lt;br /&gt;
follow&lt;br /&gt;
come&lt;br /&gt;
stay&lt;br /&gt;
Ask listener to follow you&lt;br /&gt;
Order listener to &lt;br /&gt;
kill &lt;br /&gt;
Tell listener that nothing has changed&lt;br /&gt;
nothing&lt;br /&gt;
journey&lt;br /&gt;
agreement&lt;br /&gt;
complain&lt;br /&gt;
Bring up the journey together&lt;br /&gt;
vermin&lt;br /&gt;
ruffian&lt;br /&gt;
bandit&lt;br /&gt;
skulking&lt;br /&gt;
beast&lt;br /&gt;
criminal&lt;br /&gt;
kidnap&lt;br /&gt;
occupation&lt;br /&gt;
Ask listener to wait here&lt;br /&gt;
wait&lt;br /&gt;
Ask for directions to &lt;br /&gt;
Ask for the whereabouts of &lt;br /&gt;
troubles&lt;br /&gt;
Request a guide to &lt;br /&gt;
treasure&lt;br /&gt;
Inquire about any troubles&lt;br /&gt;
troublemaker&lt;br /&gt;
Accuse the speaker of being a troublemaker&lt;br /&gt;
Describe the refugees created by the attack of &lt;br /&gt;
accuse&lt;br /&gt;
Summarize your views on the opposition to &lt;br /&gt;
overview&lt;br /&gt;
opposition&lt;br /&gt;
stakeholders&lt;br /&gt;
 at this location&lt;br /&gt;
writing&lt;br /&gt;
you slew &lt;br /&gt;
 (This occurred &lt;br /&gt;
Discuss the missing artifact &lt;br /&gt;
Summarize the conflict in which &lt;br /&gt;
Summarize your views on &lt;br /&gt;
artifact&lt;br /&gt;
relations&lt;br /&gt;
land&lt;br /&gt;
Go into &lt;br /&gt;
diplomacy&lt;br /&gt;
Give an order based on &lt;br /&gt;
's relationship with &lt;br /&gt;
drive the forces of &lt;br /&gt;
drive &lt;br /&gt;
other&lt;br /&gt;
rebels&lt;br /&gt;
forces&lt;br /&gt;
Summarize the local disposition of the forces of &lt;br /&gt;
patrol&lt;br /&gt;
guards&lt;br /&gt;
Summarize the hold of &lt;br /&gt;
 on its territory&lt;br /&gt;
conspiracy to slow labor&lt;br /&gt;
prohibition&lt;br /&gt;
job order violation&lt;br /&gt;
export prohibition violation&lt;br /&gt;
export&lt;br /&gt;
production&lt;br /&gt;
violation&lt;br /&gt;
conduct&lt;br /&gt;
building&lt;br /&gt;
murder&lt;br /&gt;
disorderly&lt;br /&gt;
labor&lt;br /&gt;
crime of murder&lt;br /&gt;
conspiracy&lt;br /&gt;
slow&lt;br /&gt;
 possession of &lt;br /&gt;
 refusal to give &lt;br /&gt;
the destruction of &lt;br /&gt;
 gaining of &lt;br /&gt;
 giving of &lt;br /&gt;
 placement of &lt;br /&gt;
Bring up &lt;br /&gt;
Somebody&lt;br /&gt;
Bring up the death of &lt;br /&gt;
production order violation&lt;br /&gt;
Bring up the reunion of &lt;br /&gt;
Bring up your death&lt;br /&gt;
reunited&lt;br /&gt;
Bring up your reunion with &lt;br /&gt;
rescue&lt;br /&gt;
reunion&lt;br /&gt;
presence&lt;br /&gt;
 presence&lt;br /&gt;
Spread rumor of &lt;br /&gt;
 ascension&lt;br /&gt;
succession&lt;br /&gt;
leader&lt;br /&gt;
 attack on &lt;br /&gt;
 escalated attack on &lt;br /&gt;
's offer of peace&lt;br /&gt;
's cessation of tribute to &lt;br /&gt;
's refusal of &lt;br /&gt;
's demand for tribute&lt;br /&gt;
's acceptance of &lt;br /&gt;
's offer of tribute&lt;br /&gt;
's presence&lt;br /&gt;
tribute&lt;br /&gt;
blood&lt;br /&gt;
drinking&lt;br /&gt;
robbery&lt;br /&gt;
crime of blood-drinking&lt;br /&gt;
theft&lt;br /&gt;
crime of robbery&lt;br /&gt;
destruction&lt;br /&gt;
crime of theft&lt;br /&gt;
submission&lt;br /&gt;
 demand of submission from &lt;br /&gt;
refuse&lt;br /&gt;
 refusal to identify to &lt;br /&gt;
identity&lt;br /&gt;
 self-identification to &lt;br /&gt;
give&lt;br /&gt;
name&lt;br /&gt;
founding&lt;br /&gt;
's foundation&lt;br /&gt;
reclaim&lt;br /&gt;
's reclamation&lt;br /&gt;
crushed&lt;br /&gt;
insurrection crushed&lt;br /&gt;
failure&lt;br /&gt;
failed insurrection &lt;br /&gt;
Spread rumor of your reunion with &lt;br /&gt;
Spread rumor of the reunion of &lt;br /&gt;
 toward &lt;br /&gt;
Spread rumor of the occupation of &lt;br /&gt;
 to found a site in &lt;br /&gt;
invasion&lt;br /&gt;
's march&lt;br /&gt;
 to reclaim &lt;br /&gt;
flight&lt;br /&gt;
's flight&lt;br /&gt;
's withdrawal from &lt;br /&gt;
refugees&lt;br /&gt;
's harassment&lt;br /&gt;
withdrawal&lt;br /&gt;
's claim&lt;br /&gt;
harassment&lt;br /&gt;
revolution&lt;br /&gt;
overthrow &lt;br /&gt;
Spread rumor of the &lt;br /&gt;
overthrow&lt;br /&gt;
Spread rumor of the insurrection&lt;br /&gt;
 against &lt;br /&gt;
's abandonment&lt;br /&gt;
insurrection&lt;br /&gt;
List available services&lt;br /&gt;
list&lt;br /&gt;
service&lt;br /&gt;
room&lt;br /&gt;
sell&lt;br /&gt;
Ask about available services, drinks, rooms, etc.&lt;br /&gt;
debts&lt;br /&gt;
extend&lt;br /&gt;
rent&lt;br /&gt;
Rent room for &lt;br /&gt;
Request free room&lt;br /&gt;
free &lt;br /&gt;
drink&lt;br /&gt;
Yell out service order&lt;br /&gt;
Order &lt;br /&gt;
Spread rumor of your possession of &lt;br /&gt;
's possession of &lt;br /&gt;
location&lt;br /&gt;
's presence in &lt;br /&gt;
Spread rumor of the abduction of &lt;br /&gt;
's destruction&lt;br /&gt;
 death&lt;br /&gt;
Spread rumor of your abduction&lt;br /&gt;
barter&lt;br /&gt;
deal&lt;br /&gt;
Trade or settle debts&lt;br /&gt;
trade&lt;br /&gt;
Spread rumor of your lack of possession of &lt;br /&gt;
's lack of possession of &lt;br /&gt;
absence&lt;br /&gt;
's absence from &lt;br /&gt;
permission&lt;br /&gt;
rest&lt;br /&gt;
Ask for permission to stay for a day&lt;br /&gt;
sleep&lt;br /&gt;
emotions&lt;br /&gt;
Ask about listener's family&lt;br /&gt;
Ask how listener is feeling&lt;br /&gt;
feelings&lt;br /&gt;
refusal&lt;br /&gt;
Suggest that the listener trade &lt;br /&gt;
the object&lt;br /&gt;
accept&lt;br /&gt;
stop&lt;br /&gt;
Accept that the listener will not trade &lt;br /&gt;
Ask for a cease to hostilities&lt;br /&gt;
cease&lt;br /&gt;
take&lt;br /&gt;
show&lt;br /&gt;
Exchange, give, take or show personal items&lt;br /&gt;
exchange&lt;br /&gt;
Confirm service order&lt;br /&gt;
confirm&lt;br /&gt;
Extend room rental for &lt;br /&gt;
Extend use of free room&lt;br /&gt;
profession&lt;br /&gt;
work&lt;br /&gt;
structure&lt;br /&gt;
Inquire about listener's profession&lt;br /&gt;
join&lt;br /&gt;
Ask about the structure you are in&lt;br /&gt;
offer&lt;br /&gt;
Ask listener to join you (new menu)&lt;br /&gt;
surrender&lt;br /&gt;
Welcome yourself to your new home&lt;br /&gt;
Demand that the listener yield&lt;br /&gt;
yield&lt;br /&gt;
drop&lt;br /&gt;
Demand the listener's identity&lt;br /&gt;
Demand that the listener drop &lt;br /&gt;
boast&lt;br /&gt;
transfer&lt;br /&gt;
Brag about your past violent acts&lt;br /&gt;
brag&lt;br /&gt;
Raise alarm&lt;br /&gt;
intruder&lt;br /&gt;
welcome&lt;br /&gt;
home&lt;br /&gt;
Refuse to have &lt;br /&gt;
agree&lt;br /&gt;
Agree to have &lt;br /&gt;
 accept homage from &lt;br /&gt;
suggest&lt;br /&gt;
Ask the listener for the location of &lt;br /&gt;
Offer peace between &lt;br /&gt;
Demand that &lt;br /&gt;
homage&lt;br /&gt;
Cancel tribute from &lt;br /&gt;
 pay homage to &lt;br /&gt;
Offer to have &lt;br /&gt;
Agree to make peace between &lt;br /&gt;
Refuse to make peace between &lt;br /&gt;
fled&lt;br /&gt;
Ask about the local ruler&lt;br /&gt;
Ask if anybody fled from this site&lt;br /&gt;
flee&lt;br /&gt;
groups&lt;br /&gt;
exile&lt;br /&gt;
scout&lt;br /&gt;
Ask about other groups with a stake in this site&lt;br /&gt;
encourage&lt;br /&gt;
Comment on natural surroundings&lt;br /&gt;
weather&lt;br /&gt;
Offer encouragement&lt;br /&gt;
village&lt;br /&gt;
Comment on weather&lt;br /&gt;
Ask about this site's neighbors and trade partners&lt;br /&gt;
neighbors&lt;br /&gt;
Agree to the adoption&lt;br /&gt;
Refuse the adoption&lt;br /&gt;
Accept the position&lt;br /&gt;
Refuse the position&lt;br /&gt;
adopt&lt;br /&gt;
Ask listener to adopt &lt;br /&gt;
position&lt;br /&gt;
Offer listener your position as &lt;br /&gt;
guard&lt;br /&gt;
armies&lt;br /&gt;
withdraw&lt;br /&gt;
Ask about the position of this group's forces&lt;br /&gt;
Ask how strong this group's hold over its lands is&lt;br /&gt;
hold&lt;br /&gt;
Ask listener why they are traveling&lt;br /&gt;
travel&lt;br /&gt;
return&lt;br /&gt;
Refuse to share this information&lt;br /&gt;
back&lt;br /&gt;
Return to current topic (new menu)&lt;br /&gt;
change&lt;br /&gt;
subject&lt;br /&gt;
skip&lt;br /&gt;
Change the subject (new menu)&lt;br /&gt;
Give report pertaining to service as a &lt;br /&gt;
duty&lt;br /&gt;
happened&lt;br /&gt;
Ask listener to join you and be rescued&lt;br /&gt;
Ask what happened&lt;br /&gt;
what&lt;br /&gt;
Say that you have no family&lt;br /&gt;
Say that you don't remember&lt;br /&gt;
Invoke true name to compel service from listener&lt;br /&gt;
Accuse listener of being a night creature&lt;br /&gt;
invoke&lt;br /&gt;
banish&lt;br /&gt;
area&lt;br /&gt;
Invoke true name to banish listener&lt;br /&gt;
Ask about the surrounding area&lt;br /&gt;
surroundings&lt;br /&gt;
Bypass greeting (new menu)&lt;br /&gt;
bypass&lt;br /&gt;
done&lt;br /&gt;
quit&lt;br /&gt;
goodbye&lt;br /&gt;
creature&lt;br /&gt;
Say goodbye&lt;br /&gt;
 work as &lt;br /&gt;
Refuse listener work as &lt;br /&gt;
grant&lt;br /&gt;
Grant &lt;br /&gt;
scribes&lt;br /&gt;
Grant listener work as &lt;br /&gt;
mercenaries&lt;br /&gt;
monster slayers&lt;br /&gt;
Refuse invitation to join &lt;br /&gt;
decline&lt;br /&gt;
invite&lt;br /&gt;
Accept invitation to join &lt;br /&gt;
Refuse request to join &lt;br /&gt;
Invite listener to join &lt;br /&gt;
Ask to join &lt;br /&gt;
Accept into &lt;br /&gt;
Ask to be made a &lt;br /&gt;
tavern&lt;br /&gt;
Request duty or advice pertaining to service as a &lt;br /&gt;
advice&lt;br /&gt;
praise&lt;br /&gt;
task&lt;br /&gt;
report&lt;br /&gt;
Praise listener for completing the task&lt;br /&gt;
performers&lt;br /&gt;
scholars&lt;br /&gt;
 to made &lt;br /&gt;
tavern keepers&lt;br /&gt;
slayer&lt;br /&gt;
Ask for &lt;br /&gt;
keeper&lt;br /&gt;
monster&lt;br /&gt;
 to offer condolences&lt;br /&gt;
Suggest traveling to &lt;br /&gt;
 to be &lt;br /&gt;
Suggest talking to &lt;br /&gt;
State &lt;br /&gt;
's location&lt;br /&gt;
Reply to greeting (impersonation)&lt;br /&gt;
impersonate&lt;br /&gt;
condolences&lt;br /&gt;
sorry&lt;br /&gt;
vigilant&lt;br /&gt;
Offer condolences&lt;br /&gt;
Tell listener to enjoy peace and remain vigilant&lt;br /&gt;
enjoy&lt;br /&gt;
 to find a relative&lt;br /&gt;
State that you weren't acquainted&lt;br /&gt;
Refuse request to become a &lt;br /&gt;
Accept as a &lt;br /&gt;
Refuse invitation to become a &lt;br /&gt;
Accept invitation to become a &lt;br /&gt;
kick&lt;br /&gt;
Leave &lt;br /&gt;
Kick listener out of &lt;br /&gt;
reply&lt;br /&gt;
Refuse conversation&lt;br /&gt;
Ask to be rescued&lt;br /&gt;
Reply to greeting&lt;br /&gt;
Invite listener to become a &lt;br /&gt;
Ask to become a &lt;br /&gt;
Revoke listener's status as a &lt;br /&gt;
revoke&lt;br /&gt;
State opinion that it is sad but not unexpected&lt;br /&gt;
expected&lt;br /&gt;
State opinion that this is the life for you&lt;br /&gt;
life&lt;br /&gt;
State opinion that it was inevitable&lt;br /&gt;
inevitable&lt;br /&gt;
force&lt;br /&gt;
State opinion that it is not your problem&lt;br /&gt;
outlaws&lt;br /&gt;
State that you are right in all matters&lt;br /&gt;
State that you don't know anything about it&lt;br /&gt;
State that they are outlaws&lt;br /&gt;
State opinion that it is terrifying&lt;br /&gt;
terrifying&lt;br /&gt;
State opinion that it is terrible&lt;br /&gt;
terrible&lt;br /&gt;
adventure&lt;br /&gt;
Ask listener to guide you to a location&lt;br /&gt;
entertain&lt;br /&gt;
Ask listener to join you on adventures&lt;br /&gt;
Request suggestion for course of action&lt;br /&gt;
Ask listener to join you as entertainer&lt;br /&gt;
Ask listener's course of action&lt;br /&gt;
action&lt;br /&gt;
Ask listener to join you in an insurrection&lt;br /&gt;
State opinion that it must be stopped with violent force&lt;br /&gt;
respond&lt;br /&gt;
Ask listener to join you in a rescue&lt;br /&gt;
place&lt;br /&gt;
Respond to join request&lt;br /&gt;
guide&lt;br /&gt;
site&lt;br /&gt;
Agree completely&lt;br /&gt;
State that this is fantastic&lt;br /&gt;
State that it was okay&lt;br /&gt;
okay&lt;br /&gt;
great&lt;br /&gt;
State that it was good&lt;br /&gt;
fantastic&lt;br /&gt;
State that it was great&lt;br /&gt;
favorite&lt;br /&gt;
State that this is your favorite music&lt;br /&gt;
State that this is your favorite dance&lt;br /&gt;
State that this is okay&lt;br /&gt;
State that this is no good&lt;br /&gt;
State that this is great&lt;br /&gt;
State that this is good&lt;br /&gt;
best&lt;br /&gt;
State that you don't care&lt;br /&gt;
terrific&lt;br /&gt;
State that it is for the best&lt;br /&gt;
conflicted&lt;br /&gt;
State that it is terrific&lt;br /&gt;
right&lt;br /&gt;
State that you are conflicted&lt;br /&gt;
legendary&lt;br /&gt;
State that it was fantastic&lt;br /&gt;
performing&lt;br /&gt;
State that it was legendary&lt;br /&gt;
State your general fear&lt;br /&gt;
State that you enjoyed performing&lt;br /&gt;
State your general hatred&lt;br /&gt;
hate&lt;br /&gt;
solemn&lt;br /&gt;
State that you hate solemn poems&lt;br /&gt;
State that you hate light poems&lt;br /&gt;
State that you love solemn poems&lt;br /&gt;
State that you love light poems&lt;br /&gt;
light&lt;br /&gt;
ribald&lt;br /&gt;
State that you disapprove of ribald poems&lt;br /&gt;
State that listener protected the defenseless from outlaws&lt;br /&gt;
protected&lt;br /&gt;
State that listener had a good hunt&lt;br /&gt;
State that listener saved you from an enemy&lt;br /&gt;
saved&lt;br /&gt;
enemy&lt;br /&gt;
State that listener's hunt saved you from an enemy&lt;br /&gt;
hunt&lt;br /&gt;
riddle&lt;br /&gt;
State that you hate riddles&lt;br /&gt;
State that you hate reflective poetry&lt;br /&gt;
State that you love riddles&lt;br /&gt;
State that you love reflective poetry&lt;br /&gt;
reflective&lt;br /&gt;
State that this is your favorite poetry&lt;br /&gt;
poetry&lt;br /&gt;
poems&lt;br /&gt;
State that you love ribald poems&lt;br /&gt;
State that you love raunchy poems&lt;br /&gt;
raunchy&lt;br /&gt;
State your amusement&lt;br /&gt;
funny&lt;br /&gt;
State that you are embarrassed by this kind of humor&lt;br /&gt;
humor&lt;br /&gt;
Ask listener to come to the market later&lt;br /&gt;
Remind listener of pending service&lt;br /&gt;
later&lt;br /&gt;
Ask listener to come to your store later&lt;br /&gt;
Initiate bartering&lt;br /&gt;
Ask listener to come to the trade depot later&lt;br /&gt;
Do business&lt;br /&gt;
business&lt;br /&gt;
Tell listener to try a shopkeeper&lt;br /&gt;
shopkeeper&lt;br /&gt;
Tell listener you don't work here&lt;br /&gt;
Mention services to listener&lt;br /&gt;
Tell listener both of you must be at location&lt;br /&gt;
both&lt;br /&gt;
pending&lt;br /&gt;
Tell listener that no services are available&lt;br /&gt;
comply&lt;br /&gt;
Agree to follow&lt;br /&gt;
deny&lt;br /&gt;
Comply with order&lt;br /&gt;
Grant sleep permission&lt;br /&gt;
Deny sleep permission&lt;br /&gt;
defenseless&lt;br /&gt;
oulaws&lt;br /&gt;
Ask listener to come closer&lt;br /&gt;
closer&lt;br /&gt;
refer&lt;br /&gt;
older&lt;br /&gt;
occupied&lt;br /&gt;
Refer listener to somebody older&lt;br /&gt;
Apologize for being otherwise occupied&lt;br /&gt;
apologize&lt;br /&gt;
Say something general about your emotional state or thoughts&lt;br /&gt;
thoughts&lt;br /&gt;
master&lt;br /&gt;
Ask listener to wait until you've returned home&lt;br /&gt;
Grovel before your new master&lt;br /&gt;
grovel&lt;br /&gt;
Tell the listener that they've found you&lt;br /&gt;
found&lt;br /&gt;
surprise&lt;br /&gt;
Praise for returning &lt;br /&gt;
lair&lt;br /&gt;
Express astonishment at seeing &lt;br /&gt;
Say something about your family&lt;br /&gt;
Announce that you are hunting in your lair&lt;br /&gt;
Say something about your family's ancestor&lt;br /&gt;
ancestor&lt;br /&gt;
 is dead&lt;br /&gt;
Give your opinion of &lt;br /&gt;
Profess total ignorance&lt;br /&gt;
Tell the listener that &lt;br /&gt;
Recommend &lt;br /&gt;
 as a guide&lt;br /&gt;
Tell listener about &lt;br /&gt;
Provide directions to &lt;br /&gt;
Say something about this site's trade partners&lt;br /&gt;
Say something about the local area&lt;br /&gt;
Explain your current journey&lt;br /&gt;
explain&lt;br /&gt;
Provide the location of &lt;br /&gt;
Provide the whereabouts of &lt;br /&gt;
opinion&lt;br /&gt;
Provide the location of specific place&lt;br /&gt;
dismissal&lt;br /&gt;
Press the argument&lt;br /&gt;
flattery&lt;br /&gt;
Express outrage over dismissal&lt;br /&gt;
Deride flattery&lt;br /&gt;
deride&lt;br /&gt;
Flatter the listener&lt;br /&gt;
flatter&lt;br /&gt;
dismiss&lt;br /&gt;
Respond passively&lt;br /&gt;
Dismiss the listener's argument&lt;br /&gt;
argument&lt;br /&gt;
Agree to drop the argument&lt;br /&gt;
press&lt;br /&gt;
argue&lt;br /&gt;
Yield&lt;br /&gt;
Agree to cease hostilities&lt;br /&gt;
hawk&lt;br /&gt;
Yield in terror&lt;br /&gt;
prophesize&lt;br /&gt;
Hawk your wares&lt;br /&gt;
Prophesize&lt;br /&gt;
prophecy&lt;br /&gt;
Acquiesce (changes your values)&lt;br /&gt;
acquiesce&lt;br /&gt;
 (not your values)&lt;br /&gt;
Argue &lt;br /&gt;
Refuse to comply with demand&lt;br /&gt;
Refuse to yield&lt;br /&gt;
Refuse to cease hostilities&lt;br /&gt;
Agree to comply with demand&lt;br /&gt;
Fail the struggle against great despair&lt;br /&gt;
Fail the struggle against great dismay&lt;br /&gt;
Fail the struggle against great agony&lt;br /&gt;
Fail the struggle against great anguish&lt;br /&gt;
Fail the struggle against great sadness&lt;br /&gt;
Fail the struggle against great terror&lt;br /&gt;
Fail the struggle against great rage&lt;br /&gt;
Fail the struggle against great fear&lt;br /&gt;
State feelings of great suspicion&lt;br /&gt;
Verbally struggle against great alarm&lt;br /&gt;
Fail the internal struggle, completely shaken&lt;br /&gt;
Fail the struggle against existential crisis&lt;br /&gt;
Fail the struggle against great misery&lt;br /&gt;
Fail the struggle against great mortification&lt;br /&gt;
Fail the struggle against great distress&lt;br /&gt;
Fail the struggle against great fright&lt;br /&gt;
Announce your night creature status&lt;br /&gt;
announce&lt;br /&gt;
Say something about your profession&lt;br /&gt;
State intention to flee conflict&lt;br /&gt;
State your age emphatically&lt;br /&gt;
Make terrified outburst regarding fleeing conflict&lt;br /&gt;
outburst&lt;br /&gt;
Fail the struggle against great horror&lt;br /&gt;
Fail the struggle against great grief&lt;br /&gt;
fail&lt;br /&gt;
Fail the struggle against great shock&lt;br /&gt;
failed to load conflict report incident&lt;br /&gt;
Fail the struggle against great alarm&lt;br /&gt;
State your incredulity&lt;br /&gt;
incredulity&lt;br /&gt;
Verbally struggle against great misery&lt;br /&gt;
Verbally struggle against great mortification&lt;br /&gt;
Verbally struggle against great distress&lt;br /&gt;
Verbally struggle against great fright&lt;br /&gt;
Verbally struggle against great despair&lt;br /&gt;
Verbally struggle against great dismay&lt;br /&gt;
Verbally struggle against great agony&lt;br /&gt;
Verbally struggle against great anguish&lt;br /&gt;
State feelings of great amazement&lt;br /&gt;
State feelings of great ambivalence&lt;br /&gt;
State feelings of great aggravation&lt;br /&gt;
State feelings of great alienation&lt;br /&gt;
State feelings of great admiration&lt;br /&gt;
State feelings of great agitation&lt;br /&gt;
Verbally struggle, greatly shaken&lt;br /&gt;
State feelings of great acceptance&lt;br /&gt;
Verbally struggle against great fear&lt;br /&gt;
Verbally struggle against great sadness&lt;br /&gt;
State feelings of great triumph&lt;br /&gt;
State feelings of great grim satisfaction&lt;br /&gt;
Verbally struggle against great horror&lt;br /&gt;
Verbally struggle against great grief&lt;br /&gt;
struggle&lt;br /&gt;
Verbally struggle against great shock&lt;br /&gt;
State feelings of great vengefulness&lt;br /&gt;
Verbally struggle against great terror&lt;br /&gt;
State feelings of great gaiety&lt;br /&gt;
State feelings of great joy&lt;br /&gt;
State feelings of great bliss&lt;br /&gt;
State feelings of great excitement&lt;br /&gt;
State feelings of great satisfaction&lt;br /&gt;
State feelings of great love&lt;br /&gt;
State feelings of great emptiness&lt;br /&gt;
State feelings of great exasperation&lt;br /&gt;
State feelings of great embarrassment&lt;br /&gt;
State feelings of great empathy&lt;br /&gt;
State feelings of great displeasure&lt;br /&gt;
State feelings of great eagerness&lt;br /&gt;
State feelings of great disillusionment&lt;br /&gt;
State feelings of great dislike&lt;br /&gt;
State feelings of great grumpiness&lt;br /&gt;
State feelings of great guilt&lt;br /&gt;
State feelings of great gratitude&lt;br /&gt;
State feelings of great grouchiness&lt;br /&gt;
State feelings of great gloom&lt;br /&gt;
State feelings of great glumness&lt;br /&gt;
State feelings of great ferocity&lt;br /&gt;
State feelings of great frustration&lt;br /&gt;
State feelings of great aversion&lt;br /&gt;
State feelings of great awe&lt;br /&gt;
State feelings of great arousal&lt;br /&gt;
State feelings of great astonishment&lt;br /&gt;
State feelings of great anxiety&lt;br /&gt;
State feelings of great apathy&lt;br /&gt;
State feelings of great anger&lt;br /&gt;
State feelings of great annoyance&lt;br /&gt;
State feelings of great disappointment&lt;br /&gt;
State feelings of great disgust&lt;br /&gt;
State feelings of great contempt&lt;br /&gt;
State feelings of great dejection&lt;br /&gt;
State feelings of great caring&lt;br /&gt;
State feelings of great confusion&lt;br /&gt;
State feelings of great bitterness&lt;br /&gt;
State feelings of great boredom&lt;br /&gt;
State feelings of great repentance&lt;br /&gt;
State feelings of great resentment&lt;br /&gt;
State feelings of great regret&lt;br /&gt;
State feelings of great remorse&lt;br /&gt;
State feelings of great rejection&lt;br /&gt;
State feelings of great relief&lt;br /&gt;
State feelings of great patience&lt;br /&gt;
State feelings of great passion&lt;br /&gt;
State feelings of great tenderness&lt;br /&gt;
State feelings of great uneasiness&lt;br /&gt;
State feelings of great shame&lt;br /&gt;
State feelings of great sympathy&lt;br /&gt;
State feelings of great self-pity&lt;br /&gt;
State feelings of great servility&lt;br /&gt;
State feelings of great restlessness&lt;br /&gt;
State feelings of great righteous indignation&lt;br /&gt;
State feelings of great irritation&lt;br /&gt;
State feelings of great isolation&lt;br /&gt;
State feelings of great insult&lt;br /&gt;
State feelings of great interest&lt;br /&gt;
State feelings of great hopelessness&lt;br /&gt;
State feelings of great humiliation&lt;br /&gt;
State feelings of great hatred&lt;br /&gt;
State feelings of great hope&lt;br /&gt;
State feelings of great outrage&lt;br /&gt;
State feelings of great panic&lt;br /&gt;
State feelings of great nostalgia&lt;br /&gt;
State feelings of great optimism&lt;br /&gt;
State feelings of great lust&lt;br /&gt;
State feelings of great nervousness&lt;br /&gt;
State feelings of great loathing&lt;br /&gt;
State feelings of great loneliness&lt;br /&gt;
State feelings, greatly enraptured&lt;br /&gt;
State feelings, greatly thrilled&lt;br /&gt;
State feelings of great pleasure&lt;br /&gt;
State feelings of great pride&lt;br /&gt;
State feelings of great joviality&lt;br /&gt;
State feelings of great jubilation&lt;br /&gt;
State feelings of great happiness&lt;br /&gt;
State feelings of great jolliness&lt;br /&gt;
State feelings of great euphoria&lt;br /&gt;
State feelings of suspicion&lt;br /&gt;
State feelings of great enthusiasm&lt;br /&gt;
Verbally struggle against great pessimism&lt;br /&gt;
State feelings, greatly expectant&lt;br /&gt;
Verbally struggle against great doubt&lt;br /&gt;
Verbally struggle against looming existential crisis&lt;br /&gt;
Verbally struggle, greatly defeated&lt;br /&gt;
State feelings of great affection&lt;br /&gt;
State feelings of great amusement&lt;br /&gt;
State feelings of great zeal&lt;br /&gt;
State feelings of great adoration&lt;br /&gt;
State feelings of great worry&lt;br /&gt;
State feelings of great wrath&lt;br /&gt;
State feelings of great unhappiness&lt;br /&gt;
State feelings of great wonder&lt;br /&gt;
State feelings of great freedom&lt;br /&gt;
State feelings of great flee&lt;br /&gt;
State feelings of great exhilaration&lt;br /&gt;
State feelings of great fondness&lt;br /&gt;
State feelings of great elation&lt;br /&gt;
State feelings of great enjoyment&lt;br /&gt;
State feelings of great contentment&lt;br /&gt;
State feelings of great delight&lt;br /&gt;
Verbally struggle against fright&lt;br /&gt;
Verbally struggle against misery&lt;br /&gt;
Verbally struggle against dismay&lt;br /&gt;
Verbally struggle against distress&lt;br /&gt;
Verbally struggle against anguish&lt;br /&gt;
Verbally struggle against despair&lt;br /&gt;
Verbally struggle against terror&lt;br /&gt;
Verbally struggle against agony&lt;br /&gt;
State feelings of alienation&lt;br /&gt;
State feelings of amazement&lt;br /&gt;
State feelings of agitation&lt;br /&gt;
State feelings of aggravation&lt;br /&gt;
State feelings of acceptance&lt;br /&gt;
State feelings of admiration&lt;br /&gt;
Verbally struggle against mortification&lt;br /&gt;
Verbally struggle, shaken&lt;br /&gt;
State feelings of grim satisfaction&lt;br /&gt;
Verbally struggle against fear&lt;br /&gt;
State feelings of triumph&lt;br /&gt;
Verbally struggle against rage&lt;br /&gt;
Verbally struggle against horror&lt;br /&gt;
Verbally struggle against grief&lt;br /&gt;
Verbally struggle against alarm&lt;br /&gt;
Verbally struggle against shock&lt;br /&gt;
State feelings of joy&lt;br /&gt;
State feelings of vengefulness&lt;br /&gt;
State feelings of excitement&lt;br /&gt;
State feelings of gaiety&lt;br /&gt;
State feelings of love&lt;br /&gt;
State feelings of bliss&lt;br /&gt;
Verbally struggle against sadness&lt;br /&gt;
State feelings of satisfaction&lt;br /&gt;
State feelings of empathy&lt;br /&gt;
State feelings of emptiness&lt;br /&gt;
State feelings of eagerness&lt;br /&gt;
State feelings of embarassment&lt;br /&gt;
State feelings of dislike&lt;br /&gt;
State feelings of displeasure&lt;br /&gt;
State feelings of disgust&lt;br /&gt;
State feelings of disillusionment&lt;br /&gt;
State feelings of grouchiness&lt;br /&gt;
State feelings of grumpiness&lt;br /&gt;
State feelings of glumness&lt;br /&gt;
State feelings of gratitude&lt;br /&gt;
State feelings of frustration&lt;br /&gt;
State feelings of gloom&lt;br /&gt;
State feelings of exasperation&lt;br /&gt;
State feelings of ferocity&lt;br /&gt;
State feelings of astonishment&lt;br /&gt;
State feelings of aversion&lt;br /&gt;
State feelings of apathy&lt;br /&gt;
State feelings of arousal&lt;br /&gt;
State feelings of annoyance&lt;br /&gt;
State feelings of anxiety&lt;br /&gt;
State feelings of ambivalence&lt;br /&gt;
State feelings of anger&lt;br /&gt;
State feelings of dejection&lt;br /&gt;
State feelings of disappointment&lt;br /&gt;
State feelings of confusion&lt;br /&gt;
State feelings of contempt&lt;br /&gt;
State feelings of boredom&lt;br /&gt;
State feelings of caring&lt;br /&gt;
State feelings of awe&lt;br /&gt;
State feelings of bitterness&lt;br /&gt;
State feelings of remorse&lt;br /&gt;
State feelings of repentance&lt;br /&gt;
State feelings of relief&lt;br /&gt;
State feelings of regret&lt;br /&gt;
State feelings of passion&lt;br /&gt;
State feelings of rejection&lt;br /&gt;
State feelings of panic&lt;br /&gt;
State feelings of patience&lt;br /&gt;
State feelings of sympathy&lt;br /&gt;
State feelings of tenderness&lt;br /&gt;
State feelings of servility&lt;br /&gt;
State feelings of shame&lt;br /&gt;
State feelings of righteous indignation&lt;br /&gt;
State feelings of self-pity&lt;br /&gt;
State feelings of resentment&lt;br /&gt;
State feelings of restlessness&lt;br /&gt;
State feelings of interest&lt;br /&gt;
State feelings of irritation&lt;br /&gt;
State feelings of humiliation&lt;br /&gt;
State feelings of insult&lt;br /&gt;
State feelings of hope&lt;br /&gt;
State feelings of hopelessness&lt;br /&gt;
State feelings of guilt&lt;br /&gt;
State feelings of hatred&lt;br /&gt;
State feelings of optimism&lt;br /&gt;
State feelings of outrage&lt;br /&gt;
State feelings of nervousness&lt;br /&gt;
State feelings of nostalgia&lt;br /&gt;
State feelings of loneliness&lt;br /&gt;
State feelings of lust&lt;br /&gt;
State feelings of isolation&lt;br /&gt;
State feelings of loathing&lt;br /&gt;
State feelings of pride&lt;br /&gt;
State feelings, enraptured&lt;br /&gt;
State feelings of jubilation&lt;br /&gt;
State feelings of pleasure&lt;br /&gt;
State feelings of jolliness&lt;br /&gt;
State feelings of joviality&lt;br /&gt;
State feelings of glee&lt;br /&gt;
State feelings of happiness&lt;br /&gt;
Verbally struggle against pessimism&lt;br /&gt;
State feelings of euphoria&lt;br /&gt;
Verbally struggle against doubt&lt;br /&gt;
State feelings of enthusiasm&lt;br /&gt;
Verbally struggle, defeated&lt;br /&gt;
State feelings, expectant&lt;br /&gt;
State feelings, thrilled&lt;br /&gt;
Verbally struggle against existential crisis&lt;br /&gt;
State feelings of adoration&lt;br /&gt;
State feelings of affection&lt;br /&gt;
State feelings of wrath&lt;br /&gt;
State feelings of zeal&lt;br /&gt;
State feelings of wonder&lt;br /&gt;
State feelings of worry&lt;br /&gt;
State feelings of uneasiness&lt;br /&gt;
State feelings of unhappiness&lt;br /&gt;
State feelings of fondness&lt;br /&gt;
State feelings of freedom&lt;br /&gt;
State feelings of enjoyment&lt;br /&gt;
State feelings of exhilaration&lt;br /&gt;
State feelings of delight&lt;br /&gt;
State feelings of elation&lt;br /&gt;
State feelings of amusement&lt;br /&gt;
State feelings of contentment&lt;br /&gt;
Dismiss minor feeling of distress&lt;br /&gt;
Dismiss minor feeling of fright&lt;br /&gt;
Dismiss minor feeling of despair&lt;br /&gt;
Dismiss minor feeling of dismay&lt;br /&gt;
Dismiss minor feeling of agony&lt;br /&gt;
Dismiss minor feeling of anguish&lt;br /&gt;
State minor feeling of vengefulness&lt;br /&gt;
Dismiss minor feeling of terror&lt;br /&gt;
State minor feeling of aggravation&lt;br /&gt;
State minor feeling of alienation&lt;br /&gt;
State minor feeling of admiration&lt;br /&gt;
State minor feeling of agitation&lt;br /&gt;
Dismiss minor feeling of being shaken&lt;br /&gt;
State minor feeling of acceptance&lt;br /&gt;
Dismiss minor feeling of misery&lt;br /&gt;
Dismiss minor feeling of mortification&lt;br /&gt;
Dismiss minor feeling of rage&lt;br /&gt;
State minor feeling of grim satisfaction&lt;br /&gt;
Dismiss minor feeling of grief&lt;br /&gt;
State minor feeling of triumph&lt;br /&gt;
Dismiss minor feeling of shock&lt;br /&gt;
Dismiss minor feeling of horror&lt;br /&gt;
State minor feeling of suspicion&lt;br /&gt;
Dismiss minor feeling of alarm&lt;br /&gt;
State minor feeling of gaiety&lt;br /&gt;
State minor feeling of joy&lt;br /&gt;
State minor feeling of bliss&lt;br /&gt;
State minor feeling of excitement&lt;br /&gt;
State minor feeling of satisfaction&lt;br /&gt;
State minor feeling of love&lt;br /&gt;
Dismiss minor feeling of fear&lt;br /&gt;
Dismiss minor feeling of sadness&lt;br /&gt;
State minor feeling of embarrassment&lt;br /&gt;
State minor feeling of empathy&lt;br /&gt;
State minor feeling of displeasure&lt;br /&gt;
State minor feeling of eagerness&lt;br /&gt;
State minor feeling of disillusionment&lt;br /&gt;
State minor feeling of dislike&lt;br /&gt;
State minor feeling of disappointment&lt;br /&gt;
State minor feeling of disgust&lt;br /&gt;
State minor feeling of gratitude&lt;br /&gt;
State minor feeling of grouchiness&lt;br /&gt;
State minor feeling of gloom&lt;br /&gt;
State minor feeling of glumness&lt;br /&gt;
State minor feeling of ferocity&lt;br /&gt;
State minor feeling of frustration&lt;br /&gt;
State minor feeling of emptiness&lt;br /&gt;
State minor feeling of exasperation&lt;br /&gt;
State minor feeling of arousal&lt;br /&gt;
State minor feeling of astonishment&lt;br /&gt;
State minor feeling of anxiety&lt;br /&gt;
State minor feeling of apathy&lt;br /&gt;
State minor feeling of anger&lt;br /&gt;
State minor feeling of annoyance&lt;br /&gt;
State minor feeling of amazement&lt;br /&gt;
State minor feeling of ambivalence&lt;br /&gt;
State minor feeling of contempt&lt;br /&gt;
State minor feeling of dejection&lt;br /&gt;
State minor feeling of caring&lt;br /&gt;
State minor feeling of confusion&lt;br /&gt;
State minor feeling of bitterness&lt;br /&gt;
State minor feeling of boredom&lt;br /&gt;
State minor feeling of aversion&lt;br /&gt;
State minor feeling of awe&lt;br /&gt;
State minor feeling of regret&lt;br /&gt;
State minor feeling of remorse&lt;br /&gt;
State minor feeling of rejection&lt;br /&gt;
State minor feeling of relief&lt;br /&gt;
State minor feeling of patience&lt;br /&gt;
State minor feeling of passion&lt;br /&gt;
State minor feeling of outrage&lt;br /&gt;
State minor feeling of panic&lt;br /&gt;
State minor feeling of shame&lt;br /&gt;
State minor feeling of sympathy&lt;br /&gt;
State minor feeling of self-pity&lt;br /&gt;
State minor feeling of servility&lt;br /&gt;
State minor feeling of restlessness&lt;br /&gt;
State minor feeling of righteous indignation&lt;br /&gt;
State minor feeling of repentance&lt;br /&gt;
State minor feeling of resentment&lt;br /&gt;
State minor feeling of insult&lt;br /&gt;
State minor feeling of interest&lt;br /&gt;
State minor feeling of hopelessness&lt;br /&gt;
State minor feeling of humiliation&lt;br /&gt;
State minor feeling of hatred&lt;br /&gt;
State minor feeling of hope&lt;br /&gt;
State minor feeling of grumpiness&lt;br /&gt;
State minor feeling of guilt&lt;br /&gt;
State minor feeling of nostalgia&lt;br /&gt;
State minor feeling of optimism&lt;br /&gt;
State minor feeling of lust&lt;br /&gt;
State minor feeling of nervousness&lt;br /&gt;
State minor feeling of loathing&lt;br /&gt;
State minor feeling of loneliness&lt;br /&gt;
State minor feeling of irritation&lt;br /&gt;
State minor feeling of isolation&lt;br /&gt;
State minor feeling of pleasure&lt;br /&gt;
State minor feeling of pride&lt;br /&gt;
State minor feeling of joviality&lt;br /&gt;
State minor feeling of jubilation&lt;br /&gt;
State minor feeling of happiness&lt;br /&gt;
State minor feeling of jolliness&lt;br /&gt;
State minor feeling of freedom&lt;br /&gt;
State minor feeling of glee&lt;br /&gt;
State minor feeling of enthusiasm&lt;br /&gt;
Dismiss minor feeling of pessimism&lt;br /&gt;
State feelings, somewhat expectant&lt;br /&gt;
Dismiss minor doubts&lt;br /&gt;
Dismiss minor existential crisis&lt;br /&gt;
Dismiss minor feeling of defeat&lt;br /&gt;
State feelings, somewhat enraptured&lt;br /&gt;
State feelings, somewhat thrilled&lt;br /&gt;
State minor feeling of zeal&lt;br /&gt;
State minor feeling of adoration&lt;br /&gt;
State minor feeling of worry&lt;br /&gt;
State minor feeling of wrath&lt;br /&gt;
State minor feeling of unhappiness&lt;br /&gt;
State minor feeling of wonder&lt;br /&gt;
State minor feeling of tenderness&lt;br /&gt;
State minor feeling of uneasiness&lt;br /&gt;
State minor feeling of exhilaration&lt;br /&gt;
State minor feeling of fondness&lt;br /&gt;
State minor feeling of elation&lt;br /&gt;
State minor feeling of enjoyment&lt;br /&gt;
State minor feeling of contentment&lt;br /&gt;
State minor feeling of delight&lt;br /&gt;
State minor feeling of affection&lt;br /&gt;
State minor feeling of amusement&lt;br /&gt;
Acknowledge lack of dismay&lt;br /&gt;
Acknowledge lack of distress&lt;br /&gt;
Acknowledge lack of anguish&lt;br /&gt;
Acknowledge lack of despair&lt;br /&gt;
Acknowledge lack of terror&lt;br /&gt;
Acknowledge lack of agony&lt;br /&gt;
Acknowledge lack of joy&lt;br /&gt;
Acknowledge lack of vengefulness&lt;br /&gt;
Acknowledge lack of agitation&lt;br /&gt;
Acknowledge lack of aggravation&lt;br /&gt;
Acknowledge lack of acceptance&lt;br /&gt;
Acknowledge lack of admiration&lt;br /&gt;
Acknowledge lack of mortification&lt;br /&gt;
Acknowledge lack of being shaken&lt;br /&gt;
Acknowledge lack of fright&lt;br /&gt;
Acknowledge lack of misery&lt;br /&gt;
Acknowledge lack of triumph&lt;br /&gt;
Acknowledge lack of rage&lt;br /&gt;
Acknowledge lack of horror&lt;br /&gt;
Acknowledge lack of grief&lt;br /&gt;
Acknowledge lack of alarm&lt;br /&gt;
Acknowledge lack of shock&lt;br /&gt;
State minor feeling of euphoria&lt;br /&gt;
Acknowledge lack of suspicion&lt;br /&gt;
Acknowledge lack of excitement&lt;br /&gt;
Acknowledge lack of gaiety&lt;br /&gt;
Acknowledge lack of love&lt;br /&gt;
Acknowledge lack of bliss&lt;br /&gt;
Acknowledge lack of sadness&lt;br /&gt;
Acknowledge lack of satisfaction&lt;br /&gt;
Acknowledge lack of grim satisfaction&lt;br /&gt;
Acknowledge lack of fear&lt;br /&gt;
Acknowledge lack of eagerness&lt;br /&gt;
Acknowledge lack of embarrassment&lt;br /&gt;
Acknowledge lack of dislike&lt;br /&gt;
Acknowledge lack of displeasure&lt;br /&gt;
Acknowledge lack of disgust&lt;br /&gt;
Acknowledge lack of disillusionment&lt;br /&gt;
Acknowledge lack of dejection&lt;br /&gt;
Acknowledge lack of disappointment&lt;br /&gt;
Acknowledge lack of glumness&lt;br /&gt;
Acknowledge lack of gratitude&lt;br /&gt;
Acknowledge lack of frustration&lt;br /&gt;
Acknowledge lack of gloom&lt;br /&gt;
Acknowledge lack of exasperation&lt;br /&gt;
Acknowledge lack of ferocity&lt;br /&gt;
Acknowledge lack of empathy&lt;br /&gt;
Acknowledge lack of emptiness&lt;br /&gt;
Acknowledge lack of apathy&lt;br /&gt;
Acknowledge lack of arousal&lt;br /&gt;
Acknowledge lack of annoyance&lt;br /&gt;
Acknowledge lack of anxiety&lt;br /&gt;
Acknowledge lack of ambivalence&lt;br /&gt;
Acknowledge lack of anger&lt;br /&gt;
Acknowledge lack of alienation&lt;br /&gt;
Acknowledge lack of amazement&lt;br /&gt;
Acknowledge lack of confusion&lt;br /&gt;
Acknowledge lack of contempt&lt;br /&gt;
Acknowledge lack of boredom&lt;br /&gt;
Acknowledge lack of caring&lt;br /&gt;
Acknowledge lack of awe&lt;br /&gt;
Acknowledge lack of bitterness&lt;br /&gt;
Acknowledge lack of astonishment&lt;br /&gt;
Acknowledge lack of aversion&lt;br /&gt;
Acknowledge lack of relief&lt;br /&gt;
Acknowledge lack of regret&lt;br /&gt;
Acknowledge lack of passion&lt;br /&gt;
Acknowledge lack of rejection&lt;br /&gt;
Acknowledge lack of panic&lt;br /&gt;
Acknowledge lack of patience&lt;br /&gt;
Acknowledge lack of optimism&lt;br /&gt;
Acknowledge lack of outrage&lt;br /&gt;
Acknowledge lack of servility&lt;br /&gt;
Acknowledge lack of shame&lt;br /&gt;
Acknowledge lack of righteous indignation&lt;br /&gt;
Acknowledge lack of self-pity&lt;br /&gt;
Acknowledge lack of resentment&lt;br /&gt;
Acknowledge lack of restlessness&lt;br /&gt;
Acknowledge lack of remorse&lt;br /&gt;
Acknowledge lack of repentance&lt;br /&gt;
Acknowledge lack of humiliation&lt;br /&gt;
Acknowledge lack of insult&lt;br /&gt;
Acknowledge lack of hope&lt;br /&gt;
Acknowledge lack of hopelessness&lt;br /&gt;
Acknowledge lack of guilt&lt;br /&gt;
Acknowledge lack of hatred&lt;br /&gt;
Acknowledge lack of grouchiness&lt;br /&gt;
Acknowledge lack of grumpiness&lt;br /&gt;
Acknowledge lack of nervousness&lt;br /&gt;
Acknowledge lack of nostalgia&lt;br /&gt;
Acknowledge lack of loneliness&lt;br /&gt;
Acknowledge lack of lust&lt;br /&gt;
Acknowledge lack of isolation&lt;br /&gt;
Acknowledge lack of loathing&lt;br /&gt;
Acknowledge lack of interest&lt;br /&gt;
Acknowledge lack of irritation&lt;br /&gt;
Acknowledge lack of jubilation&lt;br /&gt;
Acknowledge lack of pleasure&lt;br /&gt;
Acknowledge lack of jolliness&lt;br /&gt;
Acknowledge lack of joviality&lt;br /&gt;
Acknowledge lack of glee&lt;br /&gt;
Acknowledge lack of happiness&lt;br /&gt;
Acknowledge lack of fondness&lt;br /&gt;
Acknowledge lack of freedom&lt;br /&gt;
Acknowledge lack of doubt&lt;br /&gt;
Acknowledge lack of enthusiasm&lt;br /&gt;
Acknowledge lack of defeat&lt;br /&gt;
Acknowledge lack of expectancy&lt;br /&gt;
Acknowledge lack of a thrill&lt;br /&gt;
Acknowledge lack of existential crisis&lt;br /&gt;
Acknowledge lack of pride&lt;br /&gt;
Acknowledge lack of rapture&lt;br /&gt;
Acknowledge lack of wrath&lt;br /&gt;
Acknowledge lack of zeal&lt;br /&gt;
Acknowledge lack of wonder&lt;br /&gt;
Acknowledge lack of worry&lt;br /&gt;
Acknowledge lack of uneasiness&lt;br /&gt;
Acknowledge lack of unhappiness&lt;br /&gt;
Acknowledge lack of sympathy&lt;br /&gt;
Acknowledge lack of tenderness&lt;br /&gt;
Acknowledge lack of enjoyment&lt;br /&gt;
Acknowledge lack of exhilaration&lt;br /&gt;
Acknowledge lack of delight&lt;br /&gt;
Acknowledge lack of elation&lt;br /&gt;
Acknowledge lack of amusement&lt;br /&gt;
Acknowledge lack of contentment&lt;br /&gt;
Acknowledge lack of adoration&lt;br /&gt;
Acknowledge lack of affection&lt;br /&gt;
Acknowledge lack of pessimism&lt;br /&gt;
Acknowledge lack of euphoria&lt;br /&gt;
FLIER&lt;br /&gt;
PACK_ANIMAL&lt;br /&gt;
WAGON_PULLER&lt;br /&gt;
COMMON_DOMESTIC&lt;br /&gt;
NO_SLEEP&lt;br /&gt;
NO_UNIT_TYPE_COLOR&lt;br /&gt;
NO_DRINK&lt;br /&gt;
NO_EAT&lt;br /&gt;
TRAINABLE_HUNTING&lt;br /&gt;
TRAINABLE&lt;br /&gt;
PET_EXOTIC&lt;br /&gt;
OUTSIDER_CONTROLLABLE&lt;br /&gt;
LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
STRANGE_MOODS&lt;br /&gt;
CASTE_COLOR&lt;br /&gt;
CASTE_NAME&lt;br /&gt;
PLANT&lt;br /&gt;
SPECIFIC_FOOD&lt;br /&gt;
REMAINS&lt;br /&gt;
remains&lt;br /&gt;
SMALL_REMAINS&lt;br /&gt;
BENIGN&lt;br /&gt;
CANNOT_UNDEAD&lt;br /&gt;
NOT_LIVING&lt;br /&gt;
VERMIN_MICRO&lt;br /&gt;
LIGHT_GEN&lt;br /&gt;
IMMOBILE_LAND&lt;br /&gt;
IMMOBILE&lt;br /&gt;
REMAINS_COLOR&lt;br /&gt;
CASTE_GLOWCOLOR&lt;br /&gt;
LAYERS_SLOW&lt;br /&gt;
NO_BUILD_UP&lt;br /&gt;
GAIT&lt;br /&gt;
CHANGE_BODY_SIZE_PERC&lt;br /&gt;
GRAVITATE_BODY_SIZE&lt;br /&gt;
BODY_SIZE&lt;br /&gt;
PETVALUE_DIVISOR&lt;br /&gt;
PETVALUE&lt;br /&gt;
CRAWL&lt;br /&gt;
SWIM&lt;br /&gt;
WALK&lt;br /&gt;
Unknown GAIT flag &lt;br /&gt;
STEALTH_SLOWS&lt;br /&gt;
AGILITY&lt;br /&gt;
STRENGTH&lt;br /&gt;
FIREIMMUNE_SUPER&lt;br /&gt;
FIREIMMUNE&lt;br /&gt;
MAGMA_VISION&lt;br /&gt;
MULTIPLE_LITTER_RARE&lt;br /&gt;
WEBIMMUNE&lt;br /&gt;
THICKWEB&lt;br /&gt;
WEBBER&lt;br /&gt;
TRAINABLE_WAR&lt;br /&gt;
DESCRIPTION&lt;br /&gt;
GNAWER&lt;br /&gt;
MAXAGE&lt;br /&gt;
LITTERSIZE&lt;br /&gt;
ORIENTATION&lt;br /&gt;
NO_GENDER&lt;br /&gt;
MALE&lt;br /&gt;
FEMALE&lt;br /&gt;
EXERTION&lt;br /&gt;
EXTREME_EMOTION&lt;br /&gt;
CONTINUOUS&lt;br /&gt;
SECRETION&lt;br /&gt;
BLOOD&lt;br /&gt;
TEST_ALL&lt;br /&gt;
HABIT_NUM&lt;br /&gt;
MILKABLE&lt;br /&gt;
EXTRACT&lt;br /&gt;
CASTE_SOLDIER_ALTTILE&lt;br /&gt;
CASTE_ALTTILE&lt;br /&gt;
CASTE_GLOWTILE&lt;br /&gt;
CASTE_SOLDIER_TILE&lt;br /&gt;
CASTE_TILE&lt;br /&gt;
EGG_MATERIAL&lt;br /&gt;
GRASSTRAMPLE&lt;br /&gt;
NO_VEGETATION_PERTURB&lt;br /&gt;
DIFFICULTY&lt;br /&gt;
BUILDINGDESTROYER&lt;br /&gt;
VIEWRANGE&lt;br /&gt;
MODVALUE&lt;br /&gt;
ATTACK_TRIGGER&lt;br /&gt;
CLIMB&lt;br /&gt;
HABIT&lt;br /&gt;
LAIR_CHARACTERISTIC&lt;br /&gt;
LAIR&lt;br /&gt;
LAIR_HUNTER_SPEECH&lt;br /&gt;
LAIR_HUNTER&lt;br /&gt;
TRADE_CAPACITY&lt;br /&gt;
SWIMS_INNATE&lt;br /&gt;
SWIMS_LEARNED&lt;br /&gt;
MANNERISM_ARMS&lt;br /&gt;
MANNERISM_FEET&lt;br /&gt;
MANNERISM_NAILS&lt;br /&gt;
MANNERISM_CHEEK&lt;br /&gt;
MANNERISM_LIPS&lt;br /&gt;
MANNERISM_KNUCKLES&lt;br /&gt;
MANNERISM_HAIR&lt;br /&gt;
MANNERISM_MOUTH&lt;br /&gt;
VERMIN_NOFISH&lt;br /&gt;
VERMIN_NOROAM&lt;br /&gt;
FISHITEM&lt;br /&gt;
PENETRATEPOWER&lt;br /&gt;
VERMIN_BITE&lt;br /&gt;
MANNERISM_LEG&lt;br /&gt;
MANNERISM_TONGUE&lt;br /&gt;
MANNERISM_HANDS&lt;br /&gt;
MANNERISM_BREATH&lt;br /&gt;
MANNERISM_SIT&lt;br /&gt;
MANNERISM_WALK&lt;br /&gt;
MANNERISM_SMILE&lt;br /&gt;
MANNERISM_LAUGH&lt;br /&gt;
SPOUSE_CONVERSION_TARGET&lt;br /&gt;
SPOUSE_CONVERTER&lt;br /&gt;
CONVERTED_SPOUSE&lt;br /&gt;
MANNERISM_EYES&lt;br /&gt;
MANNERISM_HEAD&lt;br /&gt;
MANNERISM_EAR&lt;br /&gt;
MANNERISM_NOSE&lt;br /&gt;
MANNERISM_FINGERS&lt;br /&gt;
MANNERISM_EYELIDS&lt;br /&gt;
MANNERISM_STRETCH&lt;br /&gt;
MANNERISM_POSTURE&lt;br /&gt;
Unknown Body Group/Relation Token(s): &lt;br /&gt;
NORMAL&lt;br /&gt;
TISSUE_LAYER_OVER&lt;br /&gt;
TISSUE_LAYER_UNDER&lt;br /&gt;
MENT_ATT_CAP_PERC&lt;br /&gt;
MENT_ATT_RATES&lt;br /&gt;
MENT_ATT_RANGE&lt;br /&gt;
Attribute cap perc less than 100, set to 100&lt;br /&gt;
ARG2&lt;br /&gt;
ARG1&lt;br /&gt;
Body detail plan not found:&lt;br /&gt;
BODY_DETAIL_PLAN&lt;br /&gt;
PLUS_TISSUE_LAYER&lt;br /&gt;
SELECT_TISSUE_LAYER&lt;br /&gt;
Tissue layer not added because no BP found: &lt;br /&gt;
Unknown Body Part Position Token: &lt;br /&gt;
SKILL_LEARN_RATES&lt;br /&gt;
SKILL_RATES&lt;br /&gt;
SKILL_LEARN_RATE&lt;br /&gt;
SKILL_RUST_RATE&lt;br /&gt;
SKILL_RATE&lt;br /&gt;
FIXED_TEMP&lt;br /&gt;
HOMEOTHERM&lt;br /&gt;
VERMIN_NOTRAP&lt;br /&gt;
PHYS_ATT_CAP_PERC&lt;br /&gt;
PHYS_ATT_RATES&lt;br /&gt;
Attribute range greater than &lt;br /&gt;
, repaired&lt;br /&gt;
Attribute range less than &lt;br /&gt;
Attribute range not in increasing order, repaired&lt;br /&gt;
PHYS_ATT_RANGE&lt;br /&gt;
SKILL_RUST_RATES&lt;br /&gt;
STRUCTURAL&lt;br /&gt;
SCARS&lt;br /&gt;
ARTERIES&lt;br /&gt;
THICKENS_ON_ENERGY_STORAGE&lt;br /&gt;
THICKENS_ON_STRENGTH&lt;br /&gt;
PAIN_RECEPTORS&lt;br /&gt;
VASCULAR&lt;br /&gt;
HEALING_RATE&lt;br /&gt;
SMELL&lt;br /&gt;
MUSCULAR&lt;br /&gt;
THOUGHT&lt;br /&gt;
NERVOUS&lt;br /&gt;
FUNCTIONAL&lt;br /&gt;
SPLINTABLE&lt;br /&gt;
SETTABLE&lt;br /&gt;
CONNECTIVE_TISSUE_ANCHOR&lt;br /&gt;
TL_HEALING_RATE&lt;br /&gt;
TL_MAJOR_ARTERIES&lt;br /&gt;
TL_CONNECTS&lt;br /&gt;
TL_RELATIVE_THICKNESS&lt;br /&gt;
SET_LAYER_TISSUE&lt;br /&gt;
ARG5&lt;br /&gt;
ARG4&lt;br /&gt;
ARG3&lt;br /&gt;
RELATIVE_THICKNESS&lt;br /&gt;
TISSUE_MATERIAL&lt;br /&gt;
 missing plural string&lt;br /&gt;
Tissue Definition &lt;br /&gt;
TISSUE_NAME&lt;br /&gt;
TL_PAIN_RECEPTORS&lt;br /&gt;
TL_VASCULAR&lt;br /&gt;
CV_REMOVE_CTAG&lt;br /&gt;
CV_ADD_CTAG&lt;br /&gt;
CV_NEW_CTAG&lt;br /&gt;
CV_REMOVE_TAG&lt;br /&gt;
CV_ADD_TAG&lt;br /&gt;
CV_NEW_TAG&lt;br /&gt;
*** Error(s) finalizing the template &lt;br /&gt;
LOCAL_PLANT_MAT&lt;br /&gt;
ADD_MATERIAL&lt;br /&gt;
Unrecognized Creature Variation Token: &lt;br /&gt;
CREATURE_VARIATION&lt;br /&gt;
CVCT_REPLACEMENT&lt;br /&gt;
CVCT_TARGET&lt;br /&gt;
CVCT_MASTER&lt;br /&gt;
CV_CONVERT_CTAG&lt;br /&gt;
CV_CONVERT_TAG&lt;br /&gt;
COSMETIC&lt;br /&gt;
INSULATION&lt;br /&gt;
MAJOR_ARTERIES&lt;br /&gt;
CONNECTS&lt;br /&gt;
SIGHT&lt;br /&gt;
BREATHE&lt;br /&gt;
FLIGHT&lt;br /&gt;
HEAR&lt;br /&gt;
Unrecognized Tissue Template Token: &lt;br /&gt;
TISSUE_TEMPLATE&lt;br /&gt;
Tissue Template &lt;br /&gt;
TISSUE_LEAKS&lt;br /&gt;
TISSUE_MAT_STATE&lt;br /&gt;
SUBORDINATE_TO_TISSUE&lt;br /&gt;
TISSUE_SHAPE&lt;br /&gt;
STYLEABLE&lt;br /&gt;
is gigantic and muscular&lt;br /&gt;
is very muscular and just gigantic overall&lt;br /&gt;
is gigantic with incredible muscles&lt;br /&gt;
is gigantic yet weak and skinny&lt;br /&gt;
is gigantic but incredibly skinny with virtually no muscles to speak of&lt;br /&gt;
is huge, muscular and fat&lt;br /&gt;
is gigantic with huge muscles and hanging rolls of lard&lt;br /&gt;
body part&lt;br /&gt;
has an enormous build but is very skinny&lt;br /&gt;
is incredibly skinny yet gigantic overall&lt;br /&gt;
is gigantic and quite fat&lt;br /&gt;
is very fat and enormous overall&lt;br /&gt;
bears untold amounts of fat over a gigantic frame&lt;br /&gt;
isn't very muscular but has a gigantic build&lt;br /&gt;
is enormous yet very weak&lt;br /&gt;
is gigantic yet incredibly weak&lt;br /&gt;
BP_LAYERS&lt;br /&gt;
BP_RELSIZE&lt;br /&gt;
 needs 6 tokens: &lt;br /&gt;
BP_RELATION&lt;br /&gt;
 needs 3 tokens: &lt;br /&gt;
BP_POSITION&lt;br /&gt;
ADD_TISSUE&lt;br /&gt;
 needs 2 tokens: &lt;br /&gt;
[CREATURE:&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
creature_layer&lt;br /&gt;
chunks&lt;br /&gt;
chunk&lt;br /&gt;
Unrecognized Body Detail Plan Token: &lt;br /&gt;
BP_LAYERS_OVER&lt;br /&gt;
BP_LAYERS_UNDER&lt;br /&gt;
has bulky muscles on a large body&lt;br /&gt;
is weak and skinny yet has a reasonably large body overall&lt;br /&gt;
has a large body but it is very skinny and frail&lt;br /&gt;
is large, muscular and fat&lt;br /&gt;
is incredibly muscular and fat, with a large build overall&lt;br /&gt;
is very large&lt;br /&gt;
is skinny but with a very large body overall&lt;br /&gt;
is very large yet quite skinny as well&lt;br /&gt;
is large and fat&lt;br /&gt;
has a large body and is very fat&lt;br /&gt;
has a large body made larger still by mounds of fat&lt;br /&gt;
has ill-defined muscles but is large overall&lt;br /&gt;
has a large body but is quite weak&lt;br /&gt;
is large yet frail&lt;br /&gt;
is large and muscular&lt;br /&gt;
is very muscular with a large body&lt;br /&gt;
is very large and very muscular&lt;br /&gt;
is incredibly muscular and very large&lt;br /&gt;
is weak and skinny yet has a large build overall&lt;br /&gt;
is very large yet also very weak and incredibly skinny&lt;br /&gt;
is very large, fat and muscular&lt;br /&gt;
is very large and bears great lard rolls and impressive muscles&lt;br /&gt;
is gigantic&lt;br /&gt;
is enormous yet skinny&lt;br /&gt;
has a very large frame but is incredibly skinny&lt;br /&gt;
is fat and has a very large body overall&lt;br /&gt;
has a very large body with quite a bit of fat on it&lt;br /&gt;
is very large and just incredibly fat&lt;br /&gt;
isn't strong but is very large&lt;br /&gt;
is very large yet weak&lt;br /&gt;
is very weak despite being very large overall&lt;br /&gt;
is very large with strong muscles&lt;br /&gt;
has a short body that is broad yet with few traces of muscle or fat&lt;br /&gt;
is stout, muscular and fat&lt;br /&gt;
has a short, broad body stacked thick with muscles and lard&lt;br /&gt;
is lanky&lt;br /&gt;
has a tall, thin body with little fat&lt;br /&gt;
has a tall, thin frame with very little fat on it&lt;br /&gt;
has a tall, narrow body that is just incredibly skinny&lt;br /&gt;
has a tall, thin body layered with some fat&lt;br /&gt;
is short, broad and morbidly obese&lt;br /&gt;
has a short broad body with ill-defined muscles&lt;br /&gt;
has a short broad body with little in the way of muscles&lt;br /&gt;
has a short broad body but is very frail&lt;br /&gt;
has a stout muscular body&lt;br /&gt;
is stout and very muscular&lt;br /&gt;
is stout and incredibly muscular&lt;br /&gt;
has a short broad body but is kind of weak and skinny at the same time&lt;br /&gt;
is tall and thin, weak with few traces of fat&lt;br /&gt;
has a tall, skinny body that is very frail&lt;br /&gt;
is lanky, with strong muscles and some fat&lt;br /&gt;
would be lanky were it not for the massive muscles and slabs of lard&lt;br /&gt;
is large&lt;br /&gt;
is large yet skinny&lt;br /&gt;
is large yet very skinny&lt;br /&gt;
has a large body but is incredibly skinny&lt;br /&gt;
has a tall, thin frame but manages to be very fat&lt;br /&gt;
packs extraordinary obesity on to what was once a tall and thin body&lt;br /&gt;
is lanky with ill-defined muscles&lt;br /&gt;
is lanky and weak&lt;br /&gt;
is lanky and frail&lt;br /&gt;
is muscular, tall and thin&lt;br /&gt;
is tall, thin and very muscular&lt;br /&gt;
is tall and thin with incredible muscles&lt;br /&gt;
has a very broad body, with enormous lard pockets packed in with the giant muscles&lt;br /&gt;
is incredibly broad-bodied&lt;br /&gt;
has an extremely broad body with little fat&lt;br /&gt;
has an extremely broad body with very little fat&lt;br /&gt;
has an incredibly broad body with almost no fat on it&lt;br /&gt;
is fat with an extremely broad body&lt;br /&gt;
has an extremely broad body with lots of fat on it&lt;br /&gt;
has an incredibly broad body hung with curtains of lard&lt;br /&gt;
has ill-defined muscles on an otherwise broad body&lt;br /&gt;
has a very broad body but it is frail&lt;br /&gt;
is muscular and very broad&lt;br /&gt;
is very muscular and broad&lt;br /&gt;
is incredibly muscular and has a very broad body&lt;br /&gt;
has a very broad body overall but it is weak with little fat on it&lt;br /&gt;
has a very broad body but it is frail with very little fat on it&lt;br /&gt;
has a very broad, muscular, fat body&lt;br /&gt;
has an incredibly broad body with some muscle and fat on it&lt;br /&gt;
has a massive broad body, highly muscular, with thick rolls of lard hanging from it&lt;br /&gt;
is stout&lt;br /&gt;
has a short, broad build overall but is somewhat skinny&lt;br /&gt;
has a short, broad body with very little fat&lt;br /&gt;
has a short, broad frame with almost no fat on it&lt;br /&gt;
is short, broad and fat&lt;br /&gt;
has a short broad body with a lot of fat on it&lt;br /&gt;
is somewhat weak and has a body that is incredibly broad&lt;br /&gt;
has an extremely broad body but is weak&lt;br /&gt;
has an incredibly broad body but is very frail&lt;br /&gt;
is muscular with an extremely broad body&lt;br /&gt;
is has large muscles on a incredibly broad body&lt;br /&gt;
is incredibly muscular and broad-bodied&lt;br /&gt;
has an incredibly broad body that is somewhat weak with only a little fat on it&lt;br /&gt;
has an extremely broad frame with few traces of either muscle or fat&lt;br /&gt;
has a broad body with little fat&lt;br /&gt;
has a broad body with very little fat&lt;br /&gt;
has a broad body with almost no fat on it&lt;br /&gt;
is broad and fat&lt;br /&gt;
is broad-bodied and very fat&lt;br /&gt;
has a broad body made broader still by no shortage of surrounding lard&lt;br /&gt;
is broad with little muscle&lt;br /&gt;
is broad yet weak&lt;br /&gt;
is long, thin and muscular&lt;br /&gt;
is long and thin with strong muscles&lt;br /&gt;
has a long, thin frame strapped with incredible muscles&lt;br /&gt;
has a long, thin body that is somewhat weak with little fat&lt;br /&gt;
has a long, thin frame, frail with very little fat&lt;br /&gt;
has a long, thin body, thickened by muscle and fat&lt;br /&gt;
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles&lt;br /&gt;
has a broad body&lt;br /&gt;
is very broad-bodied&lt;br /&gt;
has a very broad body with little fat&lt;br /&gt;
has a very broad frame with very little fat on it&lt;br /&gt;
has a very broad body but almost no fat&lt;br /&gt;
is fat and very broad&lt;br /&gt;
is very broad and fat&lt;br /&gt;
has a very broad body and is incredibly fat&lt;br /&gt;
has a broad body that is somewhat weak&lt;br /&gt;
has a broad body but it is very frail&lt;br /&gt;
is broad and muscular&lt;br /&gt;
is very muscular with a broad body&lt;br /&gt;
has incredible muscles stretched over a broad body&lt;br /&gt;
is broad-bodied, though weak and skinny&lt;br /&gt;
is frail and very skinny yet with an overall broad body&lt;br /&gt;
is broad-bodied, muscular and fat&lt;br /&gt;
has a broad body bearing impressive muscles and a great load of fat&lt;br /&gt;
has an extremely thin body with almost no fat on it&lt;br /&gt;
has an incredibly thin frame with some fat on it&lt;br /&gt;
has an extremely thin frame with a lot of fat on it&lt;br /&gt;
has an extremely thin frame underlying a massive lardy edifice&lt;br /&gt;
is extremely thin with ill-defined muscles&lt;br /&gt;
is very weak and extremely thin&lt;br /&gt;
is extremely thin and frail&lt;br /&gt;
is muscular and extremely thin&lt;br /&gt;
is incredibly muscular and very thin&lt;br /&gt;
is weak and has a very thin body with very little fat&lt;br /&gt;
has a very thin, frail body without visible traces of fat&lt;br /&gt;
would be very thin but has opted for some muscle and fat&lt;br /&gt;
has a very thin build buried underneath endless muscles and fat&lt;br /&gt;
is incredibly thin&lt;br /&gt;
has an incredibly thin body with little fat&lt;br /&gt;
has an extremely thin body with very litte fat on it&lt;br /&gt;
has a long, thin body with very little fat&lt;br /&gt;
has a long, thin body with almost no fat on it&lt;br /&gt;
has a long, thin body with some fat on it&lt;br /&gt;
has a long, thin body with a lot of fat on it&lt;br /&gt;
has a long, thin frame hidden beneath copious rolls of lard&lt;br /&gt;
is long, thin and somewhat weak&lt;br /&gt;
is long, weak and thin&lt;br /&gt;
is long and thin but very weak&lt;br /&gt;
is very muscular and incredibly thin&lt;br /&gt;
has an extremely thin body packed with huge muscles&lt;br /&gt;
is weak with little fat and just incredibly thin overall&lt;br /&gt;
is a frail, extremely skinny thing&lt;br /&gt;
has managed to put some muscle and fat on an extremely thin frame&lt;br /&gt;
could be incredibly thin but has massive lardy rolls and enormous muscles&lt;br /&gt;
is long and slim&lt;br /&gt;
has a long, thin frame with little fat&lt;br /&gt;
has a once-thin frame, now belarded&lt;br /&gt;
has what was once a thin frame, now bearing enormous, thick layers of fat&lt;br /&gt;
is thin and scrawny&lt;br /&gt;
is thin and weak&lt;br /&gt;
is thin and frail&lt;br /&gt;
is wiry&lt;br /&gt;
is thin and very muscular&lt;br /&gt;
is thin but has incredible muscles&lt;br /&gt;
is very frail with an extremely tall and skinny body&lt;br /&gt;
is incredibly tall with strong muscles and some fat&lt;br /&gt;
is incredibly tall, layered with massive muscles and hanging sacks of lard&lt;br /&gt;
is thin&lt;br /&gt;
has a thin body with little fat&lt;br /&gt;
has a thin body with very little fat&lt;br /&gt;
has a thin body with almost no fat on it&lt;br /&gt;
has a thin frame with some fat on it&lt;br /&gt;
has a very thin frame with a bit of fat on it&lt;br /&gt;
has much fat on a very thin frame&lt;br /&gt;
would be very thin but bears an enormous lardy burden&lt;br /&gt;
is somewhat scrawny and very thin&lt;br /&gt;
is weak and very thin&lt;br /&gt;
is very thin and weak&lt;br /&gt;
is muscular and very thin&lt;br /&gt;
is very muscular and thin&lt;br /&gt;
is thin, skinny and weak&lt;br /&gt;
is thin, frail and incredibly skinny&lt;br /&gt;
has a generally thin build with some muscle and fat on it&lt;br /&gt;
has a thin frame but it is loaded with muscles and great layers of fat&lt;br /&gt;
is very thin&lt;br /&gt;
has a very thin body with little fat&lt;br /&gt;
has a very thin frame with very little fat&lt;br /&gt;
has a very thin body with almost no fat on it&lt;br /&gt;
is very tall yet somewhat weak&lt;br /&gt;
is very tall yet weak&lt;br /&gt;
is very tall yet frail&lt;br /&gt;
is muscular and very tall&lt;br /&gt;
is very tall and muscular&lt;br /&gt;
is very tall with huge muscles&lt;br /&gt;
is weak and skinny but very tall overall&lt;br /&gt;
is very tall and skinny but also very weak&lt;br /&gt;
is very muscular, tall and obese&lt;br /&gt;
is very tall&lt;br /&gt;
is skinny and very tall&lt;br /&gt;
is very tall and skinny&lt;br /&gt;
is very tall and incredibly skinny&lt;br /&gt;
is fat and very tall&lt;br /&gt;
is very tall and fat&lt;br /&gt;
is very tall with a hanging apron of lard&lt;br /&gt;
is incredibly tall and fat&lt;br /&gt;
is scrawny yet extremely tall&lt;br /&gt;
is incredibly tall yet weak&lt;br /&gt;
is incredibly tall but has a frail body&lt;br /&gt;
is muscular and incredibly tall&lt;br /&gt;
is very muscular and extremely tall&lt;br /&gt;
is incredibly tall and muscular&lt;br /&gt;
is incredibly tall and a bit skinny, with ill-defined muscles&lt;br /&gt;
is very tall with plenty of muscle and fat&lt;br /&gt;
is very tall with huge muscles and great lardy rolls&lt;br /&gt;
is incredibly tall&lt;br /&gt;
is skinny and extremely tall&lt;br /&gt;
is very skinny and even more tall&lt;br /&gt;
is incredibly tall and skinny&lt;br /&gt;
is fat and extremely tall&lt;br /&gt;
is very fat and extremely tall&lt;br /&gt;
is very frail and incredibly long&lt;br /&gt;
is muscular and extremely long&lt;br /&gt;
is very muscular and incredibly long&lt;br /&gt;
is incredibly long and muscular&lt;br /&gt;
is incredibly long yet is also weak and skinny&lt;br /&gt;
is frail and really skinny but also extremely long&lt;br /&gt;
is extremely long with muscle and fat in equal measure&lt;br /&gt;
is incredibly long with impressive muscles and great sacks of lard&lt;br /&gt;
is skinny and incredibly long&lt;br /&gt;
is very skinny and extremely long&lt;br /&gt;
is incredibly long and skinny&lt;br /&gt;
is fat and incredibly long&lt;br /&gt;
is extremely long and very fat&lt;br /&gt;
is incredibly long, encapsulated in massive layers of lard&lt;br /&gt;
is somewhat weak and extremely long&lt;br /&gt;
is weak and extremely long&lt;br /&gt;
is tall but has quite ill-defined muscles&lt;br /&gt;
is pretty tall but also very frail&lt;br /&gt;
is tall and muscular&lt;br /&gt;
is tall and very muscular&lt;br /&gt;
has loaded a tall body with incredible muscles&lt;br /&gt;
is tall, weak and skinny&lt;br /&gt;
is tall, extremely skinny and frail&lt;br /&gt;
is tall, muscular and fat&lt;br /&gt;
is tall&lt;br /&gt;
is tall and skinny&lt;br /&gt;
is tall and very skinny&lt;br /&gt;
is tall and incredibly skinny&lt;br /&gt;
is tall and fat&lt;br /&gt;
is tall and very fat&lt;br /&gt;
is tall and belarded by great hanging sacks of fat&lt;br /&gt;
is tall and scrawny&lt;br /&gt;
is very muscular with a long body&lt;br /&gt;
has an incredibly muscular, long body&lt;br /&gt;
is long, weak and skinny&lt;br /&gt;
has a frail body, long and incredibly skinny&lt;br /&gt;
is long, muscular and fat&lt;br /&gt;
is extremely muscular, obese and long&lt;br /&gt;
is very long&lt;br /&gt;
is skinny and very long&lt;br /&gt;
is long and incredibly skinny&lt;br /&gt;
is fat and long&lt;br /&gt;
is long and very fat&lt;br /&gt;
is long and incredibly fat&lt;br /&gt;
is long and scrawny&lt;br /&gt;
is long but weak&lt;br /&gt;
is long with a frail body&lt;br /&gt;
is long and muscular&lt;br /&gt;
is muscular and very long&lt;br /&gt;
is very long and muscular&lt;br /&gt;
is very long and incredibly muscular&lt;br /&gt;
is weak and skinny with a very long body overall&lt;br /&gt;
has a very long body, frail and skinny&lt;br /&gt;
is very long, muscular and fat&lt;br /&gt;
is extremely muscular and lardy and also very long&lt;br /&gt;
is incredibly long&lt;br /&gt;
is very long and skinny&lt;br /&gt;
is very long and incredibly skinny&lt;br /&gt;
is fat and very long&lt;br /&gt;
is very long and fat&lt;br /&gt;
has a very long body that is beset by a morbid corpulence&lt;br /&gt;
is somewhat weak and very long&lt;br /&gt;
is weak and very long&lt;br /&gt;
is very long and frail&lt;br /&gt;
is weak, skinny and very short&lt;br /&gt;
is very short, very weak and very skinny&lt;br /&gt;
is very short yet muscular and fat&lt;br /&gt;
is very short but covered with great amounts of lard and with huge muscles&lt;br /&gt;
is incredibly short&lt;br /&gt;
is skinny and incredibly short&lt;br /&gt;
is very skinny and extremely short&lt;br /&gt;
is incredibly short and skinny&lt;br /&gt;
is very short and fat&lt;br /&gt;
carries massive amounts of fat, especially for one so short&lt;br /&gt;
is somewhat weak and very short&lt;br /&gt;
is weak and really short&lt;br /&gt;
is very weak and very short&lt;br /&gt;
is very short with well-defined muscular&lt;br /&gt;
is very muscular and very short&lt;br /&gt;
packs enormous muscles on to a very short body&lt;br /&gt;
has put on an extreme amount of muscle, especially for one so short&lt;br /&gt;
is weak, skinny and incredibly short&lt;br /&gt;
is extremely short, weak and thin&lt;br /&gt;
is muscular and fat yet at the same time incredibly short&lt;br /&gt;
is incredibly short yet has extremely strong muscles hidden under massive lardy rolls&lt;br /&gt;
is long&lt;br /&gt;
is long and skinny&lt;br /&gt;
is long and very skinny&lt;br /&gt;
is fat and incredibly short&lt;br /&gt;
is very fat and extremely short&lt;br /&gt;
is incredibly short but somehow packs in an enormous amount of fat&lt;br /&gt;
is extremely short with little muscle&lt;br /&gt;
is weak and extremely short&lt;br /&gt;
is incredibly short and frail&lt;br /&gt;
is muscular and extremely short&lt;br /&gt;
is very muscular and incredibly short&lt;br /&gt;
is incredibly short, if muscular and fat&lt;br /&gt;
is as short as can be yet has great muscles and rolls of lard&lt;br /&gt;
is short&lt;br /&gt;
is short and skinny&lt;br /&gt;
is short and very skinny&lt;br /&gt;
is short and incredibly skinny&lt;br /&gt;
is short and fat&lt;br /&gt;
is short and obese&lt;br /&gt;
is incredibly short and bears massive lardy rolls&lt;br /&gt;
is scrawny and extremely short&lt;br /&gt;
is weak as well as incredibly short&lt;br /&gt;
is as short as they come and very frail on top of that&lt;br /&gt;
is very muscular if incredibly short&lt;br /&gt;
has an extremely short body that is incredibly muscular&lt;br /&gt;
is weak and skinny as well as incredibly short&lt;br /&gt;
is incredibly short, skinny and frail&lt;br /&gt;
is short, very weak and incredibly skinny&lt;br /&gt;
isn't very tall but makes up for it with muscle and fat&lt;br /&gt;
is short yet layered with equal parts of giant muscles and lardy slabs&lt;br /&gt;
is very short&lt;br /&gt;
is skinny and very short&lt;br /&gt;
is very short and skinny&lt;br /&gt;
is very short and incredibly skinny&lt;br /&gt;
is fat and very short&lt;br /&gt;
is short and just incredibly fat&lt;br /&gt;
is short and not very strong&lt;br /&gt;
is weak and short&lt;br /&gt;
is short and very weak&lt;br /&gt;
is short and muscular&lt;br /&gt;
is short with well-defined muscles&lt;br /&gt;
isn't tall but has incredible muscles&lt;br /&gt;
is weak, short and skinny&lt;br /&gt;
is strapped with massive amounts of muscle and lard&lt;br /&gt;
is short and very fat&lt;br /&gt;
is short and incredibly fat&lt;br /&gt;
is short and scrawny&lt;br /&gt;
is short and weak&lt;br /&gt;
is very muscular with a short body&lt;br /&gt;
is incredibly muscular if a little short&lt;br /&gt;
is weak, skinny and short&lt;br /&gt;
is weak&lt;br /&gt;
is very weak&lt;br /&gt;
is muscular&lt;br /&gt;
is very muscular&lt;br /&gt;
is incredibly muscular&lt;br /&gt;
is weak and skinny&lt;br /&gt;
is very weak and incredibly skinny&lt;br /&gt;
is muscular and fat&lt;br /&gt;
carries great muscles on a very short body&lt;br /&gt;
is weak and skinny and also very short&lt;br /&gt;
is very short, weak and skinny&lt;br /&gt;
is very short in length but muscular and fat as well&lt;br /&gt;
is very short yet impressively muscular and enormously fat&lt;br /&gt;
is skinny and extremely short&lt;br /&gt;
is very skinny and even more short&lt;br /&gt;
has an incredibly short body but still manages to be very fat&lt;br /&gt;
is short in length but muscular and fat&lt;br /&gt;
is short with great muscles and copious amounts of lard&lt;br /&gt;
has a very short body buttressed by rolls of lard&lt;br /&gt;
is very short with ill-defined muscles&lt;br /&gt;
is very short and quite weak&lt;br /&gt;
is very short and frail&lt;br /&gt;
is muscular and very short&lt;br /&gt;
is very short and muscular&lt;br /&gt;
is skinny with a small build&lt;br /&gt;
is very skinny with a small build&lt;br /&gt;
is incredibly skinny with a small build&lt;br /&gt;
is small and fat&lt;br /&gt;
has a small build but is very fat&lt;br /&gt;
packs massive amounts of fat on to a small build&lt;br /&gt;
is small and scrawny&lt;br /&gt;
is weak and small&lt;br /&gt;
is muscular and very small&lt;br /&gt;
is very small yet very muscular&lt;br /&gt;
is incredibly muscular for one so small&lt;br /&gt;
is weak, skinny and very small&lt;br /&gt;
is very weak, skinny and small&lt;br /&gt;
is muscular and fat yet has a very small overall build&lt;br /&gt;
is very small yet with huge slabs of lard and muscle&lt;br /&gt;
is small&lt;br /&gt;
is average in size&lt;br /&gt;
is skinny&lt;br /&gt;
is very skinny&lt;br /&gt;
is incredibly skinny&lt;br /&gt;
is fat&lt;br /&gt;
is very fat&lt;br /&gt;
is corpulent&lt;br /&gt;
is scrawny&lt;br /&gt;
is very weak and small&lt;br /&gt;
is small yet muscular&lt;br /&gt;
is very muscular yet has a small build&lt;br /&gt;
has incredible muscles over a small build&lt;br /&gt;
has a small build and is weak and skinny&lt;br /&gt;
has a small build and is very weak and incredibly skinny&lt;br /&gt;
has a small build but is muscular and fat&lt;br /&gt;
has a small build yet is strapped with massive amounts of muscle and lard&lt;br /&gt;
is very skinny with an overall minuscule build&lt;br /&gt;
is tiny overall and in particular incredibly skinny&lt;br /&gt;
is fat yet tiny&lt;br /&gt;
is tiny yet very fat&lt;br /&gt;
bears an enormous amount of fat for one so tiny&lt;br /&gt;
is tiny with ill-defined muscles&lt;br /&gt;
is tiny and weak&lt;br /&gt;
is tiny and utterly weak&lt;br /&gt;
 broken.  &lt;br /&gt;
 has been partially butchered.  &lt;br /&gt;
 is gelded.  &lt;br /&gt;
 are spilled.  &lt;br /&gt;
 is mangled beyond recognition.  &lt;br /&gt;
[C:4:0:1]&lt;br /&gt;
is tiny&lt;br /&gt;
is incredibly small and skinny&lt;br /&gt;
is skinny and very small&lt;br /&gt;
is very small and skinny&lt;br /&gt;
is incredibly skinny and very small&lt;br /&gt;
is fat and very small&lt;br /&gt;
is very small and fat&lt;br /&gt;
has a very small body bedecked with lardy rolls&lt;br /&gt;
is very small with ill-defined muscles&lt;br /&gt;
is weak and very small&lt;br /&gt;
is muscular yet with a incredibly small body overall&lt;br /&gt;
has an extremely small body but it is very muscular&lt;br /&gt;
is a minuscule bundle of muscles&lt;br /&gt;
is tiny, skinny and weak&lt;br /&gt;
is incredibly small, weak and skinny, so as to be almost nothing&lt;br /&gt;
is muscular and fat and very, very small&lt;br /&gt;
is tiny yet incredibly muscular and lardy&lt;br /&gt;
is very small&lt;br /&gt;
quite swollen&lt;br /&gt;
very swollen&lt;br /&gt;
heavily swollen&lt;br /&gt;
completely swollen&lt;br /&gt;
blistered&lt;br /&gt;
condensed&lt;br /&gt;
frozen&lt;br /&gt;
boiled&lt;br /&gt;
narrow&lt;br /&gt;
broad&lt;br /&gt;
short&lt;br /&gt;
tall&lt;br /&gt;
[C:7:0:1]&lt;br /&gt;
slightly swollen&lt;br /&gt;
swollen&lt;br /&gt;
gouting&lt;br /&gt;
torn open&lt;br /&gt;
broken open&lt;br /&gt;
smashed open&lt;br /&gt;
cut open&lt;br /&gt;
 have compound fractures&lt;br /&gt;
 has a compound fracture&lt;br /&gt;
 fractured.  &lt;br /&gt;
melted&lt;br /&gt;
frost-bitten&lt;br /&gt;
 dented.  &lt;br /&gt;
oozing&lt;br /&gt;
dripping&lt;br /&gt;
running with&lt;br /&gt;
spraying&lt;br /&gt;
gushing&lt;br /&gt;
gapped&lt;br /&gt;
fuse-lobed&lt;br /&gt;
great-lobed&lt;br /&gt;
flattened&lt;br /&gt;
splayed out&lt;br /&gt;
hooked&lt;br /&gt;
upturned&lt;br /&gt;
thin&lt;br /&gt;
square-chinned&lt;br /&gt;
recess-chinned&lt;br /&gt;
jutting-chinned&lt;br /&gt;
narrow-chinned&lt;br /&gt;
broad-chinned&lt;br /&gt;
low-cheekboned&lt;br /&gt;
high-cheekboned&lt;br /&gt;
crowded&lt;br /&gt;
wrinkled&lt;br /&gt;
protruding&lt;br /&gt;
sunken&lt;br /&gt;
small-irised&lt;br /&gt;
large-irised&lt;br /&gt;
wide-set&lt;br /&gt;
close-set&lt;br /&gt;
long&lt;br /&gt;
thick&lt;br /&gt;
sparse&lt;br /&gt;
dense&lt;br /&gt;
straight&lt;br /&gt;
curly&lt;br /&gt;
concave&lt;br /&gt;
convex&lt;br /&gt;
smooth&lt;br /&gt;
incredibly high&lt;br /&gt;
extremely short&lt;br /&gt;
somewhat long&lt;br /&gt;
quite long&lt;br /&gt;
extremely long&lt;br /&gt;
somewhat narrow&lt;br /&gt;
extremely narrow&lt;br /&gt;
somewhat broad&lt;br /&gt;
deeply sunken&lt;br /&gt;
slightly wide-set&lt;br /&gt;
very wide-set&lt;br /&gt;
slightly close-set&lt;br /&gt;
incredibly close-set&lt;br /&gt;
slightly low&lt;br /&gt;
extremely low&lt;br /&gt;
somewhat high&lt;br /&gt;
clear-voiced&lt;br /&gt;
raspy-voiced&lt;br /&gt;
high-voiced&lt;br /&gt;
deep-voiced&lt;br /&gt;
greasy&lt;br /&gt;
round&lt;br /&gt;
round-chinned&lt;br /&gt;
extraordinarily broad&lt;br /&gt;
somewhat short&lt;br /&gt;
very short&lt;br /&gt;
somewhat tall&lt;br /&gt;
extremely tall&lt;br /&gt;
 is gone.  &lt;br /&gt;
[C:5:0:1]&lt;br /&gt;
body is &lt;br /&gt;
somewhat concave&lt;br /&gt;
incredibly concave&lt;br /&gt;
slightly convex&lt;br /&gt;
very convex&lt;br /&gt;
incredibly straight&lt;br /&gt;
wavy&lt;br /&gt;
slightly smooth&lt;br /&gt;
very smooth&lt;br /&gt;
slightly thick&lt;br /&gt;
very thick&lt;br /&gt;
slightly sparse&lt;br /&gt;
quite sparse&lt;br /&gt;
extremely sparse&lt;br /&gt;
slightly dense&lt;br /&gt;
quite dense&lt;br /&gt;
extremely dense&lt;br /&gt;
have thin irises&lt;br /&gt;
have very thin irises&lt;br /&gt;
have slightly large irises&lt;br /&gt;
have large irises&lt;br /&gt;
have very large irises&lt;br /&gt;
slightly protruding&lt;br /&gt;
bulging&lt;br /&gt;
slightly sunken&lt;br /&gt;
slightly wrinkled&lt;br /&gt;
extremely wrinkled&lt;br /&gt;
slightly thin-irised&lt;br /&gt;
thin-irised&lt;br /&gt;
very thin-irised&lt;br /&gt;
slightly large-irised&lt;br /&gt;
very large-irised&lt;br /&gt;
have slightly thin irises&lt;br /&gt;
slightly rounded&lt;br /&gt;
very round&lt;br /&gt;
tangled&lt;br /&gt;
widely-spaced&lt;br /&gt;
small-lobed&lt;br /&gt;
nearly fuse-lobed&lt;br /&gt;
free-lobed&lt;br /&gt;
hanging-lobed&lt;br /&gt;
with flecks of&lt;br /&gt;
with a touch of&lt;br /&gt;
 spots&lt;br /&gt;
mottled &lt;br /&gt;
striped &lt;br /&gt;
crinkly&lt;br /&gt;
somewhat greasy&lt;br /&gt;
slit&lt;br /&gt;
somewhat splayed out&lt;br /&gt;
very splayed out&lt;br /&gt;
slightly hooked&lt;br /&gt;
sharply hooked&lt;br /&gt;
slightly upturned&lt;br /&gt;
incredibly upturned&lt;br /&gt;
somewhat thin&lt;br /&gt;
very thin&lt;br /&gt;
have small lobes&lt;br /&gt;
have nearly fused lobes&lt;br /&gt;
are fuse-lobed&lt;br /&gt;
are free-lobed&lt;br /&gt;
have large hanging lobes&lt;br /&gt;
have great swinging lobes&lt;br /&gt;
slightly flattened&lt;br /&gt;
very flattened&lt;br /&gt;
square chin&lt;br /&gt;
has very low cheekbones&lt;br /&gt;
has low cheekbones&lt;br /&gt;
has high cheekbones&lt;br /&gt;
has very high cheekbones&lt;br /&gt;
has a low voice&lt;br /&gt;
has a very deep voice&lt;br /&gt;
has a high voice&lt;br /&gt;
has a broad, recessed&lt;br /&gt;
has a broad, prominent&lt;br /&gt;
has a deeply recessed, narrow&lt;br /&gt;
has a narrow, jutting&lt;br /&gt;
has a deeply recessed, broad&lt;br /&gt;
has a massive&lt;br /&gt;
chin&lt;br /&gt;
round chin&lt;br /&gt;
has a fairly deep and raspy voice&lt;br /&gt;
has a clear, deep voice&lt;br /&gt;
has a high-pitched, grating voice&lt;br /&gt;
has a high-pitched, clear voice&lt;br /&gt;
has a deep, guttural voice&lt;br /&gt;
 stripes&lt;br /&gt;
mixed with&lt;br /&gt;
with some&lt;br /&gt;
has a very high-pitched voice&lt;br /&gt;
has a scratchy voice&lt;br /&gt;
has a grating, raspy voice&lt;br /&gt;
has a clear voice&lt;br /&gt;
has a very clear voice&lt;br /&gt;
has a high, clear voice&lt;br /&gt;
has a low, clear voice&lt;br /&gt;
has a high squeaky voice&lt;br /&gt;
unkempt&lt;br /&gt;
tied in a pony tail&lt;br /&gt;
arranged in double braids&lt;br /&gt;
braided&lt;br /&gt;
neatly combed&lt;br /&gt;
stubble&lt;br /&gt;
clean-shaven&lt;br /&gt;
medium-length&lt;br /&gt;
very long &lt;br /&gt;
massive &lt;br /&gt;
 the marks of old wounds, including&lt;br /&gt;
 the marks of numerous old wounds, the chief among them&lt;br /&gt;
 bear&lt;br /&gt;
 bears&lt;br /&gt;
[C:7:0:0]&lt;br /&gt;
has a prominent&lt;br /&gt;
has a jutting&lt;br /&gt;
has a narrow&lt;br /&gt;
has a very narrow&lt;br /&gt;
has a broad&lt;br /&gt;
has a very broad&lt;br /&gt;
has a narrow, recessed&lt;br /&gt;
has a narrow, prominent&lt;br /&gt;
very long&lt;br /&gt;
, and &lt;br /&gt;
has a round chin&lt;br /&gt;
has a very round chin&lt;br /&gt;
has an angular chin&lt;br /&gt;
has a square chin&lt;br /&gt;
has a deeply recessed&lt;br /&gt;
has a recessed&lt;br /&gt;
stout&lt;br /&gt;
lanky&lt;br /&gt;
slim&lt;br /&gt;
skinny&lt;br /&gt;
chubby&lt;br /&gt;
obese&lt;br /&gt;
guttural-voiced&lt;br /&gt;
splayed&lt;br /&gt;
average&lt;br /&gt;
tiny&lt;br /&gt;
small&lt;br /&gt;
scrawny&lt;br /&gt;
squat&lt;br /&gt;
towering&lt;br /&gt;
very large &lt;br /&gt;
huge &lt;br /&gt;
straight scar.  &lt;br /&gt;
curving scar.  &lt;br /&gt;
tiny &lt;br /&gt;
very short &lt;br /&gt;
short &lt;br /&gt;
long &lt;br /&gt;
frail&lt;br /&gt;
muscular&lt;br /&gt;
very large&lt;br /&gt;
gigantic&lt;br /&gt;
jagged scar.  &lt;br /&gt;
dent.  &lt;br /&gt;
very small &lt;br /&gt;
small &lt;br /&gt;
round-chin&lt;br /&gt;
square-chin&lt;br /&gt;
low-cheekbones&lt;br /&gt;
high-cheekbones&lt;br /&gt;
low-voiced&lt;br /&gt;
scratchy-voiced&lt;br /&gt;
squeaky-voiced&lt;br /&gt;
grating-voiced&lt;br /&gt;
narrow-chin&lt;br /&gt;
broad-chin&lt;br /&gt;
prominent-chin&lt;br /&gt;
jutting-chin&lt;br /&gt;
recessed-chin&lt;br /&gt;
massive-chin&lt;br /&gt;
USE_MATERIAL&lt;br /&gt;
MATERIAL&lt;br /&gt;
&amp;lt;SWAP&amp;gt;&lt;br /&gt;
!ARG&lt;br /&gt;
USE_TISSUE&lt;br /&gt;
TISSUE&lt;br /&gt;
REMOVE_MATERIAL&lt;br /&gt;
PLUS_MATERIAL&lt;br /&gt;
SELECT_MATERIAL&lt;br /&gt;
Unrecognized Material Template: &lt;br /&gt;
USE_MATERIAL_TEMPLATE&lt;br /&gt;
VERMIN_EATER&lt;br /&gt;
HIVE_PRODUCT&lt;br /&gt;
UBIQUITOUS&lt;br /&gt;
ARTIFICIAL_HIVEABLE&lt;br /&gt;
VERMIN_SOIL_COLONY&lt;br /&gt;
VERMIN_SOIL&lt;br /&gt;
VERMIN_FISH&lt;br /&gt;
LOOSE_CLUSTERS&lt;br /&gt;
CLUSTER_NUMBER&lt;br /&gt;
POPULATION_NUMBER&lt;br /&gt;
UNDERGROUND_DEPTH&lt;br /&gt;
CHANGE_FREQUENCY_PERC&lt;br /&gt;
FREQUENCY&lt;br /&gt;
MUNDANE&lt;br /&gt;
VERMIN_ROTTER&lt;br /&gt;
VERMIN_GROUNDER&lt;br /&gt;
SELECT_ADDITIONAL_CASTE&lt;br /&gt;
SELECT_CASTE&lt;br /&gt;
USE_CASTE&lt;br /&gt;
CASTE&lt;br /&gt;
REMOVE_TISSUE&lt;br /&gt;
SELECT_TISSUE&lt;br /&gt;
Unrecognized Tissue Template: &lt;br /&gt;
USE_TISSUE_TEMPLATE&lt;br /&gt;
LARGE_ROAMING&lt;br /&gt;
DOES_NOT_EXIST&lt;br /&gt;
FANCIFUL&lt;br /&gt;
PROFESSION_NAME&lt;br /&gt;
BIOME&lt;br /&gt;
Caste Selection Fails: &lt;br /&gt;
DEFAULT&lt;br /&gt;
Unrecognized Creature Copy (Order is important!): &lt;br /&gt;
COPY_TAGS_FROM&lt;br /&gt;
CREATURE&lt;br /&gt;
Unrecognized Creature Token: &lt;br /&gt;
SOURCE_ENID&lt;br /&gt;
SOURCE_HFID&lt;br /&gt;
GENERATED&lt;br /&gt;
SPEECH_FEMALE&lt;br /&gt;
*** Error(s) finalizing the creature &lt;br /&gt;
GO_TO_TAG could not find target, setting to end: &lt;br /&gt;
GO_TO_TAG&lt;br /&gt;
GO_TO_END&lt;br /&gt;
GO_TO_START&lt;br /&gt;
APPLY_CURRENT_CREATURE_VARIATION&lt;br /&gt;
Unrecognized Creature Variation: &lt;br /&gt;
APPLY_CREATURE_VARIATION&lt;br /&gt;
ALTTILE&lt;br /&gt;
GLOWTILE&lt;br /&gt;
CREATURE_SOLDIER_TILE&lt;br /&gt;
CREATURE_TILE&lt;br /&gt;
GLOWCOLOR&lt;br /&gt;
GENERAL_CHILD_NAME&lt;br /&gt;
GENERAL_BABY_NAME&lt;br /&gt;
TRIGGERABLE_GROUP&lt;br /&gt;
SPEECH_MALE&lt;br /&gt;
SPEECH&lt;br /&gt;
PREFSTRING&lt;br /&gt;
EQUIPMENT_WAGON&lt;br /&gt;
SAVAGE&lt;br /&gt;
EVIL&lt;br /&gt;
GOOD&lt;br /&gt;
SOLDIER_ALTTILE&lt;br /&gt;
Climb&lt;br /&gt;
Swim&lt;br /&gt;
Crawl&lt;br /&gt;
Walk&lt;br /&gt;
LOCAL_CREATURE_MAT&lt;br /&gt;
Unrecognized Color Token: &lt;br /&gt;
: Cannot find SPECIFIC_FOOD:CREATURE token &lt;br /&gt;
quintuplets&lt;br /&gt;
quadruplets&lt;br /&gt;
triplets&lt;br /&gt;
twins&lt;br /&gt;
a child&lt;br /&gt;
a boy&lt;br /&gt;
a girl&lt;br /&gt;
ADD_COLOR&lt;br /&gt;
 : Special attack material missing state -- set to liquid&lt;br /&gt;
 : Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)&lt;br /&gt;
Custom tissue shape not found: &lt;br /&gt;
(no mat3)&lt;br /&gt;
(no mat1)&lt;br /&gt;
(empty tissue)&lt;br /&gt;
Creature Tissue Material Failure: &lt;br /&gt;
: Cannot find SPECIFIC_FOOD:PLANT token &lt;br /&gt;
Custom butcher object shape not found: &lt;br /&gt;
data/speech/&lt;br /&gt;
: No tissue thickness&lt;br /&gt;
: Tissue &lt;br /&gt;
 was not found, using first tissue instead&lt;br /&gt;
, layer &lt;br /&gt;
 : Special attack interaction token not recognized : &lt;br /&gt;
 Was Not Used&lt;br /&gt;
 Shearable Tissue &lt;br /&gt;
SHEARABLE_TISSUE_LAYER&lt;br /&gt;
TISSUE_LAYER_APPEARANCE_MODIFIER&lt;br /&gt;
TSU_NOUN&lt;br /&gt;
TISSUE_STYLE_UNIT&lt;br /&gt;
PLUS_TL_GROUP&lt;br /&gt;
SET_TL_GROUP&lt;br /&gt;
APP_MOD_NOUN&lt;br /&gt;
APP_MOD_DESC_RANGE&lt;br /&gt;
 BP Mod &lt;br /&gt;
BP_APPEARANCE_MODIFIER&lt;br /&gt;
 BP Remove Type &lt;br /&gt;
BP_REMOVE_TYPE&lt;br /&gt;
 BP Add Type &lt;br /&gt;
BP_ADD_TYPE&lt;br /&gt;
tredecaplets&lt;br /&gt;
duodecaplets&lt;br /&gt;
undecaplets&lt;br /&gt;
decaplets&lt;br /&gt;
nonuplets&lt;br /&gt;
octuplets&lt;br /&gt;
septuplets&lt;br /&gt;
sextuplets&lt;br /&gt;
PLUS_BP_GROUP&lt;br /&gt;
SET_BP_GROUP&lt;br /&gt;
BODY_APPEARANCE_MODIFIER&lt;br /&gt;
zombie &lt;br /&gt;
NUMBERED_NAME&lt;br /&gt;
many babies&lt;br /&gt;
quindecaplets&lt;br /&gt;
quattuordecaplets&lt;br /&gt;
LIKES_FIGHTING&lt;br /&gt;
MOUNT_EXOTIC&lt;br /&gt;
MOUNT&lt;br /&gt;
AMPHIBIOUS&lt;br /&gt;
AQUATIC&lt;br /&gt;
BABYNAME&lt;br /&gt;
CHILDNAME&lt;br /&gt;
CASTE_PROFESSION_NAME&lt;br /&gt;
VERMIN_HATEABLE&lt;br /&gt;
SUPERNATURAL&lt;br /&gt;
NATURAL_ANIMAL&lt;br /&gt;
NATURAL&lt;br /&gt;
MAGICAL&lt;br /&gt;
VEGETATION&lt;br /&gt;
PEARL&lt;br /&gt;
LIKESFIGHTING&lt;br /&gt;
TLCM_NOUN&lt;br /&gt;
TLCM_TIMING&lt;br /&gt;
) Was Not Used&lt;br /&gt;
 Color Mod Ending With (&lt;br /&gt;
TL_COLOR_MODIFIER&lt;br /&gt;
NO_END&lt;br /&gt;
APP_MOD_RATE&lt;br /&gt;
APP_MOD_IMPORTANCE&lt;br /&gt;
BABY&lt;br /&gt;
CHILD&lt;br /&gt;
FEATURE_ATTACK_GROUP&lt;br /&gt;
POP_RATIO&lt;br /&gt;
CASTE_SPEECH&lt;br /&gt;
TLCM_GENETIC_MODEL&lt;br /&gt;
APP_MOD_GENETIC_MODEL&lt;br /&gt;
TLCM_IMPORTANCE&lt;br /&gt;
TISSUE_LAYER&lt;br /&gt;
BODYPART&lt;br /&gt;
ATTACK&lt;br /&gt;
EBO_SHAPE&lt;br /&gt;
ANY_HARD_STONE&lt;br /&gt;
EBO_ITEM&lt;br /&gt;
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added&lt;br /&gt;
EXTRA_BUTCHER_OBJECT&lt;br /&gt;
ATTACK_PENETRATION_PERC&lt;br /&gt;
ATTACK_CONTACT_PERC&lt;br /&gt;
ATTACK_VERB&lt;br /&gt;
ATTACK_SKILL&lt;br /&gt;
 seems to have correct format but could not find proper BPs in any caste, so not added&lt;br /&gt;
Attack &lt;br /&gt;
CHILD_TISSUE_LAYER_GROUP&lt;br /&gt;
CHILD_BODYPART_GROUP&lt;br /&gt;
Body Token Recognized But Could Not Connect: &lt;br /&gt;
Unrecognized Creature Caste Body Token: &lt;br /&gt;
Duplicate Body Token: &lt;br /&gt;
BODY&lt;br /&gt;
REMAINS_UNDETERMINED&lt;br /&gt;
REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
DIE_WHEN_VERMIN_BITE&lt;br /&gt;
COLONY_EXTERNAL&lt;br /&gt;
Unrecognized CDI Token: &lt;br /&gt;
CDI token precedes any CAN_DO_INTERACTION tag: &lt;br /&gt;
CAN_DO_INTERACTION&lt;br /&gt;
RETRACT_INTO_BP&lt;br /&gt;
RELSIZE&lt;br /&gt;
Unrecognized Creature Caste Body Gloss Token: &lt;br /&gt;
BODYGLOSS&lt;br /&gt;
NOSTUCKINS&lt;br /&gt;
NOFEAR&lt;br /&gt;
GETS_INFECTIONS_FROM_ROT&lt;br /&gt;
GETS_WOUND_INFECTIONS&lt;br /&gt;
CANOPENDOORS&lt;br /&gt;
UNDERSWIM&lt;br /&gt;
BEACH_FREQUENCY&lt;br /&gt;
ITEMCORPSE_QUALITY&lt;br /&gt;
NOPAIN&lt;br /&gt;
NOEXERT&lt;br /&gt;
HASSHELL&lt;br /&gt;
NOMEAT&lt;br /&gt;
NOBONES&lt;br /&gt;
NOSKIN&lt;br /&gt;
NOSKULL&lt;br /&gt;
PARALYZEIMMUNE&lt;br /&gt;
ATTACK_FLAG_WITH&lt;br /&gt;
ATTACK_FLAG_CANLATCH&lt;br /&gt;
ATTACK_FLAG_BAD_MULTIATTACK&lt;br /&gt;
ATTACK_FLAG_INDEPENDENT_MULTIATTACK&lt;br /&gt;
ATTACK_PREPARE_AND_RECOVER&lt;br /&gt;
ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
MAIN&lt;br /&gt;
ATTACK_PRIORITY&lt;br /&gt;
ITEMCORPSE&lt;br /&gt;
LAYS_UNUSUAL_EGGS&lt;br /&gt;
NATURAL_SKILL&lt;br /&gt;
NOSMELLYROT&lt;br /&gt;
SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
SPECIALATTACK_INTERACTION&lt;br /&gt;
ATTACK_FLAG_EDGE&lt;br /&gt;
CRAZED&lt;br /&gt;
OPPOSED_TO_LIFE&lt;br /&gt;
NO_PHYS_ATT_RUST&lt;br /&gt;
NO_PHYS_ATT_GAIN&lt;br /&gt;
EXTRAVISION&lt;br /&gt;
NO_FEVERS&lt;br /&gt;
NO_DIZZINESS&lt;br /&gt;
ODOR_STRING&lt;br /&gt;
GOBBLE_VERMIN_CREATURE&lt;br /&gt;
SYNDROME_DILUTION_FACTOR&lt;br /&gt;
CARNIVORE&lt;br /&gt;
BONECARN&lt;br /&gt;
BLOODSUCKER&lt;br /&gt;
CANNOT_CLIMB&lt;br /&gt;
CANNOT_JUMP&lt;br /&gt;
STANCE_CLIMBER&lt;br /&gt;
NO_CONNECTIONS_FOR_MOVEMENT&lt;br /&gt;
NO_THOUGHT_CENTER_FOR_MOVEMENT&lt;br /&gt;
ARENA_RESTRICTED&lt;br /&gt;
NOTHOUGHT&lt;br /&gt;
CAVE_ADAPT&lt;br /&gt;
LIGAMENTS&lt;br /&gt;
HAS_NERVES&lt;br /&gt;
TENDONS&lt;br /&gt;
ODOR_LEVEL&lt;br /&gt;
SMELL_TRIGGER&lt;br /&gt;
LOW_LIGHT_VISION&lt;br /&gt;
SENSE_CREATURE_CLASS&lt;br /&gt;
NONAUSEA&lt;br /&gt;
NOSTUN&lt;br /&gt;
TRANCES&lt;br /&gt;
NOEMOTION&lt;br /&gt;
NOCTURNAL&lt;br /&gt;
DIURNAL&lt;br /&gt;
ALL_ACTIVE&lt;br /&gt;
EQUIPS&lt;br /&gt;
UTTERANCES&lt;br /&gt;
CAN_SPEAK&lt;br /&gt;
SLOW_LEARNER&lt;br /&gt;
CAN_LEARN&lt;br /&gt;
TITAN&lt;br /&gt;
FEATURE_BEAST&lt;br /&gt;
SEMIMEGABEAST&lt;br /&gt;
MEGABEAST&lt;br /&gt;
POWER&lt;br /&gt;
VESPERTINE&lt;br /&gt;
MATUTINAL&lt;br /&gt;
CREPUSCULAR&lt;br /&gt;
SOUND&lt;br /&gt;
GENERAL_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
LISP&lt;br /&gt;
PERSONALITY&lt;br /&gt;
CREATURE_CLASS&lt;br /&gt;
ROOT_AROUND&lt;br /&gt;
GOBBLE_VERMIN_CLASS&lt;br /&gt;
INTELLIGENT&lt;br /&gt;
VISION_ARC&lt;br /&gt;
CLUTCH_SIZE&lt;br /&gt;
EGG_SIZE&lt;br /&gt;
LAYS_EGGS&lt;br /&gt;
PRONE_TO_RAGE&lt;br /&gt;
GRAZER&lt;br /&gt;
STANDARD_GRAZER&lt;br /&gt;
HUNTS_VERMIN&lt;br /&gt;
RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
VERMINHUNTER&lt;br /&gt;
FLEEQUICK&lt;br /&gt;
CURIOUSBEAST_GUZZLER&lt;br /&gt;
CURIOUSBEAST_ITEM&lt;br /&gt;
CURIOUSBEAST_EATER&lt;br /&gt;
LARGE_PREDATOR&lt;br /&gt;
NO_WINTER&lt;br /&gt;
NO_AUTUMN&lt;br /&gt;
NO_SUMMER&lt;br /&gt;
NO_SPRING&lt;br /&gt;
IMMOLATE&lt;br /&gt;
ADOPTS_OWNER&lt;br /&gt;
DIVE_HUNTS_VERMIN&lt;br /&gt;
NOBREATHE&lt;br /&gt;
ALCOHOL_DEPENDENT&lt;br /&gt;
MULTIPART_FULL_VISION&lt;br /&gt;
MEANDERER&lt;br /&gt;
NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
NIGHT_CREATURE_HUNTER&lt;br /&gt;
UNIQUE_DEMON&lt;br /&gt;
DEMON&lt;br /&gt;
PATTERNFLIER&lt;br /&gt;
COOKABLE_LIVE&lt;br /&gt;
MISCHIEVOUS&lt;br /&gt;
MISCHIEVIOUS&lt;br /&gt;
NOT_BUTCHERABLE&lt;br /&gt;
TRAPAVOID&lt;br /&gt;
LOCKPICKER&lt;br /&gt;
AMBUSHPREDATOR&lt;br /&gt;
UPPERBODY&lt;br /&gt;
LOWERBODY&lt;br /&gt;
HEAD&lt;br /&gt;
SOCKET&lt;br /&gt;
MOUTH&lt;br /&gt;
CATEGORY&lt;br /&gt;
DEFAULT_RELSIZE&lt;br /&gt;
: number capped at 32&lt;br /&gt;
INDIVIDUAL_NAME&lt;br /&gt;
Unrecognized Creature Bodypart Token: &lt;br /&gt;
Unrecognized Creature Body Token: &lt;br /&gt;
CIRCULATION&lt;br /&gt;
GUTS&lt;br /&gt;
GELDABLE&lt;br /&gt;
RIGHT&lt;br /&gt;
LEFT&lt;br /&gt;
DIGIT&lt;br /&gt;
CONNECTOR&lt;br /&gt;
PREVENTS_PARENT_COLLAPSE&lt;br /&gt;
SKELETON&lt;br /&gt;
UNDER_PRESSURE&lt;br /&gt;
TOTEMABLE&lt;br /&gt;
VERMIN_BUTCHER_ITEM&lt;br /&gt;
EMBEDDED&lt;br /&gt;
APERTURE&lt;br /&gt;
SMALL&lt;br /&gt;
INTERNAL&lt;br /&gt;
CON_CAT&lt;br /&gt;
CONTYPE&lt;br /&gt;
GRASP&lt;br /&gt;
STANCE&lt;br /&gt;
Unrecognized Creature Bodypart CONTYPE Token: &lt;br /&gt;
LIMB&lt;br /&gt;
THROAT&lt;br /&gt;
JOINT&lt;br /&gt;
linelim&lt;br /&gt;
line&lt;br /&gt;
linechar&lt;br /&gt;
season&lt;br /&gt;
season_timer&lt;br /&gt;
cur_rain&lt;br /&gt;
cur_snow&lt;br /&gt;
cur_rain_counter&lt;br /&gt;
event_flow&lt;br /&gt;
plot_event&lt;br /&gt;
jobvalue&lt;br /&gt;
jobvalue_setter&lt;br /&gt;
buildreq&lt;br /&gt;
scrollx&lt;br /&gt;
scrolly&lt;br /&gt;
scrollz&lt;br /&gt;
gview&lt;br /&gt;
basic_seed&lt;br /&gt;
version&lt;br /&gt;
min_load_version&lt;br /&gt;
movie_version&lt;br /&gt;
index1_13&lt;br /&gt;
index1_14&lt;br /&gt;
index1_15&lt;br /&gt;
index1_16&lt;br /&gt;
index1_17&lt;br /&gt;
index1_18&lt;br /&gt;
index1_19&lt;br /&gt;
index1_20&lt;br /&gt;
index1_5&lt;br /&gt;
index1_6&lt;br /&gt;
index1_7&lt;br /&gt;
index1_8&lt;br /&gt;
index1_9&lt;br /&gt;
index1_10&lt;br /&gt;
index1_11&lt;br /&gt;
index1_12&lt;br /&gt;
cursor&lt;br /&gt;
point&lt;br /&gt;
gamemode&lt;br /&gt;
gametype&lt;br /&gt;
index1_1&lt;br /&gt;
index1_2&lt;br /&gt;
index1_3&lt;br /&gt;
index1_4&lt;br /&gt;
cur_snow_counter&lt;br /&gt;
cur_weather&lt;br /&gt;
weathertimer&lt;br /&gt;
year&lt;br /&gt;
assigndesjobs&lt;br /&gt;
assignbuildingjobs&lt;br /&gt;
season_count&lt;br /&gt;
precise_phase&lt;br /&gt;
index1_45&lt;br /&gt;
index1_46&lt;br /&gt;
index1_47&lt;br /&gt;
index1_48&lt;br /&gt;
index1_49&lt;br /&gt;
index1_50&lt;br /&gt;
index1_51&lt;br /&gt;
index1_52&lt;br /&gt;
index1_37&lt;br /&gt;
index1_38&lt;br /&gt;
index1_39&lt;br /&gt;
index1_40&lt;br /&gt;
index1_41&lt;br /&gt;
index1_42&lt;br /&gt;
index1_43&lt;br /&gt;
index1_44&lt;br /&gt;
index1_29&lt;br /&gt;
index1_30&lt;br /&gt;
index1_31&lt;br /&gt;
index1_32&lt;br /&gt;
index1_33&lt;br /&gt;
index1_34&lt;br /&gt;
index1_35&lt;br /&gt;
index1_36&lt;br /&gt;
index1_21&lt;br /&gt;
index1_22&lt;br /&gt;
index1_23&lt;br /&gt;
index1_24&lt;br /&gt;
index1_25&lt;br /&gt;
index1_26&lt;br /&gt;
index1_27&lt;br /&gt;
index1_28&lt;br /&gt;
index1_77&lt;br /&gt;
index1_78&lt;br /&gt;
index1_79&lt;br /&gt;
index1_80&lt;br /&gt;
index1_81&lt;br /&gt;
index1_82&lt;br /&gt;
index1_83&lt;br /&gt;
index1_84&lt;br /&gt;
index1_69&lt;br /&gt;
index1_70&lt;br /&gt;
index1_71&lt;br /&gt;
index1_72&lt;br /&gt;
index1_73&lt;br /&gt;
index1_74&lt;br /&gt;
index1_75&lt;br /&gt;
index1_76&lt;br /&gt;
index1_61&lt;br /&gt;
index1_62&lt;br /&gt;
index1_63&lt;br /&gt;
index1_64&lt;br /&gt;
index1_65&lt;br /&gt;
index1_66&lt;br /&gt;
index1_67&lt;br /&gt;
index1_68&lt;br /&gt;
index1_53&lt;br /&gt;
index1_54&lt;br /&gt;
index1_55&lt;br /&gt;
index1_56&lt;br /&gt;
index1_57&lt;br /&gt;
index1_58&lt;br /&gt;
index1_59&lt;br /&gt;
index1_60&lt;br /&gt;
index1_109&lt;br /&gt;
index1_110&lt;br /&gt;
index1_111&lt;br /&gt;
index1_112&lt;br /&gt;
index1_113&lt;br /&gt;
index1_114&lt;br /&gt;
index1_115&lt;br /&gt;
index1_116&lt;br /&gt;
index1_101&lt;br /&gt;
index1_102&lt;br /&gt;
index1_103&lt;br /&gt;
index1_104&lt;br /&gt;
index1_105&lt;br /&gt;
index1_106&lt;br /&gt;
index1_107&lt;br /&gt;
index1_108&lt;br /&gt;
index1_93&lt;br /&gt;
index1_94&lt;br /&gt;
index1_95&lt;br /&gt;
index1_96&lt;br /&gt;
index1_97&lt;br /&gt;
index1_98&lt;br /&gt;
index1_99&lt;br /&gt;
index1_100&lt;br /&gt;
index1_85&lt;br /&gt;
index1_86&lt;br /&gt;
index1_87&lt;br /&gt;
index1_88&lt;br /&gt;
index1_89&lt;br /&gt;
index1_90&lt;br /&gt;
index1_91&lt;br /&gt;
index1_92&lt;br /&gt;
selectingtaskobject&lt;br /&gt;
addingtask&lt;br /&gt;
addingtask_sub&lt;br /&gt;
buildjob_sizerad&lt;br /&gt;
buildjob_sizeroom&lt;br /&gt;
buildjob_assignroom&lt;br /&gt;
buildjob_mastering&lt;br /&gt;
buildjob_give_to&lt;br /&gt;
index1_133&lt;br /&gt;
index1_134&lt;br /&gt;
index1_135&lt;br /&gt;
index1_136&lt;br /&gt;
gamemode_cansave&lt;br /&gt;
modejob&lt;br /&gt;
modeitem&lt;br /&gt;
modeseason&lt;br /&gt;
index1_125&lt;br /&gt;
index1_126&lt;br /&gt;
index1_127&lt;br /&gt;
index1_128&lt;br /&gt;
index1_129&lt;br /&gt;
index1_130&lt;br /&gt;
index1_131&lt;br /&gt;
index1_132&lt;br /&gt;
index1_117&lt;br /&gt;
index1_118&lt;br /&gt;
index1_119&lt;br /&gt;
index1_120&lt;br /&gt;
index1_121&lt;br /&gt;
index1_122&lt;br /&gt;
index1_123&lt;br /&gt;
index1_124&lt;br /&gt;
standingorder_loom&lt;br /&gt;
standingorder_dyed_clothes&lt;br /&gt;
standingorder_collect_web&lt;br /&gt;
standingorder_zone_drinking&lt;br /&gt;
standingorder_zone_fishing&lt;br /&gt;
standingorder_slaughter&lt;br /&gt;
standingorder_butcher&lt;br /&gt;
standingorder_tan&lt;br /&gt;
standingorder_gatherstone&lt;br /&gt;
standingorder_gatherwood&lt;br /&gt;
standingorder_gatherfood&lt;br /&gt;
standingorder_gatherbodies&lt;br /&gt;
standingorder_gatherrefuse&lt;br /&gt;
standingorder_gatheranimals&lt;br /&gt;
standingorder_gatherfurniture&lt;br /&gt;
standingorder_allharvest&lt;br /&gt;
buildjob_flowz&lt;br /&gt;
buildjob_item1&lt;br /&gt;
modeunit&lt;br /&gt;
squadcount&lt;br /&gt;
modeview&lt;br /&gt;
modepage&lt;br /&gt;
modestation&lt;br /&gt;
paused&lt;br /&gt;
buildjob_popback&lt;br /&gt;
buildjob_type&lt;br /&gt;
buildjob_selected&lt;br /&gt;
buildjob_unit&lt;br /&gt;
buildjob_item&lt;br /&gt;
buildjob_building&lt;br /&gt;
buildjob_flowx&lt;br /&gt;
buildjob_flowy&lt;br /&gt;
index2_6&lt;br /&gt;
index2_7&lt;br /&gt;
index2_8&lt;br /&gt;
index2_9&lt;br /&gt;
index2_10&lt;br /&gt;
index2_11&lt;br /&gt;
itemmade&lt;br /&gt;
itemmade_subtype&lt;br /&gt;
standingorder_autoforbid_other_corpse&lt;br /&gt;
standingorder_autoforbid_your_items&lt;br /&gt;
standingorder_autoforbid_other_items&lt;br /&gt;
index2_1&lt;br /&gt;
index2_2&lt;br /&gt;
index2_3&lt;br /&gt;
index2_4&lt;br /&gt;
index2_5&lt;br /&gt;
standingorder_gatherrefuse_chasm_skulls&lt;br /&gt;
standingorder_gatherrefuse_chasm_skins&lt;br /&gt;
standingorder_gatherrefuse_chasm_bones&lt;br /&gt;
standingorder_gatherrefuse_chasm_strand_tissue&lt;br /&gt;
standingorder_gatherrefuse_chasm_shell&lt;br /&gt;
standingorder_gatherrefuse_chasm_othernonmetal&lt;br /&gt;
standingorder_autoforbid_projectile&lt;br /&gt;
standingorder_autoforbid_your_corpse&lt;br /&gt;
standingorder_fishery&lt;br /&gt;
standingorder_kitchen&lt;br /&gt;
standingorder_kiln&lt;br /&gt;
standingorder_smelter&lt;br /&gt;
standingorder_other&lt;br /&gt;
standingorder_gatherrefuse_outside&lt;br /&gt;
standingorder_gatherrefuse_outside_vermin&lt;br /&gt;
standingorder_gatherrefuse_chasm_corpses&lt;br /&gt;
oscrollz&lt;br /&gt;
page&lt;br /&gt;
dunginv_relitem&lt;br /&gt;
dunginv&lt;br /&gt;
dunginv_inv&lt;br /&gt;
dunginv_depth&lt;br /&gt;
dunginv_flag&lt;br /&gt;
dunginv_index&lt;br /&gt;
unitprintstack_clear&lt;br /&gt;
menuposition&lt;br /&gt;
looklist&lt;br /&gt;
olookx&lt;br /&gt;
olooky&lt;br /&gt;
olookz&lt;br /&gt;
oscrollx&lt;br /&gt;
oscrolly&lt;br /&gt;
texture&lt;br /&gt;
init&lt;br /&gt;
d_init&lt;br /&gt;
title&lt;br /&gt;
title2&lt;br /&gt;
unitprintstack&lt;br /&gt;
unitprintstack_cur&lt;br /&gt;
unitprintstack_start&lt;br /&gt;
itemmade_subcat1&lt;br /&gt;
itemmade_subcat2&lt;br /&gt;
itemmade_number&lt;br /&gt;
plotinfo&lt;br /&gt;
world&lt;br /&gt;
game&lt;br /&gt;
mainview&lt;br /&gt;
next_flow_guide_global_id&lt;br /&gt;
next_histfig_global_id&lt;br /&gt;
next_histevent_global_id&lt;br /&gt;
next_histeventcol_global_id&lt;br /&gt;
next_unitchunk_global_id&lt;br /&gt;
next_art_imagechunk_glob&lt;br /&gt;
al_id&lt;br /&gt;
next_task_global_id&lt;br /&gt;
next_squad_global_id&lt;br /&gt;
next_civ_global_id&lt;br /&gt;
next_nem_global_id&lt;br /&gt;
next_artifact_global_id&lt;br /&gt;
next_job_global_id&lt;br /&gt;
next_schedule_global_id&lt;br /&gt;
next_proj_global_id&lt;br /&gt;
next_building_global_id&lt;br /&gt;
next_machine_global_id&lt;br /&gt;
dung_swimmode&lt;br /&gt;
handleannounce&lt;br /&gt;
preserveannounce&lt;br /&gt;
updatelightstate&lt;br /&gt;
dung_buildinginteract&lt;br /&gt;
next_item_global_id&lt;br /&gt;
next_unit_global_id&lt;br /&gt;
next_soul_global_id&lt;br /&gt;
throwitem&lt;br /&gt;
dung_target&lt;br /&gt;
dung_targlist&lt;br /&gt;
interactitem&lt;br /&gt;
interactinvslot&lt;br /&gt;
dung_attackmode&lt;br /&gt;
dung_dodgemode&lt;br /&gt;
dung_chargedefendmode&lt;br /&gt;
filecomp_buffer_aux&lt;br /&gt;
filecomp_buffer2_aux&lt;br /&gt;
DEBUG_SHOW_RIVER&lt;br /&gt;
DEBUG_FASTCAVEIN&lt;br /&gt;
DEBUG_CONTINUOUS&lt;br /&gt;
DEBUG_NOMOOD&lt;br /&gt;
DEBUG_SAFEDWARVES&lt;br /&gt;
DEBUG_NOANIMALS&lt;br /&gt;
next_scale_global_id&lt;br /&gt;
next_rhythm_global_id&lt;br /&gt;
next_occupation_global_id&lt;br /&gt;
next_belief_system_global_id&lt;br /&gt;
manucomp&lt;br /&gt;
manucomp2&lt;br /&gt;
filecomp_buffer&lt;br /&gt;
filecomp_buffer2&lt;br /&gt;
next_army_global_id&lt;br /&gt;
next_army_controller_global_id&lt;br /&gt;
next_army_tracking_info_global_id&lt;br /&gt;
next_cultural_identity_global_id&lt;br /&gt;
next_agreement_global_id&lt;br /&gt;
next_poetic_form_global_id&lt;br /&gt;
next_musical_form_global_id&lt;br /&gt;
next_dance_form_global_id&lt;br /&gt;
next_formation_global_id&lt;br /&gt;
next_activity_global_id&lt;br /&gt;
next_interaction_instance_global_id&lt;br /&gt;
next_written_content_global_id&lt;br /&gt;
next_identity_global_id&lt;br /&gt;
next_incident_global_id&lt;br /&gt;
next_crime_global_id&lt;br /&gt;
next_vehicle_global_id&lt;br /&gt;
PRESSED&lt;br /&gt;
SOLID_PRESSED&lt;br /&gt;
ALL_SOLID&lt;br /&gt;
Unrecognized Material State Token: &lt;br /&gt;
IN_WATER&lt;br /&gt;
IN_MAGMA&lt;br /&gt;
NO_WATER&lt;br /&gt;
NO_MAGMA&lt;br /&gt;
mt_virtual_seed_type&lt;br /&gt;
SOLID&lt;br /&gt;
LIQUID&lt;br /&gt;
POWDER&lt;br /&gt;
SOLID_POWDER&lt;br /&gt;
PASTE&lt;br /&gt;
SOLID_PASTE&lt;br /&gt;
DEBUG_GAMELOG&lt;br /&gt;
DEBUG_MEGAFAST&lt;br /&gt;
option_exceptions&lt;br /&gt;
standingorder_mixfoods&lt;br /&gt;
mt_index&lt;br /&gt;
mt_cur_buffer&lt;br /&gt;
mt_virtual_buffer&lt;br /&gt;
mt_buffer&lt;br /&gt;
DEBUG_NOTHIRST&lt;br /&gt;
DEBUG_NOHUNGER&lt;br /&gt;
DEBUG_NOSLEEP&lt;br /&gt;
DEBUG_VISIBLEAMBUSHERS&lt;br /&gt;
DEBUG_QUICKMODE_MINING&lt;br /&gt;
DEBUG_ALWAYSHAPPY&lt;br /&gt;
DEBUG_NEVERBERSERK&lt;br /&gt;
DEBUG_DISABLEHUMANCARAVAN&lt;br /&gt;
WEATHER_CREEPING_VAPOR&lt;br /&gt;
WEATHER_CREEPING_DUST&lt;br /&gt;
WEATHER_FALLING_MATERIAL&lt;br /&gt;
UNDIRECTED_ITEM_CLOUD&lt;br /&gt;
TRAILING_ITEM_FLOW&lt;br /&gt;
Unrecognized Breath Attack Token: &lt;br /&gt;
LAW_MAKING&lt;br /&gt;
LAW_ENFORCEMENT&lt;br /&gt;
UNDIRECTED_GAS&lt;br /&gt;
UNDIRECTED_VAPOR&lt;br /&gt;
UNDIRECTED_DUST&lt;br /&gt;
WEB_SPRAY&lt;br /&gt;
DRAGONFIRE&lt;br /&gt;
FIREJET&lt;br /&gt;
FIREBALL&lt;br /&gt;
WEATHER_CREEPING_GAS&lt;br /&gt;
Unrecognized Usage Hint Token: &lt;br /&gt;
TRAILING_DUST_FLOW&lt;br /&gt;
TRAILING_VAPOR_FLOW&lt;br /&gt;
TRAILING_GAS_FLOW&lt;br /&gt;
SOLID_GLOB&lt;br /&gt;
LIQUID_GLOB&lt;br /&gt;
SPATTER_POWDER&lt;br /&gt;
SPATTER_LIQUID&lt;br /&gt;
Unrecognized Location Hint Token: &lt;br /&gt;
MAJOR_CURSE&lt;br /&gt;
GREETING&lt;br /&gt;
CLEAN_SELF&lt;br /&gt;
CLEAN_FRIEND&lt;br /&gt;
FLEEING&lt;br /&gt;
NEGATIVE_SOCIAL_RESPONSE&lt;br /&gt;
TORMENT&lt;br /&gt;
LOYALTY&lt;br /&gt;
FAMILY&lt;br /&gt;
FRIENDSHIP&lt;br /&gt;
TRUTH&lt;br /&gt;
CUNNING&lt;br /&gt;
ELOQUENCE&lt;br /&gt;
FAIRNESS&lt;br /&gt;
MILITARY_GOALS&lt;br /&gt;
MILITARY_STRATEGY&lt;br /&gt;
UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
EQUIPMENT_MANIFESTS&lt;br /&gt;
SORT_AMMUNITION&lt;br /&gt;
BUILD_MORALE&lt;br /&gt;
HEALTH_MANAGEMENT&lt;br /&gt;
Unrecognized Position Responsibility Token: &lt;br /&gt;
MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
COLLECT_TAXES&lt;br /&gt;
ESCORT_TAX_COLLECTOR&lt;br /&gt;
EXECUTIONS&lt;br /&gt;
TAME_EXOTICS&lt;br /&gt;
RELIGION&lt;br /&gt;
ATTACK_ENEMIES&lt;br /&gt;
PATROL_TERRITORY&lt;br /&gt;
RECEIVE_DIPLOMATS&lt;br /&gt;
MEET_WORKERS&lt;br /&gt;
MANAGE_PRODUCTION&lt;br /&gt;
TRADE&lt;br /&gt;
ACCOUNTING&lt;br /&gt;
ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
MAKE_INTRODUCTIONS&lt;br /&gt;
MAKE_PEACE_AGREEMENTS&lt;br /&gt;
PEACE&lt;br /&gt;
Unrecognized Value Token: &lt;br /&gt;
KILL_ENTITY_MEMBER&lt;br /&gt;
KILL_NEUTRAL&lt;br /&gt;
KILL_ENEMY&lt;br /&gt;
KILL_ANIMAL&lt;br /&gt;
EAT_SAPIENT_OTHER&lt;br /&gt;
EAT_SAPIENT_KILL&lt;br /&gt;
SACRIFICE&lt;br /&gt;
COMPETITION&lt;br /&gt;
PERSEVERANCE&lt;br /&gt;
PERSEVERENCE&lt;br /&gt;
LEISURE_TIME&lt;br /&gt;
COMMERCE&lt;br /&gt;
ROMANCE&lt;br /&gt;
NATURE&lt;br /&gt;
SELF_CONTROL&lt;br /&gt;
TRANQUILITY&lt;br /&gt;
HARMONY&lt;br /&gt;
MERRIMENT&lt;br /&gt;
CRAFTSMANSHIP&lt;br /&gt;
MARTIAL_PROWESS&lt;br /&gt;
SKILL&lt;br /&gt;
HARD_WORK&lt;br /&gt;
DECORUM&lt;br /&gt;
TRADITION&lt;br /&gt;
ARTWORK&lt;br /&gt;
COOPERATION&lt;br /&gt;
INDEPENDENCE&lt;br /&gt;
STOICISM&lt;br /&gt;
KNOWLEDGE&lt;br /&gt;
INTROSPECTION&lt;br /&gt;
JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
ONLY_IF_SANCTIONED&lt;br /&gt;
MISGUIDED&lt;br /&gt;
SHUN&lt;br /&gt;
APPALLING&lt;br /&gt;
PUNISH_REPRIMAND&lt;br /&gt;
PUNISH_SERIOUS&lt;br /&gt;
PUNISH_EXILE&lt;br /&gt;
Unrecognized Ethic Action Token: &lt;br /&gt;
NOT_APPLICABLE&lt;br /&gt;
REQUIRED&lt;br /&gt;
ACCEPTABLE&lt;br /&gt;
PERSONAL_MATTER&lt;br /&gt;
JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
TREASON&lt;br /&gt;
OATH_BREAKING&lt;br /&gt;
LYING&lt;br /&gt;
VANDALISM&lt;br /&gt;
TRESPASSING&lt;br /&gt;
THEFT&lt;br /&gt;
ASSAULT&lt;br /&gt;
SLAVERY&lt;br /&gt;
MAKE_TROPHY_SAME_RACE&lt;br /&gt;
MAKE_TROPHY_SAPIENT&lt;br /&gt;
MAKE_TROPHY_ANIMAL&lt;br /&gt;
KILL_PLANT&lt;br /&gt;
TORTURE_AS_EXAMPLE&lt;br /&gt;
TORTURE_FOR_INFORMATION&lt;br /&gt;
TORTURE_FOR_FUN&lt;br /&gt;
TORTURE_ANIMALS&lt;br /&gt;
CAVERNS&lt;br /&gt;
CHAOS&lt;br /&gt;
CHARITY&lt;br /&gt;
CHILDREN&lt;br /&gt;
COASTS&lt;br /&gt;
CONSOLATION&lt;br /&gt;
COURAGE&lt;br /&gt;
CRAFTS&lt;br /&gt;
AGRICULTURE&lt;br /&gt;
ANIMALS&lt;br /&gt;
BALANCE&lt;br /&gt;
BEAUTY&lt;br /&gt;
BIRTH&lt;br /&gt;
BLIGHT&lt;br /&gt;
BOUNDARIES&lt;br /&gt;
PANTHEON&lt;br /&gt;
REGIONAL_FORCE&lt;br /&gt;
Unrecognized Religion Token: &lt;br /&gt;
SPRING&lt;br /&gt;
SUMMER&lt;br /&gt;
AUTUMN&lt;br /&gt;
WINTER&lt;br /&gt;
Unrecognized Season Token: &lt;br /&gt;
PUNISH_CAPITAL&lt;br /&gt;
UNTHINKABLE&lt;br /&gt;
Unrecognized Ethic Response Token: &lt;br /&gt;
ROAD&lt;br /&gt;
TUNNEL&lt;br /&gt;
BRIDGE&lt;br /&gt;
WALL&lt;br /&gt;
Unrecognized World Construction Token: &lt;br /&gt;
FREEDOM&lt;br /&gt;
GAMBLING&lt;br /&gt;
GAMES&lt;br /&gt;
GENEROSITY&lt;br /&gt;
HAPPINESS&lt;br /&gt;
HEALING&lt;br /&gt;
HOSPITALITY&lt;br /&gt;
HUNTING&lt;br /&gt;
FERTILITY&lt;br /&gt;
FESTIVALS&lt;br /&gt;
FIRE&lt;br /&gt;
FISH&lt;br /&gt;
FISHING&lt;br /&gt;
FOOD&lt;br /&gt;
FORGIVENESS&lt;br /&gt;
FORTRESSES&lt;br /&gt;
DISCIPLINE&lt;br /&gt;
DISEASE&lt;br /&gt;
DREAMS&lt;br /&gt;
DUSK&lt;br /&gt;
DUTY&lt;br /&gt;
EARTH&lt;br /&gt;
FAME&lt;br /&gt;
FATE&lt;br /&gt;
CREATION&lt;br /&gt;
DANCE&lt;br /&gt;
DARKNESS&lt;br /&gt;
DAWN&lt;br /&gt;
DEATH&lt;br /&gt;
DEFORMITY&lt;br /&gt;
DEPRAVITY&lt;br /&gt;
MUSIC&lt;br /&gt;
NIGHT&lt;br /&gt;
NIGHTMARES&lt;br /&gt;
OATHS&lt;br /&gt;
OCEANS&lt;br /&gt;
ORDER&lt;br /&gt;
PAINTING&lt;br /&gt;
PERSUASION&lt;br /&gt;
METALS&lt;br /&gt;
MINERALS&lt;br /&gt;
MISERY&lt;br /&gt;
MIST&lt;br /&gt;
MOON&lt;br /&gt;
MOUNTAINS&lt;br /&gt;
MUCK&lt;br /&gt;
MURDER&lt;br /&gt;
LIGHT&lt;br /&gt;
LIGHTNING&lt;br /&gt;
LONGEVITY&lt;br /&gt;
LOVE&lt;br /&gt;
LUCK&lt;br /&gt;
LUST&lt;br /&gt;
MARRIAGE&lt;br /&gt;
MERCY&lt;br /&gt;
INSPIRATION&lt;br /&gt;
JEALOUSY&lt;br /&gt;
JEWELS&lt;br /&gt;
JUSTICE&lt;br /&gt;
LABOR&lt;br /&gt;
LAKES&lt;br /&gt;
LAWS&lt;br /&gt;
LIES&lt;br /&gt;
TRAVELERS&lt;br /&gt;
TREACHERY&lt;br /&gt;
TREES&lt;br /&gt;
TRICKERY&lt;br /&gt;
TWILIGHT&lt;br /&gt;
VALOR&lt;br /&gt;
VICTORY&lt;br /&gt;
VOLCANOS&lt;br /&gt;
SONG&lt;br /&gt;
STARS&lt;br /&gt;
STORMS&lt;br /&gt;
SUICIDE&lt;br /&gt;
THRALLDOM&lt;br /&gt;
THUNDER&lt;br /&gt;
TORTURE&lt;br /&gt;
RIVERS&lt;br /&gt;
RULERSHIP&lt;br /&gt;
RUMORS&lt;br /&gt;
SALT&lt;br /&gt;
SCHOLARSHIP&lt;br /&gt;
SEASONS&lt;br /&gt;
SILENCE&lt;br /&gt;
PLANTS&lt;br /&gt;
POETRY&lt;br /&gt;
PREGNANCY&lt;br /&gt;
RAIN&lt;br /&gt;
RAINBOWS&lt;br /&gt;
REBIRTH&lt;br /&gt;
REVELRY&lt;br /&gt;
REVENGE&lt;br /&gt;
Unrecognized Art Facet Token: &lt;br /&gt;
TREE&lt;br /&gt;
SHAPE&lt;br /&gt;
ITEM&lt;br /&gt;
Unrecognized Art Image Element Token: &lt;br /&gt;
HANDLE&lt;br /&gt;
ROLLERS&lt;br /&gt;
Unrecognized Specific Item Improvement Token: &lt;br /&gt;
BECOME_A_LEGENDARY_WARRIOR&lt;br /&gt;
MASTER_A_SKILL&lt;br /&gt;
FALL_IN_LOVE&lt;br /&gt;
SEE_THE_GREAT_NATURAL_SITES&lt;br /&gt;
IMMORTALITY&lt;br /&gt;
MAKE_A_GREAT_DISCOVERY&lt;br /&gt;
Unrecognized Goal Token: &lt;br /&gt;
OWN_RACE&lt;br /&gt;
Unrecognized Sphere Token: &lt;br /&gt;
STAY_ALIVE&lt;br /&gt;
MAINTAIN_ENTITY_STATUS&lt;br /&gt;
START_A_FAMILY&lt;br /&gt;
RULE_THE_WORLD&lt;br /&gt;
CREATE_A_GREAT_WORK_OF_ART&lt;br /&gt;
CRAFT_A_MASTERWORK&lt;br /&gt;
BRING_PEACE_TO_THE_WORLD&lt;br /&gt;
WATER&lt;br /&gt;
WEALTH&lt;br /&gt;
WEATHER&lt;br /&gt;
WIND&lt;br /&gt;
WISDOM&lt;br /&gt;
WRITING&lt;br /&gt;
YOUTH&lt;br /&gt;
LAW_ENFORCE&lt;br /&gt;
TAX_ESCORT&lt;br /&gt;
ANIMATED&lt;br /&gt;
GHOST&lt;br /&gt;
ADVENTURER&lt;br /&gt;
Unrecognized Creature Texture Token: &lt;br /&gt;
MOTHER&lt;br /&gt;
FATHER&lt;br /&gt;
DARK_FORTRESS&lt;br /&gt;
CAVE&lt;br /&gt;
CAVE_DETAILED&lt;br /&gt;
TREE_CITY&lt;br /&gt;
CITY&lt;br /&gt;
FORTRESS&lt;br /&gt;
MONUMENT&lt;br /&gt;
Unrecognized Site Token: &lt;br /&gt;
THREAD&lt;br /&gt;
CLOTH&lt;br /&gt;
SEWN_IMAGE&lt;br /&gt;
PAGES&lt;br /&gt;
ILLUSTRATION&lt;br /&gt;
INSTRUMENT_PIECE&lt;br /&gt;
Unrecognized Item Improvement Token: &lt;br /&gt;
PLAYER_FORTRESS&lt;br /&gt;
ART_IMAGE&lt;br /&gt;
COVERED&lt;br /&gt;
GLAZED&lt;br /&gt;
RINGS_HANGING&lt;br /&gt;
BANDS&lt;br /&gt;
SPIKES&lt;br /&gt;
SPECIFIC&lt;br /&gt;
ITEMSPECIFIC&lt;br /&gt;
WOODWORKER&lt;br /&gt;
CARPENTER&lt;br /&gt;
BOWYER&lt;br /&gt;
WOODCUTTER&lt;br /&gt;
STONEWORKER&lt;br /&gt;
ENGRAVER&lt;br /&gt;
MASON&lt;br /&gt;
RANGER&lt;br /&gt;
MEMBER&lt;br /&gt;
FORMER_MEMBER&lt;br /&gt;
SLAVE&lt;br /&gt;
FORMER_SLAVE&lt;br /&gt;
FORMER_PRISONER&lt;br /&gt;
MINER&lt;br /&gt;
FORMER_MASTER&lt;br /&gt;
FORMER_APPRENTICE&lt;br /&gt;
PET_OWNER&lt;br /&gt;
Unrecognized Historical Figure Hist Fig Link Token: &lt;br /&gt;
MERCENARY&lt;br /&gt;
FORMER_MERCENARY&lt;br /&gt;
ENEMY&lt;br /&gt;
CRIMINAL&lt;br /&gt;
SPOUSE&lt;br /&gt;
DEITY&lt;br /&gt;
LOVER&lt;br /&gt;
PRISONER&lt;br /&gt;
IMPRISONER&lt;br /&gt;
MASTER&lt;br /&gt;
APPRENTICE&lt;br /&gt;
COMPANION&lt;br /&gt;
STRAND_EXTRACTOR&lt;br /&gt;
FISHERY_WORKER&lt;br /&gt;
FISHERMAN&lt;br /&gt;
FISH_DISSECTOR&lt;br /&gt;
FISH_CLEANER&lt;br /&gt;
FARMER&lt;br /&gt;
CHEESE_MAKER&lt;br /&gt;
MILKER&lt;br /&gt;
POTTER&lt;br /&gt;
WAX_WORKER&lt;br /&gt;
STONECRAFTER&lt;br /&gt;
LEATHERWORKER&lt;br /&gt;
BONE_CARVER&lt;br /&gt;
WEAVER&lt;br /&gt;
CLOTHIER&lt;br /&gt;
GLASSMAKER&lt;br /&gt;
ARMORER&lt;br /&gt;
BLACKSMITH&lt;br /&gt;
METALCRAFTER&lt;br /&gt;
JEWELER&lt;br /&gt;
GEM_CUTTER&lt;br /&gt;
GEM_SETTER&lt;br /&gt;
CRAFTSMAN&lt;br /&gt;
WOODCRAFTER&lt;br /&gt;
ANIMAL_CARETAKER&lt;br /&gt;
ANIMAL_TRAINER&lt;br /&gt;
HUNTER&lt;br /&gt;
TRAPPER&lt;br /&gt;
ANIMAL_DISSECTOR&lt;br /&gt;
METALSMITH&lt;br /&gt;
FURNACE_OPERATOR&lt;br /&gt;
WEAPONSMITH&lt;br /&gt;
CLERK&lt;br /&gt;
ARCHITECT&lt;br /&gt;
DOCTOR&lt;br /&gt;
DIAGNOSER&lt;br /&gt;
BONE_SETTER&lt;br /&gt;
SUTURER&lt;br /&gt;
SURGEON&lt;br /&gt;
ADMINISTRATOR&lt;br /&gt;
POTASH_MAKER&lt;br /&gt;
LYE_MAKER&lt;br /&gt;
WOOD_BURNER&lt;br /&gt;
ENGINEER&lt;br /&gt;
MECHANIC&lt;br /&gt;
SIEGE_ENGINEER&lt;br /&gt;
SIEGE_OPERATOR&lt;br /&gt;
PUMP_OPERATOR&lt;br /&gt;
DYER&lt;br /&gt;
PRESSER&lt;br /&gt;
BEEKEEPER&lt;br /&gt;
GLAZER&lt;br /&gt;
PLANTER&lt;br /&gt;
HERBALIST&lt;br /&gt;
BREWER&lt;br /&gt;
SOAP_MAKER&lt;br /&gt;
GELDER&lt;br /&gt;
SHEARER&lt;br /&gt;
SPINNER&lt;br /&gt;
COOK&lt;br /&gt;
THRESHER&lt;br /&gt;
MILLER&lt;br /&gt;
BUTCHER&lt;br /&gt;
TANNER&lt;br /&gt;
TRAINED_HUNTER&lt;br /&gt;
TRAINED_WAR&lt;br /&gt;
MASTER_THIEF&lt;br /&gt;
THIEF&lt;br /&gt;
STANDARD&lt;br /&gt;
DRUNK&lt;br /&gt;
LASHER&lt;br /&gt;
MASTER_LASHER&lt;br /&gt;
MASTER_MACEMAN&lt;br /&gt;
PIKEMAN&lt;br /&gt;
MASTER_PIKEMAN&lt;br /&gt;
BOWMAN&lt;br /&gt;
MASTER_BOWMAN&lt;br /&gt;
BLOWGUNMAN&lt;br /&gt;
MASTER_BLOWGUNMAN&lt;br /&gt;
RECRUIT&lt;br /&gt;
MASTER_CROSSBOWMAN&lt;br /&gt;
WRESTLER&lt;br /&gt;
MASTER_WRESTLER&lt;br /&gt;
AXEMAN&lt;br /&gt;
MASTER_AXEMAN&lt;br /&gt;
SWORDSMAN&lt;br /&gt;
MASTER_SWORDSMAN&lt;br /&gt;
MACEMAN&lt;br /&gt;
TRADER&lt;br /&gt;
ALCHEMIST&lt;br /&gt;
MERCHANT&lt;br /&gt;
HAMMERMAN&lt;br /&gt;
MASTER_HAMMERMAN&lt;br /&gt;
SPEARMAN&lt;br /&gt;
MASTER_SPEARMAN&lt;br /&gt;
CROSSBOWMAN&lt;br /&gt;
MONK&lt;br /&gt;
MINE&lt;br /&gt;
HAUL_STONE&lt;br /&gt;
HAUL_WOOD&lt;br /&gt;
HAUL_BODY&lt;br /&gt;
HAUL_FOOD&lt;br /&gt;
HAUL_REFUSE&lt;br /&gt;
HAUL_ITEM&lt;br /&gt;
PAPERMAKER&lt;br /&gt;
BOOKBINDER&lt;br /&gt;
PERFORMER&lt;br /&gt;
SCRIBE&lt;br /&gt;
TAVERN_KEEPER&lt;br /&gt;
PEDDLER&lt;br /&gt;
PROPHET&lt;br /&gt;
PILGRIM&lt;br /&gt;
SCHOLAR&lt;br /&gt;
PHILOSOPHER&lt;br /&gt;
MATHEMATICIAN&lt;br /&gt;
HISTORIAN&lt;br /&gt;
ASTRONOMER&lt;br /&gt;
NATURALIST&lt;br /&gt;
CHEMIST&lt;br /&gt;
GEOGRAPHER&lt;br /&gt;
MONSTER_SLAYER&lt;br /&gt;
SCOUT&lt;br /&gt;
BEAST_HUNTER&lt;br /&gt;
SNATCHER&lt;br /&gt;
POET&lt;br /&gt;
BARD&lt;br /&gt;
DANCER&lt;br /&gt;
SAGE&lt;br /&gt;
SMELT&lt;br /&gt;
FORGE_WEAPON&lt;br /&gt;
FORGE_ARMOR&lt;br /&gt;
FORGE_FURNITURE&lt;br /&gt;
METAL_CRAFT&lt;br /&gt;
CUT_GEM&lt;br /&gt;
ENCRUST_GEM&lt;br /&gt;
WOOD_CRAFT&lt;br /&gt;
CLOTHESMAKER&lt;br /&gt;
PROCESS_PLANT&lt;br /&gt;
MAKE_CHEESE&lt;br /&gt;
MILK&lt;br /&gt;
GELD&lt;br /&gt;
CLEAN_FISH&lt;br /&gt;
DISSECT_FISH&lt;br /&gt;
HUNT&lt;br /&gt;
SURGERY&lt;br /&gt;
BONE_SETTING&lt;br /&gt;
SUTURING&lt;br /&gt;
DRESSING_WOUNDS&lt;br /&gt;
FEED_WATER_CIVILIANS&lt;br /&gt;
RECOVER_WOUNDED&lt;br /&gt;
DISSECT_VERMIN&lt;br /&gt;
LEATHER&lt;br /&gt;
HAUL_FURNITURE&lt;br /&gt;
HAUL_ANIMALS&lt;br /&gt;
CLEAN&lt;br /&gt;
CUTWOOD&lt;br /&gt;
DETAIL&lt;br /&gt;
ANIMALTRAIN&lt;br /&gt;
ANIMALCARE&lt;br /&gt;
DIAGNOSE&lt;br /&gt;
Unrecognized Unit Type Token: &lt;br /&gt;
MINING&lt;br /&gt;
WOODCUTTING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
DETAILSTONE&lt;br /&gt;
MASONRY&lt;br /&gt;
PROCESSFISH&lt;br /&gt;
TRAPPING&lt;br /&gt;
HANDLE_VEHICLES&lt;br /&gt;
HAUL_TRADE&lt;br /&gt;
PULL_LEVER&lt;br /&gt;
REMOVE_CONSTRUCTION&lt;br /&gt;
HAUL_WATER&lt;br /&gt;
BUILD_ROAD&lt;br /&gt;
BUILD_CONSTRUCTION&lt;br /&gt;
Unrecognized Labor Token: &lt;br /&gt;
SIEGEOPERATE&lt;br /&gt;
POTASH_MAKING&lt;br /&gt;
LYE_MAKING&lt;br /&gt;
GLAZING&lt;br /&gt;
BURN_WOOD&lt;br /&gt;
OPERATE_PUMP&lt;br /&gt;
PRESSING&lt;br /&gt;
BEEKEEPING&lt;br /&gt;
PAPERMAKING&lt;br /&gt;
BOOKBINDING&lt;br /&gt;
POTTERY&lt;br /&gt;
WAX_WORKING&lt;br /&gt;
STONE_CRAFT&lt;br /&gt;
BONE_CARVE&lt;br /&gt;
EXTRACT_STRAND&lt;br /&gt;
SIEGECRAFT&lt;br /&gt;
CROSSBOW&lt;br /&gt;
SHIELD&lt;br /&gt;
ARMOR&lt;br /&gt;
PIKE&lt;br /&gt;
WHIP&lt;br /&gt;
BLOWGUN&lt;br /&gt;
THROW&lt;br /&gt;
BONECARVE&lt;br /&gt;
SWORD&lt;br /&gt;
MISC_WEAPON&lt;br /&gt;
DAGGER&lt;br /&gt;
MACE&lt;br /&gt;
HAMMER&lt;br /&gt;
SPEAR&lt;br /&gt;
SPINNING&lt;br /&gt;
HERBALISM&lt;br /&gt;
CUTGEM&lt;br /&gt;
ENCRUSTGEM&lt;br /&gt;
WOODCRAFT&lt;br /&gt;
STONECRAFT&lt;br /&gt;
METALCRAFT&lt;br /&gt;
LEATHERWORK&lt;br /&gt;
WEAVING&lt;br /&gt;
BREWING&lt;br /&gt;
ALCHEMY&lt;br /&gt;
CLOTHESMAKING&lt;br /&gt;
MILLING&lt;br /&gt;
PROCESSPLANTS&lt;br /&gt;
CHEESEMAKING&lt;br /&gt;
SHEARING&lt;br /&gt;
CONCENTRATION&lt;br /&gt;
SITUATIONAL_AWARENESS&lt;br /&gt;
PROSE&lt;br /&gt;
READING&lt;br /&gt;
SPEAKING&lt;br /&gt;
COORDINATION&lt;br /&gt;
LEADERSHIP&lt;br /&gt;
TEACHING&lt;br /&gt;
INTIMIDATION&lt;br /&gt;
CONVERSATION&lt;br /&gt;
COMEDY&lt;br /&gt;
FLATTERY&lt;br /&gt;
CONSOLE&lt;br /&gt;
PACIFY&lt;br /&gt;
TRACKING&lt;br /&gt;
KNOWLEDGE_ACQUISITION&lt;br /&gt;
WOOD_BURNING&lt;br /&gt;
SOAP_MAKING&lt;br /&gt;
SWIMMING&lt;br /&gt;
NEGOTIATION&lt;br /&gt;
JUDGING_INTENT&lt;br /&gt;
APPRAISAL&lt;br /&gt;
ORGANIZATION&lt;br /&gt;
RECORD_KEEPING&lt;br /&gt;
MECHANICS&lt;br /&gt;
MAGIC_NATURE&lt;br /&gt;
SNEAK&lt;br /&gt;
DESIGNBUILDING&lt;br /&gt;
DRESS_WOUNDS&lt;br /&gt;
SET_BONE&lt;br /&gt;
SUTURE&lt;br /&gt;
CRUTCH_WALK&lt;br /&gt;
Unrecognized Skill Token: &lt;br /&gt;
AMBER&lt;br /&gt;
CORAL&lt;br /&gt;
GLASS_GREEN&lt;br /&gt;
GLASS_CLEAR&lt;br /&gt;
GLASS_CRYSTAL&lt;br /&gt;
POTASH&lt;br /&gt;
CRITICAL_THINKING&lt;br /&gt;
LOGIC&lt;br /&gt;
MATHEMATICS&lt;br /&gt;
ASTRONOMY&lt;br /&gt;
CHEMISTRY&lt;br /&gt;
GEOGRAPHY&lt;br /&gt;
OPTICS_ENGINEER&lt;br /&gt;
FLUID_ENGINEER&lt;br /&gt;
MILITARY_TACTICS&lt;br /&gt;
CLIMBING&lt;br /&gt;
MAKE_MUSIC&lt;br /&gt;
SING&lt;br /&gt;
PLAY_KEYBOARD_INSTRUMENT&lt;br /&gt;
PLAY_STRINGED_INSTRUMENT&lt;br /&gt;
PLAY_WIND_INSTRUMENT&lt;br /&gt;
PLAY_PERCUSSION_INSTRUMENT&lt;br /&gt;
MELEE_COMBAT&lt;br /&gt;
RANGED_COMBAT&lt;br /&gt;
WRESTLING&lt;br /&gt;
BITE&lt;br /&gt;
GRASP_STRIKE&lt;br /&gt;
STANCE_STRIKE&lt;br /&gt;
DODGING&lt;br /&gt;
KNAPPING&lt;br /&gt;
DOOR&lt;br /&gt;
FLOODGATE&lt;br /&gt;
HATCH_COVER&lt;br /&gt;
GRATE&lt;br /&gt;
TRACTION_BENCH&lt;br /&gt;
CHAIR&lt;br /&gt;
CHAIN&lt;br /&gt;
RARE&lt;br /&gt;
SMALLGEM&lt;br /&gt;
BLOCKS&lt;br /&gt;
ROUGH&lt;br /&gt;
BOULDER&lt;br /&gt;
WOOD&lt;br /&gt;
BRANCH&lt;br /&gt;
STONE&lt;br /&gt;
METAL&lt;br /&gt;
INORGANIC&lt;br /&gt;
COAL&lt;br /&gt;
GET_MATERIAL_FROM_REAGENT&lt;br /&gt;
Unrecognized Material Token: &lt;br /&gt;
FORCED&lt;br /&gt;
UNCOMMON&lt;br /&gt;
PEARLASH&lt;br /&gt;
VOMIT&lt;br /&gt;
FILTH_B&lt;br /&gt;
FILTH_Y&lt;br /&gt;
UNKNOWN_SUBSTANCE&lt;br /&gt;
GRIME&lt;br /&gt;
ARMORSTAND&lt;br /&gt;
WEAPONRACK&lt;br /&gt;
CABINET&lt;br /&gt;
FIGURINE&lt;br /&gt;
AMULET&lt;br /&gt;
SCEPTER&lt;br /&gt;
AMMO&lt;br /&gt;
CROWN&lt;br /&gt;
MILLSTONE&lt;br /&gt;
CORPSE&lt;br /&gt;
WEAPON&lt;br /&gt;
SHOES&lt;br /&gt;
HELM&lt;br /&gt;
GLOVES&lt;br /&gt;
BUCKET&lt;br /&gt;
ANIMALTRAP&lt;br /&gt;
TABLE&lt;br /&gt;
COFFIN&lt;br /&gt;
STATUE&lt;br /&gt;
SLAB&lt;br /&gt;
BOOK&lt;br /&gt;
QUERN&lt;br /&gt;
FLASK&lt;br /&gt;
GOBLET&lt;br /&gt;
INSTRUMENT&lt;br /&gt;
TOOL&lt;br /&gt;
WINDOW&lt;br /&gt;
CAGE&lt;br /&gt;
BARREL&lt;br /&gt;
TRAPPARTS&lt;br /&gt;
TRAPCOMP&lt;br /&gt;
DRINK&lt;br /&gt;
POWDER_MISC&lt;br /&gt;
CHEESE&lt;br /&gt;
LIQUID_MISC&lt;br /&gt;
COIN&lt;br /&gt;
GLOB&lt;br /&gt;
QUIVER&lt;br /&gt;
SPLINT&lt;br /&gt;
ORTHOPEDIC_CAST&lt;br /&gt;
CRUTCH&lt;br /&gt;
CATAPULTPARTS&lt;br /&gt;
BALLISTAPARTS&lt;br /&gt;
SIEGEAMMO&lt;br /&gt;
BALLISTAARROWHEAD&lt;br /&gt;
VERMIN&lt;br /&gt;
SEEDS&lt;br /&gt;
SKIN_TANNED&lt;br /&gt;
PLANT_GROWTH&lt;br /&gt;
SHEET&lt;br /&gt;
TOTEM&lt;br /&gt;
PANTS&lt;br /&gt;
BACKPACK&lt;br /&gt;
RING&lt;br /&gt;
EARRING&lt;br /&gt;
BRACELET&lt;br /&gt;
ANVIL&lt;br /&gt;
CORPSEPIECE&lt;br /&gt;
MEAT&lt;br /&gt;
FISH_RAW&lt;br /&gt;
West&lt;br /&gt;
East&lt;br /&gt;
North&lt;br /&gt;
South&lt;br /&gt;
NO_MATGLOSS&lt;br /&gt;
Unrecognized Inorganic Token: &lt;br /&gt;
Unrecognized Coal Token: &lt;br /&gt;
VEIN&lt;br /&gt;
CLUSTER&lt;br /&gt;
CLUSTER_SMALL&lt;br /&gt;
CLUSTER_ONE&lt;br /&gt;
Unrecognized Inclusion Type Token: &lt;br /&gt;
BATTLE&lt;br /&gt;
SIEGE&lt;br /&gt;
LIBRARY&lt;br /&gt;
FESTIVAL&lt;br /&gt;
map_rejection_log.txt&lt;br /&gt;
COKE&lt;br /&gt;
CHARCOAL&lt;br /&gt;
USE_LAVA_STONE&lt;br /&gt;
ROCK&lt;br /&gt;
PIPE_SECTION&lt;br /&gt;
Unrecognized Item Token: &lt;br /&gt;
VESSEL&lt;br /&gt;
MILITARY_UNIT&lt;br /&gt;
TEMPLE&lt;br /&gt;
Meat/Fish Recipes&lt;br /&gt;
Other Recipes&lt;br /&gt;
Metal Bars&lt;br /&gt;
Small Cut Gems&lt;br /&gt;
Large Cut Gems&lt;br /&gt;
Stone Blocks&lt;br /&gt;
Seeds&lt;br /&gt;
Anvils&lt;br /&gt;
Powders&lt;br /&gt;
Extracts&lt;br /&gt;
Meat&lt;br /&gt;
Fish&lt;br /&gt;
Eggs&lt;br /&gt;
Plants&lt;br /&gt;
Fruit and Nuts&lt;br /&gt;
Garden Vegetables&lt;br /&gt;
Cloth (Plant)&lt;br /&gt;
Cloth (Silk)&lt;br /&gt;
Cloth (Yarn)&lt;br /&gt;
Crafts&lt;br /&gt;
Wood&lt;br /&gt;
Pets&lt;br /&gt;
Drinks&lt;br /&gt;
Cheeses&lt;br /&gt;
Below&lt;br /&gt;
Above&lt;br /&gt;
Here&lt;br /&gt;
/Below&lt;br /&gt;
/Above&lt;br /&gt;
Leather&lt;br /&gt;
Sheet&lt;br /&gt;
Thread (Yarn)&lt;br /&gt;
Ropes (Plant)&lt;br /&gt;
Ropes (Silk)&lt;br /&gt;
Ropes (Yarn)&lt;br /&gt;
Barrels&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Flasks/Waterskins&lt;br /&gt;
Quivers&lt;br /&gt;
Clay&lt;br /&gt;
Cages&lt;br /&gt;
Bags (Leather)&lt;br /&gt;
Bags (Plant)&lt;br /&gt;
Bags (Silk)&lt;br /&gt;
Bags (Yarn)&lt;br /&gt;
Thread (Plant)&lt;br /&gt;
Thread (Silk)&lt;br /&gt;
Footwear&lt;br /&gt;
Legwear&lt;br /&gt;
Shields&lt;br /&gt;
Toys&lt;br /&gt;
Tools&lt;br /&gt;
Instruments&lt;br /&gt;
Stone&lt;br /&gt;
Sand&lt;br /&gt;
Weapons&lt;br /&gt;
Training Weapons&lt;br /&gt;
Bodywear&lt;br /&gt;
Ammo&lt;br /&gt;
Trap Components&lt;br /&gt;
Digging Implements&lt;br /&gt;
Headwear&lt;br /&gt;
Handwear&lt;br /&gt;
Meeting Location Building&lt;br /&gt;
Vermin Hunting&lt;br /&gt;
Seek Commander&lt;br /&gt;
Return to Base&lt;br /&gt;
Mill Anywhere&lt;br /&gt;
Mill Building&lt;br /&gt;
Move to Site&lt;br /&gt;
Claim Site&lt;br /&gt;
Wilderness Curious Steal Target&lt;br /&gt;
Wilderness Roamer&lt;br /&gt;
Pattern Patrol&lt;br /&gt;
Inactive Marauder&lt;br /&gt;
Owner&lt;br /&gt;
Commander&lt;br /&gt;
Chained Animal&lt;br /&gt;
Meeting Location&lt;br /&gt;
Undead Hunt&lt;br /&gt;
Sieger Patrol&lt;br /&gt;
Maraud Target&lt;br /&gt;
Sieger Basepoint&lt;br /&gt;
Sieger Mill&lt;br /&gt;
Ambush Patrol&lt;br /&gt;
Marauder Mill&lt;br /&gt;
Wilderness Curious Wander&lt;br /&gt;
Backpacks&lt;br /&gt;
Buckets&lt;br /&gt;
Splints&lt;br /&gt;
Crutches&lt;br /&gt;
Cups/Mugs/Goblets&lt;br /&gt;
None&lt;br /&gt;
Dungeon Commander&lt;br /&gt;
Insane Mood&lt;br /&gt;
Sleep Ground&lt;br /&gt;
Leave Wall&lt;br /&gt;
Flee Terrain&lt;br /&gt;
Tax Room&lt;br /&gt;
Guard Taxes&lt;br /&gt;
Ransack Taxes&lt;br /&gt;
Get Empty Sand Bag&lt;br /&gt;
Sand Zone&lt;br /&gt;
Valid Pond Dump&lt;br /&gt;
Conflict Defense&lt;br /&gt;
Adventure Move&lt;br /&gt;
Charge Attack&lt;br /&gt;
Thief Target&lt;br /&gt;
Check Chest&lt;br /&gt;
Sleep Bed&lt;br /&gt;
Sleep Barracks&lt;br /&gt;
Lair Hunter&lt;br /&gt;
Graze&lt;br /&gt;
Guard&lt;br /&gt;
Alarm&lt;br /&gt;
Wait Order&lt;br /&gt;
Nonsense&lt;br /&gt;
Come to Job Building&lt;br /&gt;
Valid Pond Dump Unit&lt;br /&gt;
Head for Edge&lt;br /&gt;
Milling Flood&lt;br /&gt;
Milling Burrow&lt;br /&gt;
Squad Move&lt;br /&gt;
Squad Kill List&lt;br /&gt;
Squad Patrol&lt;br /&gt;
Squad Defend Burrow&lt;br /&gt;
Squad Defend Burrow From Target&lt;br /&gt;
Seek Surgery Site&lt;br /&gt;
Carry Patient to Bed&lt;br /&gt;
Seek Give Water Bucket&lt;br /&gt;
Seek Job Item&lt;br /&gt;
Seek Unit For Item Drop&lt;br /&gt;
Seek Unit For Job&lt;br /&gt;
Seek Building For Item Drop&lt;br /&gt;
Seek Building For Job&lt;br /&gt;
Grab Goblet&lt;br /&gt;
Seek Fill Bucket&lt;br /&gt;
Seek Patient for Carry&lt;br /&gt;
Seek Patient for Diagnosis&lt;br /&gt;
Seek Patient for Immobilize Break&lt;br /&gt;
Seek Patient for Crutch&lt;br /&gt;
Seek Patient for Suturing&lt;br /&gt;
Seek Patient for Dress Wound&lt;br /&gt;
Go to Milk Station&lt;br /&gt;
Grab Shear Unit&lt;br /&gt;
Go to Shear Station&lt;br /&gt;
Lay Egg/Nest Box&lt;br /&gt;
Go to Cage&lt;br /&gt;
Grab Animal Trap&lt;br /&gt;
Cage Vermin&lt;br /&gt;
Grab Unfill Bucket&lt;br /&gt;
Clay Zone&lt;br /&gt;
Colony to Install&lt;br /&gt;
Return Colony To Install&lt;br /&gt;
Grab Cage&lt;br /&gt;
Uncage Animal&lt;br /&gt;
Capture Small Pet&lt;br /&gt;
Grab Cage Unit&lt;br /&gt;
Grab Milk Unit&lt;br /&gt;
Seek Fell Victim&lt;br /&gt;
Clean Building Site&lt;br /&gt;
Reset Priority Goal&lt;br /&gt;
Main Job Building&lt;br /&gt;
Drop Off Job Items&lt;br /&gt;
Grab Job Resources&lt;br /&gt;
Work at Building&lt;br /&gt;
Grab Uniform&lt;br /&gt;
Seek Animal for Taming&lt;br /&gt;
Seek Drink Item&lt;br /&gt;
Seek Food Item&lt;br /&gt;
Seek Eating Chair&lt;br /&gt;
Seek Eating Chair 2&lt;br /&gt;
Seek Bad Mood Building&lt;br /&gt;
Set Glass Mood Building&lt;br /&gt;
Set Mood Building&lt;br /&gt;
Seek Slaughter Building&lt;br /&gt;
Seek Animal for Gelding&lt;br /&gt;
Seek Gelding Building&lt;br /&gt;
Seek Animal for Chain&lt;br /&gt;
Seek Chain for Animal&lt;br /&gt;
Seek Cage for Unchain&lt;br /&gt;
Seek Animal for Unchain&lt;br /&gt;
Grab Food for Taming&lt;br /&gt;
Seek Splint&lt;br /&gt;
Seek Crutch&lt;br /&gt;
Seek Suture Thread&lt;br /&gt;
Seek Dressing Cloth&lt;br /&gt;
Go to Give Water Target&lt;br /&gt;
Seek Food for Target&lt;br /&gt;
Seek Target for Food&lt;br /&gt;
Seek Animal for Slaughter&lt;br /&gt;
Sparring Partner&lt;br /&gt;
Sparring Site&lt;br /&gt;
Seek Artifact&lt;br /&gt;
Grab Ammunition for Building&lt;br /&gt;
Seek Building for Ammunition&lt;br /&gt;
Seek Item for Storage&lt;br /&gt;
Store Item&lt;br /&gt;
Grab Kill&lt;br /&gt;
Patrol&lt;br /&gt;
Squad Station&lt;br /&gt;
Seek Infant&lt;br /&gt;
Shop Specific&lt;br /&gt;
Mill in Shop&lt;br /&gt;
Go to Shop&lt;br /&gt;
Seek Training Ammunition&lt;br /&gt;
Archery Training Site&lt;br /&gt;
Grab Pants&lt;br /&gt;
Grab Quiver&lt;br /&gt;
Grab Backpack&lt;br /&gt;
Grab Waterskin&lt;br /&gt;
Start Hunt&lt;br /&gt;
Start Fish&lt;br /&gt;
Clean&lt;br /&gt;
Hunt Vermin&lt;br /&gt;
Grab Clothing&lt;br /&gt;
Grab Weapon&lt;br /&gt;
Grab Ammunition&lt;br /&gt;
Grab Shield&lt;br /&gt;
Grab Armor&lt;br /&gt;
Grab Helm&lt;br /&gt;
Grab Boots&lt;br /&gt;
Grab Gloves&lt;br /&gt;
Prepare Equipment Manifests&lt;br /&gt;
Wander Depot&lt;br /&gt;
Seek Update Office&lt;br /&gt;
Seek Manage Office&lt;br /&gt;
Assigned Building Job&lt;br /&gt;
Chase Opponent&lt;br /&gt;
Chase Opponent Flood&lt;br /&gt;
Chase Opponent (Same Square)&lt;br /&gt;
Seek Vermin for Hunting&lt;br /&gt;
Seek Vermin Hunting Spot&lt;br /&gt;
Wander Vermin Hunting Spot&lt;br /&gt;
Seek Fish Trap&lt;br /&gt;
Seek Fish Catch Location&lt;br /&gt;
Seek Well for Water&lt;br /&gt;
Seek Drink Area for Water&lt;br /&gt;
Upgrade Squad Equipment&lt;br /&gt;
Seek Target Mechanism&lt;br /&gt;
Seek Target for Mechanism&lt;br /&gt;
Seek Mechanism for Trigger&lt;br /&gt;
Seek Trigger for Mechanism&lt;br /&gt;
Seek Trap for Vermin Catch&lt;br /&gt;
Seek Vermin for Catching&lt;br /&gt;
Seek Vermin Catch Location&lt;br /&gt;
Wander Vermin Catch Location&lt;br /&gt;
Grab Execution Weapon&lt;br /&gt;
Drop Kill at Butcher&lt;br /&gt;
Drop Kill out Front&lt;br /&gt;
Go to Beating Target&lt;br /&gt;
Seek Kidnap Victim&lt;br /&gt;
Seek Blood Suck Victim&lt;br /&gt;
Seek Sheriff&lt;br /&gt;
Seek Hunting Target&lt;br /&gt;
Skill Demonstration&lt;br /&gt;
Individual Skill Drill&lt;br /&gt;
Guard Path&lt;br /&gt;
Harass&lt;br /&gt;
Site Walk&lt;br /&gt;
Site Walk to Building&lt;br /&gt;
Army Walk&lt;br /&gt;
Reunion&lt;br /&gt;
Chop&lt;br /&gt;
Detail&lt;br /&gt;
Gather Plant&lt;br /&gt;
Mischief&lt;br /&gt;
Rest (Recovered)&lt;br /&gt;
Rest (Reset)&lt;br /&gt;
Combat Training&lt;br /&gt;
Start Water Job Well&lt;br /&gt;
Start Water Job Drink Area&lt;br /&gt;
Start Eat Job&lt;br /&gt;
Scheduled Meal&lt;br /&gt;
Scheduled Sleep Bed&lt;br /&gt;
Scheduled Sleep Ground&lt;br /&gt;
Rest&lt;br /&gt;
Remove Construction&lt;br /&gt;
Flee from Opponent&lt;br /&gt;
Flee from Opponent (Climb)&lt;br /&gt;
Attack Building&lt;br /&gt;
Start Bed Carry&lt;br /&gt;
Start Medical Aid&lt;br /&gt;
Seek Station Flood&lt;br /&gt;
Seek Station&lt;br /&gt;
Train Animal&lt;br /&gt;
BOUNDARY&lt;br /&gt;
NAME_CAVE&lt;br /&gt;
VIOLENT&lt;br /&gt;
WILD&lt;br /&gt;
ASSERTIVE&lt;br /&gt;
ARTIFICE&lt;br /&gt;
MYSTERY&lt;br /&gt;
LEADER&lt;br /&gt;
Store Object&lt;br /&gt;
Leave Site for Squad Order&lt;br /&gt;
Parley Unit&lt;br /&gt;
Parley Item&lt;br /&gt;
PRIMITIVE&lt;br /&gt;
FLOWERY&lt;br /&gt;
UGLY&lt;br /&gt;
Fill Service Order&lt;br /&gt;
Get Written Content&lt;br /&gt;
Go to Reading Place&lt;br /&gt;
Get Writing Materials&lt;br /&gt;
Go to Writing Place&lt;br /&gt;
Grab Instrument&lt;br /&gt;
Grab Toy&lt;br /&gt;
Encounter&lt;br /&gt;
Seek Ladder to Climb&lt;br /&gt;
Seek Ladder to Move&lt;br /&gt;
Place Ladder&lt;br /&gt;
Prayer&lt;br /&gt;
Make Believe&lt;br /&gt;
Play with Toy&lt;br /&gt;
Performance&lt;br /&gt;
Ponder Topic&lt;br /&gt;
chaotic&lt;br /&gt;
charitable&lt;br /&gt;
child-like&lt;br /&gt;
coastal&lt;br /&gt;
consoling&lt;br /&gt;
courageous&lt;br /&gt;
crafted&lt;br /&gt;
created&lt;br /&gt;
animal&lt;br /&gt;
artistic&lt;br /&gt;
balanced&lt;br /&gt;
beautiful&lt;br /&gt;
birthing&lt;br /&gt;
blighted&lt;br /&gt;
delineated&lt;br /&gt;
cavernous&lt;br /&gt;
ROMANTIC&lt;br /&gt;
NAME_MOUNTAINS&lt;br /&gt;
NAME_OCEAN&lt;br /&gt;
TRAVEL&lt;br /&gt;
NAME_FOREST&lt;br /&gt;
NAME_VOLCANO&lt;br /&gt;
agricultural&lt;br /&gt;
DOMESTIC&lt;br /&gt;
MYTHIC&lt;br /&gt;
SUBORDINATE&lt;br /&gt;
NEGATIVE&lt;br /&gt;
NEGATOR&lt;br /&gt;
PROTECT&lt;br /&gt;
NAME_LAKE&lt;br /&gt;
RESTRAIN&lt;br /&gt;
hospitable&lt;br /&gt;
hunting&lt;br /&gt;
inspired&lt;br /&gt;
jealous&lt;br /&gt;
jeweled&lt;br /&gt;
just&lt;br /&gt;
rigid&lt;br /&gt;
fiery&lt;br /&gt;
fish&lt;br /&gt;
baked&lt;br /&gt;
forgiving&lt;br /&gt;
gambling&lt;br /&gt;
playful&lt;br /&gt;
generous&lt;br /&gt;
healing&lt;br /&gt;
dusklight&lt;br /&gt;
dutiful&lt;br /&gt;
earthen&lt;br /&gt;
familial&lt;br /&gt;
famous&lt;br /&gt;
fated&lt;br /&gt;
fertile&lt;br /&gt;
festive&lt;br /&gt;
dark&lt;br /&gt;
dawning&lt;br /&gt;
noon-time&lt;br /&gt;
deformed&lt;br /&gt;
depraved&lt;br /&gt;
disciplined&lt;br /&gt;
diseased&lt;br /&gt;
dreaming&lt;br /&gt;
persuasive&lt;br /&gt;
leafy&lt;br /&gt;
poetic&lt;br /&gt;
pregnant&lt;br /&gt;
rainy&lt;br /&gt;
colorful&lt;br /&gt;
reborn&lt;br /&gt;
flowing&lt;br /&gt;
lyrical&lt;br /&gt;
natural&lt;br /&gt;
nightmarish&lt;br /&gt;
sworn&lt;br /&gt;
oceanic&lt;br /&gt;
ordered&lt;br /&gt;
painted&lt;br /&gt;
peaceful&lt;br /&gt;
merciful&lt;br /&gt;
metal&lt;br /&gt;
crystal&lt;br /&gt;
misty&lt;br /&gt;
moonlit&lt;br /&gt;
mountainous&lt;br /&gt;
muddy&lt;br /&gt;
murderous&lt;br /&gt;
deceitful&lt;br /&gt;
shining&lt;br /&gt;
electrical&lt;br /&gt;
long-lived&lt;br /&gt;
loving&lt;br /&gt;
loyal&lt;br /&gt;
lucky&lt;br /&gt;
married&lt;br /&gt;
volcanic&lt;br /&gt;
warring&lt;br /&gt;
watery&lt;br /&gt;
wealthy&lt;br /&gt;
windy&lt;br /&gt;
wise&lt;br /&gt;
lettered&lt;br /&gt;
young&lt;br /&gt;
wicked&lt;br /&gt;
enterprising&lt;br /&gt;
treacherous&lt;br /&gt;
wooden&lt;br /&gt;
tricky&lt;br /&gt;
twilight&lt;br /&gt;
valorous&lt;br /&gt;
victorious&lt;br /&gt;
wordy&lt;br /&gt;
starry&lt;br /&gt;
stormy&lt;br /&gt;
hopeless&lt;br /&gt;
sunny&lt;br /&gt;
thieving&lt;br /&gt;
enslaved&lt;br /&gt;
thunderous&lt;br /&gt;
lordly&lt;br /&gt;
whispering&lt;br /&gt;
sacrificial&lt;br /&gt;
salty&lt;br /&gt;
scholarly&lt;br /&gt;
seasonal&lt;br /&gt;
silent&lt;br /&gt;
cloudy&lt;br /&gt;
dusk&lt;br /&gt;
earth&lt;br /&gt;
fame&lt;br /&gt;
fate&lt;br /&gt;
fertility&lt;br /&gt;
festivals&lt;br /&gt;
fire&lt;br /&gt;
fishing&lt;br /&gt;
crafts&lt;br /&gt;
creation&lt;br /&gt;
darkness&lt;br /&gt;
deformity&lt;br /&gt;
depravity&lt;br /&gt;
discipline&lt;br /&gt;
disease&lt;br /&gt;
dreams&lt;br /&gt;
boundaries&lt;br /&gt;
caverns&lt;br /&gt;
chaos&lt;br /&gt;
charity&lt;br /&gt;
children&lt;br /&gt;
coasts&lt;br /&gt;
consolation&lt;br /&gt;
courage&lt;br /&gt;
no sphere&lt;br /&gt;
farming&lt;br /&gt;
animals&lt;br /&gt;
balance&lt;br /&gt;
beauty&lt;br /&gt;
birth&lt;br /&gt;
blight&lt;br /&gt;
muck&lt;br /&gt;
nightmares&lt;br /&gt;
oaths&lt;br /&gt;
oceans&lt;br /&gt;
painting&lt;br /&gt;
persuasion&lt;br /&gt;
plants&lt;br /&gt;
pregnancy&lt;br /&gt;
luck&lt;br /&gt;
marriage&lt;br /&gt;
mercy&lt;br /&gt;
metals&lt;br /&gt;
minerals&lt;br /&gt;
mist&lt;br /&gt;
moon&lt;br /&gt;
mountains&lt;br /&gt;
jealousy&lt;br /&gt;
jewels&lt;br /&gt;
justice&lt;br /&gt;
lakes&lt;br /&gt;
laws&lt;br /&gt;
lies&lt;br /&gt;
lightning&lt;br /&gt;
longevity&lt;br /&gt;
food&lt;br /&gt;
forgiveness&lt;br /&gt;
fortresses&lt;br /&gt;
freedom&lt;br /&gt;
games&lt;br /&gt;
generosity&lt;br /&gt;
hospitality&lt;br /&gt;
inspiration&lt;br /&gt;
trickery&lt;br /&gt;
valor&lt;br /&gt;
victory&lt;br /&gt;
volcanos&lt;br /&gt;
water&lt;br /&gt;
wealth&lt;br /&gt;
wind&lt;br /&gt;
wisdom&lt;br /&gt;
strength&lt;br /&gt;
suicide&lt;br /&gt;
thralldom&lt;br /&gt;
thunder&lt;br /&gt;
travelers&lt;br /&gt;
treachery&lt;br /&gt;
trees&lt;br /&gt;
salt&lt;br /&gt;
scholarship&lt;br /&gt;
seasons&lt;br /&gt;
silence&lt;br /&gt;
speech&lt;br /&gt;
stars&lt;br /&gt;
storms&lt;br /&gt;
rain&lt;br /&gt;
rainbows&lt;br /&gt;
rebirth&lt;br /&gt;
revelry&lt;br /&gt;
revenge&lt;br /&gt;
rivers&lt;br /&gt;
rulership&lt;br /&gt;
rumors&lt;br /&gt;
SWAMP_MANGROVE&lt;br /&gt;
MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
MARSH_TROPICAL_SALTWATER&lt;br /&gt;
FOREST_TAIGA&lt;br /&gt;
TAIGA&lt;br /&gt;
FOREST_TEMPERATE_CONIFER&lt;br /&gt;
FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
FOREST_TROPICAL_CONIFER&lt;br /&gt;
GLACIER&lt;br /&gt;
TUNDRA&lt;br /&gt;
SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
water pool&lt;br /&gt;
lava pool&lt;br /&gt;
stagnant pool&lt;br /&gt;
open structure&lt;br /&gt;
paved indoor areas&lt;br /&gt;
detailed surfaces&lt;br /&gt;
no architectural element&lt;br /&gt;
MOUNTAIN&lt;br /&gt;
youth&lt;br /&gt;
agriculture&lt;br /&gt;
paved outdoor area&lt;br /&gt;
uneven pillars&lt;br /&gt;
square of pillars&lt;br /&gt;
pillars on the perimeter&lt;br /&gt;
upper floors&lt;br /&gt;
lower floors&lt;br /&gt;
LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
LAKE_TROPICAL_SALTWATER&lt;br /&gt;
RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
RIVER_TROPICAL_SALTWATER&lt;br /&gt;
POOL_TEMPERATE_SALTWATER&lt;br /&gt;
POOL_TROPICAL_FRESHWATER&lt;br /&gt;
POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
POOL_TROPICAL_SALTWATER&lt;br /&gt;
LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
DESERT_BADLAND&lt;br /&gt;
DESERT_ROCK&lt;br /&gt;
DESERT_SAND&lt;br /&gt;
OCEAN_TROPICAL&lt;br /&gt;
OCEAN_TEMPERATE&lt;br /&gt;
OCEAN_ARCTIC&lt;br /&gt;
POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
GRASSLAND_TEMPERATE&lt;br /&gt;
SAVANNA_TEMPERATE&lt;br /&gt;
SHRUBLAND_TEMPERATE&lt;br /&gt;
GRASSLAND_TROPICAL&lt;br /&gt;
SAVANNA_TROPICAL&lt;br /&gt;
SHRUBLAND_TROPICAL&lt;br /&gt;
ANY_WETLAND&lt;br /&gt;
ANY_TROPICAL_WETLAND&lt;br /&gt;
ANY_TEMPERATE_WETLAND&lt;br /&gt;
ANY_TROPICAL_MARSH&lt;br /&gt;
ANY_TEMPERATE_MARSH&lt;br /&gt;
ANY_TROPICAL_SWAMP&lt;br /&gt;
ANY_TEMPERATE_SWAMP&lt;br /&gt;
ANY_DESERT&lt;br /&gt;
ANY_FOREST&lt;br /&gt;
ANY_SHRUBLAND&lt;br /&gt;
ANY_GRASSLAND&lt;br /&gt;
ANY_SAVANNA&lt;br /&gt;
ANY_TEMPERATE_FOREST&lt;br /&gt;
ANY_TROPICAL_FOREST&lt;br /&gt;
ANY_TEMPERATE_BROADLEAF&lt;br /&gt;
ANY_TROPICAL_BROADLEAF&lt;br /&gt;
ANY_TROPICAL_LAKE&lt;br /&gt;
ANY_RIVER&lt;br /&gt;
ANY_TEMPERATE_RIVER&lt;br /&gt;
ANY_TROPICAL_RIVER&lt;br /&gt;
ANY_POOL&lt;br /&gt;
NOT_FREEZING&lt;br /&gt;
ANY_TEMPERATE&lt;br /&gt;
ANY_TROPICAL&lt;br /&gt;
SUBTERRANEAN_WATER&lt;br /&gt;
SUBTERRANEAN_CHASM&lt;br /&gt;
SUBTERRANEAN_LAVA&lt;br /&gt;
ALL_MAIN&lt;br /&gt;
ANY_LAND&lt;br /&gt;
ANY_OCEAN&lt;br /&gt;
ANY_LAKE&lt;br /&gt;
ANY_TEMPERATE_LAKE&lt;br /&gt;
tenth eldest daughter&lt;br /&gt;
only daughter&lt;br /&gt;
youngest daughter&lt;br /&gt;
eldest child&lt;br /&gt;
second eldest child&lt;br /&gt;
third eldest child&lt;br /&gt;
fourth eldest child&lt;br /&gt;
fifth eldest child&lt;br /&gt;
second eldest daughter&lt;br /&gt;
third eldest daughter&lt;br /&gt;
fourth eldest daughter&lt;br /&gt;
fifth eldest daughter&lt;br /&gt;
sixth eldest daughter&lt;br /&gt;
seventh eldest daughter&lt;br /&gt;
eighth eldest daughter&lt;br /&gt;
ninth eldest daughter&lt;br /&gt;
sixth eldest son&lt;br /&gt;
seventh eldest son&lt;br /&gt;
eighth eldest son&lt;br /&gt;
ninth eldest son&lt;br /&gt;
tenth eldest son&lt;br /&gt;
youngest son&lt;br /&gt;
only son&lt;br /&gt;
eldest daughter&lt;br /&gt;
Unrecognized Biome Token: &lt;br /&gt;
wives&lt;br /&gt;
eldest son&lt;br /&gt;
second eldest son&lt;br /&gt;
third eldest son&lt;br /&gt;
fourth eldest son&lt;br /&gt;
fifth eldest son&lt;br /&gt;
GRASSLAND&lt;br /&gt;
HILLS&lt;br /&gt;
Unrecognized Region Type Token: &lt;br /&gt;
Wetland&lt;br /&gt;
Desert&lt;br /&gt;
Forest&lt;br /&gt;
Mountains&lt;br /&gt;
Ocean&lt;br /&gt;
younger sibling&lt;br /&gt;
no relationship&lt;br /&gt;
SWAMP&lt;br /&gt;
DESERT&lt;br /&gt;
FOREST&lt;br /&gt;
OCEAN&lt;br /&gt;
LAKE&lt;br /&gt;
paternal grandfather&lt;br /&gt;
maternal grandmother&lt;br /&gt;
maternal grandfather&lt;br /&gt;
older brother&lt;br /&gt;
older sister&lt;br /&gt;
older sibling&lt;br /&gt;
younger brother&lt;br /&gt;
younger sister&lt;br /&gt;
sixth eldest child&lt;br /&gt;
seventh eldest child&lt;br /&gt;
eighth eldest child&lt;br /&gt;
ninth eldest child&lt;br /&gt;
tenth eldest child&lt;br /&gt;
youngest child&lt;br /&gt;
only child&lt;br /&gt;
paternal grandmother&lt;br /&gt;
MUSICALITY&lt;br /&gt;
KINESTHETIC_SENSE&lt;br /&gt;
EMPATHY&lt;br /&gt;
SOCIAL_AWARENESS&lt;br /&gt;
Unrecognized Mental Attribute Token: &lt;br /&gt;
Unrecognized Body Part Flag Token: &lt;br /&gt;
FRONT&lt;br /&gt;
BACK&lt;br /&gt;
FOCUS&lt;br /&gt;
WILLPOWER&lt;br /&gt;
CREATIVITY&lt;br /&gt;
INTUITION&lt;br /&gt;
PATIENCE&lt;br /&gt;
MEMORY&lt;br /&gt;
LINGUISTIC_ABILITY&lt;br /&gt;
SPATIAL_SENSE&lt;br /&gt;
undefined plant material set to default: &lt;br /&gt;
FIRED_MAT&lt;br /&gt;
TOUGHNESS&lt;br /&gt;
ENDURANCE&lt;br /&gt;
RECUPERATION&lt;br /&gt;
DISEASE_RESISTANCE&lt;br /&gt;
Unrecognized Physical Attribute Token: &lt;br /&gt;
ANALYTICAL_ABILITY&lt;br /&gt;
Lake&lt;br /&gt;
Glacier&lt;br /&gt;
Tundra&lt;br /&gt;
Grassland&lt;br /&gt;
Hills&lt;br /&gt;
undefined local creature material set to default: &lt;br /&gt;
undefined local plant material set to default: &lt;br /&gt;
undefined creature material set to default: &lt;br /&gt;
LENGTH&lt;br /&gt;
CLOSE_SET&lt;br /&gt;
DEEP_SET&lt;br /&gt;
HIGH_POSITION&lt;br /&gt;
LARGE_IRIS&lt;br /&gt;
WRINKLY&lt;br /&gt;
CURLY&lt;br /&gt;
CONVEX&lt;br /&gt;
BY_TOKEN&lt;br /&gt;
BY_CATEGORY&lt;br /&gt;
BYTYPE&lt;br /&gt;
BYTOKEN&lt;br /&gt;
BYCATEGORY&lt;br /&gt;
Unrecognized Body Part Group Token: &lt;br /&gt;
HEIGHT&lt;br /&gt;
BROADNESS&lt;br /&gt;
IN_FRONT&lt;br /&gt;
BEHIND&lt;br /&gt;
CLEANS&lt;br /&gt;
CLEANED_BY&lt;br /&gt;
Unrecognized Body Part Relation Token: &lt;br /&gt;
TYPE&lt;br /&gt;
TOKEN&lt;br /&gt;
BY_TYPE&lt;br /&gt;
SIDES&lt;br /&gt;
BOTTOM&lt;br /&gt;
Unrecognized Body Part Position Token: &lt;br /&gt;
AROUND&lt;br /&gt;
SURROUNDED_BY&lt;br /&gt;
ABOVE&lt;br /&gt;
BELOW&lt;br /&gt;
STRIPES&lt;br /&gt;
IRIS_EYE&lt;br /&gt;
SPOTS&lt;br /&gt;
PUPIL_EYE&lt;br /&gt;
MOTTLED&lt;br /&gt;
Unrecognized Pattern Token: &lt;br /&gt;
LAYER&lt;br /&gt;
STRANDS&lt;br /&gt;
WEEKLY&lt;br /&gt;
MONTHLY&lt;br /&gt;
YEARLY&lt;br /&gt;
Unrecognized Appearance Modifier Rate Scale Token: &lt;br /&gt;
FADE&lt;br /&gt;
ROOT&lt;br /&gt;
Unrecognized Replacement Method Token: &lt;br /&gt;
MONOTONE&lt;br /&gt;
JUTTING_CHIN&lt;br /&gt;
SQUARE_CHIN&lt;br /&gt;
ROUND_VS_NARROW&lt;br /&gt;
GREASY&lt;br /&gt;
DEEP_VOICE&lt;br /&gt;
RASPY_VOICE&lt;br /&gt;
Unrecognized Appearance Modifier Token: &lt;br /&gt;
DAILY&lt;br /&gt;
DENSE&lt;br /&gt;
THICKNESS&lt;br /&gt;
UPTURNED&lt;br /&gt;
SPLAYED_OUT&lt;br /&gt;
HANGING_LOBES&lt;br /&gt;
GAPS&lt;br /&gt;
HIGH_CHEEKBONES&lt;br /&gt;
BROAD_CHIN&lt;br /&gt;
COMBAT_BLOCK&lt;br /&gt;
COMBAT_PARRY&lt;br /&gt;
COMBAT_CHARGE_COLLISION&lt;br /&gt;
COMBAT_CHARGE_DEFENDER_TUMBLES&lt;br /&gt;
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER&lt;br /&gt;
COMBAT_CHARGE_ATTACKER_TUMBLES&lt;br /&gt;
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK&lt;br /&gt;
COMBAT_CHARGE_TANGLE_TOGETHER&lt;br /&gt;
COMBAT_TWIST_WEAPON&lt;br /&gt;
COMBAT_LET_ITEM_DROP&lt;br /&gt;
COMBAT_START_CHARGE&lt;br /&gt;
COMBAT_SURPRISE_CHARGE&lt;br /&gt;
COMBAT_JUMP_DODGE_PROJ&lt;br /&gt;
COMBAT_JUMP_DODGE_STRIKE&lt;br /&gt;
COMBAT_DODGE&lt;br /&gt;
COMBAT_COUNTERSTRIKE&lt;br /&gt;
REACHED_PEAK&lt;br /&gt;
ERA_CHANGE&lt;br /&gt;
ENDGAME_EVENT_1&lt;br /&gt;
ENDGAME_EVENT_2&lt;br /&gt;
FEATURE_DISCOVERY&lt;br /&gt;
STRUCK_DEEP_METAL&lt;br /&gt;
STRUCK_MINERAL&lt;br /&gt;
STRUCK_ECONOMIC_MINERAL&lt;br /&gt;
FEATHERS&lt;br /&gt;
SCALES&lt;br /&gt;
CUSTOM&lt;br /&gt;
Unrecognized Tissue Shape Token: &lt;br /&gt;
DOMINANT_LESS&lt;br /&gt;
DOMINANT_MORE&lt;br /&gt;
Unrecognized Genetic Model Token: &lt;br /&gt;
COMBAT_EVENT_STUNNED&lt;br /&gt;
COMBAT_EVENT_WINDED&lt;br /&gt;
COMBAT_EVENT_NAUSEATED&lt;br /&gt;
MIGRANT_ARRIVAL_NAMED&lt;br /&gt;
MIGRANT_ARRIVAL&lt;br /&gt;
DIG_CANCEL_WARM&lt;br /&gt;
DIG_CANCEL_DAMP&lt;br /&gt;
AMBUSH_DEFENDER&lt;br /&gt;
COMBAT_STRIKE_DETAILS&lt;br /&gt;
COMBAT_STRIKE_DETAILS_2&lt;br /&gt;
COMBAT_EVENT_ENRAGED&lt;br /&gt;
COMBAT_EVENT_STUCKIN&lt;br /&gt;
COMBAT_EVENT_LATCH_BP&lt;br /&gt;
COMBAT_EVENT_LATCH_GENERAL&lt;br /&gt;
COMBAT_EVENT_PROPELLED_AWAY&lt;br /&gt;
COMBAT_EVENT_KNOCKED_OUT&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_LOCK&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_CHOKE&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_GRIP&lt;br /&gt;
COMBAT_WRESTLE_STRUGGLE&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_LATCH&lt;br /&gt;
COMBAT_WRESTLE_STRANGLE_KO&lt;br /&gt;
COMBAT_WRESTLE_ADJUST_GRIP&lt;br /&gt;
COMBAT_GRAB_TEAR&lt;br /&gt;
COMBAT_CHARGE_TANGLE_TUMBLE&lt;br /&gt;
COMBAT_CHARGE_RUSH_BY&lt;br /&gt;
COMBAT_CHARGE_MANAGE_STOP&lt;br /&gt;
COMBAT_CHARGE_OBSTACLE_SLAM&lt;br /&gt;
COMBAT_WRESTLE_LOCK&lt;br /&gt;
COMBAT_WRESTLE_CHOKEHOLD&lt;br /&gt;
COMBAT_WRESTLE_TAKEDOWN&lt;br /&gt;
COMBAT_WRESTLE_THROW&lt;br /&gt;
MISCHIEF_LEVER&lt;br /&gt;
MISCHIEF_PLATE&lt;br /&gt;
MISCHIEF_CAGE&lt;br /&gt;
MISCHIEF_CHAIN&lt;br /&gt;
RESEARCH_BREAKTHROUGH&lt;br /&gt;
GUEST_ARRIVAL&lt;br /&gt;
DIPLOMAT_ARRIVAL&lt;br /&gt;
LIAISON_ARRIVAL&lt;br /&gt;
CARAVAN_ARRIVAL&lt;br /&gt;
NOBLE_ARRIVAL&lt;br /&gt;
D_MIGRANTS_ARRIVAL&lt;br /&gt;
D_MIGRANT_ARRIVAL&lt;br /&gt;
D_MIGRANT_ARRIVAL_DISCOURAGED&lt;br /&gt;
D_NO_MIGRANT_ARRIVAL&lt;br /&gt;
ANIMAL_TRAP_CATCH&lt;br /&gt;
ANIMAL_TRAP_ROBBED&lt;br /&gt;
AMBUSH_SNATCHER&lt;br /&gt;
AMBUSH_SNATCHER_SUPPORT&lt;br /&gt;
AMBUSH_AMBUSHER_NATURE&lt;br /&gt;
AMBUSH_AMBUSHER&lt;br /&gt;
AMBUSH_INJURED&lt;br /&gt;
AMBUSH_OTHER&lt;br /&gt;
AMBUSH_INCAPACITATED&lt;br /&gt;
FOUND_TRAP&lt;br /&gt;
AMBUSH_RESIDENT&lt;br /&gt;
AMBUSH_HERO&lt;br /&gt;
AMBUSH_THIEF&lt;br /&gt;
AMBUSH_THIEF_SUPPORT_SKULKING&lt;br /&gt;
AMBUSH_THIEF_SUPPORT_NATURE&lt;br /&gt;
AMBUSH_THIEF_SUPPORT&lt;br /&gt;
AMBUSH_MISCHIEVIOUS&lt;br /&gt;
AMBUSH_MISCHIEVOUS&lt;br /&gt;
MASTER_CONSTRUCTION_LOST&lt;br /&gt;
ADV_AWAKEN&lt;br /&gt;
ADV_SLEEP_INTERRUPTED&lt;br /&gt;
ADV_REACTION_PRODUCTS&lt;br /&gt;
CANCEL_JOB&lt;br /&gt;
ADV_CREATURE_DEATH&lt;br /&gt;
CITIZEN_DEATH&lt;br /&gt;
PET_DEATH&lt;br /&gt;
STRESSED_CITIZEN&lt;br /&gt;
CITIZEN_TANTRUM&lt;br /&gt;
CITIZEN_LOST_TO_STRESS&lt;br /&gt;
MAGMA_DEFACES_ENGRAVING&lt;br /&gt;
ENGRAVING_MELTS&lt;br /&gt;
MASTERPIECE_ARCHITECTURE&lt;br /&gt;
MASTERPIECE_CONSTRUCTION&lt;br /&gt;
MASTER_ARCHITECTURE_LOST&lt;br /&gt;
ITEM_ATTACHMENT&lt;br /&gt;
VERMIN_CAGE_ESCAPE&lt;br /&gt;
TRIGGER_WEB&lt;br /&gt;
MOOD_BUILDING_CLAIMED&lt;br /&gt;
ARTIFACT_BEGUN&lt;br /&gt;
MEGABEAST_ARRIVAL&lt;br /&gt;
FORT_POSITION_SUCCESSION&lt;br /&gt;
BERSERK_CITIZEN&lt;br /&gt;
TRADE_DIPLOMAT_ARRIVAL&lt;br /&gt;
CAVE_COLLAPSE&lt;br /&gt;
BIRTH_CITIZEN&lt;br /&gt;
BIRTH_ANIMAL&lt;br /&gt;
BIRTH_WILD_ANIMAL&lt;br /&gt;
STRANGE_MOOD&lt;br /&gt;
MADE_ARTIFACT&lt;br /&gt;
NAMED_ARTIFACT&lt;br /&gt;
MAT_BREATH&lt;br /&gt;
NIGHT_ATTACK_STARTS&lt;br /&gt;
NIGHT_ATTACK_ENDS&lt;br /&gt;
NIGHT_ATTACK_TRAVEL&lt;br /&gt;
GHOST_ATTACK&lt;br /&gt;
TRAVEL_SITE_DISCOVERY&lt;br /&gt;
TRAVEL_SITE_BUMP&lt;br /&gt;
ADVENTURE_INTRO&lt;br /&gt;
BREAK_GRIP&lt;br /&gt;
NO_BREAK_GRIP&lt;br /&gt;
BLOCK_FIRE&lt;br /&gt;
BREATHE_FIRE&lt;br /&gt;
SHOOT_WEB&lt;br /&gt;
PULL_OUT_DROP&lt;br /&gt;
STAND_UP&lt;br /&gt;
MARTIAL_TRANCE&lt;br /&gt;
LOSE_HOLD_OF_ITEM&lt;br /&gt;
REGAIN_CONSCIOUSNESS&lt;br /&gt;
FREE_FROM_WEB&lt;br /&gt;
PARALYZED&lt;br /&gt;
OVERCOME_PARALYSIS&lt;br /&gt;
NOT_STUNNED&lt;br /&gt;
EXHAUSTION&lt;br /&gt;
PAIN_KO&lt;br /&gt;
CITIZEN_MISSING&lt;br /&gt;
PET_MISSING&lt;br /&gt;
FALL_OVER&lt;br /&gt;
CAUGHT_IN_FLAMES&lt;br /&gt;
CAUGHT_IN_WEB&lt;br /&gt;
UNIT_PROJECTILE_SLAM_BLOW_APART&lt;br /&gt;
UNIT_PROJECTILE_SLAM&lt;br /&gt;
UNIT_PROJECTILE_SLAM_INTO_UNIT&lt;br /&gt;
FAIL_TO_GRAB_SURFACE&lt;br /&gt;
LOSE_HOLD_OF_SURFACE&lt;br /&gt;
TRAVEL_COMPLAINT&lt;br /&gt;
LOSE_EMOTION&lt;br /&gt;
REORGANIZE_POSSESSIONS&lt;br /&gt;
PUSH_ITEM&lt;br /&gt;
DRAW_ITEM&lt;br /&gt;
STRAP_ITEM&lt;br /&gt;
SKIP_ON_LIQUID&lt;br /&gt;
DODGE_FLYING_OBJECT&lt;br /&gt;
FLAME_HIT&lt;br /&gt;
EMBRACE&lt;br /&gt;
BANDIT_EMPTY_CONTAINER&lt;br /&gt;
BANDIT_GRAB_ITEM&lt;br /&gt;
COMBAT_EVENT_ATTACK_INTERRUPTED&lt;br /&gt;
COMBAT_WRESTLE_CATCH_ATTACK&lt;br /&gt;
CONFLICT_CONVERSATION&lt;br /&gt;
STRANGE_RAIN_SNOW&lt;br /&gt;
STRANGE_CLOUD&lt;br /&gt;
SIMPLE_ANIMAL_ACTION&lt;br /&gt;
FLOUNDER_IN_LIQUID&lt;br /&gt;
TRAINING_DOWN_TO_SEMI_WILD&lt;br /&gt;
TRAINING_FULL_REVERSION&lt;br /&gt;
ANIMAL_TRAINING_KNOWLEDGE&lt;br /&gt;
CREATURE_SOUND&lt;br /&gt;
MECHANISM_SOUND&lt;br /&gt;
CREATURE_STEALS_OBJECT&lt;br /&gt;
BODY_TRANSFORMATION&lt;br /&gt;
INTERACTION_ACTOR&lt;br /&gt;
INTERACTION_TARGET&lt;br /&gt;
UNDEAD_ATTACK&lt;br /&gt;
REGULAR_CONVERSATION&lt;br /&gt;
CURRENT_WEATHER&lt;br /&gt;
CURRENT_TEMPERATURE&lt;br /&gt;
CURRENT_DATE&lt;br /&gt;
NO_GRASP_FOR_PICKUP&lt;br /&gt;
CANNOT_STAND&lt;br /&gt;
MUST_UNRETRACT_FIRST&lt;br /&gt;
CANNOT_REST&lt;br /&gt;
CANNOT_MAKE_CAMPFIRE&lt;br /&gt;
NO_INV_TO_WEAR&lt;br /&gt;
NO_INV_TO_EAT&lt;br /&gt;
NO_INV_TO_CONTAIN&lt;br /&gt;
NO_INV_TO_DROP&lt;br /&gt;
NOTHING_TO_PICK_UP&lt;br /&gt;
NO_INV_TO_THROW&lt;br /&gt;
NO_INV_TO_FIRE&lt;br /&gt;
CURRENT_SMELL&lt;br /&gt;
NOTHING_TO_EXAMINE&lt;br /&gt;
YOU_YIELDED&lt;br /&gt;
YOU_UNYIELDED&lt;br /&gt;
YOU_STRAP_ITEM&lt;br /&gt;
YOU_DRAW_ITEM&lt;br /&gt;
NO_GRASP_TO_DRAW_ITEM&lt;br /&gt;
NO_ITEM_TO_STRAP&lt;br /&gt;
NO_INV_TO_REMOVE&lt;br /&gt;
GAIN_SITE_CONTROL&lt;br /&gt;
MOVED_OUT_OF_RANGE&lt;br /&gt;
CANNOT_SPEAK&lt;br /&gt;
NO_TRACKS&lt;br /&gt;
ALREADY_SEARCHED_AREA&lt;br /&gt;
SEARCH_FOUND_SOMETHING&lt;br /&gt;
SEARCH_FOUND_NOTHING&lt;br /&gt;
NOTHING_TO_INTERACT&lt;br /&gt;
RESOLVE_SHARED_ITEMS&lt;br /&gt;
COUGH_BLOOD&lt;br /&gt;
VOMIT_BLOOD&lt;br /&gt;
MERCHANTS_UNLOADING&lt;br /&gt;
MERCHANTS_NEED_DEPOT&lt;br /&gt;
MERCHANT_WAGONS_BYPASSED&lt;br /&gt;
MERCHANTS_LEAVING_SOON&lt;br /&gt;
MERCHANTS_EMBARKED&lt;br /&gt;
DROP_ITEM&lt;br /&gt;
PICK_UP_ITEM&lt;br /&gt;
YOU_BUILDING_INTERACTION&lt;br /&gt;
YOU_ITEM_INTERACTION&lt;br /&gt;
YOU_TEMPERATURE_EFFECTS&lt;br /&gt;
PROFESSION_CHANGES&lt;br /&gt;
RECRUIT_PROMOTED&lt;br /&gt;
SOLDIER_BECOMES_MASTER&lt;br /&gt;
NO_INV_INTERACTION&lt;br /&gt;
EMPTY_CONTAINER&lt;br /&gt;
TAKE_OUT_OF_CONTAINER&lt;br /&gt;
NO_CONTAINER_FOR_ITEM&lt;br /&gt;
PUT_INTO_CONTAINER&lt;br /&gt;
EAT_ITEM&lt;br /&gt;
DRINK_ITEM&lt;br /&gt;
CONSUME_FAILURE&lt;br /&gt;
CANNOT_CHOP_TREE&lt;br /&gt;
CANNOT_CONSTRUCT&lt;br /&gt;
MADE_CAMPFIRE&lt;br /&gt;
CANNOT_SET_FIRE&lt;br /&gt;
SET_FIRE&lt;br /&gt;
DAWN_BREAKS&lt;br /&gt;
NOON&lt;br /&gt;
NIGHTFALL&lt;br /&gt;
NOTHING_TO_CATCH_IN_WATER&lt;br /&gt;
DEMAND_FORGOTTEN&lt;br /&gt;
NEW_DEMAND&lt;br /&gt;
NEW_MANDATE&lt;br /&gt;
PRICES_ALTERED&lt;br /&gt;
NAMED_RESIDENT_CREATURE&lt;br /&gt;
SOMEBODY_GROWS_UP&lt;br /&gt;
GUILD_REQUEST_TAKEN&lt;br /&gt;
SLOWDOWN_ENDS&lt;br /&gt;
FAREWELL_HELPER&lt;br /&gt;
ELECTION_RESULTS&lt;br /&gt;
SITE_PRESENT&lt;br /&gt;
CONSTRUCTION_SUSPENDED&lt;br /&gt;
LINKAGE_SUSPENDED&lt;br /&gt;
QUOTA_FILLED&lt;br /&gt;
JOB_OVERWRITTEN&lt;br /&gt;
MASTERPIECE_CRAFTED&lt;br /&gt;
ARTWORK_DEFACED&lt;br /&gt;
POWER_LEARNED&lt;br /&gt;
YOU_FEED_ON_SUCKEE&lt;br /&gt;
ANIMAL_TRAINED&lt;br /&gt;
DYED_MASTERPIECE&lt;br /&gt;
COOKED_MASTERPIECE&lt;br /&gt;
MANDATE_ENDS&lt;br /&gt;
PET_LOSES_DEAD_OWNER&lt;br /&gt;
PET_ADOPTS_OWNER&lt;br /&gt;
UNABLE_TO_COMPLETE_BUILDING&lt;br /&gt;
JOBS_REMOVED_FROM_UNPOWERED_BUILDING&lt;br /&gt;
CITIZEN_SNATCHED&lt;br /&gt;
VERMIN_DISTURBED&lt;br /&gt;
LAND_GAINS_STATUS&lt;br /&gt;
LAND_ELEVATED_STATUS&lt;br /&gt;
ACTIVITY_SECTION_CHANGE&lt;br /&gt;
CONCLUDE_ACTIVITY&lt;br /&gt;
LEARNED_WRITTEN_CONTENT&lt;br /&gt;
LEARNED_ART_FORM&lt;br /&gt;
PERFORMER_UPDATE&lt;br /&gt;
BUILDING_DESTROYED_OR_TOPPLED&lt;br /&gt;
DEITY_CURSE&lt;br /&gt;
COMPOSITION_COMPLETE&lt;br /&gt;
SEASON_SPRING&lt;br /&gt;
SEASON_SUMMER&lt;br /&gt;
SEASON_AUTUMN&lt;br /&gt;
SEASON_WINTER&lt;br /&gt;
SERVICE_ORDER_DELIVERY&lt;br /&gt;
PERFORMANCE_START_FAILURE&lt;br /&gt;
BEGIN_ACTIVITY&lt;br /&gt;
MIDDLE_OF_ACTIVITY&lt;br /&gt;
MASTERPIECE_ENGRAVING&lt;br /&gt;
NO_MARRIAGE_CELEBRATION&lt;br /&gt;
CURIOUS_GUZZLER&lt;br /&gt;
WEATHER_BECOMES_CLEAR&lt;br /&gt;
WEATHER_BECOMES_SNOW&lt;br /&gt;
WEATHER_BECOMES_RAIN&lt;br /&gt;
SEASON_WET&lt;br /&gt;
SEASON_DRY&lt;br /&gt;
GUILD_WAGES_CHANGED&lt;br /&gt;
NEW_WORK_MANDATE&lt;br /&gt;
CITIZEN_BECOMES_SOLDIER&lt;br /&gt;
CITIZEN_BECOMES_NONSOLDIER&lt;br /&gt;
PARTY_ORGANIZED&lt;br /&gt;
POSSESSED_TANTRUM&lt;br /&gt;
BUILDING_TOPPLED_BY_GHOST&lt;br /&gt;
MASTERFUL_IMPROVEMENT&lt;br /&gt;
silverfish&lt;br /&gt;
mayfly&lt;br /&gt;
dragonfly&lt;br /&gt;
damselfly&lt;br /&gt;
stonefly&lt;br /&gt;
earwig&lt;br /&gt;
grasshopper&lt;br /&gt;
cricket&lt;br /&gt;
STANDARD_HAIR_SHAPINGS&lt;br /&gt;
STANDARD_BEARD_SHAPINGS&lt;br /&gt;
STANDARD_MOUSTACHE_SHAPINGS&lt;br /&gt;
STANDARD_SIDEBURNS_SHAPINGS&lt;br /&gt;
Unrecognized Tissue Layer Shapings Token: &lt;br /&gt;
blob&lt;br /&gt;
quadruped&lt;br /&gt;
humanoid&lt;br /&gt;
SINGULAR&lt;br /&gt;
PLURAL&lt;br /&gt;
Unrecognized Word Property Token: &lt;br /&gt;
NEATLY_COMBED&lt;br /&gt;
BRAIDED&lt;br /&gt;
DOUBLE_BRAIDS&lt;br /&gt;
PONY_TAILS&lt;br /&gt;
CLEAN_SHAVEN&lt;br /&gt;
COMPOSITION_FAILED&lt;br /&gt;
NEW_APPRENTICESHIP&lt;br /&gt;
PETITION_IGNORED&lt;br /&gt;
CHOP_TREE&lt;br /&gt;
RUMOR_SPREAD&lt;br /&gt;
SERVICE_ORDER_RUMOR_RECEIVED&lt;br /&gt;
RETURNING_RUMOR_RECEIVED&lt;br /&gt;
Unrecognized Announcement Token: &lt;br /&gt;
snakefly&lt;br /&gt;
lacewing&lt;br /&gt;
antlion larva&lt;br /&gt;
mosquito&lt;br /&gt;
flea&lt;br /&gt;
scorpionfly&lt;br /&gt;
caddisfly&lt;br /&gt;
darkling beetle&lt;br /&gt;
click beetle&lt;br /&gt;
firefly&lt;br /&gt;
scarab beetle&lt;br /&gt;
stag beetle&lt;br /&gt;
dung beetle&lt;br /&gt;
rhinoceros beetle&lt;br /&gt;
rove beetle&lt;br /&gt;
assassin bug&lt;br /&gt;
wasp&lt;br /&gt;
hornet&lt;br /&gt;
tiger beetle&lt;br /&gt;
ladybug&lt;br /&gt;
weevil&lt;br /&gt;
stick insect&lt;br /&gt;
cockroach&lt;br /&gt;
termite&lt;br /&gt;
mantis&lt;br /&gt;
louse&lt;br /&gt;
thrips&lt;br /&gt;
aphid&lt;br /&gt;
cicada&lt;br /&gt;
alligator&lt;br /&gt;
crocodile&lt;br /&gt;
lizard&lt;br /&gt;
chameleon&lt;br /&gt;
iguana&lt;br /&gt;
gecko&lt;br /&gt;
skink&lt;br /&gt;
gila monster&lt;br /&gt;
leech&lt;br /&gt;
bristleworm&lt;br /&gt;
ribbon worm&lt;br /&gt;
flat worm&lt;br /&gt;
toad&lt;br /&gt;
frog&lt;br /&gt;
salamander&lt;br /&gt;
newt&lt;br /&gt;
mite&lt;br /&gt;
shrimp&lt;br /&gt;
lobster&lt;br /&gt;
crab&lt;br /&gt;
nematode&lt;br /&gt;
snail&lt;br /&gt;
slug&lt;br /&gt;
earthworm&lt;br /&gt;
butterfly&lt;br /&gt;
moth&lt;br /&gt;
caterpillar&lt;br /&gt;
maggot&lt;br /&gt;
spider&lt;br /&gt;
tarantula&lt;br /&gt;
scorpion&lt;br /&gt;
tick&lt;br /&gt;
quail&lt;br /&gt;
pheasant&lt;br /&gt;
gull&lt;br /&gt;
loon&lt;br /&gt;
grebe&lt;br /&gt;
albatross&lt;br /&gt;
petrel&lt;br /&gt;
penguin&lt;br /&gt;
ceratopsid&lt;br /&gt;
ankylosaurid&lt;br /&gt;
duck&lt;br /&gt;
goose&lt;br /&gt;
swan&lt;br /&gt;
turkey&lt;br /&gt;
grouse&lt;br /&gt;
chicken&lt;br /&gt;
tortoise&lt;br /&gt;
pterosaur&lt;br /&gt;
dimetrodon&lt;br /&gt;
sauropod&lt;br /&gt;
theropod&lt;br /&gt;
iguanodont&lt;br /&gt;
hadrosaurid&lt;br /&gt;
stegosaurid&lt;br /&gt;
monitor&lt;br /&gt;
serpent&lt;br /&gt;
viper&lt;br /&gt;
rattlesnake&lt;br /&gt;
cobra&lt;br /&gt;
python&lt;br /&gt;
anaconda&lt;br /&gt;
turtle&lt;br /&gt;
quetzal&lt;br /&gt;
toucan&lt;br /&gt;
woodpecker&lt;br /&gt;
lyrebird&lt;br /&gt;
thornbill&lt;br /&gt;
honeyeater&lt;br /&gt;
oriole&lt;br /&gt;
fantail&lt;br /&gt;
cockatoo&lt;br /&gt;
cuckoo&lt;br /&gt;
nightjar&lt;br /&gt;
swift&lt;br /&gt;
hummingbird&lt;br /&gt;
kingfisher&lt;br /&gt;
hornbill&lt;br /&gt;
buzzard&lt;br /&gt;
eagle&lt;br /&gt;
harrier&lt;br /&gt;
kite&lt;br /&gt;
crane&lt;br /&gt;
dove&lt;br /&gt;
pigeon&lt;br /&gt;
parrot&lt;br /&gt;
pelican&lt;br /&gt;
stork&lt;br /&gt;
vulture&lt;br /&gt;
flamingo&lt;br /&gt;
falcon&lt;br /&gt;
kestrel&lt;br /&gt;
condor&lt;br /&gt;
osprey&lt;br /&gt;
waxwing&lt;br /&gt;
flycatcher&lt;br /&gt;
opossum&lt;br /&gt;
koala&lt;br /&gt;
wombat&lt;br /&gt;
kangaroo&lt;br /&gt;
sloth&lt;br /&gt;
anteater&lt;br /&gt;
nuthatch&lt;br /&gt;
sparrow&lt;br /&gt;
tanager&lt;br /&gt;
cardinal&lt;br /&gt;
bunting&lt;br /&gt;
finch&lt;br /&gt;
titmouse&lt;br /&gt;
chickadee&lt;br /&gt;
martin&lt;br /&gt;
bushtit&lt;br /&gt;
warbler&lt;br /&gt;
thrush&lt;br /&gt;
oxpecker&lt;br /&gt;
starling&lt;br /&gt;
mockingbird&lt;br /&gt;
wren&lt;br /&gt;
shrike&lt;br /&gt;
crow&lt;br /&gt;
raven&lt;br /&gt;
magpie&lt;br /&gt;
kinglet&lt;br /&gt;
lark&lt;br /&gt;
swallow&lt;br /&gt;
jackal&lt;br /&gt;
raccoon&lt;br /&gt;
coati&lt;br /&gt;
weasel&lt;br /&gt;
otter&lt;br /&gt;
badger&lt;br /&gt;
skunk&lt;br /&gt;
hedgehog&lt;br /&gt;
shrew&lt;br /&gt;
mole&lt;br /&gt;
fruit bat&lt;br /&gt;
wolf&lt;br /&gt;
coyote&lt;br /&gt;
chinchilla&lt;br /&gt;
cavy&lt;br /&gt;
capybara&lt;br /&gt;
rabbit&lt;br /&gt;
hare&lt;br /&gt;
lemur&lt;br /&gt;
loris&lt;br /&gt;
monkey&lt;br /&gt;
armadillo&lt;br /&gt;
squirrel&lt;br /&gt;
marmot&lt;br /&gt;
beaver&lt;br /&gt;
gopher&lt;br /&gt;
mouse&lt;br /&gt;
porcupine&lt;br /&gt;
moose&lt;br /&gt;
antelope&lt;br /&gt;
sheep&lt;br /&gt;
goat&lt;br /&gt;
bison&lt;br /&gt;
buffalo&lt;br /&gt;
bull&lt;br /&gt;
Granite&lt;br /&gt;
warthog&lt;br /&gt;
hippopotamus&lt;br /&gt;
camel&lt;br /&gt;
llama&lt;br /&gt;
giraffe&lt;br /&gt;
deer&lt;br /&gt;
pangolin&lt;br /&gt;
elephant&lt;br /&gt;
mammoth&lt;br /&gt;
horse&lt;br /&gt;
zebra&lt;br /&gt;
tapir&lt;br /&gt;
rhinoceros&lt;br /&gt;
bear&lt;br /&gt;
panda&lt;br /&gt;
panther&lt;br /&gt;
mongoose&lt;br /&gt;
hyena&lt;br /&gt;
civet&lt;br /&gt;
walrus&lt;br /&gt;
Grand Master&lt;br /&gt;
Legendary&lt;br /&gt;
Mining&lt;br /&gt;
Wood Cutting&lt;br /&gt;
Carpentry&lt;br /&gt;
Bowmaking&lt;br /&gt;
Engraving&lt;br /&gt;
Masonry&lt;br /&gt;
Proficient&lt;br /&gt;
Talented&lt;br /&gt;
Adept&lt;br /&gt;
Expert&lt;br /&gt;
Professional&lt;br /&gt;
Accomplished&lt;br /&gt;
Master&lt;br /&gt;
High Master&lt;br /&gt;
Moonstone&lt;br /&gt;
Opal&lt;br /&gt;
Obsidian&lt;br /&gt;
Dabbling&lt;br /&gt;
Novice&lt;br /&gt;
Adequate&lt;br /&gt;
Competent&lt;br /&gt;
Skilled&lt;br /&gt;
Slate&lt;br /&gt;
Felsite&lt;br /&gt;
Hematite&lt;br /&gt;
Malachite&lt;br /&gt;
Galena&lt;br /&gt;
Limestone&lt;br /&gt;
Sandstone&lt;br /&gt;
Timber&lt;br /&gt;
Tracking&lt;br /&gt;
Fishing&lt;br /&gt;
Furnace Operation&lt;br /&gt;
Strand Extraction&lt;br /&gt;
Soap Making&lt;br /&gt;
Potash Making&lt;br /&gt;
Lye Making&lt;br /&gt;
Wood Burning&lt;br /&gt;
Record Keeping&lt;br /&gt;
Lying&lt;br /&gt;
Intimidation&lt;br /&gt;
Conversation&lt;br /&gt;
Comedy&lt;br /&gt;
Flattery&lt;br /&gt;
Consoling&lt;br /&gt;
Pacification&lt;br /&gt;
Herbalism&lt;br /&gt;
Ambush&lt;br /&gt;
Swimming&lt;br /&gt;
Persuasion&lt;br /&gt;
Negotiation&lt;br /&gt;
Judging Intent&lt;br /&gt;
Appraisal&lt;br /&gt;
Organization&lt;br /&gt;
Animal Training&lt;br /&gt;
Animal Caretaking&lt;br /&gt;
Fish Dissection&lt;br /&gt;
Animal Dissection&lt;br /&gt;
Fish Cleaning&lt;br /&gt;
Butchery&lt;br /&gt;
Trapping&lt;br /&gt;
Growing&lt;br /&gt;
Singing&lt;br /&gt;
Keyboard Instrument&lt;br /&gt;
Stringed Instrument&lt;br /&gt;
Wind Instrument&lt;br /&gt;
Percussion Instrument&lt;br /&gt;
Critical Thinking&lt;br /&gt;
Logic&lt;br /&gt;
Mathematics&lt;br /&gt;
Observation&lt;br /&gt;
Writing&lt;br /&gt;
Prose&lt;br /&gt;
Poetry&lt;br /&gt;
Reading&lt;br /&gt;
Speaking&lt;br /&gt;
Dance&lt;br /&gt;
Music&lt;br /&gt;
Pottery&lt;br /&gt;
Wax Working&lt;br /&gt;
Stone Crafting&lt;br /&gt;
Metal Crafting&lt;br /&gt;
Glassmaking&lt;br /&gt;
Studying&lt;br /&gt;
Concentration&lt;br /&gt;
Discipline&lt;br /&gt;
Weaponsmithing&lt;br /&gt;
Armorsmithing&lt;br /&gt;
Metalsmithing&lt;br /&gt;
Gem Cutting&lt;br /&gt;
Gem Setting&lt;br /&gt;
Wood Crafting&lt;br /&gt;
Papermaking&lt;br /&gt;
Bookbinding&lt;br /&gt;
Shield&lt;br /&gt;
Armor&lt;br /&gt;
Siege Engineering&lt;br /&gt;
Siege Operation&lt;br /&gt;
Pump Operation&lt;br /&gt;
Leatherworking&lt;br /&gt;
Tanning&lt;br /&gt;
Dodging&lt;br /&gt;
Sword&lt;br /&gt;
Mace&lt;br /&gt;
Hammer&lt;br /&gt;
Spear&lt;br /&gt;
Crossbow&lt;br /&gt;
Pike&lt;br /&gt;
Military Tactics&lt;br /&gt;
Teaching&lt;br /&gt;
Fighting&lt;br /&gt;
Archery&lt;br /&gt;
Wrestling&lt;br /&gt;
Biting&lt;br /&gt;
Striking&lt;br /&gt;
Kicking&lt;br /&gt;
Astronomy&lt;br /&gt;
Chemistry&lt;br /&gt;
Geography&lt;br /&gt;
Optics Engineer&lt;br /&gt;
Fluid Engineer&lt;br /&gt;
Coordination&lt;br /&gt;
Balance&lt;br /&gt;
Leadership&lt;br /&gt;
Misc. Object&lt;br /&gt;
Wound Dressing&lt;br /&gt;
Diagnostics&lt;br /&gt;
Surgery&lt;br /&gt;
Bone Setting&lt;br /&gt;
Suturing&lt;br /&gt;
Crutch-walking&lt;br /&gt;
Knapping&lt;br /&gt;
Cooking&lt;br /&gt;
Alchemy&lt;br /&gt;
Building Design&lt;br /&gt;
Cheese Making&lt;br /&gt;
Milking&lt;br /&gt;
Gelding&lt;br /&gt;
Shearing&lt;br /&gt;
Spinning&lt;br /&gt;
Milling&lt;br /&gt;
Threshing&lt;br /&gt;
Blowgun&lt;br /&gt;
Throwing&lt;br /&gt;
Machinery&lt;br /&gt;
Nature&lt;br /&gt;
Knife&lt;br /&gt;
Lash&lt;br /&gt;
Dyeing&lt;br /&gt;
Pressing&lt;br /&gt;
Beekeeping&lt;br /&gt;
Glazing&lt;br /&gt;
Bone Carving&lt;br /&gt;
Weaving&lt;br /&gt;
Brewing&lt;br /&gt;
Clothes Making&lt;br /&gt;
Liar&lt;br /&gt;
Intimidator&lt;br /&gt;
Conversationalist&lt;br /&gt;
Comedian&lt;br /&gt;
Flatterer&lt;br /&gt;
Consoler&lt;br /&gt;
Pacifier&lt;br /&gt;
Tracker&lt;br /&gt;
Ambusher&lt;br /&gt;
Swimmer&lt;br /&gt;
Persuader&lt;br /&gt;
Negotiator&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Animal Caretaker&lt;br /&gt;
Fish Dissector&lt;br /&gt;
Animal Dissector&lt;br /&gt;
Fish Cleaner&lt;br /&gt;
Butcher&lt;br /&gt;
Trapper&lt;br /&gt;
Grower&lt;br /&gt;
Herbalist&lt;br /&gt;
Climbing&lt;br /&gt;
Miner&lt;br /&gt;
Wood Cutter&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Engraver&lt;br /&gt;
Mason&lt;br /&gt;
Animal Trainer&lt;br /&gt;
Poet&lt;br /&gt;
Reader&lt;br /&gt;
Speaker&lt;br /&gt;
Knapper&lt;br /&gt;
Dancer&lt;br /&gt;
Musician&lt;br /&gt;
Singer&lt;br /&gt;
Keyboardist&lt;br /&gt;
Wax Worker&lt;br /&gt;
Stone Crafter&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Glassmaker&lt;br /&gt;
Student&lt;br /&gt;
Observer&lt;br /&gt;
Wordsmith&lt;br /&gt;
Writer&lt;br /&gt;
Armorsmith&lt;br /&gt;
Metalsmith&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
Wood Crafter&lt;br /&gt;
Papermaker&lt;br /&gt;
Bookbinder&lt;br /&gt;
Potter&lt;br /&gt;
Fisherman&lt;br /&gt;
Furnace Operator&lt;br /&gt;
Strand Extractor&lt;br /&gt;
Soaper&lt;br /&gt;
Potash Maker&lt;br /&gt;
Lye Maker&lt;br /&gt;
Wood Burner&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Pikeman&lt;br /&gt;
Bowman&lt;br /&gt;
Shield User&lt;br /&gt;
Armor User&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Siege Operator&lt;br /&gt;
Pump Operator&lt;br /&gt;
Leatherworker&lt;br /&gt;
Kicker&lt;br /&gt;
Dodger&lt;br /&gt;
Axeman&lt;br /&gt;
Swordsman&lt;br /&gt;
Maceman&lt;br /&gt;
Hammerman&lt;br /&gt;
Spearman&lt;br /&gt;
Crossbowman&lt;br /&gt;
Geographer&lt;br /&gt;
Leader&lt;br /&gt;
Teacher&lt;br /&gt;
Fighter&lt;br /&gt;
Archer&lt;br /&gt;
Wrestler&lt;br /&gt;
Biter&lt;br /&gt;
Striker&lt;br /&gt;
Stringed Instrumentalist&lt;br /&gt;
Wind Instrumentalist&lt;br /&gt;
Percussionist&lt;br /&gt;
Critical Thinker&lt;br /&gt;
Logician&lt;br /&gt;
Mathematician&lt;br /&gt;
Astronomer&lt;br /&gt;
Chemist&lt;br /&gt;
Spinner&lt;br /&gt;
Misc. Object User&lt;br /&gt;
Wound Dresser&lt;br /&gt;
Diagnostician&lt;br /&gt;
Surgeon&lt;br /&gt;
Bone Doctor&lt;br /&gt;
Suturer&lt;br /&gt;
Crutch-walker&lt;br /&gt;
Lasher&lt;br /&gt;
Cook&lt;br /&gt;
Alchemist&lt;br /&gt;
Building Designer&lt;br /&gt;
Cheese Maker&lt;br /&gt;
Milker&lt;br /&gt;
Gelder&lt;br /&gt;
Shearer&lt;br /&gt;
Clothier&lt;br /&gt;
Miller&lt;br /&gt;
Thresher&lt;br /&gt;
Blowgunner&lt;br /&gt;
Thrower&lt;br /&gt;
Mechanic&lt;br /&gt;
Druid&lt;br /&gt;
Knife User&lt;br /&gt;
Tanner&lt;br /&gt;
Dyer&lt;br /&gt;
Presser&lt;br /&gt;
Beekeeper&lt;br /&gt;
Glazer&lt;br /&gt;
Bone Carver&lt;br /&gt;
Weaver&lt;br /&gt;
Brewer&lt;br /&gt;
TRACK_CART&lt;br /&gt;
HEAVY_OBJECT_HAULING&lt;br /&gt;
STAND_AND_WORK_ABOVE&lt;br /&gt;
ROLL_UP_SHEET&lt;br /&gt;
PROTECT_FOLDED_SHEETS&lt;br /&gt;
CONTAIN_WRITING&lt;br /&gt;
DISPLAY_OBJECT&lt;br /&gt;
Unrecognized Tool Use Token: &lt;br /&gt;
HOLD_MEAT_FOR_CARVING&lt;br /&gt;
MEAL_CONTAINER&lt;br /&gt;
LIQUID_CONTAINER&lt;br /&gt;
FOOD_STORAGE&lt;br /&gt;
HIVE&lt;br /&gt;
NEST_BOX&lt;br /&gt;
BOOKCASE&lt;br /&gt;
SMALL_OBJECT_STORAGE&lt;br /&gt;
LIQUID_COOKING&lt;br /&gt;
LIQUID_SCOOP&lt;br /&gt;
GRIND_POWDER_RECEPTACLE&lt;br /&gt;
GRIND_POWDER_GRINDER&lt;br /&gt;
MEAT_CARVING&lt;br /&gt;
MEAT_BONING&lt;br /&gt;
MEAT_SLICING&lt;br /&gt;
MEAT_CLEAVING&lt;br /&gt;
Climber&lt;br /&gt;
ill-sized art actions (1): &lt;br /&gt;
ill-sized art actions (2): &lt;br /&gt;
ill-sized art actions (3): &lt;br /&gt;
ill-sized art actions (4): &lt;br /&gt;
ill-sized art actions (5): &lt;br /&gt;
ill-sized art actions (6): &lt;br /&gt;
Random Buffer Overload&lt;br /&gt;
PLUCKED_BY_BP&lt;br /&gt;
PLUCKED&lt;br /&gt;
BOWED&lt;br /&gt;
STRUCK_BY_BP&lt;br /&gt;
STRUCK&lt;br /&gt;
VIBRATE_BP_AGAINST_OPENING&lt;br /&gt;
BLOW_AGAINST_FIPPLE&lt;br /&gt;
COLLECT_WEALTH&lt;br /&gt;
GIANT_NEST&lt;br /&gt;
Unrecognized Habit Token: &lt;br /&gt;
ALERT&lt;br /&gt;
PEACEFUL_INTERMITTENT&lt;br /&gt;
Unrecognized Creature Sound Token: &lt;br /&gt;
VOCALIZATION&lt;br /&gt;
Unrecognized Creature Sound Method Token: &lt;br /&gt;
GRIND_BONE_MEAL&lt;br /&gt;
COOK_BLOOD&lt;br /&gt;
GRIND_VERMIN&lt;br /&gt;
COOK_VERMIN&lt;br /&gt;
COOK_PEOPLE&lt;br /&gt;
COLLECT_TROPHIES&lt;br /&gt;
EAT_BONE_PORRIDGE&lt;br /&gt;
USE_ANY_MELEE_WEAPON&lt;br /&gt;
SIMPLE_MOUND&lt;br /&gt;
SIMPLE_BURROW&lt;br /&gt;
LABYRINTH&lt;br /&gt;
SHRINE&lt;br /&gt;
WILDERNESS_LOCATION&lt;br /&gt;
Unrecognized Lair Token: &lt;br /&gt;
HAS_DOORS&lt;br /&gt;
Unrecognized Lair Characteristic Token: &lt;br /&gt;
VALVE_ROUTES_AIR&lt;br /&gt;
BP_IN_BELL&lt;br /&gt;
FOOT_PEDALS&lt;br /&gt;
Unrecognized Pitch Choice Token: &lt;br /&gt;
PEGS&lt;br /&gt;
ADJUSTABLE_BRIDGES&lt;br /&gt;
LEVERS&lt;br /&gt;
CROOKS&lt;br /&gt;
SUBPART_CHOICE&lt;br /&gt;
KEYBOARD&lt;br /&gt;
STOPPING_FRET&lt;br /&gt;
STOPPING_AGAINST_BODY&lt;br /&gt;
STOPPING_HOLE&lt;br /&gt;
STOPPING_HOLE_KEY&lt;br /&gt;
SLIDE&lt;br /&gt;
HARMONIC_SERIES&lt;br /&gt;
FRICTION&lt;br /&gt;
RESONATOR&lt;br /&gt;
BAG_OVER_REED&lt;br /&gt;
AIR_OVER_REED&lt;br /&gt;
AIR_OVER_FREE_REED&lt;br /&gt;
AIR_AGAINST_FIPPLE&lt;br /&gt;
Unrecognized Sound Production Token: &lt;br /&gt;
MEMBRANE_POSITION&lt;br /&gt;
BLOW_OVER_OPENING_SIDE&lt;br /&gt;
BLOW_OVER_OPENING_END&lt;br /&gt;
BLOW_OVER_SINGLE_REED&lt;br /&gt;
BLOW_OVER_DOUBLE_REED&lt;br /&gt;
BLOW_OVER_FREE_REED&lt;br /&gt;
STRUCK_TOGETHER&lt;br /&gt;
SHAKEN&lt;br /&gt;
SCRAPED&lt;br /&gt;
reedy&lt;br /&gt;
nasal&lt;br /&gt;
buzzy&lt;br /&gt;
rough&lt;br /&gt;
warm&lt;br /&gt;
rugged&lt;br /&gt;
heavy&lt;br /&gt;
flat&lt;br /&gt;
eerie&lt;br /&gt;
fragile&lt;br /&gt;
brittle&lt;br /&gt;
pure&lt;br /&gt;
piercing&lt;br /&gt;
strident&lt;br /&gt;
wavering&lt;br /&gt;
harsh&lt;br /&gt;
bright&lt;br /&gt;
breathy&lt;br /&gt;
mellow&lt;br /&gt;
wobbling&lt;br /&gt;
focused&lt;br /&gt;
even&lt;br /&gt;
vibrating&lt;br /&gt;
quavering&lt;br /&gt;
TIGHTENING&lt;br /&gt;
Unrecognized Tuning Token: &lt;br /&gt;
noisy&lt;br /&gt;
full&lt;br /&gt;
sharp&lt;br /&gt;
choppy&lt;br /&gt;
steady&lt;br /&gt;
evolving&lt;br /&gt;
SMOOTH&lt;br /&gt;
CHOPPY&lt;br /&gt;
STEADY&lt;br /&gt;
EVOLVING&lt;br /&gt;
STRONG&lt;br /&gt;
DELICATE&lt;br /&gt;
BRIGHT&lt;br /&gt;
GRACEFUL&lt;br /&gt;
rippling&lt;br /&gt;
sparkling&lt;br /&gt;
CLEAR&lt;br /&gt;
NOISY&lt;br /&gt;
FULL&lt;br /&gt;
THIN&lt;br /&gt;
ROUND&lt;br /&gt;
SHARP&lt;br /&gt;
wispy&lt;br /&gt;
shrill&lt;br /&gt;
rich&lt;br /&gt;
dull&lt;br /&gt;
floating&lt;br /&gt;
ringing&lt;br /&gt;
resonant&lt;br /&gt;
sweet&lt;br /&gt;
crisp&lt;br /&gt;
sonorous&lt;br /&gt;
gentle&lt;br /&gt;
slicing&lt;br /&gt;
liquid&lt;br /&gt;
raucous&lt;br /&gt;
breezy&lt;br /&gt;
raspy&lt;br /&gt;
HEAVY&lt;br /&gt;
FLAT&lt;br /&gt;
DARK&lt;br /&gt;
CRISP&lt;br /&gt;
SONOROUS&lt;br /&gt;
WATERY&lt;br /&gt;
GENTLE&lt;br /&gt;
SLICING&lt;br /&gt;
STRIDENT&lt;br /&gt;
WAVERING&lt;br /&gt;
HARSH&lt;br /&gt;
REEDY&lt;br /&gt;
NASAL&lt;br /&gt;
BUZZY&lt;br /&gt;
WARM&lt;br /&gt;
RUGGED&lt;br /&gt;
FLUID&lt;br /&gt;
VIBRATING&lt;br /&gt;
QUAVERING&lt;br /&gt;
EERIE&lt;br /&gt;
FRAGILE&lt;br /&gt;
BRITTLE&lt;br /&gt;
PURE&lt;br /&gt;
PIERCING&lt;br /&gt;
SPARSE&lt;br /&gt;
BREATHY&lt;br /&gt;
STRAINED&lt;br /&gt;
BROAD&lt;br /&gt;
MELLOW&lt;br /&gt;
WOBBLING&lt;br /&gt;
FOCUSED&lt;br /&gt;
EVEN&lt;br /&gt;
poet&lt;br /&gt;
bard&lt;br /&gt;
dancer&lt;br /&gt;
friendly&lt;br /&gt;
killer&lt;br /&gt;
hunter&lt;br /&gt;
murderer&lt;br /&gt;
comrade&lt;br /&gt;
buddy&lt;br /&gt;
grudge&lt;br /&gt;
animal partner&lt;br /&gt;
brawler&lt;br /&gt;
psycho&lt;br /&gt;
trade partner&lt;br /&gt;
information source&lt;br /&gt;
storyteller&lt;br /&gt;
FLOATING&lt;br /&gt;
RINGING&lt;br /&gt;
RESONANT&lt;br /&gt;
SWEET&lt;br /&gt;
RIPPLING&lt;br /&gt;
SPARKLING&lt;br /&gt;
Unrecognized Timbre Token: &lt;br /&gt;
hero&lt;br /&gt;
RAUCOUS&lt;br /&gt;
BREEZY&lt;br /&gt;
RASPY&lt;br /&gt;
WISPY&lt;br /&gt;
SHRILL&lt;br /&gt;
MUDDY&lt;br /&gt;
RICH&lt;br /&gt;
DULL&lt;br /&gt;
flatterer&lt;br /&gt;
protector of weak&lt;br /&gt;
treasure hunter&lt;br /&gt;
preserver of knowledge&lt;br /&gt;
thief&lt;br /&gt;
respected group&lt;br /&gt;
hated group&lt;br /&gt;
enemy fighter&lt;br /&gt;
friendly fighter&lt;br /&gt;
bully&lt;br /&gt;
brigand&lt;br /&gt;
loyal soldier&lt;br /&gt;
quarreler&lt;br /&gt;
FINDER&lt;br /&gt;
SHOW_IMP_QUALITY&lt;br /&gt;
SHOW_FLOW_AMOUNTS&lt;br /&gt;
AUTOSAVE_PAUSE&lt;br /&gt;
ENGRAVINGS_START_OBSCURED&lt;br /&gt;
IF_POINTS_REMAIN&lt;br /&gt;
POST_PREPARE_EMBARK_CONFIRMATION&lt;br /&gt;
data/init/d_init.txt&lt;br /&gt;
SHOW_ALL_HISTORY_IN_DWARF_MODE&lt;br /&gt;
ALWAYS&lt;br /&gt;
SHOW_EMBARK_TUNNEL&lt;br /&gt;
CHASM&lt;br /&gt;
NICKNAME_LEGENDS&lt;br /&gt;
TREE_ROOT_SLOPING&lt;br /&gt;
PILLAR_TILE&lt;br /&gt;
TREE_TRUNK_PILLAR&lt;br /&gt;
TREE_ROOTS&lt;br /&gt;
TREE_TRUNK_N&lt;br /&gt;
TREE_TRUNK_SLOPING&lt;br /&gt;
INVADERS&lt;br /&gt;
LOG_MAP_REJECTS&lt;br /&gt;
NICKNAME_DWARF&lt;br /&gt;
VARIED_GROUND_TILES&lt;br /&gt;
CENTRALIZE&lt;br /&gt;
REPLACE_FIRST&lt;br /&gt;
NICKNAME_ADVENTURE&lt;br /&gt;
REPLACE_ALL&lt;br /&gt;
CAVEINS&lt;br /&gt;
TEMPERATURE&lt;br /&gt;
ECONOMY&lt;br /&gt;
ARTIFACTS&lt;br /&gt;
TESTING_ARENA&lt;br /&gt;
ZERO_RENT&lt;br /&gt;
PAUSE_ON_LOAD&lt;br /&gt;
EMBARK_RECTANGLE&lt;br /&gt;
INITIAL_SAVE&lt;br /&gt;
EMBARK_WARNING_ALWAYS&lt;br /&gt;
SEASONAL&lt;br /&gt;
AUTOSAVE&lt;br /&gt;
PATH_COST&lt;br /&gt;
AUTOBACKUP&lt;br /&gt;
WALKING_SPREADS_SPATTER_ADV&lt;br /&gt;
WALKING_SPREADS_SPATTER_DWF&lt;br /&gt;
TREE_CAP_RAMP&lt;br /&gt;
TREE_TWIGS&lt;br /&gt;
TREE_CAP_WALL_N&lt;br /&gt;
TREE_CAP_PILLAR&lt;br /&gt;
TREE_CAP_WALL_E&lt;br /&gt;
TREE_CAP_WALL_S&lt;br /&gt;
TREE_CAP_WALL_NW&lt;br /&gt;
TREE_CAP_WALL_W&lt;br /&gt;
TREE_BRANCH_NSE&lt;br /&gt;
TREE_BRANCH_SE&lt;br /&gt;
TREE_BRANCH_NEW&lt;br /&gt;
TREE_BRANCH_NSW&lt;br /&gt;
TREE_BRANCH_NSEW&lt;br /&gt;
TREE_BRANCH_SEW&lt;br /&gt;
TREE_SMOOTH_BRANCHES&lt;br /&gt;
TREE_BRANCHES&lt;br /&gt;
TREE_TRUNK_BRANCH_E&lt;br /&gt;
TREE_TRUNK_BRANCH_S&lt;br /&gt;
TREE_BRANCH_NS&lt;br /&gt;
TREE_TRUNK_BRANCH_W&lt;br /&gt;
TREE_BRANCH_NW&lt;br /&gt;
TREE_BRANCH_EW&lt;br /&gt;
TREE_BRANCH_SW&lt;br /&gt;
TREE_BRANCH_NE&lt;br /&gt;
TREE_TRUNK_E&lt;br /&gt;
TREE_TRUNK_S&lt;br /&gt;
TREE_TRUNK_NW&lt;br /&gt;
TREE_TRUNK_W&lt;br /&gt;
TREE_TRUNK_SW&lt;br /&gt;
TREE_TRUNK_NE&lt;br /&gt;
TREE_TRUNK_BRANCH_N&lt;br /&gt;
TREE_TRUNK_SE&lt;br /&gt;
TREE_BRANCH_NW_DEAD&lt;br /&gt;
TREE_BRANCH_EW_DEAD&lt;br /&gt;
TREE_BRANCH_SW_DEAD&lt;br /&gt;
TREE_BRANCH_NE_DEAD&lt;br /&gt;
TREE_BRANCH_NSE_DEAD&lt;br /&gt;
TREE_BRANCH_SE_DEAD&lt;br /&gt;
TREE_BRANCH_NEW_DEAD&lt;br /&gt;
TREE_BRANCH_NSW_DEAD&lt;br /&gt;
TREE_TRUNK_SW_DEAD&lt;br /&gt;
TREE_TRUNK_NE_DEAD&lt;br /&gt;
TREE_TRUNK_BRANCH_N_DEAD&lt;br /&gt;
TREE_TRUNK_SE_DEAD&lt;br /&gt;
TREE_TRUNK_BRANCH_E_DEAD&lt;br /&gt;
TREE_TRUNK_BRANCH_S_DEAD&lt;br /&gt;
TREE_BRANCH_NS_DEAD&lt;br /&gt;
TREE_TRUNK_BRANCH_W_DEAD&lt;br /&gt;
TREE_TRUNK_PILLAR_DEAD&lt;br /&gt;
TREE_ROOTS_DEAD&lt;br /&gt;
TREE_TRUNK_N_DEAD&lt;br /&gt;
TREE_TRUNK_SLOPING_DEAD&lt;br /&gt;
TREE_TRUNK_E_DEAD&lt;br /&gt;
TREE_TRUNK_S_DEAD&lt;br /&gt;
TREE_TRUNK_NW_DEAD&lt;br /&gt;
TREE_TRUNK_W_DEAD&lt;br /&gt;
TREE_CAP_WALL_SW&lt;br /&gt;
TREE_CAP_WALL_NE&lt;br /&gt;
TREE_CAP_FLOOR1&lt;br /&gt;
TREE_CAP_WALL_SE&lt;br /&gt;
TREE_CAP_FLOOR3&lt;br /&gt;
TREE_CAP_FLOOR2&lt;br /&gt;
TREE_ROOT_SLOPING_DEAD&lt;br /&gt;
TREE_CAP_FLOOR4&lt;br /&gt;
TREE_TRUNK_NSEW&lt;br /&gt;
TREE_TRUNK_EW&lt;br /&gt;
TREE_TRUNK_NSE_DEAD&lt;br /&gt;
TREE_TRUNK_INTERIOR&lt;br /&gt;
TREE_TRUNK_NEW_DEAD&lt;br /&gt;
TREE_TRUNK_NSW_DEAD&lt;br /&gt;
TREE_TRUNK_NS_DEAD&lt;br /&gt;
TREE_TRUNK_SEW_DEAD&lt;br /&gt;
TREE_CAP_FLOOR3_DEAD&lt;br /&gt;
TREE_CAP_FLOOR2_DEAD&lt;br /&gt;
TREE_TRUNK_NSE&lt;br /&gt;
TREE_CAP_FLOOR4_DEAD&lt;br /&gt;
TREE_TRUNK_NEW&lt;br /&gt;
TREE_TRUNK_NSW&lt;br /&gt;
TREE_TRUNK_NS&lt;br /&gt;
TREE_TRUNK_SEW&lt;br /&gt;
TREE_CAP_WALL_E_DEAD&lt;br /&gt;
TREE_CAP_WALL_S_DEAD&lt;br /&gt;
TREE_CAP_WALL_NW_DEAD&lt;br /&gt;
TREE_CAP_WALL_W_DEAD&lt;br /&gt;
TREE_CAP_WALL_SW_DEAD&lt;br /&gt;
TREE_CAP_WALL_NE_DEAD&lt;br /&gt;
TREE_CAP_FLOOR1_DEAD&lt;br /&gt;
TREE_CAP_WALL_SE_DEAD&lt;br /&gt;
TREE_BRANCH_NSEW_DEAD&lt;br /&gt;
TREE_BRANCH_SEW_DEAD&lt;br /&gt;
TREE_SMOOTH_BRANCHES_DEAD&lt;br /&gt;
TREE_BRANCHES_DEAD&lt;br /&gt;
TREE_CAP_RAMP_DEAD&lt;br /&gt;
TREE_TWIGS_DEAD&lt;br /&gt;
TREE_CAP_WALL_N_DEAD&lt;br /&gt;
TREE_CAP_PILLAR_DEAD&lt;br /&gt;
TRACK_RAMP_SE&lt;br /&gt;
TRACK_RAMP_NW&lt;br /&gt;
TRACK_RAMP_EW&lt;br /&gt;
TRACK_RAMP_SW&lt;br /&gt;
TRACK_RAMP_NSW&lt;br /&gt;
TRACK_RAMP_NSE&lt;br /&gt;
TRACK_RAMP_SEW&lt;br /&gt;
TRACK_RAMP_NEW&lt;br /&gt;
TRACK_NSEW&lt;br /&gt;
TRACK_SEW&lt;br /&gt;
TRACK_RAMP_S&lt;br /&gt;
TRACK_RAMP_N&lt;br /&gt;
TRACK_RAMP_W&lt;br /&gt;
TRACK_RAMP_E&lt;br /&gt;
TRACK_RAMP_NE&lt;br /&gt;
TRACK_RAMP_NS&lt;br /&gt;
TRACK_NW&lt;br /&gt;
TRACK_NE&lt;br /&gt;
TRACK_SW&lt;br /&gt;
TRACK_SE&lt;br /&gt;
TRACK_NSE&lt;br /&gt;
TRACK_EW&lt;br /&gt;
TRACK_NEW&lt;br /&gt;
TRACK_NSW&lt;br /&gt;
TREE_TRUNK_NSEW_DEAD&lt;br /&gt;
TREE_TRUNK_EW_DEAD&lt;br /&gt;
TRACK_N&lt;br /&gt;
TREE_TRUNK_INTERIOR_DEAD&lt;br /&gt;
TRACK_E&lt;br /&gt;
TRACK_S&lt;br /&gt;
TRACK_NS&lt;br /&gt;
TRACK_W&lt;br /&gt;
SPECIFIC_SEED_CAP&lt;br /&gt;
STORE_DIST_BIN_COMBINE&lt;br /&gt;
BABY_CHILD_CAP&lt;br /&gt;
FORTRESS_SEED_CAP&lt;br /&gt;
INVASION_MONSTER_CAP&lt;br /&gt;
INVASION_SOLDIER_CAP&lt;br /&gt;
POPULATION_CAP&lt;br /&gt;
VISITOR_CAP&lt;br /&gt;
COFFIN_NO_PETS_DEFAULT&lt;br /&gt;
DISPLAY_LENGTH&lt;br /&gt;
SKILLS&lt;br /&gt;
SET_LABOR_LISTS&lt;br /&gt;
STORE_DIST_SEED_COMBINE&lt;br /&gt;
STORE_DIST_ITEM_DECREASE&lt;br /&gt;
STORE_DIST_BARREL_COMBINE&lt;br /&gt;
STORE_DIST_BUCKET_COMBINE&lt;br /&gt;
MORE&lt;br /&gt;
ADVENTURER_ALWAYS_CENTER&lt;br /&gt;
ADVENTURER_TRAPS&lt;br /&gt;
ADVENTURER_Z_VIEWS&lt;br /&gt;
GRAZE_COEFFICIENT&lt;br /&gt;
UNHIDDEN&lt;br /&gt;
WOUND_COLOR_NONE&lt;br /&gt;
TRACK_RAMP_NSEW&lt;br /&gt;
WOUND_COLOR_INHIBITED&lt;br /&gt;
WOUND_COLOR_MINOR&lt;br /&gt;
WOUND_COLOR_BROKEN&lt;br /&gt;
WOUND_COLOR_FUNCTION_LOSS&lt;br /&gt;
IDLERS&lt;br /&gt;
WOUND_COLOR_MISSING&lt;br /&gt;
Unrecognized Init Option: &lt;br /&gt;
STRICT_POPULATION_CAP&lt;br /&gt;
FATAL ERROR&lt;br /&gt;
Button&lt;br /&gt;
Ending game...&lt;br /&gt;
Really retire?  All active saves will be deleted.  (&lt;br /&gt;
  Dwarf Fortress Options  &lt;br /&gt;
NULL play item on load: id #&lt;br /&gt;
NULL job pointer on load&lt;br /&gt;
NULL play unit on load: id #&lt;br /&gt;
NULL item pointer on load&lt;br /&gt;
NULL displayed announcement&lt;br /&gt;
Site&lt;br /&gt;
NULL building pointer on load&lt;br /&gt;
NULL play building on load: id #&lt;br /&gt;
Give in to the Night&lt;br /&gt;
Finish Game&lt;br /&gt;
Succumb to the Invasion&lt;br /&gt;
Retire the Fortress (for the time being)&lt;br /&gt;
 (holding another's goods)&lt;br /&gt;
NULL unit pointer on load&lt;br /&gt;
Retire at this location (or rest a while)&lt;br /&gt;
Give in to Starvation&lt;br /&gt;
Save Game&lt;br /&gt;
Key Bindings&lt;br /&gt;
Return to Title Screen&lt;br /&gt;
Return to Game&lt;br /&gt;
Abandon the Fortress to Ruin&lt;br /&gt;
Abort Game&lt;br /&gt;
Export Local Image&lt;br /&gt;
Music and Sound&lt;br /&gt;
Really quit?  All active saves will be deleted.  (&lt;br /&gt;
The region will be saved for later use, but consider retiring the fort&lt;br /&gt;
 = yes, other = no)&lt;br /&gt;
You will be saved for later use in the region.&lt;br /&gt;
but the circumstances will not necessarily be as you leave them now.&lt;br /&gt;
The region will be saved for later use.&lt;br /&gt;
instead if it is not a lost cause.&lt;br /&gt;
The fortress will become part of the world.  You may reassume control later,&lt;br /&gt;
Nuked Creature Def Reference&lt;br /&gt;
NULL JOB ITEM (1): &lt;br /&gt;
Nuked Breed Reference&lt;br /&gt;
Nuked Art Image Reference&lt;br /&gt;
NULL unit projectile loaded&lt;br /&gt;
Civ Zone &lt;br /&gt;
NULL JOB ITEM (2): &lt;br /&gt;
NULL item projectile loaded&lt;br /&gt;
Nuked Coin Front Reference&lt;br /&gt;
Nuked Coin Back Reference&lt;br /&gt;
Nuked Artifact Reference&lt;br /&gt;
Nuked Item Improvement Reference&lt;br /&gt;
Nuked Feature Layer Reference&lt;br /&gt;
Nuked Entity Population Reference&lt;br /&gt;
Nuked Detail Event Reference&lt;br /&gt;
Nuked Subregion Reference&lt;br /&gt;
Nuked Entity Reference&lt;br /&gt;
Nuked Plot Info Reference&lt;br /&gt;
Nuked Vermin Event Reference&lt;br /&gt;
Nuked Vermin Reference (Escaped Pet)&lt;br /&gt;
Nuked Hist Fig Reference&lt;br /&gt;
Nuked Site Reference&lt;br /&gt;
Nuked Viewscreen Reference&lt;br /&gt;
Nuked Unit Reference (Item Wrestle)&lt;br /&gt;
Nuked Activity Reference&lt;br /&gt;
Nuked Job Reference&lt;br /&gt;
Error 1&lt;br /&gt;
Error 2&lt;br /&gt;
Nuked Item Reference (General)&lt;br /&gt;
Nuked Effect Reference&lt;br /&gt;
Nuked Unit Reference (Worker/Inventory)&lt;br /&gt;
Nuked Building Reference (Party)&lt;br /&gt;
Saving effects...&lt;br /&gt;
Saving entities...&lt;br /&gt;
Saving machines...&lt;br /&gt;
Saving flow guides...&lt;br /&gt;
Saving mandates...&lt;br /&gt;
Saving work quotas...&lt;br /&gt;
Saving local animal populations...&lt;br /&gt;
Saving events...&lt;br /&gt;
Saving items...&lt;br /&gt;
Saving units...&lt;br /&gt;
Characterizing raw data...&lt;br /&gt;
Allocating space...&lt;br /&gt;
Saving projectiles...&lt;br /&gt;
Saving buildings...&lt;br /&gt;
Saving jobs...&lt;br /&gt;
Saving schedules...&lt;br /&gt;
Initializing...&lt;br /&gt;
Checking directory structure...&lt;br /&gt;
data/save/current/world.sav&lt;br /&gt;
  Dwarf Fortress Options: Save Game  &lt;br /&gt;
Offloading art...&lt;br /&gt;
Opening file...&lt;br /&gt;
Preliminary cleaning...&lt;br /&gt;
Offloading units...&lt;br /&gt;
Cage: Null Unit Assignment&lt;br /&gt;
Cage: Null Item Assignment&lt;br /&gt;
: Null Unit Assignment (Id &lt;br /&gt;
: Null Item Assignment (Id &lt;br /&gt;
data/save/*.*&lt;br /&gt;
/world.sav&lt;br /&gt;
NULL Aid Requester&lt;br /&gt;
current&lt;br /&gt;
Closing file...&lt;br /&gt;
Finishing...&lt;br /&gt;
Saving adventure data...&lt;br /&gt;
Saving general information...&lt;br /&gt;
: Customize Nickname&lt;br /&gt;
NO_FILE&lt;br /&gt;
data/help/&lt;br /&gt;
Saving belief systems...&lt;br /&gt;
Saving announcements...&lt;br /&gt;
Saving art forms...&lt;br /&gt;
Saving occupations...&lt;br /&gt;
Saving artifacts...&lt;br /&gt;
Saving active historical figures...&lt;br /&gt;
Saving fortress information...&lt;br /&gt;
Saving world information...&lt;br /&gt;
Saving vehicles...&lt;br /&gt;
Saving armies...&lt;br /&gt;
Saving incidents...&lt;br /&gt;
Saving crimes...&lt;br /&gt;
Saving cultural identities...&lt;br /&gt;
Saving agreement...&lt;br /&gt;
Saving army controllers...&lt;br /&gt;
Saving tracking information...&lt;br /&gt;
Saving squads...&lt;br /&gt;
Saving formations...&lt;br /&gt;
Saving world events...&lt;br /&gt;
Saving coin information...&lt;br /&gt;
Saving written content...&lt;br /&gt;
Saving identities...&lt;br /&gt;
Saving activities...&lt;br /&gt;
Saving interactions...&lt;br /&gt;
Chest&lt;br /&gt;
Demands:&lt;br /&gt;
Needs: &lt;br /&gt;
Dining Room&lt;br /&gt;
Tomb&lt;br /&gt;
Throne Room/Office&lt;br /&gt;
Bedroom&lt;br /&gt;
 is a current resident.&lt;br /&gt;
 is from &lt;br /&gt;
 is from the depths of the underworld.&lt;br /&gt;
 is an uninvited guest.&lt;br /&gt;
Owned Objects:&lt;br /&gt;
Holdings:&lt;br /&gt;
 is from a mysterious place.&lt;br /&gt;
Account:&lt;br /&gt;
 is of the wilderness.&lt;br /&gt;
 is of the walking dead.&lt;br /&gt;
 is a minion of evil.&lt;br /&gt;
 is a brutal enemy of your kind.&lt;br /&gt;
 is crazed!&lt;br /&gt;
 is an invader.&lt;br /&gt;
 is opposed to the living.&lt;br /&gt;
 has returned from beyond the grave.&lt;br /&gt;
: Done with string entry&lt;br /&gt;
: Abort string entry&lt;br /&gt;
: Customize Profession Name&lt;br /&gt;
 is non-hostile.&lt;br /&gt;
 is a skulking perpetrator of mischief.&lt;br /&gt;
This creature&lt;br /&gt;
have corrupt feature map at &lt;br /&gt;
  Dwarf Fortress: Load World  &lt;br /&gt;
removed erroneous unit ground occupancy flag&lt;br /&gt;
Repairing squad info for Unit #&lt;br /&gt;
Languages...&lt;br /&gt;
Shapes...&lt;br /&gt;
Processing raw data...&lt;br /&gt;
Loading object files...&lt;br /&gt;
old save: fixing possibly broken knowledge from unretire&lt;br /&gt;
patching corruption: item off-loaded and also in play&lt;br /&gt;
/world.dat&lt;br /&gt;
old save: removing potentially broken rest job&lt;br /&gt;
patching dangerously broken trade definition -- magma powder changed to water/snow&lt;br /&gt;
removed erroneous unit occupancy flag&lt;br /&gt;
** Loading Fortress **&lt;br /&gt;
** Loading Adventurer **&lt;br /&gt;
 etc.): &lt;br /&gt;
: Kills&lt;br /&gt;
: Relationships&lt;br /&gt;
Set Follow Hotkey (&lt;br /&gt;
ecwe&lt;br /&gt;
hlaas&lt;br /&gt;
: Customize&lt;br /&gt;
The Kills of &lt;br /&gt;
Make &lt;br /&gt;
Complete &lt;br /&gt;
Mandates:&lt;br /&gt;
Export of &lt;br /&gt;
: Thoughts and preferences&lt;br /&gt;
: Health&lt;br /&gt;
 Jobs&lt;br /&gt;
 Prohibited&lt;br /&gt;
Sorting languages...&lt;br /&gt;
Sorting descriptors...&lt;br /&gt;
Sorting creatures...&lt;br /&gt;
Sorting entities...&lt;br /&gt;
Finalizing languages...&lt;br /&gt;
Finalizing descriptors...&lt;br /&gt;
Sorting reactions...&lt;br /&gt;
Sorting interactions...&lt;br /&gt;
Sorting tissue templates...&lt;br /&gt;
Sorting items...&lt;br /&gt;
Sorting inorganics...&lt;br /&gt;
Sorting plants...&lt;br /&gt;
Sorting creature bodies...&lt;br /&gt;
Sorting creature variations...&lt;br /&gt;
Sorting buildings...&lt;br /&gt;
Sorting body detail plans...&lt;br /&gt;
Creature variations...&lt;br /&gt;
Creatures...&lt;br /&gt;
Body detail plans...&lt;br /&gt;
Creature bodies...&lt;br /&gt;
Interactions...&lt;br /&gt;
Sorting material templates...&lt;br /&gt;
Entities...&lt;br /&gt;
Reactions...&lt;br /&gt;
Material templates...&lt;br /&gt;
Inorganics...&lt;br /&gt;
Colors...&lt;br /&gt;
Patterns...&lt;br /&gt;
Items...&lt;br /&gt;
Buildings...&lt;br /&gt;
Plants...&lt;br /&gt;
Tissue templates...&lt;br /&gt;
Loading coin information...&lt;br /&gt;
Loading map data...&lt;br /&gt;
Loading buildings...&lt;br /&gt;
Loading entities...&lt;br /&gt;
Loading parameters...&lt;br /&gt;
Loading artifacts...&lt;br /&gt;
Loading civilized populations...&lt;br /&gt;
Loading history...&lt;br /&gt;
Generating reactions...&lt;br /&gt;
Generating interactions...&lt;br /&gt;
Generating creatures...&lt;br /&gt;
Generating entities...&lt;br /&gt;
Preparing graphics...&lt;br /&gt;
Loading items...&lt;br /&gt;
Finalizing generated objects...&lt;br /&gt;
Preparing text objects...&lt;br /&gt;
Finalizing reactions...&lt;br /&gt;
Finalizing interactions...&lt;br /&gt;
Finalizing creatures...&lt;br /&gt;
Finalizing entities...&lt;br /&gt;
Generating plants...&lt;br /&gt;
Generating items...&lt;br /&gt;
Preparing material data...&lt;br /&gt;
Generating inorganics...&lt;br /&gt;
Finalizing plants...&lt;br /&gt;
Finalizing tissue templates...&lt;br /&gt;
Finalizing material templates...&lt;br /&gt;
Finalizing inorganics...&lt;br /&gt;
Finalizing body detail plans...&lt;br /&gt;
Finalizing creature variations...&lt;br /&gt;
Finalizing items...&lt;br /&gt;
Finalizing buildings...&lt;br /&gt;
Loading machines...&lt;br /&gt;
Loading flow guides...&lt;br /&gt;
Loading schedules...&lt;br /&gt;
Loading projectiles...&lt;br /&gt;
Loading events...&lt;br /&gt;
Loading mandates...&lt;br /&gt;
Loading effects...&lt;br /&gt;
Loading local animal populations...&lt;br /&gt;
Rebuilding temporary information...&lt;br /&gt;
Preparing game...&lt;br /&gt;
Loading occupations...&lt;br /&gt;
Loading belief systems...&lt;br /&gt;
Loading units...&lt;br /&gt;
Loading jobs...&lt;br /&gt;
Failed!&lt;br /&gt;
  Dwarf Fortress Options: Load Game  &lt;br /&gt;
Loading armies...&lt;br /&gt;
Loading army controllers...&lt;br /&gt;
Loading crimes...&lt;br /&gt;
Loading vehicles...&lt;br /&gt;
Loading agreements...&lt;br /&gt;
Loading art forms...&lt;br /&gt;
Loading tracking information...&lt;br /&gt;
Loading cultural identities...&lt;br /&gt;
Loading formations...&lt;br /&gt;
Loading activities...&lt;br /&gt;
Loading active historical figures...&lt;br /&gt;
Loading squads...&lt;br /&gt;
Loading identities...&lt;br /&gt;
Loading incidents...&lt;br /&gt;
Loading interactions...&lt;br /&gt;
Loading written content...&lt;br /&gt;
Pearl&lt;br /&gt;
Shell&lt;br /&gt;
Tooth&lt;br /&gt;
Horn&lt;br /&gt;
Amber&lt;br /&gt;
Coral&lt;br /&gt;
Silk&lt;br /&gt;
Yarn&lt;br /&gt;
minecarts&lt;br /&gt;
wheelbarrows&lt;br /&gt;
Plant Growth (?)&lt;br /&gt;
large pots/food storage&lt;br /&gt;
Plant Cloth&lt;br /&gt;
Bone&lt;br /&gt;
other large tools&lt;br /&gt;
sand bags&lt;br /&gt;
Testing Arena&lt;br /&gt;
Testing Arena (Adventurer)&lt;br /&gt;
Preparing game screen...&lt;br /&gt;
Handling compatibility issues...&lt;br /&gt;
There are no active games.&lt;br /&gt;
unprepared &lt;br /&gt;
Unknown Type Error&lt;br /&gt;
Folder: &lt;br /&gt;
Loading announcements...&lt;br /&gt;
Loading fortress information...&lt;br /&gt;
Loading work quotas...&lt;br /&gt;
Loading world events...&lt;br /&gt;
Loading general information...&lt;br /&gt;
Rebuilding more temporary information...&lt;br /&gt;
Loading world information...&lt;br /&gt;
Loading adventure...&lt;br /&gt;
Use Creature Seed&lt;br /&gt;
Embark Points&lt;br /&gt;
Use History Seed&lt;br /&gt;
Use Name Seed&lt;br /&gt;
No Cap&lt;br /&gt;
Site Cap After Civ Creation&lt;br /&gt;
End Year&lt;br /&gt;
Population Cap After Civ Creation&lt;br /&gt;
Allow Plant/Animal&lt;br /&gt;
Allow Non-Plant/Animal&lt;br /&gt;
Soap&lt;br /&gt;
 Seed&lt;br /&gt;
Use Seed&lt;br /&gt;
Random&lt;br /&gt;
Fresh Raw Hide&lt;br /&gt;
Rotten Raw Hide&lt;br /&gt;
Masterwork&lt;br /&gt;
Artifact&lt;br /&gt;
Pearlash&lt;br /&gt;
Coal&lt;br /&gt;
Potash&lt;br /&gt;
Crystal Glass&lt;br /&gt;
Standard&lt;br /&gt;
Green Glass&lt;br /&gt;
Clear Glass&lt;br /&gt;
Superior Quality&lt;br /&gt;
Exceptional&lt;br /&gt;
Well-crafted&lt;br /&gt;
Finely-crafted&lt;br /&gt;
Savagery Mesh Size&lt;br /&gt;
 Savagery Weighted Range (&lt;br /&gt;
Drainage Mesh Size&lt;br /&gt;
 Drainage Weighted Range (&lt;br /&gt;
Volcanism Mesh Size&lt;br /&gt;
 Volcanism Weighted Range (&lt;br /&gt;
Temperature Mesh Size&lt;br /&gt;
 Temperature Weighted Range (&lt;br /&gt;
8 x 8&lt;br /&gt;
16 x 16&lt;br /&gt;
2 x 2&lt;br /&gt;
4 x 4&lt;br /&gt;
Rain Mesh Size&lt;br /&gt;
 Rain Weighted Range (&lt;br /&gt;
32 x 32&lt;br /&gt;
 Elevation Weighted Range (&lt;br /&gt;
Savagery&lt;br /&gt;
Minimum &lt;br /&gt;
Drainage&lt;br /&gt;
Volcanism&lt;br /&gt;
 Y-Variance&lt;br /&gt;
Elevation Mesh Size&lt;br /&gt;
Maximum &lt;br /&gt;
 X-Variance&lt;br /&gt;
Year to Begin Checking Megabeast Percentage&lt;br /&gt;
Cull Unimportant Historical Figures&lt;br /&gt;
Percentage Beasts Dead For Stoppage&lt;br /&gt;
Ignore&lt;br /&gt;
Rainfall&lt;br /&gt;
Temperature&lt;br /&gt;
Reveal All Historical Events&lt;br /&gt;
Elevation&lt;br /&gt;
Generate Divine Materials&lt;br /&gt;
Desired Good Square Count in Small Subregions&lt;br /&gt;
Number of Evil Cloud Types&lt;br /&gt;
Number of Evil Rain Types&lt;br /&gt;
Desired Evil Square Count in Small Subregions&lt;br /&gt;
Desired Evil Square Count in Medium Subregions&lt;br /&gt;
Desired Good Square Count in Medium Subregions&lt;br /&gt;
Desired Good Square Count in Large Subregions&lt;br /&gt;
Number of Bogeyman Types&lt;br /&gt;
Number of Vampire Curse Types&lt;br /&gt;
Number of Demon Types&lt;br /&gt;
Number of Night Troll Types&lt;br /&gt;
Number of Regional Interaction Types&lt;br /&gt;
Number of Disturbance Interaction Types&lt;br /&gt;
Number of Werebeast Curse Types&lt;br /&gt;
Number of Secret Types&lt;br /&gt;
No Beasts&lt;br /&gt;
Max Semimegabeast Caves&lt;br /&gt;
Mineral Scarcity (Low = More minerals)&lt;br /&gt;
Max Megabeast Caves&lt;br /&gt;
Titan Attack Exported Wealth Requirement&lt;br /&gt;
Titan Attack Created Wealth Requirement&lt;br /&gt;
Titan Number&lt;br /&gt;
Titan Attack Population Requirement&lt;br /&gt;
North and/or South&lt;br /&gt;
North and South&lt;br /&gt;
Pole&lt;br /&gt;
North or South&lt;br /&gt;
Minimum Complete Edge Oceans&lt;br /&gt;
Minimum Volcano Number&lt;br /&gt;
Minimum Mountain Peak Number&lt;br /&gt;
Minimum Partial Edge Oceans&lt;br /&gt;
Z Levels At Bottom&lt;br /&gt;
Minimum Natural Cave Size&lt;br /&gt;
Z Levels Above Layer 4&lt;br /&gt;
Z Levels Above Layer 5&lt;br /&gt;
Number of Non-Mountain Caves&lt;br /&gt;
Make Caves Visible&lt;br /&gt;
Maximum Natural Cave Size&lt;br /&gt;
Number of Mountain Caves&lt;br /&gt;
Magma Layer&lt;br /&gt;
Bottom Layer (Forces Magma)&lt;br /&gt;
Cavern Layer Water Min&lt;br /&gt;
Cavern Layer Water Max&lt;br /&gt;
Z Levels Above Layer 2&lt;br /&gt;
Z Levels Above Layer 3&lt;br /&gt;
Z Levels Above Ground&lt;br /&gt;
Z Levels Above Layer 1&lt;br /&gt;
Maximum Number of Subregions&lt;br /&gt;
Cavern Layer Number&lt;br /&gt;
Periodically Erode Extreme Cliffs&lt;br /&gt;
Do Orographic Precipitation and Rain Shadows&lt;br /&gt;
Cavern Layer Passage Density Min&lt;br /&gt;
Cavern Layer Passage Density Max&lt;br /&gt;
Cavern Layer Openness Min&lt;br /&gt;
Cavern Layer Openness Max&lt;br /&gt;
 Square Count&lt;br /&gt;
 Region Count&lt;br /&gt;
Desired Evil Square Count in Large Subregions&lt;br /&gt;
Minimum Initial &lt;br /&gt;
Minimum River Start Locations (Pre-Erosion)&lt;br /&gt;
Desired River Start Locations (Post-Erosion)&lt;br /&gt;
Minimum Final &lt;br /&gt;
Erosion Cycle Count&lt;br /&gt;
Bars/Blocks&lt;br /&gt;
Gems&lt;br /&gt;
Refuse&lt;br /&gt;
Coins&lt;br /&gt;
Weapons/Trap Comps&lt;br /&gt;
Additional Options&lt;br /&gt;
Finished Goods&lt;br /&gt;
Cloth&lt;br /&gt;
Minimum Number of Low-Volcanism Squares&lt;br /&gt;
Minimum Number of High-Volcanism Squares&lt;br /&gt;
Minimum Number of High-Savagery Squares&lt;br /&gt;
Minimum Number of Mid-Volcanism Squares&lt;br /&gt;
Furniture/Siege Ammo&lt;br /&gt;
Corpses&lt;br /&gt;
Animals&lt;br /&gt;
Food&lt;br /&gt;
Minimum Number of High-Rain Squares&lt;br /&gt;
Minimum Number of Mid-Drainage Squares&lt;br /&gt;
Minimum Number of Mid-Rain Squares&lt;br /&gt;
Minimum Number of Low-Rain Squares&lt;br /&gt;
Minimum Number of Mid-Savagery Squares&lt;br /&gt;
Minimum Number of Low-Savagery Squares&lt;br /&gt;
Minimum Number of Low-Drainage Squares&lt;br /&gt;
Minimum Number of High-Drainage Squares&lt;br /&gt;
Only in Finder&lt;br /&gt;
Number of Civilizations&lt;br /&gt;
Allow Init Embark Options to Show Tunnels&lt;br /&gt;
Always&lt;br /&gt;
Minimum Number of Low-Elevation Squares&lt;br /&gt;
Minimum Number of High-Elevation Squares&lt;br /&gt;
Playable Civilization Required&lt;br /&gt;
Minimum Number of Mid-Elevation Squares&lt;br /&gt;
Metal&lt;br /&gt;
Bars: Other Materials&lt;br /&gt;
Other Materials&lt;br /&gt;
Stone/Clay&lt;br /&gt;
Blocks: Metal&lt;br /&gt;
Blocks: Stone/Clay&lt;br /&gt;
Bars: Metal&lt;br /&gt;
Blocks: Other Materials&lt;br /&gt;
Bones&lt;br /&gt;
Shells&lt;br /&gt;
Body Parts&lt;br /&gt;
Skulls&lt;br /&gt;
Hair/Wool&lt;br /&gt;
Type&lt;br /&gt;
Teeth&lt;br /&gt;
Horns/Hooves&lt;br /&gt;
Paste&lt;br /&gt;
Pressed Material&lt;br /&gt;
Bone Meal&lt;br /&gt;
Misc. Liquid&lt;br /&gt;
Item Types&lt;br /&gt;
Extract (Plant)&lt;br /&gt;
Extract (Animal)&lt;br /&gt;
Drink (Plant)&lt;br /&gt;
Drink (Animal)&lt;br /&gt;
Unprepared Fish&lt;br /&gt;
Fruit/Leaves&lt;br /&gt;
Milled Plant&lt;br /&gt;
Cheese (Plant)&lt;br /&gt;
Cheese (Animal)&lt;br /&gt;
Liquids&lt;br /&gt;
Types&lt;br /&gt;
Fats&lt;br /&gt;
Pastes&lt;br /&gt;
Silk Thread&lt;br /&gt;
Yarn Thread&lt;br /&gt;
Corpse&lt;br /&gt;
Materials&lt;br /&gt;
Total Quality&lt;br /&gt;
: Toggle&lt;br /&gt;
Legs&lt;br /&gt;
Core Quality&lt;br /&gt;
: Disable&lt;br /&gt;
Mill Products&lt;br /&gt;
: Scroll&lt;br /&gt;
: Enable&lt;br /&gt;
Paper&lt;br /&gt;
Parchment&lt;br /&gt;
Thread (Metal)&lt;br /&gt;
Cloth (Metal)&lt;br /&gt;
Feet&lt;br /&gt;
Hands&lt;br /&gt;
Body&lt;br /&gt;
Head&lt;br /&gt;
Other Stone&lt;br /&gt;
Rough Glass&lt;br /&gt;
Metal Ores&lt;br /&gt;
Economic&lt;br /&gt;
Cut Gem&lt;br /&gt;
Cut Stone&lt;br /&gt;
Cut Glass&lt;br /&gt;
Rough Gem&lt;br /&gt;
VOLC&lt;br /&gt;
TEMP&lt;br /&gt;
DRAIN&lt;br /&gt;
Painting&lt;br /&gt;
Not painting&lt;br /&gt;
(View)&lt;br /&gt;
Brush = &lt;br /&gt;
Brush Radius &lt;br /&gt;
: View Biomes&lt;br /&gt;
: Done&lt;br /&gt;
ELEV&lt;br /&gt;
Smoothing Brush&lt;br /&gt;
Normal Brush&lt;br /&gt;
Usable&lt;br /&gt;
Unusable&lt;br /&gt;
Empty Animal Traps&lt;br /&gt;
Prepared Food&lt;br /&gt;
: Permit &lt;br /&gt;
: Forbid &lt;br /&gt;
: Allow All&lt;br /&gt;
: Block All&lt;br /&gt;
Silk Cloth&lt;br /&gt;
Yarn Cloth&lt;br /&gt;
Metal Thread&lt;br /&gt;
Plant Thread&lt;br /&gt;
Qualities&lt;br /&gt;
Empty Cages&lt;br /&gt;
Metal Cloth&lt;br /&gt;
Trap Comps&lt;br /&gt;
Pet Owner&lt;br /&gt;
Spouse&lt;br /&gt;
  Relationships of &lt;br /&gt;
Lover&lt;br /&gt;
Child&lt;br /&gt;
Mother&lt;br /&gt;
Father&lt;br /&gt;
  Music and Sound Options  &lt;br /&gt;
Volume: &lt;br /&gt;
.txt&lt;br /&gt;
Created in DF &lt;br /&gt;
 or left-click: Change volume.  &lt;br /&gt;
: Done.&lt;br /&gt;
/255&lt;br /&gt;
=========&lt;br /&gt;
Buildings&lt;br /&gt;
: Select&lt;br /&gt;
  Export Local Image  &lt;br /&gt;
Your Units&lt;br /&gt;
local_map&lt;br /&gt;
-param-&lt;br /&gt;
: Export Image&lt;br /&gt;
: Cancel&lt;br /&gt;
: Type Value&lt;br /&gt;
: Nullify Value&lt;br /&gt;
Will be saved&lt;br /&gt;
Randomize at gen&lt;br /&gt;
Range: &lt;br /&gt;
: Set Preset Field Values&lt;br /&gt;
: Decrease Value&lt;br /&gt;
: Increase Value&lt;br /&gt;
Enemy Fighter&lt;br /&gt;
Friendly Fighter&lt;br /&gt;
Member of Respected Group&lt;br /&gt;
Member of Hated Group&lt;br /&gt;
Companion&lt;br /&gt;
Former Master&lt;br /&gt;
Loyal Soldier&lt;br /&gt;
Apprentice&lt;br /&gt;
Considers Psychotic&lt;br /&gt;
Good for Business&lt;br /&gt;
Considers Dancer&lt;br /&gt;
Considers Violent&lt;br /&gt;
Considers Murderer&lt;br /&gt;
Comrade&lt;br /&gt;
Friendly Terms&lt;br /&gt;
Considers Killer&lt;br /&gt;
Considers Monster&lt;br /&gt;
Considers Brigand&lt;br /&gt;
Hero&lt;br /&gt;
Intruder&lt;br /&gt;
Considers Poet&lt;br /&gt;
Considers Bard&lt;br /&gt;
Considers Bully&lt;br /&gt;
Considers Storyteller&lt;br /&gt;
Grudge&lt;br /&gt;
Deity&lt;br /&gt;
Bonded&lt;br /&gt;
Friend&lt;br /&gt;
Long-term Acquaintance&lt;br /&gt;
Passing Acquaintance&lt;br /&gt;
Force&lt;br /&gt;
Object of Worship&lt;br /&gt;
There are no active work orders tied to this shop.&lt;br /&gt;
All work orders must be validated by the manager before they become active.&lt;br /&gt;
Checking: &lt;br /&gt;
Ready: &lt;br /&gt;
: Increase priority  &lt;br /&gt;
: Max priority  &lt;br /&gt;
: New Order  &lt;br /&gt;
: Remove  &lt;br /&gt;
: Max - &lt;br /&gt;
Work Orders Created For This Shop&lt;br /&gt;
: Permit All&lt;br /&gt;
: Min - &lt;br /&gt;
Active: &lt;br /&gt;
Waiting: &lt;br /&gt;
Left&lt;br /&gt;
Validated&lt;br /&gt;
: View&lt;br /&gt;
  Workshop Profile  &lt;br /&gt;
: Back to Main&lt;br /&gt;
: Zoom&lt;br /&gt;
Labor Restrictions&lt;br /&gt;
: Permit/Restrict&lt;br /&gt;
: Permitted Workers&lt;br /&gt;
Work Orders&lt;br /&gt;
Considers Flatterer&lt;br /&gt;
Hunter&lt;br /&gt;
Former Apprentice&lt;br /&gt;
Considers Quarreler&lt;br /&gt;
Treasure Hunter&lt;br /&gt;
Thief&lt;br /&gt;
Protector of the Weak&lt;br /&gt;
Preserver of Knowledge&lt;br /&gt;
: Details&lt;br /&gt;
: General work orders cannot task this shop&lt;br /&gt;
: Wages&lt;br /&gt;
: Conditions&lt;br /&gt;
Permitted General Work Order Labors&lt;br /&gt;
: Allow/disallow&lt;br /&gt;
: General work orders are allowed to task this shop&lt;br /&gt;
: Maximum general work order tasks allowed = &lt;br /&gt;
[INITIAL_LOAD]&lt;br /&gt;
Unrecognized Shape Token: &lt;br /&gt;
WORD&lt;br /&gt;
Unrecognized Colored Pattern Token: &lt;br /&gt;
PATTERN&lt;br /&gt;
GEMS_USE_ADJ_NOUN&lt;br /&gt;
GEMS_USE_ADJ&lt;br /&gt;
GEMS_USE_NOUN&lt;br /&gt;
CP_COLOR&lt;br /&gt;
COLOR_PATTERN&lt;br /&gt;
The citizens of &lt;br /&gt;
 true name.  The location of this place is well-known, but none have penetrated its secrets.  If the true name of the monster can be uncovered, you might be able to end this terror forever.&lt;br /&gt;
 has even sent some troublemakers to harass people right here in town.&lt;br /&gt;
 are plagued by bandits.  The gang&lt;br /&gt;
, where &lt;br /&gt;
 vault, &lt;br /&gt;
 power from the Underworld by invoking &lt;br /&gt;
 wrested &lt;br /&gt;
 will have no mercy.  There is little time -- you must flee.  Perhaps your family and friends can be convinced to leave.&lt;br /&gt;
The enemy&lt;br /&gt;
an ancient&lt;br /&gt;
Legends speak of &lt;br /&gt;
 are on the march.  &lt;br /&gt;
 is threatened!  The forces of &lt;br /&gt;
, they&lt;br /&gt;
Commanded by &lt;br /&gt;
Could not locate adventure start square&lt;br /&gt;
Ally: &lt;br /&gt;
The peaceful town of &lt;br /&gt;
Adventure Starting Site Files Missing/Corrupted&lt;br /&gt;
Non-lethal&lt;br /&gt;
Brawl&lt;br /&gt;
No Quarter&lt;br /&gt;
Lethal&lt;br /&gt;
Pull it out&lt;br /&gt;
Training&lt;br /&gt;
Horseplay&lt;br /&gt;
Gain possession&lt;br /&gt;
 - Current Dodge Preference: &lt;br /&gt;
According to Opponent&lt;br /&gt;
Stand Ground&lt;br /&gt;
Move Around&lt;br /&gt;
Strike&lt;br /&gt;
 - Current Attack Preference: &lt;br /&gt;
Close Combat&lt;br /&gt;
Charge&lt;br /&gt;
Do not alter actions&lt;br /&gt;
Select your combat preferences.&lt;br /&gt;
What would you like to do?&lt;br /&gt;
Would you like to take an action?&lt;br /&gt;
 [MORE]&lt;br /&gt;
 to view other pages)&lt;br /&gt;
 upon a &lt;br /&gt;
You have bestowed the name &lt;br /&gt;
 [DONE]&lt;br /&gt;
 for help.&lt;br /&gt;
  Perhaps some of your friends here can remind you.&lt;br /&gt;
Your sleep has been interrupted!&lt;br /&gt;
You awaken from your slumber.&lt;br /&gt;
child that has been kidnapped.&lt;br /&gt;
children that have been kidnapped.&lt;br /&gt;
  Perhaps some of your friends here have ideas.&lt;br /&gt;
  Perhaps some of the people here will be worth talking to before you continue on your way.&lt;br /&gt;
You've finally got your equipment together, such as it is.  Now it's time for action and adventure!  &lt;br /&gt;
Your wanderings have brought you to this place after a long journey.&lt;br /&gt;
  A foolhardy soul might try to rescue the &lt;br /&gt;
In the rush of excitement, you've forgotten where you were going to go.&lt;br /&gt;
How quickly and quietly will you move?&lt;br /&gt;
: Currently sneaking&lt;br /&gt;
Move&lt;br /&gt;
Ground&lt;br /&gt;
Wrestle&lt;br /&gt;
Not visible&lt;br /&gt;
Companions&lt;br /&gt;
Dead&lt;br /&gt;
    &lt;br /&gt;
Dodge Away&lt;br /&gt;
 - Current Charge Defense: &lt;br /&gt;
You have no companions.&lt;br /&gt;
          &lt;br /&gt;
Average Non-Prone Profile&lt;br /&gt;
Average Profile&lt;br /&gt;
Best Possible&lt;br /&gt;
Visual Stealth (w/o Skill)&lt;br /&gt;
Tiny Profile&lt;br /&gt;
Minuscule Profile&lt;br /&gt;
Small Profile&lt;br /&gt;
Very Small Profile&lt;br /&gt;
Very Large Non-Prone Profile&lt;br /&gt;
Huge Non-Prone Profile&lt;br /&gt;
Vanishing Profile&lt;br /&gt;
Large Non-Prone Profile&lt;br /&gt;
Large Profile&lt;br /&gt;
Very Large Profile&lt;br /&gt;
Gigantic Non-Prone Profile&lt;br /&gt;
Gargantuan Non-Prone Profile&lt;br /&gt;
Gargantuan Profile&lt;br /&gt;
No Suitable Vegetation&lt;br /&gt;
Huge Profile&lt;br /&gt;
Gigantic Profile&lt;br /&gt;
In Vegetation&lt;br /&gt;
Open Area&lt;br /&gt;
Too Large For Vegetation&lt;br /&gt;
Non-Prone In Vegetation&lt;br /&gt;
Clear&lt;br /&gt;
Low Light&lt;br /&gt;
By Obstacle&lt;br /&gt;
Fog/Rain/Snow&lt;br /&gt;
Visual Stealth Factors&lt;br /&gt;
: Not currently sneaking&lt;br /&gt;
Darkness&lt;br /&gt;
Light&lt;br /&gt;
No name&lt;br /&gt;
: Done entering filter&lt;br /&gt;
No object of worship&lt;br /&gt;
No origin&lt;br /&gt;
Whom does your identity worship?&lt;br /&gt;
What is your identity's profession?&lt;br /&gt;
Filter: &lt;br /&gt;
Where is your identity from?&lt;br /&gt;
Ongoing conversation with &lt;br /&gt;
Continuing shouting&lt;br /&gt;
Your new identity:&lt;br /&gt;
Select an identity.&lt;br /&gt;
Get &lt;br /&gt;
Start a new conversation&lt;br /&gt;
Who will you talk to?&lt;br /&gt;
Pick up how many? (0-&lt;br /&gt;
Where would you like to move?&lt;br /&gt;
Pick &lt;br /&gt;
Pull &lt;br /&gt;
When Possible&lt;br /&gt;
 - Current Swimming Preference: &lt;br /&gt;
What would you like to do with &lt;br /&gt;
When Necessary&lt;br /&gt;
Quick movement and other actions decrease stealth.&lt;br /&gt;
Worst Possible&lt;br /&gt;
Select your movement preferences.&lt;br /&gt;
 to select.&lt;br /&gt;
Poor&lt;br /&gt;
Average&lt;br /&gt;
Terrible&lt;br /&gt;
Awful&lt;br /&gt;
What will you say about the failed peace agreement?&lt;br /&gt;
What will you say about the peace agreement?&lt;br /&gt;
What will you say about the claim?&lt;br /&gt;
What will you say about the tribute stoppage?&lt;br /&gt;
What will you say about tribute agreement?&lt;br /&gt;
What will you say about the trouble?&lt;br /&gt;
What will you say about the refusal to give tribute?&lt;br /&gt;
What will you say about the refusal to accept tribute?&lt;br /&gt;
What will you say about the occupation?&lt;br /&gt;
What will you say about the incident?&lt;br /&gt;
What will you say about the beast?&lt;br /&gt;
What will you say about the new leadership?&lt;br /&gt;
What will you say about the army?&lt;br /&gt;
What will you say about the group?&lt;br /&gt;
What will you say about the abduction?&lt;br /&gt;
What will you say about the failed occupation?&lt;br /&gt;
What will you say about the end of the insurrection?&lt;br /&gt;
What will you say about the insurrection?&lt;br /&gt;
What will you say about the site's foundation?&lt;br /&gt;
What will you say about the site reclamation?&lt;br /&gt;
 to compose.&lt;br /&gt;
You can use an option in &lt;br /&gt;
What will you say?&lt;br /&gt;
: Scroll text&lt;br /&gt;
: Back&lt;br /&gt;
: No identity&lt;br /&gt;
You must compose a piece first (or learn an improvisational form).&lt;br /&gt;
You don't know anything specific about this, unfortunately.&lt;br /&gt;
: Assume identity&lt;br /&gt;
: New identity&lt;br /&gt;
: Abort&lt;br /&gt;
How will you respond to this statement of values?&lt;br /&gt;
How will you respond to this dismissal?&lt;br /&gt;
What will you say about your family?&lt;br /&gt;
What will you say about how you are feeling?&lt;br /&gt;
How will you respond about your profession?&lt;br /&gt;
How will you respond to the accusation?&lt;br /&gt;
How will you respond to this flattery?&lt;br /&gt;
How will you respond to this passive reply?&lt;br /&gt;
What will you say about the site?&lt;br /&gt;
What will you say about the surrounding area?&lt;br /&gt;
How will you respond to the invocation?&lt;br /&gt;
What will you say about the structure?&lt;br /&gt;
What will you say about services?&lt;br /&gt;
What will you say about the agreement?&lt;br /&gt;
What will you say about the trade?&lt;br /&gt;
What will you say about the request?&lt;br /&gt;
How will you respond?&lt;br /&gt;
How will you ask?&lt;br /&gt;
What will you say about the conclusion of the agreement?&lt;br /&gt;
What will you say about the rescue?&lt;br /&gt;
How will you respond to the adoption request?&lt;br /&gt;
How will you respond to the position offer?&lt;br /&gt;
What will you say about the conflict?&lt;br /&gt;
What will you say about the journey?&lt;br /&gt;
About whom do you ask?&lt;br /&gt;
What do you want?&lt;br /&gt;
Where do you want to go?&lt;br /&gt;
What do you want to know?&lt;br /&gt;
What will you say about the refugees?&lt;br /&gt;
What will you say about the gang?&lt;br /&gt;
What will you say about the artifact's location?&lt;br /&gt;
What will you say about the artifact's destruction?&lt;br /&gt;
: Rename location&lt;br /&gt;
Remove assignment&lt;br /&gt;
Define zone bounds&lt;br /&gt;
: Add location&lt;br /&gt;
: Inn/tavern&lt;br /&gt;
: Main hall&lt;br /&gt;
: Temple&lt;br /&gt;
: Library&lt;br /&gt;
(No Specific Deity)&lt;br /&gt;
: Delete&lt;br /&gt;
No worshippers&lt;br /&gt;
 worshipper&lt;br /&gt;
: New&lt;br /&gt;
Zone &lt;br /&gt;
: Assign&lt;br /&gt;
: Edit&lt;br /&gt;
: Done filter&lt;br /&gt;
Current choice's keywords: &lt;br /&gt;
: Filter&lt;br /&gt;
: Set material&lt;br /&gt;
What will you say about the missing treasure?&lt;br /&gt;
How will you respond to the request for a guide?&lt;br /&gt;
: Scroll (Page &lt;br /&gt;
: Select, &lt;br /&gt;
How will you respond to the demand to yield?&lt;br /&gt;
How will you respond to the request to cease hostilities?&lt;br /&gt;
How will you respond to the request for directions?&lt;br /&gt;
How will you respond to the request for information?&lt;br /&gt;
How will you respond to the tribute cancellation?&lt;br /&gt;
How will you respond to the offer of tribute?&lt;br /&gt;
How will you respond to the demand for tribute?&lt;br /&gt;
How will you respond to the offer of peace?&lt;br /&gt;
Warning:  This site will be smaller than usual.  Move away from other sites.&lt;br /&gt;
No building planned at cursor&lt;br /&gt;
 (Workers are needed!)&lt;br /&gt;
Total work hours needed: &lt;br /&gt;
Plan a construction or building to form a site (irreversible!)&lt;br /&gt;
: Name site (irreversible!)&lt;br /&gt;
No construction planned at cursor&lt;br /&gt;
Phase &lt;br /&gt;
: Start work!&lt;br /&gt;
: Zones/Rooms&lt;br /&gt;
Constructing unnamed site&lt;br /&gt;
Constructing &lt;br /&gt;
: Buildings&lt;br /&gt;
: Constructions&lt;br /&gt;
Rooms: need name!&lt;br /&gt;
Rooms: need site!&lt;br /&gt;
: Material&lt;br /&gt;
: Remove bld/cnst&lt;br /&gt;
: Place&lt;br /&gt;
: Phase &lt;br /&gt;
: Carpenter Wkshp&lt;br /&gt;
: Unassign&lt;br /&gt;
: Cancel plans&lt;br /&gt;
: Workshop&lt;br /&gt;
: Resize flow&lt;br /&gt;
: Add flow&lt;br /&gt;
: Assign location&lt;br /&gt;
: Start rect&lt;br /&gt;
: Start flow&lt;br /&gt;
: Add rect&lt;br /&gt;
: Start remove&lt;br /&gt;
: Remove rect&lt;br /&gt;
Smoke&lt;br /&gt;
 Vapor&lt;br /&gt;
Fire&lt;br /&gt;
Dragonfire&lt;br /&gt;
Sea Foam&lt;br /&gt;
An Ocean Wave&lt;br /&gt;
Magma Mist&lt;br /&gt;
Lava Mist&lt;br /&gt;
Miasma&lt;br /&gt;
a swarm of &lt;br /&gt;
Mist&lt;br /&gt;
Steam&lt;br /&gt;
 -  &lt;br /&gt;
 to view other pages&lt;br /&gt;
many &lt;br /&gt;
a colony of &lt;br /&gt;
: Select worker&lt;br /&gt;
: Set worker&lt;br /&gt;
: Start working!&lt;br /&gt;
: Scroll material&lt;br /&gt;
 Bookcase&lt;br /&gt;
 Display Furniture&lt;br /&gt;
Have &lt;br /&gt;
Need &lt;br /&gt;
[CAN'T WORK]&lt;br /&gt;
: You will not work personally&lt;br /&gt;
[WITH YOU]&lt;br /&gt;
[WILL WORK]&lt;br /&gt;
: You will work for &lt;br /&gt;
 workers)&lt;br /&gt;
 hours&lt;br /&gt;
an hour&lt;br /&gt;
A pool of &lt;br /&gt;
A smear of &lt;br /&gt;
A small pile of &lt;br /&gt;
A thin layer of &lt;br /&gt;
Lava [&lt;br /&gt;
A spattering of &lt;br /&gt;
Magma [&lt;br /&gt;
Stagnant water [&lt;br /&gt;
Stagnant salt water [&lt;br /&gt;
Water [&lt;br /&gt;
Salt water [&lt;br /&gt;
/yours or companion's&lt;br /&gt;
left &lt;br /&gt;
right &lt;br /&gt;
unintelligible&lt;br /&gt;
broken vegetation&lt;br /&gt;
Track/Spoor: &lt;br /&gt;
 imprint&lt;br /&gt;
 print&lt;br /&gt;
Item Cloud&lt;br /&gt;
A Web&lt;br /&gt;
A Campfire&lt;br /&gt;
A Fire&lt;br /&gt;
Difficult strike&lt;br /&gt;
Impossible strike&lt;br /&gt;
Normal strike&lt;br /&gt;
Tricky strike&lt;br /&gt;
 to view other pages.&lt;br /&gt;
What do you want to aim for?&lt;br /&gt;
 cancels.&lt;br /&gt;
The signs lead southeast.&lt;br /&gt;
The signs lead northwest.&lt;br /&gt;
They belong to you or a companion.&lt;br /&gt;
The signs lead southwest.&lt;br /&gt;
The signs lead east.&lt;br /&gt;
The signs lead south.&lt;br /&gt;
The signs lead northeast.&lt;br /&gt;
The signs lead west.&lt;br /&gt;
 is here.&lt;br /&gt;
 imprint in the &lt;br /&gt;
The signs lead north.&lt;br /&gt;
This is an unintelligible mess.&lt;br /&gt;
deep &lt;br /&gt;
faint &lt;br /&gt;
vague &lt;br /&gt;
shallow &lt;br /&gt;
The vegetation is broken here.&lt;br /&gt;
The vegetation has been slightly perturbed here.&lt;br /&gt;
light &lt;br /&gt;
thick &lt;br /&gt;
A dusting of &lt;br /&gt;
A pile of &lt;br /&gt;
The vegetation is bent here.&lt;br /&gt;
The vegetation is heavily damaged here.&lt;br /&gt;
Heavy attack: slower to strike and recover, but hits harder&lt;br /&gt;
No heavy attack: enraged&lt;br /&gt;
Wild attack: fast strike, slow recovery, hard but unbalancing/inaccurate&lt;br /&gt;
Forced wild attack: enraged&lt;br /&gt;
No quick attack: enraged&lt;br /&gt;
Quick attack: faster to strike and recover, but not powerful&lt;br /&gt;
Fast&lt;br /&gt;
Slow&lt;br /&gt;
 strike&lt;br /&gt;
V Fast&lt;br /&gt;
Simple&lt;br /&gt;
Easier&lt;br /&gt;
V Slow&lt;br /&gt;
VVSlow&lt;br /&gt;
Tricky&lt;br /&gt;
Difficult&lt;br /&gt;
Easy&lt;br /&gt;
Normal&lt;br /&gt;
direct hit&lt;br /&gt;
very square&lt;br /&gt;
Impossible&lt;br /&gt;
 to go back.&lt;br /&gt;
can't quite connect&lt;br /&gt;
can't land squarely&lt;br /&gt;
square&lt;br /&gt;
fairly solid&lt;br /&gt;
Easier strike&lt;br /&gt;
Easy strike&lt;br /&gt;
can only graze&lt;br /&gt;
Simple strike&lt;br /&gt;
Parry &lt;br /&gt;
You are fighting &lt;br /&gt;
Parry (&lt;br /&gt;
Block &lt;br /&gt;
 aborts.&lt;br /&gt;
 confirms.  &lt;br /&gt;
 pages)&lt;br /&gt;
Which creature will you attack?  &lt;br /&gt;
 has yielded.  Attack anyway?&lt;br /&gt;
Multi-attack: choose another simultaneous action afterward&lt;br /&gt;
Really attack &lt;br /&gt;
Really start a conflict with &lt;br /&gt;
No charge attack: target shares your location&lt;br /&gt;
No charge attack: target is climbing&lt;br /&gt;
Charge attack: move toward your opponent&lt;br /&gt;
No charge attack: target's location inaccessible&lt;br /&gt;
No charge attack: target is in uncontrolled flight&lt;br /&gt;
No charge attack: target is chained&lt;br /&gt;
No charge attack: target is on a projectile&lt;br /&gt;
No charge attack: target is on a vehicle&lt;br /&gt;
No charge attack: you are climbing&lt;br /&gt;
No charge attack: you are on a projectile&lt;br /&gt;
No charge attack: target is mounted&lt;br /&gt;
No charge attack: target is on the ground&lt;br /&gt;
No charge attack: you are chained&lt;br /&gt;
No charge attack: you are mounted&lt;br /&gt;
No charge attack: you are on a vehicle&lt;br /&gt;
No charge attack: you are in uncontrolled flight&lt;br /&gt;
Precise attack: very slow to strike, improved accuracy&lt;br /&gt;
No precise attack: enraged&lt;br /&gt;
No charge attack: you are on the ground&lt;br /&gt;
No charge attack: no target&lt;br /&gt;
You will sleep as necessary until dawn.&lt;br /&gt;
: wait.&lt;br /&gt;
 hour&lt;br /&gt;
You will sleep as necessary for &lt;br /&gt;
: cannot see dawn.&lt;br /&gt;
 aborts.  &lt;br /&gt;
: sleep.&lt;br /&gt;
: until dawn.&lt;br /&gt;
Move to a creature or press &lt;br /&gt;
 throws.&lt;br /&gt;
 to throw this direction.&lt;br /&gt;
 to shoot this direction.&lt;br /&gt;
Who will you target?  &lt;br /&gt;
 fires.  &lt;br /&gt;
 fires.&lt;br /&gt;
 throws.  &lt;br /&gt;
 cancel&lt;br /&gt;
 pages&lt;br /&gt;
Who will you shoot?  &lt;br /&gt;
this location&lt;br /&gt;
 done, &lt;br /&gt;
 cancel, &lt;br /&gt;
 remove last&lt;br /&gt;
own tile only&lt;br /&gt;
adjacent only&lt;br /&gt;
, disturber only&lt;br /&gt;
, range &lt;br /&gt;
Dodge (&lt;br /&gt;
Block (&lt;br /&gt;
 selected&lt;br /&gt;
Select &lt;br /&gt;
You've found a small creature.&lt;br /&gt;
 and some other small creatures.&lt;br /&gt;
Your intense search turns up nothing.&lt;br /&gt;
You've found some small creatures.&lt;br /&gt;
You've already searched this area recently.&lt;br /&gt;
There are no visible tracks or other signs.&lt;br /&gt;
 and another small creature.&lt;br /&gt;
You've found a colony of &lt;br /&gt;
You cannot build here.&lt;br /&gt;
You cannot jump while wrestling.&lt;br /&gt;
There are no visible tracks or other signs, aside from yours.&lt;br /&gt;
You do not have the authority to build here.&lt;br /&gt;
You cannot jump while prone.&lt;br /&gt;
You cannot jump while swimming.&lt;br /&gt;
You are too injured to jump.&lt;br /&gt;
You cannot jump while in the air.&lt;br /&gt;
hearthperson&lt;br /&gt;
ladies consort&lt;br /&gt;
 cannot jump.&lt;br /&gt;
hearthpeople&lt;br /&gt;
lord consort&lt;br /&gt;
ladies&lt;br /&gt;
lady consort&lt;br /&gt;
lords consort&lt;br /&gt;
lord&lt;br /&gt;
CUSTOM_LAW_MAKER&lt;br /&gt;
lady&lt;br /&gt;
lords&lt;br /&gt;
You will wait, staying awake for &lt;br /&gt;
You will wait, staying awake until dawn.&lt;br /&gt;
You fail to grab the &lt;br /&gt;
 changes hours.&lt;br /&gt;
Being dead is cold and clammy.&lt;br /&gt;
There are no traces of sunlight here.&lt;br /&gt;
The temperature cannot be judged.&lt;br /&gt;
The temperature is as it has been and always will be.&lt;br /&gt;
There is no sunlight when you are dead.&lt;br /&gt;
You aren't picking up any odor in particular.&lt;br /&gt;
The area gives off a sickly light.&lt;br /&gt;
The sky is alive with vortices of purple light and dark, boiling clouds.&lt;br /&gt;
Things smell bad when you are dead.&lt;br /&gt;
You have nothing left to fire.&lt;br /&gt;
 on the wind.&lt;br /&gt;
You smell &lt;br /&gt;
There is nothing to pick up here.&lt;br /&gt;
You have nothing left to drop.&lt;br /&gt;
You have nothing to fire with.&lt;br /&gt;
You have nothing left to throw.&lt;br /&gt;
You have nothing left to wear.&lt;br /&gt;
You have nothing left to remove.&lt;br /&gt;
You have nothing to put inside a container.&lt;br /&gt;
You have nothing left to eat or drink.&lt;br /&gt;
 with your &lt;br /&gt;
You draw &lt;br /&gt;
You have nothing left to draw or put away.&lt;br /&gt;
You do not have a free grasp for &lt;br /&gt;
You no longer assume a submissive posture.&lt;br /&gt;
You assume a submissive posture.&lt;br /&gt;
 to your &lt;br /&gt;
You strap &lt;br /&gt;
You cannot speak.&lt;br /&gt;
 cannot speak.&lt;br /&gt;
You have nothing to examine.&lt;br /&gt;
You have nothing with which to interact.&lt;br /&gt;
Performing&lt;br /&gt;
 (moving &lt;br /&gt;
 (free to act, &lt;br /&gt;
 (move to X)&lt;br /&gt;
 to return to arena.&lt;br /&gt;
Nameless&lt;br /&gt;
 (still)&lt;br /&gt;
You can't travel until you emerge from underground or enter a tunnel.&lt;br /&gt;
You must &lt;br /&gt;
You must move away from the river before you can travel.&lt;br /&gt;
You must move away from the surrounding obstacles before you can travel.&lt;br /&gt;
The webs make it impossible to stand.&lt;br /&gt;
 cannot hold the terrain.&lt;br /&gt;
You can't stand up -- somebody is in the way.&lt;br /&gt;
You are too tired to stand.&lt;br /&gt;
You cannot climb while prone.&lt;br /&gt;
If you move, your performance will be interrupted.&lt;br /&gt;
You are too injured to hold the terrain.&lt;br /&gt;
You need a free grasp to hold the terrain.&lt;br /&gt;
You need a free grasp to climb.&lt;br /&gt;
It is the &lt;br /&gt;
 cannot climb.&lt;br /&gt;
You are too injured to climb.&lt;br /&gt;
It is cool.&lt;br /&gt;
It is warm.&lt;br /&gt;
You've lost track of time since your death.&lt;br /&gt;
It is freezing.&lt;br /&gt;
It is deathly cold.&lt;br /&gt;
It is burning.&lt;br /&gt;
It is scorching.&lt;br /&gt;
The temperature is pleasant.&lt;br /&gt;
Focused&lt;br /&gt;
Focused!&lt;br /&gt;
Distracted&lt;br /&gt;
Distracted!&lt;br /&gt;
Hung&lt;br /&gt;
Mortal Wound&lt;br /&gt;
Dhyd&lt;br /&gt;
Thirsty&lt;br /&gt;
Stvg&lt;br /&gt;
Thir&lt;br /&gt;
Flying&lt;br /&gt;
In Air&lt;br /&gt;
Thirsty!&lt;br /&gt;
Nauseous&lt;br /&gt;
Drowsy&lt;br /&gt;
V Drowsy&lt;br /&gt;
Winded&lt;br /&gt;
Drowning&lt;br /&gt;
Sleep!&lt;br /&gt;
Exhausted&lt;br /&gt;
Tired&lt;br /&gt;
Over-Exert&lt;br /&gt;
Unconscious&lt;br /&gt;
 to finish.&lt;br /&gt;
Dizzy&lt;br /&gt;
Stunned&lt;br /&gt;
 (occupied)&lt;br /&gt;
 to continue)&lt;br /&gt;
You are deceased.  Press &lt;br /&gt;
You have reached the summit of &lt;br /&gt;
Parley Arrangement&lt;br /&gt;
Grant of Citizenship&lt;br /&gt;
Order:DriveOff/&lt;br /&gt;
Order:Kill/&lt;br /&gt;
Entertain/&lt;br /&gt;
Bound Service/&lt;br /&gt;
Residency Agreement&lt;br /&gt;
World Joining Agreement&lt;br /&gt;
Rescue/&lt;br /&gt;
Guide/&lt;br /&gt;
Adventure/&lt;br /&gt;
Aid Rescue/&lt;br /&gt;
Speed &lt;br /&gt;
Sneak &lt;br /&gt;
Overthrow/&lt;br /&gt;
Done/&lt;br /&gt;
Climb &lt;br /&gt;
Spd &lt;br /&gt;
Snk &lt;br /&gt;
Fever&lt;br /&gt;
Faint&lt;br /&gt;
ClmSk &lt;br /&gt;
Pain&lt;br /&gt;
Bleeding!&lt;br /&gt;
Numb&lt;br /&gt;
Pale&lt;br /&gt;
Bleeding&lt;br /&gt;
Paralyzed&lt;br /&gt;
In Flight&lt;br /&gt;
On Ground&lt;br /&gt;
Webbed&lt;br /&gt;
from&lt;br /&gt;
Drive&lt;br /&gt;
An order from&lt;br /&gt;
Cause trouble for&lt;br /&gt;
Kill&lt;br /&gt;
Agreement concluded&lt;br /&gt;
out of&lt;br /&gt;
Drive members of&lt;br /&gt;
by invocation of True Name&lt;br /&gt;
was bound to serve&lt;br /&gt;
throughout the world&lt;br /&gt;
agreed to entertain people with&lt;br /&gt;
in order to rescue&lt;br /&gt;
in order to be brought safely away from&lt;br /&gt;
wherever the journey might lead&lt;br /&gt;
agreed to adventure with&lt;br /&gt;
agreed to guide&lt;br /&gt;
thereby freeing&lt;br /&gt;
somebody unknown&lt;br /&gt;
Entertainment Agreement&lt;br /&gt;
Bound Servitude&lt;br /&gt;
in insurrection against&lt;br /&gt;
agreed to join&lt;br /&gt;
Rescue Agreement&lt;br /&gt;
Guide Agreement&lt;br /&gt;
Adventuring Agreement&lt;br /&gt;
Aid Rescue Agreement&lt;br /&gt;
Unknown&lt;br /&gt;
Order:Trouble/&lt;br /&gt;
Overthrow Agreement&lt;br /&gt;
Unnamed &lt;br /&gt;
Lock &lt;br /&gt;
Wrestle using &lt;br /&gt;
Take-down by &lt;br /&gt;
Choke &lt;br /&gt;
Choke&lt;br /&gt;
 to scroll.&lt;br /&gt;
Latch&lt;br /&gt;
JLock&lt;br /&gt;
Grasp&lt;br /&gt;
Wrestle &lt;br /&gt;
: Filter on _&lt;br /&gt;
The Wrestling of &lt;br /&gt;
: Recenter on current location&lt;br /&gt;
: Recenter on selected&lt;br /&gt;
: Filter on &lt;br /&gt;
: Toggle line&lt;br /&gt;
Bestiary&lt;br /&gt;
Regions&lt;br /&gt;
: Toggle map/info&lt;br /&gt;
Artifacts&lt;br /&gt;
People&lt;br /&gt;
Agreements&lt;br /&gt;
Groups&lt;br /&gt;
Sites&lt;br /&gt;
Complete: report back&lt;br /&gt;
Finish reporting in&lt;br /&gt;
Events&lt;br /&gt;
Not yet completed&lt;br /&gt;
Accm&lt;br /&gt;
Prfn&lt;br /&gt;
Mast&lt;br /&gt;
Tltd&lt;br /&gt;
Prfc&lt;br /&gt;
Expt&lt;br /&gt;
Adpt&lt;br /&gt;
Adeq&lt;br /&gt;
Novc&lt;br /&gt;
Skld&lt;br /&gt;
Cmpt&lt;br /&gt;
Deceased&lt;br /&gt;
 scrolls.&lt;br /&gt;
Dabb&lt;br /&gt;
Skills&lt;br /&gt;
 attacks.  &lt;br /&gt;
Grab&lt;br /&gt;
 selects.  &lt;br /&gt;
 goes back.  &lt;br /&gt;
Break grip of &lt;br /&gt;
Loosen choke of &lt;br /&gt;
Strangle &lt;br /&gt;
Shake &lt;br /&gt;
Release choke of &lt;br /&gt;
Release joint lock of &lt;br /&gt;
Loosen joint lock of &lt;br /&gt;
Release grip of &lt;br /&gt;
Pinch &lt;br /&gt;
Throw by &lt;br /&gt;
Break &lt;br /&gt;
Gouge &lt;br /&gt;
Spatial Sense&lt;br /&gt;
Linguistic Ability&lt;br /&gt;
Kinesthetic Sense&lt;br /&gt;
Musicality&lt;br /&gt;
Intuition&lt;br /&gt;
Creativity&lt;br /&gt;
Memory&lt;br /&gt;
Patience&lt;br /&gt;
Analytical Ability&lt;br /&gt;
Disease Resistance&lt;br /&gt;
Willpower&lt;br /&gt;
Focus&lt;br /&gt;
Toughness&lt;br /&gt;
Agility&lt;br /&gt;
Recuperation&lt;br /&gt;
Endurance&lt;br /&gt;
Superior&lt;br /&gt;
High&lt;br /&gt;
Strength&lt;br /&gt;
Super&lt;br /&gt;
Very Low&lt;br /&gt;
Above Average&lt;br /&gt;
Below Average&lt;br /&gt;
Musical Forms&lt;br /&gt;
Poetic Forms&lt;br /&gt;
Abysmal&lt;br /&gt;
Dance Forms&lt;br /&gt;
GMas&lt;br /&gt;
HMas&lt;br /&gt;
Musical Instruments&lt;br /&gt;
Legd&lt;br /&gt;
Hungry&lt;br /&gt;
Very Hungry&lt;br /&gt;
Pray &lt;br /&gt;
Drink alcohol&lt;br /&gt;
Very Drowsy&lt;br /&gt;
Slumberous&lt;br /&gt;
Starving&lt;br /&gt;
Dehydrated&lt;br /&gt;
Slightly Numb&lt;br /&gt;
Partially Numb&lt;br /&gt;
Extreme Pain&lt;br /&gt;
Heavy Bleeding&lt;br /&gt;
Partially Paralyzed&lt;br /&gt;
Partially Webbed&lt;br /&gt;
Completely Numb&lt;br /&gt;
Sluggish&lt;br /&gt;
Sunk into depression...&lt;br /&gt;
Throwing a tantrum!&lt;br /&gt;
On the Ground&lt;br /&gt;
Stumbling obliviously!&lt;br /&gt;
Speed: &lt;br /&gt;
Sneak: &lt;br /&gt;
In a martial trance!&lt;br /&gt;
Enraged at all enemies!&lt;br /&gt;
Large&lt;br /&gt;
Average-sized&lt;br /&gt;
 for a &lt;br /&gt;
Very large&lt;br /&gt;
Social Awareness&lt;br /&gt;
Empathy&lt;br /&gt;
Small&lt;br /&gt;
Very small&lt;br /&gt;
Level-headed&lt;br /&gt;
Unfettered&lt;br /&gt;
Undistracted&lt;br /&gt;
Untroubled&lt;br /&gt;
Wander&lt;br /&gt;
Be extravagant&lt;br /&gt;
Think abstractly&lt;br /&gt;
Help somebody&lt;br /&gt;
Fight&lt;br /&gt;
Eat good meal&lt;br /&gt;
Argue&lt;br /&gt;
Cause trouble&lt;br /&gt;
See animal&lt;br /&gt;
Make romance&lt;br /&gt;
Acquire object&lt;br /&gt;
See great beast&lt;br /&gt;
Martial training&lt;br /&gt;
Craft object&lt;br /&gt;
Take it easy&lt;br /&gt;
Practice skill&lt;br /&gt;
Uphold tradition&lt;br /&gt;
Hear eloquence&lt;br /&gt;
Make merry&lt;br /&gt;
Self-examination&lt;br /&gt;
Learn something&lt;br /&gt;
Excitement&lt;br /&gt;
Be with friends&lt;br /&gt;
Be with family&lt;br /&gt;
Stay occupied&lt;br /&gt;
Meditate&lt;br /&gt;
Admire art&lt;br /&gt;
Be creative&lt;br /&gt;
You lick the &lt;br /&gt;
 is too cold.&lt;br /&gt;
You just can't fit any more.&lt;br /&gt;
No.  That's disgusting.&lt;br /&gt;
You drink the &lt;br /&gt;
You eat the &lt;br /&gt;
 is too hot.&lt;br /&gt;
 is too salty.&lt;br /&gt;
You put the &lt;br /&gt;
You don't have a suitable container.&lt;br /&gt;
 on the &lt;br /&gt;
 into the &lt;br /&gt;
There is nothing to do with &lt;br /&gt;
 when done.&lt;br /&gt;
You take out the &lt;br /&gt;
You empty the &lt;br /&gt;
Where would you like to put the &lt;br /&gt;
What would you like to put inside a container?&lt;br /&gt;
 to view other pages.  &lt;br /&gt;
Your Inventory&lt;br /&gt;
What would you like to throw?&lt;br /&gt;
What would you like to drop?&lt;br /&gt;
With what would you like to eat or drink?&lt;br /&gt;
With what would you like to interact?&lt;br /&gt;
: Cust&lt;br /&gt;
: View Wr&lt;br /&gt;
What would you like to remove?&lt;br /&gt;
What would you like to wear?&lt;br /&gt;
: View Attributes&lt;br /&gt;
Unfocused&lt;br /&gt;
: Desc&lt;br /&gt;
: View Skills&lt;br /&gt;
 says, &amp;quot;&lt;br /&gt;
 says:  &amp;quot;&lt;br /&gt;
Tree House&lt;br /&gt;
Sewer Access&lt;br /&gt;
right under you&lt;br /&gt;
You've located a &lt;br /&gt;
below and &lt;br /&gt;
above and &lt;br /&gt;
You do not have a free grasp.&lt;br /&gt;
You do not have a free grasp and your pack is full.&lt;br /&gt;
Announcements &lt;br /&gt;
No recent announcements.&lt;br /&gt;
You do not have a free grasp and your quivers are full.&lt;br /&gt;
You do not have a free grasp and your quiver and pack are full.&lt;br /&gt;
You do not have a free grasp and your packs are full.&lt;br /&gt;
You do not have a free grasp and your quiver is full.&lt;br /&gt;
You do not have a free grasp and your quivers and packs are full.&lt;br /&gt;
 and puts it in &lt;br /&gt;
You do not have a free grasp and your quivers and pack are full.&lt;br /&gt;
You do not have a free grasp and your quiver and packs are full.&lt;br /&gt;
 picks&lt;br /&gt;
 pick&lt;br /&gt;
 and put it in &lt;br /&gt;
 up the &lt;br /&gt;
You drop &lt;br /&gt;
You empty &lt;br /&gt;
 pulls off&lt;br /&gt;
 pull off&lt;br /&gt;
It's too much!  You might not be able to keep it down.&lt;br /&gt;
It's too much!  You feel even more sick.&lt;br /&gt;
You are starting to feel full.&lt;br /&gt;
You feel really full.&lt;br /&gt;
Fortress Entrance&lt;br /&gt;
Warehouse&lt;br /&gt;
Empty market&lt;br /&gt;
Trenches&lt;br /&gt;
Carpenter's shop&lt;br /&gt;
Leather goods shop&lt;br /&gt;
Metal furniture shop&lt;br /&gt;
Stone furniture shop&lt;br /&gt;
Blacksmith's shop&lt;br /&gt;
Bowyer's shop&lt;br /&gt;
Metal craft shop&lt;br /&gt;
Armorsmith's shop&lt;br /&gt;
Bone carver's shop&lt;br /&gt;
Leather clothing shop&lt;br /&gt;
Weaponsmith's shop&lt;br /&gt;
Gem cutter's shop&lt;br /&gt;
Cloth shop&lt;br /&gt;
General imports&lt;br /&gt;
Woven clothing shop&lt;br /&gt;
Leather shop&lt;br /&gt;
Abandoned shop&lt;br /&gt;
Tavern&lt;br /&gt;
Clothing imports&lt;br /&gt;
Food imports&lt;br /&gt;
Civic Mound&lt;br /&gt;
Library Tree&lt;br /&gt;
Drinking Mound&lt;br /&gt;
Castle Mound&lt;br /&gt;
Shaping Tree&lt;br /&gt;
The Home Tree&lt;br /&gt;
Tavern Tree&lt;br /&gt;
Market Tree&lt;br /&gt;
Strv&lt;br /&gt;
Drws&lt;br /&gt;
: Stop&lt;br /&gt;
Hngr&lt;br /&gt;
Death&lt;br /&gt;
Strongest Odor: &lt;br /&gt;
VDrw&lt;br /&gt;
Slp!&lt;br /&gt;
Ruined house&lt;br /&gt;
Ruined hillock&lt;br /&gt;
Offloading site...&lt;br /&gt;
No significant structures&lt;br /&gt;
Abandoned house&lt;br /&gt;
Abandoned hillock&lt;br /&gt;
Ruined houses&lt;br /&gt;
Ruined hillocks&lt;br /&gt;
House&lt;br /&gt;
Hillock&lt;br /&gt;
Abandoned houses&lt;br /&gt;
Abandoned hillocks&lt;br /&gt;
Underground Stair&lt;br /&gt;
Underground Farms&lt;br /&gt;
Houses&lt;br /&gt;
Hillocks&lt;br /&gt;
Cheese market&lt;br /&gt;
Fruit and vegetable market&lt;br /&gt;
Underground Fortress&lt;br /&gt;
Processed goods market&lt;br /&gt;
Imported food market&lt;br /&gt;
Imported goods market&lt;br /&gt;
Meat market&lt;br /&gt;
Imported clothing market&lt;br /&gt;
Race: &lt;br /&gt;
Name: &lt;br /&gt;
Demigod&lt;br /&gt;
Peasant&lt;br /&gt;
You topple the statue!&lt;br /&gt;
 - Bash it down&lt;br /&gt;
Create Your Character&lt;br /&gt;
You bash the door down!&lt;br /&gt;
The hatch is operated by a remote mechanism.  You cannot proceed.&lt;br /&gt;
You break the hatch in!&lt;br /&gt;
 - Topple it&lt;br /&gt;
You pick the lock!&lt;br /&gt;
There is a locked &lt;br /&gt;
You pull the lever.&lt;br /&gt;
 - Pick the lock&lt;br /&gt;
 - Break it in&lt;br /&gt;
You raise the bucket.&lt;br /&gt;
 - Lower the bucket&lt;br /&gt;
 - Pull it&lt;br /&gt;
You lower the bucket.&lt;br /&gt;
There is a &lt;br /&gt;
You cannot travel through the &lt;br /&gt;
 - Raise the bucket&lt;br /&gt;
 here.&lt;br /&gt;
: Clouds&lt;br /&gt;
: Tracks&lt;br /&gt;
You have discovered a &lt;br /&gt;
Sneak&lt;br /&gt;
: Map&lt;br /&gt;
: Sneak&lt;br /&gt;
: Sleep&lt;br /&gt;
: Log&lt;br /&gt;
personality&lt;br /&gt;
Set your &lt;br /&gt;
 here.  &lt;br /&gt;
Certain shapes and colors might not occur without full randomization.&lt;br /&gt;
Note: This character's appearance is governed by local population information.&lt;br /&gt;
: Randomize&lt;br /&gt;
: Fully randomize, without respecting population information&lt;br /&gt;
: Random Name&lt;br /&gt;
: Customize Name&lt;br /&gt;
Background:&lt;br /&gt;
: Become &lt;br /&gt;
: Background&lt;br /&gt;
 to change&lt;br /&gt;
: Set First Name&lt;br /&gt;
Locally Important&lt;br /&gt;
: Done     &lt;br /&gt;
Attributes remaining: &lt;br /&gt;
Skill remaining: &lt;br /&gt;
: Options/Abort&lt;br /&gt;
: Status&lt;br /&gt;
From &lt;br /&gt;
Outsider&lt;br /&gt;
Specific Person&lt;br /&gt;
: Select   &lt;br /&gt;
There are no creatures available.&lt;br /&gt;
Intelligent Wilderness Creature&lt;br /&gt;
Leisure Time&lt;br /&gt;
Perseverance&lt;br /&gt;
Romance&lt;br /&gt;
Commerce&lt;br /&gt;
Hard Work&lt;br /&gt;
Skill&lt;br /&gt;
Competition&lt;br /&gt;
Sacrifice&lt;br /&gt;
Merriment&lt;br /&gt;
Harmony&lt;br /&gt;
Martial Prowess&lt;br /&gt;
Craftsmanship&lt;br /&gt;
Introspection&lt;br /&gt;
Stoicism&lt;br /&gt;
Tranquility&lt;br /&gt;
Self-control&lt;br /&gt;
Artwork&lt;br /&gt;
Tradition&lt;br /&gt;
Independence&lt;br /&gt;
Cooperation&lt;br /&gt;
Eloquence&lt;br /&gt;
Cunning&lt;br /&gt;
Decorum&lt;br /&gt;
Fairness&lt;br /&gt;
Friendship&lt;br /&gt;
Family&lt;br /&gt;
Truth&lt;br /&gt;
Power&lt;br /&gt;
Your personality facets might be restricted based on your creature type.&lt;br /&gt;
 denotes the default cultural value.&lt;br /&gt;
Loyalty&lt;br /&gt;
No self-esteem   &amp;lt;-&amp;gt;    Proud&lt;br /&gt;
                 --&amp;gt; Vengeful&lt;br /&gt;
Scatterbrained - Singleminded&lt;br /&gt;
Merciful - Impartial -  Cruel&lt;br /&gt;
       --&amp;gt; Sense of gratitude&lt;br /&gt;
                --&amp;gt; Ambitious&lt;br /&gt;
Humorless      &amp;lt;-&amp;gt;       Zany&lt;br /&gt;
Austere    &amp;lt;-&amp;gt;    Extravagant&lt;br /&gt;
Fearful     &amp;lt;-&amp;gt;      Fearless&lt;br /&gt;
Overreliant &amp;lt;&amp;gt; Disdain advice&lt;br /&gt;
                     --&amp;gt; Vain&lt;br /&gt;
Pusillanimous - Overconfident&lt;br /&gt;
Harmony      &amp;lt;-&amp;gt;      Discord&lt;br /&gt;
Meanness   &amp;lt;-&amp;gt;   Wastefulness&lt;br /&gt;
Rude        &amp;lt;-&amp;gt;        Polite&lt;br /&gt;
Quarreler    &amp;lt;-&amp;gt;    Flatterer&lt;br /&gt;
              --&amp;gt; Intemperate&lt;br /&gt;
                   --&amp;gt; Greedy&lt;br /&gt;
Quits easily &amp;lt;-&amp;gt; Too stubborn&lt;br /&gt;
Avoid fights &amp;lt;-&amp;gt;  Like brawls&lt;br /&gt;
No anxiety  &amp;lt;-&amp;gt;  Very anxious&lt;br /&gt;
No anger  &amp;lt;-&amp;gt;  Easily angered&lt;br /&gt;
     --&amp;gt; Vulnerable to stress&lt;br /&gt;
No lust      &amp;lt;-&amp;gt;      Lustful&lt;br /&gt;
No envy   &amp;lt;-&amp;gt;   Envies easily&lt;br /&gt;
No hate   &amp;lt;-&amp;gt;    Hates easily&lt;br /&gt;
No sadness   &amp;lt;-&amp;gt;   Easily sad&lt;br /&gt;
Cheerless &amp;lt;-&amp;gt; Easily cheerful&lt;br /&gt;
Knowledge&lt;br /&gt;
Peace&lt;br /&gt;
No love   &amp;lt;-&amp;gt;    Loves easily&lt;br /&gt;
Intense Need&lt;br /&gt;
Pray/Meditate&lt;br /&gt;
Moderate Need&lt;br /&gt;
Strong Need&lt;br /&gt;
: Set&lt;br /&gt;
   --&amp;gt; Inclined to create art&lt;br /&gt;
       --&amp;gt; Excitement-seeking&lt;br /&gt;
Leisurely    &amp;lt;-&amp;gt;     Frenetic&lt;br /&gt;
     --&amp;gt; Inclined to abstract&lt;br /&gt;
Just facts - Flights of fancy&lt;br /&gt;
Distrustful &amp;lt;-&amp;gt;  Too trusting&lt;br /&gt;
Sloppy      &amp;lt;-&amp;gt;       Orderly&lt;br /&gt;
Non-assertive &amp;lt;-&amp;gt; Overbearing&lt;br /&gt;
Loner     &amp;lt;-&amp;gt;      Gregarious&lt;br /&gt;
               --&amp;gt; Altruistic&lt;br /&gt;
       --&amp;gt; Swayed by emotions&lt;br /&gt;
Too deliberate &amp;lt;&amp;gt; Thoughtless&lt;br /&gt;
                  --&amp;gt; Dutiful&lt;br /&gt;
Acquiescing &amp;lt;-&amp;gt; Resists ideas&lt;br /&gt;
Inattentive &amp;lt;-&amp;gt; Perfectionist&lt;br /&gt;
    --&amp;gt; Emotionally obsessive&lt;br /&gt;
    --&amp;gt; Tolerates differences&lt;br /&gt;
Incurious     &amp;lt;-&amp;gt;     Curious&lt;br /&gt;
Despairs - Hopeful - Presumes&lt;br /&gt;
Private    &amp;lt;-&amp;gt;     Overshares&lt;br /&gt;
Shameless     &amp;lt;-&amp;gt;     Bashful&lt;br /&gt;
You fill your &lt;br /&gt;
 near campfire&lt;br /&gt;
It won't fit in your &lt;br /&gt;
 is empty.&lt;br /&gt;
 near burning twigs&lt;br /&gt;
 near burning branches&lt;br /&gt;
 near fire&lt;br /&gt;
 near burning cap&lt;br /&gt;
 near lava&lt;br /&gt;
Heat &lt;br /&gt;
 near burning trunk&lt;br /&gt;
 near magma&lt;br /&gt;
stagnant &lt;br /&gt;
Fill &lt;br /&gt;
Name the &lt;br /&gt;
salt &lt;br /&gt;
You cannot read.&lt;br /&gt;
You cannot see.&lt;br /&gt;
You pull out &lt;br /&gt;
You read &lt;br /&gt;
It is noon.&lt;br /&gt;
Dawn is breaking.&lt;br /&gt;
You struggle for &lt;br /&gt;
Night is falling.&lt;br /&gt;
** Starting Adventurer **&lt;br /&gt;
** Unretiring Adventurer **&lt;br /&gt;
NULL artifact on create site map, skipping&lt;br /&gt;
invalid lair entrance&lt;br /&gt;
: Full customization&lt;br /&gt;
Slight Need&lt;br /&gt;
: Go!&lt;br /&gt;
: Change dream/goal (if possible)&lt;br /&gt;
, push off toward &lt;br /&gt;
Ride &lt;br /&gt;
Charge &lt;br /&gt;
Guide &lt;br /&gt;
Attack error&lt;br /&gt;
You set a fire.&lt;br /&gt;
Push &lt;br /&gt;
Interact with &lt;br /&gt;
The steam around the vegetation stops you from setting the fire.&lt;br /&gt;
You make a campfire.&lt;br /&gt;
The vegetation is too wet.&lt;br /&gt;
The vegetation is submerged.&lt;br /&gt;
You need to be holding an axe.&lt;br /&gt;
You cannot fell trees in the arena.&lt;br /&gt;
You cannot fell the trees here.&lt;br /&gt;
You need to be holding an axe with a sharp edge.&lt;br /&gt;
Make Campfire (&lt;br /&gt;
Ignite &lt;br /&gt;
tree&lt;br /&gt;
Fell &lt;br /&gt;
Suck &lt;br /&gt;
Put in &lt;br /&gt;
Eat &lt;br /&gt;
Drink &lt;br /&gt;
Set on&lt;br /&gt;
 is hot enough already.&lt;br /&gt;
Put &lt;br /&gt;
 is already full.&lt;br /&gt;
Your &lt;br /&gt;
 to no effect.&lt;br /&gt;
You heat the &lt;br /&gt;
 to act&lt;br /&gt;
and more&lt;br /&gt;
The cackling fades away.&lt;br /&gt;
Tracks Visible: &lt;br /&gt;
Recover&lt;br /&gt;
Dodge&lt;br /&gt;
Lie Down&lt;br /&gt;
Stand Up&lt;br /&gt;
Talk&lt;br /&gt;
Block&lt;br /&gt;
Parry&lt;br /&gt;
Release&lt;br /&gt;
Hold&lt;br /&gt;
Suck Blood&lt;br /&gt;
Unsteady&lt;br /&gt;
Attack&lt;br /&gt;
Push Object&lt;br /&gt;
Jump&lt;br /&gt;
Hold &lt;br /&gt;
Hang from &lt;br /&gt;
Climb down&lt;br /&gt;
Release hold on &lt;br /&gt;
Climb to &lt;br /&gt;
Magma&lt;br /&gt;
 releasing hold&lt;br /&gt;
 holding &lt;br /&gt;
/Air&lt;br /&gt;
Move to &lt;br /&gt;
Lava&lt;br /&gt;
/Water&lt;br /&gt;
Jumping&lt;br /&gt;
, aiming for &lt;br /&gt;
Holding terrain&lt;br /&gt;
Pushing Object&lt;br /&gt;
quick&lt;br /&gt;
 with grab&lt;br /&gt;
precise&lt;br /&gt;
wild&lt;br /&gt;
Recovering from attacking&lt;br /&gt;
IMMINENT: &lt;br /&gt;
 with wrestling&lt;br /&gt;
Attacking&lt;br /&gt;
Distant: &lt;br /&gt;
Remote: &lt;br /&gt;
Incoming: &lt;br /&gt;
Starting: &lt;br /&gt;
 (below)&lt;br /&gt;
 (above)&lt;br /&gt;
downward&lt;br /&gt;
upward&lt;br /&gt;
, Force&lt;br /&gt;
, Deity&lt;br /&gt;
Moving&lt;br /&gt;
Charging&lt;br /&gt;
Begin a performance&lt;br /&gt;
Assume an identity&lt;br /&gt;
The Void&lt;br /&gt;
Shout out to everybody&lt;br /&gt;
Can I help you with something?&lt;br /&gt;
You are surrounded by incessant cackling.&lt;br /&gt;
You &lt;br /&gt;
in play interaction &lt;br /&gt;
, the &lt;br /&gt;
 worshipper of &lt;br /&gt;
goddess&lt;br /&gt;
 faithful&lt;br /&gt;
n ardent&lt;br /&gt;
 dubious&lt;br /&gt;
 casual&lt;br /&gt;
You are a peasant in &lt;br /&gt;
You emerged from the wilds and came to reside in &lt;br /&gt;
  You are a&lt;br /&gt;
, and you have never strayed far from home.&lt;br /&gt;
You are a newly-minted &lt;br /&gt;
You emerged from the wilds and managed to prove yourself to the locals.  Now you are finally a &lt;br /&gt;
.  Destiny is calling!&lt;br /&gt;
 of the great &lt;br /&gt;
Your wanderings have led you to &lt;br /&gt;
You are a wanderer of the wilderness.&lt;br /&gt;
.  You are a stranger here.&lt;br /&gt;
, a &lt;br /&gt;
Recovering from deflection&lt;br /&gt;
Blocking&lt;br /&gt;
Lying Down&lt;br /&gt;
Standing Up&lt;br /&gt;
Working&lt;br /&gt;
Sucking Blood&lt;br /&gt;
Parrying&lt;br /&gt;
Talking&lt;br /&gt;
Holding item&lt;br /&gt;
Releasing hold on terrain&lt;br /&gt;
Regaining balance&lt;br /&gt;
Releasing hold on item&lt;br /&gt;
Escalation/&lt;br /&gt;
Attack/&lt;br /&gt;
Group/&lt;br /&gt;
Beast/&lt;br /&gt;
SelfID/&lt;br /&gt;
Blood-drinking&lt;br /&gt;
YieldDemand/&lt;br /&gt;
RefusedID/&lt;br /&gt;
Vandalism&lt;br /&gt;
BuildDest&lt;br /&gt;
Robbery&lt;br /&gt;
Theft&lt;br /&gt;
SlowLabor&lt;br /&gt;
JobViol&lt;br /&gt;
Disorder&lt;br /&gt;
Murder&lt;br /&gt;
Death/&lt;br /&gt;
Death/You&lt;br /&gt;
ExpViol&lt;br /&gt;
ProdViol&lt;br /&gt;
 Gained&lt;br /&gt;
 Held&lt;br /&gt;
Reunion/&lt;br /&gt;
 Denied&lt;br /&gt;
/You&lt;br /&gt;
 Given&lt;br /&gt;
 Destroyed&lt;br /&gt;
 you&lt;br /&gt;
, the force&lt;br /&gt;
deity&lt;br /&gt;
 Dropped&lt;br /&gt;
 which permeates &lt;br /&gt;
Outcast&lt;br /&gt;
Military Unit&lt;br /&gt;
, Dead&lt;br /&gt;
Performance Troupe&lt;br /&gt;
Migrating Group&lt;br /&gt;
Vessel Crew&lt;br /&gt;
Religion&lt;br /&gt;
Nomadic Group&lt;br /&gt;
No Artifact/&lt;br /&gt;
Artifact/&lt;br /&gt;
Site Government&lt;br /&gt;
Civilization&lt;br /&gt;
Occupation/&lt;br /&gt;
Invasion/&lt;br /&gt;
Abduction/&lt;br /&gt;
Abduction/You&lt;br /&gt;
Founded/&lt;br /&gt;
Reclaimed/&lt;br /&gt;
Founding/&lt;br /&gt;
Reclaiming/&lt;br /&gt;
Overthrow&lt;br /&gt;
Insurrection&lt;br /&gt;
Crushed&lt;br /&gt;
Failed&lt;br /&gt;
Leave/&lt;br /&gt;
Harass/&lt;br /&gt;
Abandon/&lt;br /&gt;
Flee/&lt;br /&gt;
NoTribute/&lt;br /&gt;
Tribute/&lt;br /&gt;
NoPeace/&lt;br /&gt;
Peace/&lt;br /&gt;
Tropical Moist Broadleaf Forest&lt;br /&gt;
Tropical Dry Broadleaf Forest&lt;br /&gt;
Temperate Savanna&lt;br /&gt;
Temperate Grassland&lt;br /&gt;
Temperate Coniferous Forest&lt;br /&gt;
Taiga&lt;br /&gt;
Tropical Coniferous Forest&lt;br /&gt;
Temperate Broadleaf Forest&lt;br /&gt;
Mangrove Swamp&lt;br /&gt;
Tropical Saltwater Swamp&lt;br /&gt;
Tropical Saltwater Marsh&lt;br /&gt;
Tropical Freshwater Marsh&lt;br /&gt;
Temperate Freshwater Marsh&lt;br /&gt;
Temperate Saltwater Swamp&lt;br /&gt;
Tropical Freshwater Swamp&lt;br /&gt;
Temperate Saltwater Marsh&lt;br /&gt;
prisoner&lt;br /&gt;
slave&lt;br /&gt;
Temperate Freshwater Swamp&lt;br /&gt;
Mountain&lt;br /&gt;
 slave&lt;br /&gt;
 mercenary&lt;br /&gt;
member&lt;br /&gt;
Former &lt;br /&gt;
Affiliated&lt;br /&gt;
Aligned&lt;br /&gt;
 member&lt;br /&gt;
Associated&lt;br /&gt;
Criminal&lt;br /&gt;
Enemy&lt;br /&gt;
Loyal&lt;br /&gt;
Devoted&lt;br /&gt;
Subterranean Chasm&lt;br /&gt;
Subterranean Water&lt;br /&gt;
It is traditionally thought to be &lt;br /&gt;
Subterranean Magma&lt;br /&gt;
Tropical Freshwater River&lt;br /&gt;
Temperate Saltwater River&lt;br /&gt;
Tropical Saltwater River&lt;br /&gt;
Tropical Brackish River&lt;br /&gt;
Tropical Saltwater Lake&lt;br /&gt;
Tropical Brackish Lake&lt;br /&gt;
Temperate Brackish River&lt;br /&gt;
Temperate Freshwater River&lt;br /&gt;
Temperate Brackish Lake&lt;br /&gt;
Temperate Freshwater Lake&lt;br /&gt;
Tropical Freshwater Lake&lt;br /&gt;
Temperate Saltwater Lake&lt;br /&gt;
Tropical Freshwater Pool&lt;br /&gt;
Temperate Saltwater Pool&lt;br /&gt;
Tropical Saltwater Pool&lt;br /&gt;
Tropical Brackish Pool&lt;br /&gt;
Arctic Ocean&lt;br /&gt;
Temperate Ocean&lt;br /&gt;
Temperate Brackish Pool&lt;br /&gt;
Temperate Freshwater Pool&lt;br /&gt;
Rocky Wasteland&lt;br /&gt;
Badlands&lt;br /&gt;
Tropical Ocean&lt;br /&gt;
Sand Desert&lt;br /&gt;
Tropical Grassland&lt;br /&gt;
Temperate Shrubland&lt;br /&gt;
Tropical Shrubland&lt;br /&gt;
Tropical Savanna&lt;br /&gt;
You have only heard tell of these creatures.&lt;br /&gt;
You have encountered these creatures in the past but not recently.&lt;br /&gt;
 of these creatures.&lt;br /&gt;
You have killed &lt;br /&gt;
This is your owner.&lt;br /&gt;
This is your former apprentice.&lt;br /&gt;
You have recently encountered one of these creatures.&lt;br /&gt;
This is your &lt;br /&gt;
This is your apprentice.&lt;br /&gt;
This is your master.&lt;br /&gt;
This is your former master.&lt;br /&gt;
This is your traveling companion.&lt;br /&gt;
This is your lover.&lt;br /&gt;
You worship this figure.&lt;br /&gt;
This is your jailor.&lt;br /&gt;
This is your prisoner.&lt;br /&gt;
You have known each other your entire lives.&lt;br /&gt;
 birth.&lt;br /&gt;
You have heard this name suggested as a potential guide to faraway places.&lt;br /&gt;
You last spoke &lt;br /&gt;
 alongside you&lt;br /&gt;
 and your military subordinate&lt;br /&gt;
You have known this person since &lt;br /&gt;
You have known this person your entire life.&lt;br /&gt;
This person is &lt;br /&gt;
 deity&lt;br /&gt;
This person is one of the &lt;br /&gt;
 and your military commander&lt;br /&gt;
It was last rumored to be &lt;br /&gt;
It was last seen &lt;br /&gt;
Died in the year &lt;br /&gt;
held by &lt;br /&gt;
musical composition&lt;br /&gt;
 is an example of &lt;br /&gt;
CHAR&lt;br /&gt;
choreography&lt;br /&gt;
Tell a story about a region&lt;br /&gt;
Tell a story about a civilization or organization&lt;br /&gt;
[C:6:0:1]&lt;br /&gt;
Speak&lt;br /&gt;
Perform music&lt;br /&gt;
Recite a poem&lt;br /&gt;
Tell a story about a site&lt;br /&gt;
Tell a story about a person or creature&lt;br /&gt;
The absence of &lt;br /&gt;
Your possession of &lt;br /&gt;
Tell a story&lt;br /&gt;
Your lack of possession of &lt;br /&gt;
The abduction of &lt;br /&gt;
Your abduction&lt;br /&gt;
The presence of &lt;br /&gt;
The destruction of &lt;br /&gt;
The death of &lt;br /&gt;
Your death&lt;br /&gt;
The occupation of &lt;br /&gt;
The insurrection&lt;br /&gt;
The destruction of&lt;br /&gt;
 in the year &lt;br /&gt;
The reunion of &lt;br /&gt;
Your reunion with &lt;br /&gt;
This creature lives in &lt;br /&gt;
This creature can be found in &lt;br /&gt;
This event occurred on the &lt;br /&gt;
This creature dwells underground.&lt;br /&gt;
 until you leave this site.&lt;br /&gt;
You cannot &lt;br /&gt;
You must come down from the mountains before you can &lt;br /&gt;
You must move away from the water before you can &lt;br /&gt;
 until you stop riding this projectile.&lt;br /&gt;
 until you stop riding this vehicle.&lt;br /&gt;
 because you are drowning.&lt;br /&gt;
 because you are starving to death.&lt;br /&gt;
 until you are on a stable surface.&lt;br /&gt;
 because you are swimming.&lt;br /&gt;
 until you've stopped the bleeding.&lt;br /&gt;
 because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.&lt;br /&gt;
 because you are dying of thirst.&lt;br /&gt;
 because you can't breathe.&lt;br /&gt;
You feel too watched to &lt;br /&gt;
You are still surrounded by cackling.&lt;br /&gt;
You can't &lt;br /&gt;
You don't feel safe enough to &lt;br /&gt;
fell trees&lt;br /&gt;
build a fire&lt;br /&gt;
write&lt;br /&gt;
compose&lt;br /&gt;
build&lt;br /&gt;
  Select Item  &lt;br /&gt;
 Points Remaining  &lt;br /&gt;
 to abort.&lt;br /&gt;
 to select.  &lt;br /&gt;
PARCHMENT&lt;br /&gt;
PAPER_PLANT&lt;br /&gt;
  Select Item: &lt;br /&gt;
SHEET_PLANT&lt;br /&gt;
Disconnected Build Overflow&lt;br /&gt;
PAPER_SLURRY&lt;br /&gt;
SOAP&lt;br /&gt;
  Saving...  &lt;br /&gt;
Following &lt;br /&gt;
  Items Desired/Kept By Vehicle  &lt;br /&gt;
  Stockpile Settings  &lt;br /&gt;
This organizational activity will branch into specific worship events.&lt;br /&gt;
This organizational activity will branch into specific social events.&lt;br /&gt;
There is no specific information for this activity.&lt;br /&gt;
This organizational activity will branch into specific play events.&lt;br /&gt;
The topic being discussed is &lt;br /&gt;
The topic being considered is &lt;br /&gt;
The topic being written about is &lt;br /&gt;
The topic being taught is &lt;br /&gt;
The performance is at &lt;br /&gt;
The dance has reached the point where its accompaniment is at &lt;br /&gt;
 line&lt;br /&gt;
Building Placement Distance Overflow&lt;br /&gt;
Track&lt;br /&gt;
This visitor has come &lt;br /&gt;
This visitor is ready to leave.&lt;br /&gt;
Furnaces&lt;br /&gt;
Workshops&lt;br /&gt;
Machine Components&lt;br /&gt;
Wall/Floor/Stairs/Track&lt;br /&gt;
Main&lt;br /&gt;
Traps/Levers&lt;br /&gt;
Siege Engines&lt;br /&gt;
Engrave Memorial Slab&lt;br /&gt;
Siege Equipment&lt;br /&gt;
Furniture&lt;br /&gt;
Metal Clothing&lt;br /&gt;
Other Objects&lt;br /&gt;
Ghost&lt;br /&gt;
Entombed&lt;br /&gt;
Weapons and Ammunition&lt;br /&gt;
Not memorialized&lt;br /&gt;
No slabs engraved&lt;br /&gt;
Slab engraved&lt;br /&gt;
Memorialized&lt;br /&gt;
Entombed and memorialized&lt;br /&gt;
 scroll.  Type in parts of the name to narrow your search.&lt;br /&gt;
 slabs engraved&lt;br /&gt;
: View task&lt;br /&gt;
 about the location of &lt;br /&gt;
is seeking information&lt;br /&gt;
You can learn more about this visitor after they chat with a local.&lt;br /&gt;
 was the place to look for long-term work.&lt;br /&gt;
 would make a good base for a mercenary.&lt;br /&gt;
 would be a safe place to stay.&lt;br /&gt;
believes &lt;br /&gt;
 was the place to entertain people.&lt;br /&gt;
 was the place to enjoy oneself.&lt;br /&gt;
 was the place for long-term scholarship.&lt;br /&gt;
 was the place to perform research.&lt;br /&gt;
was curious about &lt;br /&gt;
went on this journey out of curiosity.&lt;br /&gt;
 was the place to admire fine architecture.&lt;br /&gt;
 was the place for a good drink.&lt;br /&gt;
heard &lt;br /&gt;
heard this was the place for those seeking danger.&lt;br /&gt;
 was the place for prayer.&lt;br /&gt;
this&lt;br /&gt;
seeking sanctuary&lt;br /&gt;
for diplomacy&lt;br /&gt;
heard this was a good place to search for monsters.&lt;br /&gt;
asking questions&lt;br /&gt;
seeking work as a performer&lt;br /&gt;
to slay beasts&lt;br /&gt;
seeking work as a scholar&lt;br /&gt;
seeking work as a mercenary&lt;br /&gt;
to study&lt;br /&gt;
to pray&lt;br /&gt;
to perform&lt;br /&gt;
to relax&lt;br /&gt;
SDL initialization failure&lt;br /&gt;
Requested single-buffering not available&lt;br /&gt;
data/art/icon.png&lt;br /&gt;
SDL initialization failure, trying windowed mode&lt;br /&gt;
Resizing font to &lt;br /&gt;
Dwarf Fortress&lt;br /&gt;
Font size: &lt;br /&gt;
Resizing grid to &lt;br /&gt;
INIT FAILED!&lt;br /&gt;
New window size: &lt;br /&gt;
Fatal error&lt;br /&gt;
Unable to create texture!&lt;br /&gt;
Error&lt;br /&gt;
%s: %s&lt;br /&gt;
&lt;br /&gt;
map/set&amp;lt;T&amp;gt; too long&lt;br /&gt;
deque&amp;lt;T&amp;gt; too long&lt;br /&gt;
list&amp;lt;T&amp;gt; too long&lt;br /&gt;
Error Initializing Text: &lt;br /&gt;
PRINT_MODE&lt;br /&gt;
data/init/interface.txt&lt;br /&gt;
EMERGENCY: Unknown case in async_wait&lt;br /&gt;
TEXT not supported on windows&lt;br /&gt;
OpenGL&lt;br /&gt;
Resetting textures&lt;br /&gt;
[SYM:*:*]&lt;br /&gt;
[KEY:*]&lt;br /&gt;
 not found, or I/O error encountered&lt;br /&gt;
[BIND:*:*]&lt;br /&gt;
REPEAT_BROKEN&lt;br /&gt;
Loading bindings from &lt;br /&gt;
REPEAT_SLOW&lt;br /&gt;
REPEAT_FAST&lt;br /&gt;
Button &lt;br /&gt;
REPEAT_NOT&lt;br /&gt;
Alt+&lt;br /&gt;
SDL+&lt;br /&gt;
Shift+&lt;br /&gt;
Ctrl+&lt;br /&gt;
Space&lt;br /&gt;
.mak&lt;br /&gt;
data/init&lt;br /&gt;
data/init/macros&lt;br /&gt;
data/init/macros/*.mak&lt;br /&gt;
data/init/macros/&lt;br /&gt;
Binding missing while loading macro: &lt;br /&gt;
Quantity not numeric or Unexpected tab(s) while loading macro: &lt;br /&gt;
Binding name unknown while loading macro: &lt;br /&gt;
End of macro&lt;br /&gt;
	End of group&lt;br /&gt;
NO BINDING&lt;br /&gt;
I/O error while loading macro&lt;br /&gt;
[BUTTON:&lt;br /&gt;
Missing binding displayed: &lt;br /&gt;
[KEY:&lt;br /&gt;
[SYM:&lt;br /&gt;
I/O error while writing keyboard mapping&lt;br /&gt;
[BIND:&lt;br /&gt;
 for writing&lt;br /&gt;
Failed to open &lt;br /&gt;
Saving bindings to &lt;br /&gt;
.partial&lt;br /&gt;
Broken button (should be [BUTTON:#:#]): &lt;br /&gt;
Unknown binding: &lt;br /&gt;
Unknown SDLKey: &lt;br /&gt;
Broken unicode: &lt;br /&gt;
[BUTTON:*:*]&lt;br /&gt;
Broken repeat request: &lt;br /&gt;
 Crafts&lt;br /&gt;
 Logs&lt;br /&gt;
CHEESE_MAT&lt;br /&gt;
Seed text&lt;br /&gt;
GENERATE_MUSICAL_FORMS&lt;br /&gt;
GENERATE_DANCE_FORMS&lt;br /&gt;
GENERATE_PERCUSSION_INSTRUMENTS&lt;br /&gt;
GENERATE_POETIC_FORMS&lt;br /&gt;
GENERATE_STRINGED_INSTRUMENTS&lt;br /&gt;
GENERATE_WIND_INSTRUMENTS&lt;br /&gt;
DIVINE_MAT_CLOTHING&lt;br /&gt;
GENERATE_KEYBOARD_INSTRUMENTS&lt;br /&gt;
DIVINE_MAT_ARMOR&lt;br /&gt;
DIVINE_MAT_CRAFTS&lt;br /&gt;
STONE_PREF&lt;br /&gt;
DIVINE_MAT_WEAPONS&lt;br /&gt;
METAL_PREF&lt;br /&gt;
GEM_PREF&lt;br /&gt;
SITE_GUARDIAN&lt;br /&gt;
CURRENCY_BY_YEAR&lt;br /&gt;
SUBTERRANEAN_CLOTHING&lt;br /&gt;
CLOTHING&lt;br /&gt;
BABYSNATCHER&lt;br /&gt;
ITEM_THIEF&lt;br /&gt;
AMBUSHER&lt;br /&gt;
LAYER_LINKED&lt;br /&gt;
ALL_MAIN_POPS_CONTROLLABLE&lt;br /&gt;
SIEGER&lt;br /&gt;
SITE_CONTROLLABLE&lt;br /&gt;
INDIV_CONTROLLABLE&lt;br /&gt;
TRANSLATION&lt;br /&gt;
CIV_CONTROLLABLE&lt;br /&gt;
TS_PREFERRED_SHAPING&lt;br /&gt;
DIGGER&lt;br /&gt;
TISSUE_STYLE&lt;br /&gt;
TS_MAINTAIN_LENGTH&lt;br /&gt;
PERMITTED_JOB&lt;br /&gt;
PERMITTED_BUILDING&lt;br /&gt;
GEM_SHAPE&lt;br /&gt;
STONE_SHAPE&lt;br /&gt;
MERCHANT_NOBILITY&lt;br /&gt;
SKULKING&lt;br /&gt;
SETTLEMENT_BIOME&lt;br /&gt;
BIOME_SUPPORT&lt;br /&gt;
START_BIOME&lt;br /&gt;
EXCLUSIVE_START_BIOME&lt;br /&gt;
LOCAL_BANDITRY&lt;br /&gt;
BANDITRY&lt;br /&gt;
USE_EVIL_PLANTS&lt;br /&gt;
USE_GOOD_PLANTS&lt;br /&gt;
USE_EVIL_WOOD&lt;br /&gt;
USE_GOOD_WOOD&lt;br /&gt;
USE_EVIL_ANIMALS&lt;br /&gt;
USE_GOOD_ANIMALS&lt;br /&gt;
UNDEAD_CANDIDATE&lt;br /&gt;
USE_CAVE_ANIMALS&lt;br /&gt;
INDOOR_FARMING&lt;br /&gt;
OUTDOOR_FARMING&lt;br /&gt;
INDOOR_GARDENS&lt;br /&gt;
OUTDOOR_GARDENS&lt;br /&gt;
INDOOR_ORCHARDS&lt;br /&gt;
OUTDOOR_ORCHARDS&lt;br /&gt;
INDOOR_WOOD&lt;br /&gt;
OUTDOOR_WOOD&lt;br /&gt;
RIVER_PRODUCTS&lt;br /&gt;
OCEAN_PRODUCTS&lt;br /&gt;
WOOD_WEAPONS&lt;br /&gt;
WOOD_ARMOR&lt;br /&gt;
IMPROVED_BOWS&lt;br /&gt;
INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
USE_ANY_PET_RACE&lt;br /&gt;
USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
LIKES_SITE&lt;br /&gt;
TOLERATES_SITE&lt;br /&gt;
PROGRESS_TRIGGER_TRADE_SIEGE&lt;br /&gt;
DEFAULT_SITE_TYPE&lt;br /&gt;
PROGRESS_TRIGGER_POP_SIEGE&lt;br /&gt;
PROGRESS_TRIGGER_PROD_SIEGE&lt;br /&gt;
PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
PROGRESS_TRIGGER_TRADE&lt;br /&gt;
ACTIVE_SEASON&lt;br /&gt;
PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
DIPLOMAT_BODYGUARDS&lt;br /&gt;
MERCHANT_BODYGUARDS&lt;br /&gt;
RELIGION_SPHERE&lt;br /&gt;
TREE_CAP_DIPLOMACY&lt;br /&gt;
MAX_SITE_POP_NUMBER&lt;br /&gt;
MAX_POP_NUMBER&lt;br /&gt;
WANDERER&lt;br /&gt;
MAX_STARTING_CIV_NUMBER&lt;br /&gt;
VARIABLE_VALUE&lt;br /&gt;
VALUE&lt;br /&gt;
NO_ARTIFACT_CLAIMS&lt;br /&gt;
SET_SCHOLARS_ON_VALUES_AND_JOBS&lt;br /&gt;
BUILDS_OUTDOOR_TOMBS&lt;br /&gt;
ETHIC&lt;br /&gt;
WILL_ACCEPT_TRIBUTE&lt;br /&gt;
BUILDS_OUTDOOR_FORTIFICATIONS&lt;br /&gt;
PERMITTED_REACTION&lt;br /&gt;
WORLD_CONSTRUCTION&lt;br /&gt;
ANIMAL_ALWAYS_WAGON_PULLER&lt;br /&gt;
ANIMAL_NEVER_SIEGE&lt;br /&gt;
ANIMAL_ALWAYS_MOUNT&lt;br /&gt;
ANIMAL_NEVER_WAGON_PULLER&lt;br /&gt;
ANIMAL_ALWAYS_PRESENT&lt;br /&gt;
ANIMAL_NEVER_MOUNT&lt;br /&gt;
ANIMAL_CLASS&lt;br /&gt;
ANIMAL_FORBIDDEN_CLASS&lt;br /&gt;
ANIMAL_TOKEN&lt;br /&gt;
ANIMAL_CASTE_TOKEN&lt;br /&gt;
POSITION&lt;br /&gt;
ANIMAL&lt;br /&gt;
SITE_VARIABLE_POSITIONS&lt;br /&gt;
LAND_HOLDER_TRIGGER&lt;br /&gt;
FRIENDLY_COLOR&lt;br /&gt;
VARIABLE_POSITIONS&lt;br /&gt;
SUBSELECT_SYMBOL&lt;br /&gt;
CULL_SYMBOL&lt;br /&gt;
SELECT_SYMBOL&lt;br /&gt;
REMAINING&lt;br /&gt;
ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
CURRENCY&lt;br /&gt;
ART_FACET_MODIFIER&lt;br /&gt;
ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
COMMON_DOMESTIC_PET&lt;br /&gt;
SPHERE_ALIGNMENT&lt;br /&gt;
COMMON_DOMESTIC_PULL&lt;br /&gt;
COMMON_DOMESTIC_MOUNT&lt;br /&gt;
USE_ANIMAL_PRODUCTS&lt;br /&gt;
COMMON_DOMESTIC_PACK&lt;br /&gt;
EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
ABUSE_BODIES&lt;br /&gt;
REJECTED_CLASS&lt;br /&gt;
GENDER&lt;br /&gt;
ALLOWED_CLASS&lt;br /&gt;
REJECTED_CREATURE&lt;br /&gt;
QUEST_GIVER&lt;br /&gt;
ALLOWED_CREATURE&lt;br /&gt;
PUNISHMENT_EXEMPTION&lt;br /&gt;
KILL_QUEST&lt;br /&gt;
MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
SLEEP_PRETENSION&lt;br /&gt;
RULES_FROM_LOCATION&lt;br /&gt;
MENIAL_WORK_EXEMPTION&lt;br /&gt;
CHAT_WORTHY&lt;br /&gt;
DO_NOT_CULL&lt;br /&gt;
FLASHES&lt;br /&gt;
BRAG_ON_KILL&lt;br /&gt;
EXECUTION_SKILL&lt;br /&gt;
SPECIAL_BURIAL&lt;br /&gt;
has invalid brightness value (must be 0 or 1), set to 0&lt;br /&gt;
has equal foreground/background colors without brightness, background set to 0&lt;br /&gt;
has negative background color, set to 0&lt;br /&gt;
has background color &amp;gt; 7, set to 0&lt;br /&gt;
has negative foreground color, set to 7&lt;br /&gt;
has foreground color &amp;gt; 7, set to 7&lt;br /&gt;
REQUIRES_MARKET&lt;br /&gt;
ELECTED&lt;br /&gt;
ANIMAL_ALWAYS_PACK_ANIMAL&lt;br /&gt;
CONQUERED_SITE&lt;br /&gt;
ANIMAL_ALWAYS_PET&lt;br /&gt;
ANIMAL_NEVER_PACK_ANIMAL&lt;br /&gt;
ANIMAL_ALWAYS_SIEGE&lt;br /&gt;
ANIMAL_NEVER_PET&lt;br /&gt;
: REQUIRED_RACKS exceeds 100, capped&lt;br /&gt;
REQUIRED_STANDS&lt;br /&gt;
REQUIRED_RACKS&lt;br /&gt;
: REQUIRED_RACKS negative, set to 0&lt;br /&gt;
: REQUIRED_CABINETS negative, set to 0&lt;br /&gt;
: REQUIRED_CABINETS exceeds 100, capped&lt;br /&gt;
: REQUIRED_BOXES exceeds 100, capped&lt;br /&gt;
REQUIRED_CABINETS&lt;br /&gt;
REQUIRED_BOXES&lt;br /&gt;
: REQUIRED_BOXES negative, set to 0&lt;br /&gt;
SPOUSE_MALE&lt;br /&gt;
SPOUSE_FEMALE&lt;br /&gt;
NAME_MALE&lt;br /&gt;
NAME_FEMALE&lt;br /&gt;
AS_NEEDED&lt;br /&gt;
LAND_NAME&lt;br /&gt;
RESPONSIBILITY&lt;br /&gt;
COMMANDER&lt;br /&gt;
 capped&lt;br /&gt;
LAND_HOLDER&lt;br /&gt;
: Negative precedence changed to zero&lt;br /&gt;
: Precedence exceeding &lt;br /&gt;
REQUIRES_POPULATION&lt;br /&gt;
PRECEDENCE&lt;br /&gt;
APPOINTED_BY&lt;br /&gt;
REPLACED_BY&lt;br /&gt;
BY_HEIR&lt;br /&gt;
BY_POSITION&lt;br /&gt;
DETERMINES_COIN_DESIGN&lt;br /&gt;
SUCCESSION&lt;br /&gt;
MILITARY_SCREEN_ONLY&lt;br /&gt;
EXPORTED_IN_LEGENDS&lt;br /&gt;
Unrecognized Entity Token: &lt;br /&gt;
ACCOUNT_EXEMPT&lt;br /&gt;
DUTY_BOUND&lt;br /&gt;
: DEMAND_MAX negative, set to 0&lt;br /&gt;
: DEMAND_MAX exceeds 100, capped&lt;br /&gt;
: MANDATE_MAX exceeds 100, capped&lt;br /&gt;
DEMAND_MAX&lt;br /&gt;
MANDATE_MAX&lt;br /&gt;
: MANDATE_MAX negative, set to 0&lt;br /&gt;
: REQUIRED_TOMB negative, set to 0&lt;br /&gt;
: REQUIRED_TOMB exceeds 1000000, capped&lt;br /&gt;
: REQUIRED_DINING exceeds 1000000, capped&lt;br /&gt;
REQUIRED_TOMB&lt;br /&gt;
REQUIRED_DINING&lt;br /&gt;
: REQUIRED_DINING negative, set to 0&lt;br /&gt;
: REQUIRED_BEDROOM negative, set to 0&lt;br /&gt;
: REQUIRED_BEDROOM exceeds 1000000, capped&lt;br /&gt;
: REQUIRED_OFFICE exceeds 1000000, capped&lt;br /&gt;
REQUIRED_BEDROOM&lt;br /&gt;
REQUIRED_OFFICE&lt;br /&gt;
: REQUIRED_OFFICE negative, set to 0&lt;br /&gt;
: REQUIRED_STANDS negative, set to 0&lt;br /&gt;
: REQUIRED_STANDS exceeds 100, capped&lt;br /&gt;
Unrecognized entity position allowed caste token: &lt;br /&gt;
Unrecognized entity position allowed creature token: &lt;br /&gt;
Unrecognized entity siege ammo token: &lt;br /&gt;
Unrecognized symbol: &lt;br /&gt;
Unrecognized entity instrument token: &lt;br /&gt;
Unrecognized entity tool token: &lt;br /&gt;
Unrecognized entity trapcomp token: &lt;br /&gt;
Unrecognized entity toy token: &lt;br /&gt;
Unrecognized entity pants token: &lt;br /&gt;
Unrecognized entity shield token: &lt;br /&gt;
Unrecognized entity gloves token: &lt;br /&gt;
Unrecognized entity shoes token: &lt;br /&gt;
Unrecognized entity ammo token: &lt;br /&gt;
Unrecognized entity helm token: &lt;br /&gt;
Unrecognized entity weapon token: &lt;br /&gt;
Unrecognized entity armor token: &lt;br /&gt;
Unrecognized entity creature token: &lt;br /&gt;
Unrecognized entity digger token: &lt;br /&gt;
*** Error(s) finalizing the entity &lt;br /&gt;
 on your right&lt;br /&gt;
 on your left&lt;br /&gt;
, at the end of the hall&lt;br /&gt;
 door&lt;br /&gt;
, the door on your right&lt;br /&gt;
, the door on your left&lt;br /&gt;
lieutenants&lt;br /&gt;
up the stairs&lt;br /&gt;
chieftains&lt;br /&gt;
lieutenant&lt;br /&gt;
warlords&lt;br /&gt;
chieftain&lt;br /&gt;
ringleaders&lt;br /&gt;
warlord&lt;br /&gt;
commanders&lt;br /&gt;
ringleader&lt;br /&gt;
masters&lt;br /&gt;
commander&lt;br /&gt;
captain&lt;br /&gt;
captains&lt;br /&gt;
chieftess&lt;br /&gt;
chieftesses&lt;br /&gt;
chief&lt;br /&gt;
chiefs&lt;br /&gt;
boss&lt;br /&gt;
bosses&lt;br /&gt;
CUSTOM_BANDIT_LEADER&lt;br /&gt;
leaders&lt;br /&gt;
Gem shape not found: &lt;br /&gt;
Stone shape not found: &lt;br /&gt;
Unrecognized entity position rejected caste token: &lt;br /&gt;
Unrecognized entity position rejected creature token: &lt;br /&gt;
[ITEM:&lt;br /&gt;
[PET:&lt;br /&gt;
[SKILL:&lt;br /&gt;
[RECLAIM_SKILL:&lt;br /&gt;
[PROFILE]&lt;br /&gt;
TITLE:&lt;br /&gt;
Entity &lt;br /&gt;
 has self-referential diplomacy state&lt;br /&gt;
failure to get end square construction for transport link&lt;br /&gt;
midmap construction path build failure&lt;br /&gt;
WORSHIP_HF&lt;br /&gt;
failure to get start square construction for transport link&lt;br /&gt;
priest&lt;br /&gt;
priests&lt;br /&gt;
high priests&lt;br /&gt;
PRIEST&lt;br /&gt;
sacred &lt;br /&gt;
high priest&lt;br /&gt;
exalted &lt;br /&gt;
holy &lt;br /&gt;
HIGH_PRIEST&lt;br /&gt;
high &lt;br /&gt;
general&lt;br /&gt;
generals&lt;br /&gt;
war leaders&lt;br /&gt;
CUSTOM_MILITARY_STRATEGY&lt;br /&gt;
CUSTOM_MILITARY_GOALS&lt;br /&gt;
war leader&lt;br /&gt;
law-giver&lt;br /&gt;
law-givers&lt;br /&gt;
Murder-target mismatch: year &lt;br /&gt;
, entity #&lt;br /&gt;
guard army unattached from parent army&lt;br /&gt;
camp order missing parent -- army will camp forever&lt;br /&gt;
invalid nem in army during guard creation&lt;br /&gt;
Autumn&lt;br /&gt;
Winter&lt;br /&gt;
Spring&lt;br /&gt;
Summer&lt;br /&gt;
Rescue &lt;br /&gt;
 (Set out &lt;br /&gt;
Raid &lt;br /&gt;
Recover &lt;br /&gt;
Mission Report: &lt;br /&gt;
Explore &lt;br /&gt;
raw/&lt;br /&gt;
Monster&lt;br /&gt;
 trying to generate musical form without speech or instruments&lt;br /&gt;
[ENTITY:&lt;br /&gt;
 has assumed the position of &lt;br /&gt;
entity_layer&lt;br /&gt;
[OBJECT:ENTITY]&lt;br /&gt;
Leather armor&lt;br /&gt;
Metal armor&lt;br /&gt;
administrator&lt;br /&gt;
administrators&lt;br /&gt;
 training methods.&lt;br /&gt;
have attained a general familiarity with &lt;br /&gt;
 training.&lt;br /&gt;
now know a few facts about &lt;br /&gt;
body&lt;br /&gt;
Miner destination wiped&lt;br /&gt;
tameable small creature &lt;br /&gt;
processable (to barrel) &lt;br /&gt;
processable (to vial) &lt;br /&gt;
extract-bearing small creature &lt;br /&gt;
extract-bearing fish &lt;br /&gt;
extract-bearing plant &lt;br /&gt;
solid &lt;br /&gt;
cookable &lt;br /&gt;
processable &lt;br /&gt;
empty &lt;br /&gt;
sharpenable &lt;br /&gt;
collected &lt;br /&gt;
undisturbed &lt;br /&gt;
unrotten &lt;br /&gt;
possibly buriable &lt;br /&gt;
millable &lt;br /&gt;
butcherable &lt;br /&gt;
improvable &lt;br /&gt;
unused &lt;br /&gt;
DRINK_MAT&lt;br /&gt;
Something has unchained a creature!&lt;br /&gt;
Something has emptied a cage!&lt;br /&gt;
Something has triggered a pressure plate!&lt;br /&gt;
Something has pulled a lever!&lt;br /&gt;
 has adopted &lt;br /&gt;
 has become a &lt;br /&gt;
An animal&lt;br /&gt;
The merchants need a trade depot to unload their goods.&lt;br /&gt;
Merchants have arrived and are unloading their goods.&lt;br /&gt;
are now expert &lt;br /&gt;
 trainers.&lt;br /&gt;
are now quite knowledgeable &lt;br /&gt;
soap &lt;br /&gt;
plaster-containing &lt;br /&gt;
pearl &lt;br /&gt;
horn &lt;br /&gt;
shell &lt;br /&gt;
hair/wool &lt;br /&gt;
bone &lt;br /&gt;
leather &lt;br /&gt;
yarn &lt;br /&gt;
silk &lt;br /&gt;
plant &lt;br /&gt;
non-economic &lt;br /&gt;
building material &lt;br /&gt;
magma-safe &lt;br /&gt;
fire-safe &lt;br /&gt;
screw &lt;br /&gt;
sewn-imageless &lt;br /&gt;
deep material &lt;br /&gt;
melt-designated &lt;br /&gt;
dyed &lt;br /&gt;
glass-making &lt;br /&gt;
totemable &lt;br /&gt;
dyeable &lt;br /&gt;
dye &lt;br /&gt;
furniture &lt;br /&gt;
ammo &lt;br /&gt;
finished good &lt;br /&gt;
milkable &lt;br /&gt;
milk &lt;br /&gt;
lye-bearing &lt;br /&gt;
glass &lt;br /&gt;
sand-bearing &lt;br /&gt;
small object container&lt;br /&gt;
nest box&lt;br /&gt;
hive&lt;br /&gt;
food storage&lt;br /&gt;
liquid container&lt;br /&gt;
meal container&lt;br /&gt;
meat-carving holder&lt;br /&gt;
meat cleaving&lt;br /&gt;
meat slicing&lt;br /&gt;
meat boning&lt;br /&gt;
meat carving&lt;br /&gt;
powder grinding&lt;br /&gt;
powder grinding receptacle&lt;br /&gt;
liquid scoop&lt;br /&gt;
liquid cooking&lt;br /&gt;
-containing &lt;br /&gt;
-producing &lt;br /&gt;
-bearing &lt;br /&gt;
on-ground &lt;br /&gt;
edged &lt;br /&gt;
sand &lt;br /&gt;
metal &lt;br /&gt;
hard &lt;br /&gt;
non-pressed &lt;br /&gt;
food storage &lt;br /&gt;
non-absorbent &lt;br /&gt;
written-on &lt;br /&gt;
unimproved &lt;br /&gt;
unengraved &lt;br /&gt;
blunt &lt;br /&gt;
lye/milk-free &lt;br /&gt;
ivory/tooth &lt;br /&gt;
Short Pathing Flood Overflow&lt;br /&gt;
 that isn't a bin&lt;br /&gt;
display object&lt;br /&gt;
bookcase&lt;br /&gt;
writing container&lt;br /&gt;
folded sheet protector&lt;br /&gt;
sheet roller&lt;br /&gt;
stand-and-work&lt;br /&gt;
heavy object hauler&lt;br /&gt;
track cart&lt;br /&gt;
 block&lt;br /&gt;
 log&lt;br /&gt;
rough &lt;br /&gt;
flown&lt;br /&gt;
 by a &lt;br /&gt;
the river&lt;br /&gt;
the cave&lt;br /&gt;
the pit&lt;br /&gt;
the magma pool&lt;br /&gt;
the volcano&lt;br /&gt;
the underworld portal&lt;br /&gt;
the subterranean water&lt;br /&gt;
the underworld&lt;br /&gt;
 deposit&lt;br /&gt;
: Null Pop Num&lt;br /&gt;
One of the compressed files on disk has errors in it.  Restore from backup if you are able.&lt;br /&gt;
The glowing barrier has disappeared!&lt;br /&gt;
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!&lt;br /&gt;
Horrifying screams come from the darkness below!&lt;br /&gt;
The event featured &lt;br /&gt;
 unknown&lt;br /&gt;
The causes of the conflict are debated by scholars and very little is truly known.&lt;br /&gt;
, lost&lt;br /&gt;
 creature&lt;br /&gt;
 losses&lt;br /&gt;
, all lost&lt;br /&gt;
, no losses&lt;br /&gt;
, one loss&lt;br /&gt;
 creatures&lt;br /&gt;
, mostly &lt;br /&gt;
Attacker was uncontested.&lt;br /&gt;
Defender was victorious.&lt;br /&gt;
Attacker was victorious.&lt;br /&gt;
 occurred in &lt;br /&gt;
A festival commemorating &lt;br /&gt;
A holy period dedicated to &lt;br /&gt;
A fair occurred in &lt;br /&gt;
 divine aspect of &lt;br /&gt;
 centered around &lt;br /&gt;
A dance&lt;br /&gt;
A performance of &lt;br /&gt;
A recital of &lt;br /&gt;
A concert&lt;br /&gt;
The story of &lt;br /&gt;
A poetry recital&lt;br /&gt;
A performance&lt;br /&gt;
A story recital&lt;br /&gt;
A dance competition&lt;br /&gt;
A competition involving &lt;br /&gt;
A poetry competition&lt;br /&gt;
A music competition&lt;br /&gt;
a telling of the story of &lt;br /&gt;
mounted &lt;br /&gt;
a recital of &lt;br /&gt;
storytelling&lt;br /&gt;
a performance of &lt;br /&gt;
a poetry recital&lt;br /&gt;
a dance&lt;br /&gt;
a concert&lt;br /&gt;
criers in front&lt;br /&gt;
a moving performance stage&lt;br /&gt;
banners&lt;br /&gt;
an order of precedence&lt;br /&gt;
the carrying of &lt;br /&gt;
images&lt;br /&gt;
the scattering of &lt;br /&gt;
flowers&lt;br /&gt;
incense burning&lt;br /&gt;
acrobats&lt;br /&gt;
candles&lt;br /&gt;
costumes&lt;br /&gt;
the sacrifice of &lt;br /&gt;
the giving of &lt;br /&gt;
 was waged by &lt;br /&gt;
Year &lt;br /&gt;
The most significant cause of the conflict was &lt;br /&gt;
One of the most significant causes of the conflict was &lt;br /&gt;
 disgust with the adversary's godlessness&lt;br /&gt;
 a family matter&lt;br /&gt;
 religious opposition to the adversary's inherent association with &lt;br /&gt;
 religious opposition to the adversary's worship of &lt;br /&gt;
 natural aversion to the adversary's inherent association with &lt;br /&gt;
 natural aversion to the adversary's worship of &lt;br /&gt;
various civilized races peopled the world.&lt;br /&gt;
powers fought their final battles.&lt;br /&gt;
 yet&lt;br /&gt;
 was a time after civilization had&lt;br /&gt;
 crumbled completely.&lt;br /&gt;
 again&lt;br /&gt;
only simple creatures inhabited&lt;br /&gt;
fantastic creatures were but mere stories told by travelers.&lt;br /&gt;
 the world.&lt;br /&gt;
no civilized peoples existed in&lt;br /&gt;
Part of &lt;br /&gt;
occurred.&lt;br /&gt;
ended.&lt;br /&gt;
Legends&lt;br /&gt;
began.&lt;br /&gt;
Initialization complete...&lt;br /&gt;
Sorting&lt;br /&gt;
 completed&lt;br /&gt;
Historical events &lt;br /&gt;
Historical figures &lt;br /&gt;
Check for culled historical figures &lt;br /&gt;
Structures completed&lt;br /&gt;
Artifacts completed&lt;br /&gt;
Historical events left to discover: &lt;br /&gt;
 event sort &lt;br /&gt;
Codices, scrolls, etc.&lt;br /&gt;
Historical Figures&lt;br /&gt;
Civilizations and other entities&lt;br /&gt;
Historical Maps&lt;br /&gt;
Structures&lt;br /&gt;
A flying race&lt;br /&gt;
A foot race&lt;br /&gt;
A wrestling competition&lt;br /&gt;
 race&lt;br /&gt;
A gladiatory competition&lt;br /&gt;
 throwing competition&lt;br /&gt;
A procession occurred in &lt;br /&gt;
A competition&lt;br /&gt;
 and returned there after following its route.&lt;br /&gt;
  It started at &lt;br /&gt;
  It ended at &lt;br /&gt;
 and ended at &lt;br /&gt;
A fearsome&lt;br /&gt;
A ceremony occurred in &lt;br /&gt;
 was a time when the &lt;br /&gt;
 attack&lt;br /&gt;
 was a time when &lt;br /&gt;
 were the only great powers in the world.&lt;br /&gt;
again &lt;br /&gt;
yet &lt;br /&gt;
living gods and mighty beasts &lt;br /&gt;
 was the only great power in the world.&lt;br /&gt;
held sway.&lt;br /&gt;
still &lt;br /&gt;
great powers had returned to the world&lt;br /&gt;
the powers of the world were fading&lt;br /&gt;
fantastic creatures no longer lived in great numbers.&lt;br /&gt;
there were still great powers in the world&lt;br /&gt;
 ruled the world.&lt;br /&gt;
fantastic creatures were few and far between, and some even doubted their existence.&lt;br /&gt;
ancient &lt;br /&gt;
the last of the &lt;br /&gt;
Unnamed Underworld area&lt;br /&gt;
Unnamed magma sea area&lt;br /&gt;
: Filter on string&lt;br /&gt;
Populations&lt;br /&gt;
Movement keys to view.&lt;br /&gt;
: Done filtering.&lt;br /&gt;
 to change year.&lt;br /&gt;
: civ/site&lt;br /&gt;
: toggle territories.  &lt;br /&gt;
: view top event&lt;br /&gt;
: done.  &lt;br /&gt;
: select an option.  &lt;br /&gt;
: show only important events.  &lt;br /&gt;
: export current map.  &lt;br /&gt;
: back to age.  &lt;br /&gt;
: show all events.  &lt;br /&gt;
: export site map.&lt;br /&gt;
: XML dump (incomplete)&lt;br /&gt;
: export detailed map.&lt;br /&gt;
: export map/gen info.&lt;br /&gt;
Elevations including lake and ocean floors&lt;br /&gt;
Standard biome+site map&lt;br /&gt;
Current vegetation&lt;br /&gt;
Elevations respecting water level&lt;br /&gt;
Salinity&lt;br /&gt;
Evil&lt;br /&gt;
Trade&lt;br /&gt;
Biome&lt;br /&gt;
Hydrosphere&lt;br /&gt;
Structures/fields/roads/etc.&lt;br /&gt;
Diplomacy&lt;br /&gt;
Nobility/holdings&lt;br /&gt;
Unnamed&lt;br /&gt;
Underground Regions&lt;br /&gt;
, force&lt;br /&gt;
Codices, Scrolls, Etc.&lt;br /&gt;
Keep&lt;br /&gt;
Civilizations and Other Entities&lt;br /&gt;
Underworld Spire&lt;br /&gt;
Dark Tower&lt;br /&gt;
Dungeon&lt;br /&gt;
Market&lt;br /&gt;
Catacombs&lt;br /&gt;
Sewers&lt;br /&gt;
Received &lt;br /&gt;
Slain&lt;br /&gt;
 wounds&lt;br /&gt;
a wound&lt;br /&gt;
 yet emerged &lt;br /&gt;
Fled&lt;br /&gt;
 yet &lt;br /&gt;
Victorious&lt;br /&gt;
Drove forward&lt;br /&gt;
drove forward&lt;br /&gt;
repelled&lt;br /&gt;
 and was &lt;br /&gt;
stood fast&lt;br /&gt;
Repelled&lt;br /&gt;
beaten back&lt;br /&gt;
Stood fast&lt;br /&gt;
Unnamed underground area&lt;br /&gt;
Beaten back&lt;br /&gt;
REVEAL_ALL_HISTORY&lt;br /&gt;
COMPLETE_OCEAN_EDGE_MIN&lt;br /&gt;
EROSION_CYCLE_COUNT&lt;br /&gt;
CULL_HISTORICAL_FIGURES&lt;br /&gt;
OROGRAPHIC_PRECIPITATION&lt;br /&gt;
PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
NORTH_OR_SOUTH&lt;br /&gt;
POLE&lt;br /&gt;
NORTH&lt;br /&gt;
NORTH_AND_OR_SOUTH&lt;br /&gt;
NORTH_AND_SOUTH&lt;br /&gt;
SOUTH&lt;br /&gt;
PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
ALL_CAVES_VISIBLE&lt;br /&gt;
END_YEAR&lt;br /&gt;
VOLCANO_MIN&lt;br /&gt;
ELEVATION&lt;br /&gt;
BEAST_END_YEAR&lt;br /&gt;
DRAINAGE&lt;br /&gt;
RAINFALL&lt;br /&gt;
SAVAGERY&lt;br /&gt;
VOLCANISM&lt;br /&gt;
PS_RF&lt;br /&gt;
PS_EL&lt;br /&gt;
PS_DR&lt;br /&gt;
PS_TP&lt;br /&gt;
PS_SV&lt;br /&gt;
PS_VL&lt;br /&gt;
 preset attempted beyond Y range&lt;br /&gt;
Attempted to set world gen presets prior to dimensions&lt;br /&gt;
ELEVATION_FREQUENCY&lt;br /&gt;
 preset failed to load X value at Y = &lt;br /&gt;
 to cancel&lt;br /&gt;
 to export&lt;br /&gt;
Export of column &lt;br /&gt;
 to scroll&lt;br /&gt;
data/save/current/world.dat&lt;br /&gt;
 complete&lt;br /&gt;
  Dwarf Fortress: Save World  &lt;br /&gt;
Command Line: World exported.&lt;br /&gt;
Offloading art images...&lt;br /&gt;
Offloading units... &lt;br /&gt;
Saving map data...&lt;br /&gt;
Sorting world information...&lt;br /&gt;
Saving history...&lt;br /&gt;
Saving civilized populations...&lt;br /&gt;
Saving tracking info...&lt;br /&gt;
Saving parameters...&lt;br /&gt;
Synchronizing folders...&lt;br /&gt;
Saving agreements...&lt;br /&gt;
  Dwarf Fortress: Updating World  &lt;br /&gt;
WORLD_GEN&lt;br /&gt;
data/init/world_gen.txt&lt;br /&gt;
SEED&lt;br /&gt;
TITLE&lt;br /&gt;
NAME_SEED&lt;br /&gt;
HISTORY_SEED&lt;br /&gt;
CUSTOM_NAME&lt;br /&gt;
CREATURE_SEED&lt;br /&gt;
PEAK_NUMBER_MIN&lt;br /&gt;
EMBARK_POINTS&lt;br /&gt;
OCEAN_EDGE_MIN&lt;br /&gt;
PARTIAL_OCEAN_EDGE_MIN&lt;br /&gt;
HAVE_BOTTOM_LAYER_1&lt;br /&gt;
CAVERN_LAYER_WATER_MAX&lt;br /&gt;
LEVELS_ABOVE_GROUND&lt;br /&gt;
HAVE_BOTTOM_LAYER_2&lt;br /&gt;
LEVELS_ABOVE_LAYER_2&lt;br /&gt;
LEVELS_ABOVE_LAYER_1&lt;br /&gt;
LEVELS_ABOVE_LAYER_4&lt;br /&gt;
LEVELS_ABOVE_LAYER_3&lt;br /&gt;
LEVELS_AT_BOTTOM&lt;br /&gt;
LEVELS_ABOVE_LAYER_5&lt;br /&gt;
CAVE_MAX_SIZE&lt;br /&gt;
CAVE_MIN_SIZE&lt;br /&gt;
NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
MOUNTAIN_CAVE_MIN&lt;br /&gt;
TOTAL_CIV_POPULATION&lt;br /&gt;
TOTAL_CIV_NUMBER&lt;br /&gt;
ELEVATION_RANGES&lt;br /&gt;
SITE_CAP&lt;br /&gt;
DRAINAGE_RANGES&lt;br /&gt;
RAIN_RANGES&lt;br /&gt;
VOLCANISM_RANGES&lt;br /&gt;
SAVAGERY_RANGES&lt;br /&gt;
LARGE ISLAND&lt;br /&gt;
Unrecognized World Gen Token: &lt;br /&gt;
MEDIUM ISLAND&lt;br /&gt;
LARGE REGION&lt;br /&gt;
SMALL ISLAND&lt;br /&gt;
MEDIUM REGION&lt;br /&gt;
SMALLER ISLAND&lt;br /&gt;
SMALL REGION&lt;br /&gt;
POCKET ISLAND&lt;br /&gt;
SMALLER REGION&lt;br /&gt;
DRAINAGE_FREQUENCY&lt;br /&gt;
RAIN_FREQUENCY&lt;br /&gt;
SAVAGERY_FREQUENCY&lt;br /&gt;
TEMPERATURE_FREQUENCY&lt;br /&gt;
MINERAL_SCARCITY&lt;br /&gt;
VOLCANISM_FREQUENCY&lt;br /&gt;
SEMIMEGABEAST_CAP&lt;br /&gt;
MEGABEAST_CAP&lt;br /&gt;
TITAN_ATTACK_TRIGGER&lt;br /&gt;
TITAN_NUMBER&lt;br /&gt;
NIGHT_TROLL_NUMBER&lt;br /&gt;
DEMON_NUMBER&lt;br /&gt;
VAMPIRE_NUMBER&lt;br /&gt;
BOGEYMAN_NUMBER&lt;br /&gt;
SECRET_NUMBER&lt;br /&gt;
WEREBEAST_NUMBER&lt;br /&gt;
DISTURBANCE_INTERACTION_NUMBER&lt;br /&gt;
REGIONAL_INTERACTION_NUMBER&lt;br /&gt;
GENERATE_DIVINE_MATERIALS&lt;br /&gt;
EVIL_CLOUD_NUMBER&lt;br /&gt;
GOOD_SQ_COUNTS&lt;br /&gt;
EVIL_RAIN_NUMBER&lt;br /&gt;
REGION_COUNTS&lt;br /&gt;
EVIL_SQ_COUNTS&lt;br /&gt;
SUBREGION_MAX&lt;br /&gt;
RIVER_MINS&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MIN&lt;br /&gt;
CAVERN_LAYER_COUNT&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MIN&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MAX&lt;br /&gt;
CAVERN_LAYER_WATER_MIN&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MAX&lt;br /&gt;
You might want to check your maximum volcanism value.  &lt;br /&gt;
The world generator is having trouble placing enough volcanos.  &lt;br /&gt;
You might want to check your preset volcanism for the value 100.  &lt;br /&gt;
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?  &lt;br /&gt;
Alternatively, you can reduce the number of volcanos required by the parameters.&lt;br /&gt;
You must have at least as many of these highest volcanism points as you are requiring volcanos.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.  &lt;br /&gt;
The world generator is having trouble placing swamps and marshes.  &lt;br /&gt;
The world generator is having trouble placing deserts and badlands.  &lt;br /&gt;
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.&lt;br /&gt;
Alternatively, you can reduce the number of desert squares and regions required by the parameters.&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
The world generator is having trouble placing forests.  &lt;br /&gt;
The world generator is having trouble placing mountains.  &lt;br /&gt;
Alternatively, you can reduce the number of forest squares and regions required by the parameters.&lt;br /&gt;
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.&lt;br /&gt;
Make sure your parameters and presets can support high elevation areas.  &lt;br /&gt;
Make sure your parameters and presets can support low elevation areas.  &lt;br /&gt;
The world generator is having trouble placing oceans.  &lt;br /&gt;
The world generator is having trouble placing glaciers.  &lt;br /&gt;
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.&lt;br /&gt;
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.  &lt;br /&gt;
The world generator is having trouble placing tundra regions.  &lt;br /&gt;
The world generator is having trouble placing grasslands.  &lt;br /&gt;
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing hills.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.  &lt;br /&gt;
The world generator is having trouble placing rivers.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
Command Line: World generation manually aborted.&lt;br /&gt;
POCKET REGION&lt;br /&gt;
You might want to check your maximum elevation value and other elevation parameters.  &lt;br /&gt;
The world generator is having trouble placing enough mountain peaks.  &lt;br /&gt;
You might want to check your preset elevations for the elevation 400.  &lt;br /&gt;
Can the elevation 400 be placed enough times to provide space for your peaks?  &lt;br /&gt;
Alternatively, you can reduce the number of peaks required by the parameters.&lt;br /&gt;
You must have at least as many of these highest elevation points as you are requiring peaks.  &lt;br /&gt;
Can your parameters achieve elevations between 100 and 299?  &lt;br /&gt;
The world generator is having trouble placing enough mid-level elevations.  &lt;br /&gt;
Alternatively, you can reduce the number of mid-level elevation squares required.&lt;br /&gt;
You might want to adjust the parameters governing elevation frequencies.  &lt;br /&gt;
Can your parameters achieve elevations between 0 and 99?  &lt;br /&gt;
The world generator is having trouble placing enough low elevations.  &lt;br /&gt;
Can your parameters achieve elevations between 300 and 400?  &lt;br /&gt;
The world generator is having trouble placing enough high elevations.  &lt;br /&gt;
Can your parameters achieve elevations between 0 and 99 frequently?  &lt;br /&gt;
The world generator is having trouble placing enough ocean squares along the edges.  &lt;br /&gt;
Alternatively, you can reduce the number of edge oceans required.&lt;br /&gt;
You might want to adjust the parameters governing elevation.  &lt;br /&gt;
You might want to adjust the parameters governing rainfall.  &lt;br /&gt;
The world generator is having trouble placing rainfall in the manner specified by the parameters.  &lt;br /&gt;
The world generator is having trouble setting drainage in the manner specified by the parameters.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low rainfall squares required.&lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low drainage squares required.&lt;br /&gt;
You might want to adjust the parameters governing drainage.  &lt;br /&gt;
You might want to adjust the parameters governing savagery.  &lt;br /&gt;
The world generator is having trouble placing savagery in the manner specified by the parameters.  &lt;br /&gt;
The world generator is having trouble setting volcanism in the manner specified by the parameters.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low savagery squares required.&lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low volcanism squares required.&lt;br /&gt;
You might want to adjust the parameters governing volcanism.  &lt;br /&gt;
World Size&lt;br /&gt;
Create A World&lt;br /&gt;
Smaller&lt;br /&gt;
Pocket&lt;br /&gt;
History&lt;br /&gt;
Medium&lt;br /&gt;
Short&lt;br /&gt;
Very Short&lt;br /&gt;
Very Long&lt;br /&gt;
Long&lt;br /&gt;
Maximum Number of Sites&lt;br /&gt;
Very High&lt;br /&gt;
Natural Savagery&lt;br /&gt;
Number of Beasts&lt;br /&gt;
Very Rare&lt;br /&gt;
Mineral Occurrence&lt;br /&gt;
Sparse&lt;br /&gt;
Rare&lt;br /&gt;
Everywhere&lt;br /&gt;
Frequent&lt;br /&gt;
17 x 17&lt;br /&gt;
This controls the size of the world map.  Current: &lt;br /&gt;
65 x 65&lt;br /&gt;
33 x 33&lt;br /&gt;
257 x 257&lt;br /&gt;
129 x 129&lt;br /&gt;
5 years&lt;br /&gt;
This is the length of pre-generated history.  Current: &lt;br /&gt;
250 years&lt;br /&gt;
125 years&lt;br /&gt;
1050 years&lt;br /&gt;
550 years&lt;br /&gt;
Alternatively, you can reduce the number of rivers required by the parameters.&lt;br /&gt;
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.  &lt;br /&gt;
Make sure your parameters and presets aren't so variable that biomes change frequently.  &lt;br /&gt;
The world generator is placing too many subregions.  &lt;br /&gt;
The world generator is having trouble placing mountain caves.  &lt;br /&gt;
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.&lt;br /&gt;
Alternatively, you can reduce the number of mountain caves required by the parameters.&lt;br /&gt;
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.  &lt;br /&gt;
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.  &lt;br /&gt;
The world generator is having trouble placing low-lying caves.  &lt;br /&gt;
The world generator is having trouble placing enough civilizations.  &lt;br /&gt;
Alternatively, you can reduce the number of non-mountain caves required by the parameters.&lt;br /&gt;
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.  &lt;br /&gt;
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.  &lt;br /&gt;
Alternatively, you can reduce the number of civilizations required by the parameters.&lt;br /&gt;
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.  &lt;br /&gt;
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.  &lt;br /&gt;
The world generator couldn't find any civilization definitions.  &lt;br /&gt;
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.  &lt;br /&gt;
The world generator is having trouble placing a controllable civilization.  &lt;br /&gt;
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).&lt;br /&gt;
Make sure your parameters and presets have adequate squares of this kind.  &lt;br /&gt;
Civilizations use available plants in their surroundings as their initial crops.  &lt;br /&gt;
The world generator is having trouble placing farming civilizations.  &lt;br /&gt;
Command Line: World generation parameter set located successfully.&lt;br /&gt;
Make sure your parameters and raw objects have adequate vegetation.  &lt;br /&gt;
 not found -- using default.&lt;br /&gt;
Command Line: World generation parameter set &lt;br /&gt;
  Dwarf Fortress: New World  &lt;br /&gt;
Command Line: World image, detailed image and info exported.&lt;br /&gt;
 to continue.&lt;br /&gt;
Finalizing...&lt;br /&gt;
Are you sure you want to abort?&lt;br /&gt;
: Change&lt;br /&gt;
: Yes&lt;br /&gt;
You haven't saved your changes.&lt;br /&gt;
Creating New Region&lt;br /&gt;
Are you sure you want to go on?&lt;br /&gt;
Preparing elevation...&lt;br /&gt;
 Rejected)&lt;br /&gt;
Running rivers...&lt;br /&gt;
Setting temperature...&lt;br /&gt;
 and minerals...&lt;br /&gt;
Forming lakes&lt;br /&gt;
Verifying terrain...&lt;br /&gt;
Growing vegetation...&lt;br /&gt;
Recounting legends...&lt;br /&gt;
Importing wildlife...&lt;br /&gt;
Placing civilizations... (&lt;br /&gt;
Finished prehistory...&lt;br /&gt;
Making cave pops...&lt;br /&gt;
Making cave civilizations...&lt;br /&gt;
Placing megabeasts...&lt;br /&gt;
Placing other beasts...&lt;br /&gt;
Placing caves... (&lt;br /&gt;
Placing good/evil...&lt;br /&gt;
Hist Figs: &lt;br /&gt;
Prehistory init...&lt;br /&gt;
   Events: &lt;br /&gt;
     Dead: &lt;br /&gt;
Finalizing art... (&lt;br /&gt;
Finalizing civ mats... (&lt;br /&gt;
Finalizing sites... (&lt;br /&gt;
Finalizing uniforms... (&lt;br /&gt;
This is how many distinct places can exist after world generation.&lt;br /&gt;
This controls how many distinct races/cultures there are.&lt;br /&gt;
Increasing savagery makes the world more difficult to settle.&lt;br /&gt;
Increasing this setting makes large beasts more prevalent.&lt;br /&gt;
 TO CREATE THE WORLD.&lt;br /&gt;
Increasing mineral occurrence makes more embark sites have more minerals.&lt;br /&gt;
Seed: &lt;br /&gt;
Title: &lt;br /&gt;
Dimensions: &lt;br /&gt;
Various&lt;br /&gt;
Random Name&lt;br /&gt;
Custom Name: &lt;br /&gt;
: New param set&lt;br /&gt;
: Enter advanced parameters&lt;br /&gt;
: Delete param set&lt;br /&gt;
: Copy param set&lt;br /&gt;
: Use random name&lt;br /&gt;
: Enter title&lt;br /&gt;
: Use random seed&lt;br /&gt;
: Enter custom name&lt;br /&gt;
: Change dimensions&lt;br /&gt;
: Enter custom seed&lt;br /&gt;
 to save the world params.&lt;br /&gt;
 to load the world params.&lt;br /&gt;
 Seed: &lt;br /&gt;
Last Param Set: &lt;br /&gt;
 Name Seed: &lt;br /&gt;
 History Seed: &lt;br /&gt;
Really delete this parameter set?&lt;br /&gt;
 Creature Seed: &lt;br /&gt;
This parameter set will be reset.&lt;br /&gt;
Really change the dimensions?&lt;br /&gt;
: ALLOW ALL REJECTS, even if I end up with a legends-only world!&lt;br /&gt;
: ALLOW THIS REJECTION TYPE and continue reporting others.&lt;br /&gt;
: Accept&lt;br /&gt;
 has been created.&lt;br /&gt;
: Use the world as it currently exists&lt;br /&gt;
: Export image/info&lt;br /&gt;
 or &lt;br /&gt;
: Continue&lt;br /&gt;
CREATE WORLD NOW = &lt;br /&gt;
 to pause/finish.&lt;br /&gt;
Cleaning game objects...&lt;br /&gt;
LARGE&lt;br /&gt;
Cleaning play objects...&lt;br /&gt;
Cleaning stranded objects...&lt;br /&gt;
/raw/&lt;br /&gt;
** Starting New Arena **&lt;br /&gt;
Preparing arena...&lt;br /&gt;
  Dwarf Fortress: Arena  &lt;br /&gt;
Preparing Arena...&lt;br /&gt;
Preparing screen...&lt;br /&gt;
Continue Playing&lt;br /&gt;
Importing world...&lt;br /&gt;
Create New World!&lt;br /&gt;
Start Playing&lt;br /&gt;
Object Testing Arena&lt;br /&gt;
Design New World with Advanced Parameters&lt;br /&gt;
Quit&lt;br /&gt;
About DF&lt;br /&gt;
 scroll.&lt;br /&gt;
 to select an option.  &lt;br /&gt;
 at any time for the manual.&lt;br /&gt;
 at any time for options, including key bindings.&lt;br /&gt;
MEDIUM ELEVATION REJECTION&lt;br /&gt;
LACK OF PEAKS&lt;br /&gt;
HIGH ELEVATION REJECTION&lt;br /&gt;
LOW ELEVATION REJECTION&lt;br /&gt;
RAINFALL REJECTION&lt;br /&gt;
LACK OF EDGE OCEANS&lt;br /&gt;
SAVAGERY REJECTION&lt;br /&gt;
DRAINAGE REJECTION&lt;br /&gt;
LACK OF VOLCANOS&lt;br /&gt;
VOLCANISM REJECTION&lt;br /&gt;
DESERT REJECTION&lt;br /&gt;
SWAMP REJECTION&lt;br /&gt;
MOUNTAIN REJECTION&lt;br /&gt;
FOREST REJECTION&lt;br /&gt;
GLACIER REJECTION&lt;br /&gt;
OCEAN REJECTION&lt;br /&gt;
GRASSLAND REJECTION&lt;br /&gt;
TUNDRA REJECTION&lt;br /&gt;
LACK OF RIVERS&lt;br /&gt;
HILLS REJECTION&lt;br /&gt;
LACK OF MOUNTAIN CAVES&lt;br /&gt;
TOO MANY REGIONS&lt;br /&gt;
UNABLE TO PLACE ENOUGH CIVILIZATIONS&lt;br /&gt;
LACK OF LOW-LYING CAVES&lt;br /&gt;
UNABLE TO PLACE CONTROLLABLE CIVILIZATION&lt;br /&gt;
NO CIVILIZATIONS AVAILABLE&lt;br /&gt;
Note: If you are using the default parameters in unmodded DF,&lt;br /&gt;
FARMING CIVILIZATION PLACED WITHOUT CROPS&lt;br /&gt;
the issue at the B12 forum.&lt;br /&gt;
and it doesn't work after continuing a few times, please report&lt;br /&gt;
: ABORT NOW and I'll look over my parameters.&lt;br /&gt;
: CONTINUE until you give me another warning.&lt;br /&gt;
.bmp&lt;br /&gt;
-dip&lt;br /&gt;
biome_color_key.txt&lt;br /&gt;
temperate freshwater lake (0,224,255)&lt;br /&gt;
mountain (128,128,128)&lt;br /&gt;
temperate saltwater lake  (0,160,255)&lt;br /&gt;
temperate brackish lake (0,192,255)&lt;br /&gt;
tropical brackish lake (0,64,255)&lt;br /&gt;
tropical freshwater lake (0,96,255)&lt;br /&gt;
arctic ocean (0,255,255)&lt;br /&gt;
tropical saltwater lake  (0,32,255)&lt;br /&gt;
temperate ocean (0,128,255)&lt;br /&gt;
tropical ocean (0,0,255)&lt;br /&gt;
tundra (128,255,255)&lt;br /&gt;
glacier (64,255,255)&lt;br /&gt;
temperate saltwater swamp (64,192,128)&lt;br /&gt;
temperate freshwater swamp (96,192,128)&lt;br /&gt;
temperate saltwater marsh (64,255,128)&lt;br /&gt;
temperate freshwater marsh (96,255,128)&lt;br /&gt;
tropical saltwater swamp (64,192,64)&lt;br /&gt;
tropical freshwater swamp (96,192,64)&lt;br /&gt;
tropical freshwater marsh (96,255,64)&lt;br /&gt;
mangrove swamp (64,255,96)&lt;br /&gt;
taiga forest (0,96,64)&lt;br /&gt;
tropical saltwater marsh (64,255,64)&lt;br /&gt;
temperate broadleaf forest (0,160,32)&lt;br /&gt;
temperate conifer forest (0,96,32)&lt;br /&gt;
tropical dry broadleaf forest (0,128,0)&lt;br /&gt;
tropical conifer forest (0,96,0)&lt;br /&gt;
temperate grassland (0,255,32)&lt;br /&gt;
tropical moist broadleaf forest (0,160,0)&lt;br /&gt;
Select a source for your arena objects:&lt;br /&gt;
, Folder: &lt;br /&gt;
/raw&lt;br /&gt;
raw (Default)&lt;br /&gt;
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.&lt;br /&gt;
This Version of DF used the FMOD Sound System&lt;br /&gt;
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga&lt;br /&gt;
This version of DF uses SDL: Simple DirectMedia Layer,&lt;br /&gt;
Portions of this version are Copyright(C)2008&lt;br /&gt;
See the SDL folder for license information.&lt;br /&gt;
All rights reserved.&lt;br /&gt;
The FreeType Project (www.freetype.org).&lt;br /&gt;
0000&lt;br /&gt;
 to return to the menu.&lt;br /&gt;
-detailed&lt;br /&gt;
-tmp&lt;br /&gt;
-elw&lt;br /&gt;
-drn&lt;br /&gt;
-rain&lt;br /&gt;
-vol&lt;br /&gt;
-sav&lt;br /&gt;
-evil&lt;br /&gt;
-veg&lt;br /&gt;
-sal&lt;br /&gt;
-str&lt;br /&gt;
-trd&lt;br /&gt;
-nob&lt;br /&gt;
-hyd&lt;br /&gt;
river/ocean (0,112,255)&lt;br /&gt;
major river (0,128,255)&lt;br /&gt;
Greed&lt;br /&gt;
Histories of &lt;br /&gt;
Jealousy&lt;br /&gt;
Avarice&lt;br /&gt;
Gluttony&lt;br /&gt;
Cupidity&lt;br /&gt;
Enterprise&lt;br /&gt;
Industry&lt;br /&gt;
Determination&lt;br /&gt;
Resourcefulness&lt;br /&gt;
Dynamism&lt;br /&gt;
Mettle&lt;br /&gt;
Toil&lt;br /&gt;
Labor&lt;br /&gt;
Exertion&lt;br /&gt;
Diligence&lt;br /&gt;
*** STARTING NEW GAME ***&lt;br /&gt;
Tenacity&lt;br /&gt;
data/init/announcements.txt&lt;br /&gt;
Command Line: &lt;br /&gt;
PAUSE&lt;br /&gt;
DO_MEGA&lt;br /&gt;
A_DISPLAY&lt;br /&gt;
RECENTER&lt;br /&gt;
D_DISPLAY&lt;br /&gt;
UNIT_COMBAT_REPORT&lt;br /&gt;
UNIT_COMBAT_REPORT_ALL_ACTIVE&lt;br /&gt;
temperate shrubland (0,192,32)&lt;br /&gt;
temperate savanna (0,224,32)&lt;br /&gt;
tropical savanna (255,176)&lt;br /&gt;
tropical grassland (255,160,0)&lt;br /&gt;
badland desert (255,96,32)&lt;br /&gt;
tropical shrubland (255,192,0)&lt;br /&gt;
rock desert (255,128,64)&lt;br /&gt;
sand desert (255,255,0)&lt;br /&gt;
castle (128,128,128)&lt;br /&gt;
structure_color_key.txt&lt;br /&gt;
crops (255,128,0)(255,160,0)(255,192,0)&lt;br /&gt;
village (255,255,255)&lt;br /&gt;
meadow (64,255,0)&lt;br /&gt;
pasture (0,255,0)&lt;br /&gt;
orchard (0,160,0)&lt;br /&gt;
woodland (0,128,0)&lt;br /&gt;
stone bridge (224,224,224)&lt;br /&gt;
tunnel (20,20,20)&lt;br /&gt;
stone road (192,192,192)&lt;br /&gt;
other bridge (180,167,20)&lt;br /&gt;
stone wall (96,96,96)&lt;br /&gt;
other road (150,127,20)&lt;br /&gt;
mountain (255,255,192)&lt;br /&gt;
other wall (160,127,20)&lt;br /&gt;
land (128,64,32)&lt;br /&gt;
lake (0,96,255)&lt;br /&gt;
hydro_color_key.txt&lt;br /&gt;
ocean (0,64,255)&lt;br /&gt;
stream (0,224,255)&lt;br /&gt;
brook (0,255,255)&lt;br /&gt;
river (0,160,255)&lt;br /&gt;
minor river (0,192,255)&lt;br /&gt;
data/speech/arch_info_justification.txt&lt;br /&gt;
data/speech/same_site_specific_hf_seeker.txt&lt;br /&gt;
data/speech/justification_proximity.txt&lt;br /&gt;
data/speech/justification_representation.txt&lt;br /&gt;
data/speech/justification_reminder.txt&lt;br /&gt;
data/speech/justification_experience.txt&lt;br /&gt;
data/speech/no_family.txt&lt;br /&gt;
data/speech/justification_antithetical.txt&lt;br /&gt;
data/speech/family_relationship_no_spec.txt&lt;br /&gt;
data/speech/family_relationship_spec.txt&lt;br /&gt;
data/speech/family_relationship_spec_dead.txt&lt;br /&gt;
data/speech/family_relationship_additional.txt&lt;br /&gt;
data/speech/family_relationship_additional_dead.txt&lt;br /&gt;
data/speech/family_relationship_no_spec_dead.txt&lt;br /&gt;
data/speech/wandering_profession.txt&lt;br /&gt;
data/speech/child_age_proclamation.txt&lt;br /&gt;
data/speech/snatcher_profession.txt&lt;br /&gt;
data/speech/hunting_profession.txt&lt;br /&gt;
data/speech/wandering_profession_year.txt&lt;br /&gt;
data/speech/thief_profession.txt&lt;br /&gt;
data/speech/snatcher_profession_year.txt&lt;br /&gt;
data/speech/hunting_profession_year.txt&lt;br /&gt;
data/speech/past_wandering_profession.txt&lt;br /&gt;
data/speech/thief_profession_year.txt&lt;br /&gt;
data/speech/past_snatcher_profession.txt&lt;br /&gt;
data/speech/past_hunting_profession.txt&lt;br /&gt;
data/speech/guard_profession.txt&lt;br /&gt;
data/speech/past_thief_profession.txt&lt;br /&gt;
data/speech/soldier_profession.txt&lt;br /&gt;
data/speech/guard_warning.txt&lt;br /&gt;
data/speech/past_profession_year.txt&lt;br /&gt;
data/speech/past_profession_no_year.txt&lt;br /&gt;
data/sound/song_title.ogg&lt;br /&gt;
UCR_A&lt;br /&gt;
data/art/mouse.png&lt;br /&gt;
data/sound/song_game.ogg&lt;br /&gt;
text&lt;br /&gt;
data/movies&lt;br /&gt;
data/dipscript/&lt;br /&gt;
data/dipscript/*.*&lt;br /&gt;
Command Line: World generation initiated.&lt;br /&gt;
region&lt;br /&gt;
data/speech/general.txt&lt;br /&gt;
Command Line: World generation aborted because folder exists.&lt;br /&gt;
data/speech/threat.txt&lt;br /&gt;
data/speech/slayer.txt&lt;br /&gt;
data/speech/greet_reply.txt&lt;br /&gt;
data/speech/greet.txt&lt;br /&gt;
data/speech/greet_reply_unusual_first.txt&lt;br /&gt;
data/speech/greet_reply_diff_language.txt&lt;br /&gt;
data/speech/greet_worship.txt&lt;br /&gt;
data/speech/greet_reply_after_hero.txt&lt;br /&gt;
data/speech/goodbye_worship_1.txt&lt;br /&gt;
data/speech/greet_baby.txt&lt;br /&gt;
data/speech/goodbye_worship_3.txt&lt;br /&gt;
data/speech/goodbye_worship_2.txt&lt;br /&gt;
data/speech/temple_become_member.txt&lt;br /&gt;
data/speech/temple_already_member.txt&lt;br /&gt;
data/speech/task_recommendation.txt&lt;br /&gt;
data/speech/positive.txt&lt;br /&gt;
data/speech/ab_specific_hf_seeker.txt&lt;br /&gt;
data/speech/unknown_hf_seeker.txt&lt;br /&gt;
data/speech/same_site_ab_specific_hf_seeker.txt&lt;br /&gt;
data/speech/site_specific_hf_seeker.txt&lt;br /&gt;
floodgate&lt;br /&gt;
door&lt;br /&gt;
grate&lt;br /&gt;
hatch cover&lt;br /&gt;
cabinet&lt;br /&gt;
table&lt;br /&gt;
armor stand&lt;br /&gt;
weapon rack&lt;br /&gt;
coffer&lt;br /&gt;
boxes and bag&lt;br /&gt;
chest&lt;br /&gt;
limb/body &lt;br /&gt;
backpack&lt;br /&gt;
splint&lt;br /&gt;
cast&lt;br /&gt;
quiver&lt;br /&gt;
crutch&lt;br /&gt;
sarcophag&lt;br /&gt;
casket&lt;br /&gt;
rope&lt;br /&gt;
coffin&lt;br /&gt;
waterskin&lt;br /&gt;
chain&lt;br /&gt;
flask&lt;br /&gt;
vial&lt;br /&gt;
unglazed &lt;br /&gt;
musical instrument&lt;br /&gt;
tool&lt;br /&gt;
data/speech/current_profession_year.txt&lt;br /&gt;
data/speech/current_profession_no_year.txt&lt;br /&gt;
data/speech/animal_slayer.txt&lt;br /&gt;
data/speech/hist_fig_slayer.txt&lt;br /&gt;
data/speech/mercenary_profession_year.txt&lt;br /&gt;
data/speech/mercenary_profession.txt&lt;br /&gt;
 were unable to complete the &lt;br /&gt;
data/speech/past_mercenary_profession.txt&lt;br /&gt;
grown &lt;br /&gt;
Jobs removed from unpowered &lt;br /&gt;
branch&lt;br /&gt;
logs&lt;br /&gt;
rough gems&lt;br /&gt;
raw clear glass&lt;br /&gt;
raw green glass&lt;br /&gt;
rock&lt;br /&gt;
raw crystal glass&lt;br /&gt;
 wafers&lt;br /&gt;
stones&lt;br /&gt;
charcoal&lt;br /&gt;
 bars&lt;br /&gt;
refined coal&lt;br /&gt;
coke&lt;br /&gt;
cut gems&lt;br /&gt;
bars&lt;br /&gt;
cut clear glass gems&lt;br /&gt;
cut green glass gems&lt;br /&gt;
gems&lt;br /&gt;
cut crystal glass gems&lt;br /&gt;
portal&lt;br /&gt;
blocks&lt;br /&gt;
 paste&lt;br /&gt;
bloody &lt;br /&gt;
 laced with &lt;br /&gt;
glob&lt;br /&gt;
cheese&lt;br /&gt;
powder&lt;br /&gt;
mechanisms&lt;br /&gt;
catapult parts&lt;br /&gt;
pipe section&lt;br /&gt;
tube&lt;br /&gt;
ballista parts&lt;br /&gt;
trap component&lt;br /&gt;
amulet&lt;br /&gt;
anvil&lt;br /&gt;
siege ammo&lt;br /&gt;
ballista arrow head&lt;br /&gt;
scepter&lt;br /&gt;
ammunition&lt;br /&gt;
coin&lt;br /&gt;
crown&lt;br /&gt;
green glass &lt;br /&gt;
perfect &lt;br /&gt;
crystal glass &lt;br /&gt;
clear glass &lt;br /&gt;
 gem&lt;br /&gt;
earring&lt;br /&gt;
ring&lt;br /&gt;
bracelet&lt;br /&gt;
quern&lt;br /&gt;
traction bench&lt;br /&gt;
window&lt;br /&gt;
goblet&lt;br /&gt;
cage&lt;br /&gt;
terrarium&lt;br /&gt;
bucket&lt;br /&gt;
barrel&lt;br /&gt;
chair&lt;br /&gt;
animal trap&lt;br /&gt;
throne&lt;br /&gt;
yarn&lt;br /&gt;
strands&lt;br /&gt;
cloth&lt;br /&gt;
thread&lt;br /&gt;
tanned hide&lt;br /&gt;
sheet&lt;br /&gt;
-bound &lt;br /&gt;
totem&lt;br /&gt;
codex&lt;br /&gt;
codices&lt;br /&gt;
rotten &lt;br /&gt;
figurine&lt;br /&gt;
sticky &lt;br /&gt;
filthy &lt;br /&gt;
slimy &lt;br /&gt;
vomitous &lt;br /&gt;
gooey &lt;br /&gt;
dirty &lt;br /&gt;
ichorous &lt;br /&gt;
purulent &lt;br /&gt;
leather body part&lt;br /&gt;
silk body part&lt;br /&gt;
soap body part&lt;br /&gt;
wooden body part&lt;br /&gt;
pearl&lt;br /&gt;
horn&lt;br /&gt;
strand body part&lt;br /&gt;
yarn body part&lt;br /&gt;
seeds&lt;br /&gt;
Rotten &lt;br /&gt;
leaves&lt;br /&gt;
withered &lt;br /&gt;
raw &lt;br /&gt;
leaf&lt;br /&gt;
live &lt;br /&gt;
tame &lt;br /&gt;
small live animal&lt;br /&gt;
prepared meal&lt;br /&gt;
small tame animal&lt;br /&gt;
 chops&lt;br /&gt;
preserved &lt;br /&gt;
meat&lt;br /&gt;
 chop&lt;br /&gt;
chain &lt;br /&gt;
weapon&lt;br /&gt;
armor&lt;br /&gt;
suits of &lt;br /&gt;
shield&lt;br /&gt;
handwear&lt;br /&gt;
footwear&lt;br /&gt;
/buckler&lt;br /&gt;
statue&lt;br /&gt;
millstone&lt;br /&gt;
craft shop sign&lt;br /&gt;
memorial&lt;br /&gt;
armorsmith's shop sign&lt;br /&gt;
weaponsmith's shop sign&lt;br /&gt;
food shop sign&lt;br /&gt;
general store sign&lt;br /&gt;
clothing imports sign&lt;br /&gt;
food imports sign&lt;br /&gt;
cloth shop sign&lt;br /&gt;
general imports sign&lt;br /&gt;
woven clothing shop sign&lt;br /&gt;
leather shop sign&lt;br /&gt;
bone carver's shop sign&lt;br /&gt;
leather clothing shop sign&lt;br /&gt;
bowyer's shop sign&lt;br /&gt;
gem cutter's shop sign&lt;br /&gt;
metal craft shop sign&lt;br /&gt;
blacksmith's shop sign&lt;br /&gt;
carpenter's shop sign&lt;br /&gt;
leather goods shop sign&lt;br /&gt;
metal furniture shop sign&lt;br /&gt;
stone furniture shop sign&lt;br /&gt;
slab&lt;br /&gt;
tavern sign&lt;br /&gt;
tooth&lt;br /&gt;
corpse&lt;br /&gt;
bone&lt;br /&gt;
teeth&lt;br /&gt;
plant part&lt;br /&gt;
shell&lt;br /&gt;
: Zoom to location&lt;br /&gt;
Announcement Date: &lt;br /&gt;
Meat/fish/other&lt;br /&gt;
Vegetables/fruit/leaves&lt;br /&gt;
Number&lt;br /&gt;
Ingredient Type&lt;br /&gt;
----&lt;br /&gt;
Permissions&lt;br /&gt;
: Toggle cook.&lt;br /&gt;
Brew&lt;br /&gt;
You have no appropriate ingredients.&lt;br /&gt;
: Toggle brew.&lt;br /&gt;
Creatures&lt;br /&gt;
: Change category.&lt;br /&gt;
Creature&lt;br /&gt;
Overall Training&lt;br /&gt;
Status: &lt;br /&gt;
Price&lt;br /&gt;
Well-trained&lt;br /&gt;
Trained&lt;br /&gt;
Expertly trained&lt;br /&gt;
Skillfully trained&lt;br /&gt;
Masterfully trained&lt;br /&gt;
Exceptionally trained&lt;br /&gt;
Semi-Wild&lt;br /&gt;
Domesticated&lt;br /&gt;
Trainer: Any&lt;br /&gt;
Trainer: &lt;br /&gt;
Ready for Slaughter&lt;br /&gt;
Trainer: Any unassigned&lt;br /&gt;
For Sale&lt;br /&gt;
Uninterested&lt;br /&gt;
legwear&lt;br /&gt;
headwear&lt;br /&gt;
 has stolen &lt;br /&gt;
A kidnapper has made off with &lt;br /&gt;
A thief has stolen &lt;br /&gt;
 is taken by a fey mood!&lt;br /&gt;
 has been possessed!&lt;br /&gt;
 withdraws from society...&lt;br /&gt;
 begins to stalk and brood...&lt;br /&gt;
 looses a roaring laughter, fell and terrible!&lt;br /&gt;
claims it as an heirloom in the name of the family ancestor &lt;br /&gt;
 has created &lt;br /&gt;
 claims it as a personal treasure.&lt;br /&gt;
claims it as a family heirloom&lt;br /&gt;
*PAUSED*&lt;br /&gt;
 offers it to &lt;br /&gt;
: Petitions Available&lt;br /&gt;
 SIEGE &lt;br /&gt;
[PAUSED]&lt;br /&gt;
 Idlers: &lt;br /&gt;
Resume&lt;br /&gt;
Pause&lt;br /&gt;
fighting!&lt;br /&gt;
Page &lt;br /&gt;
sparring.&lt;br /&gt;
hunting.&lt;br /&gt;
: View report&lt;br /&gt;
No recent reports.&lt;br /&gt;
Last Report Date: &lt;br /&gt;
Nobody&lt;br /&gt;
Monster Slayer&lt;br /&gt;
Goblets (Desired): &lt;br /&gt;
Boxes/bags in common area: &lt;br /&gt;
Rented rooms (Total): &lt;br /&gt;
Stored Instruments (Desired): &lt;br /&gt;
Bookcases: &lt;br /&gt;
Dance floor in common area: &lt;br /&gt;
Total number of each to scribe: &lt;br /&gt;
Written objects (incl. copies): &lt;br /&gt;
Tables: &lt;br /&gt;
Writing Material (Desired): &lt;br /&gt;
Dedicated to &lt;br /&gt;
Chairs: &lt;br /&gt;
All visitors welcome&lt;br /&gt;
No particular deity&lt;br /&gt;
Citizens only&lt;br /&gt;
Citizens and long-term residents only&lt;br /&gt;
: Change restriction&lt;br /&gt;
Assign occupation&lt;br /&gt;
: Assign Occupation&lt;br /&gt;
: Retire location&lt;br /&gt;
You do not have an official capable of handling these matters.&lt;br /&gt;
  Petitions  &lt;br /&gt;
Parley with &lt;br /&gt;
There are no petitions that need your attention.&lt;br /&gt;
Citizenship of &lt;br /&gt;
Status of &lt;br /&gt;
wishes to parley&lt;br /&gt;
Some corrupt data&lt;br /&gt;
loss of life.&lt;br /&gt;
in order to avert&lt;br /&gt;
Not For Sale&lt;br /&gt;
Available&lt;br /&gt;
Geld&lt;br /&gt;
Unavailable&lt;br /&gt;
Being Traded&lt;br /&gt;
Work Animal&lt;br /&gt;
: Toggle pet availability.&lt;br /&gt;
Not Tame&lt;br /&gt;
: Geld.&lt;br /&gt;
: Slaughter.&lt;br /&gt;
: War training.&lt;br /&gt;
: Select trainer.&lt;br /&gt;
You have no appropriate creatures.&lt;br /&gt;
: Hunting training.&lt;br /&gt;
Any unassigned trainer&lt;br /&gt;
Any trainer&lt;br /&gt;
General familiarity&lt;br /&gt;
A few facts&lt;br /&gt;
You don't know how to train any animals.&lt;br /&gt;
Knowledgeable&lt;br /&gt;
You have not designated any locations.&lt;br /&gt;
  Locations  &lt;br /&gt;
area zones, dining rooms and bedrooms.  These larger associations of rooms&lt;br /&gt;
Locations such as taverns, temples and libraries can be created from meeting&lt;br /&gt;
location, you can come to this screen to manage occupations and more.&lt;br /&gt;
can attract visitors from outside the fortress.  Once you have created a&lt;br /&gt;
Tavern Keeper&lt;br /&gt;
: Go Back&lt;br /&gt;
Scholar&lt;br /&gt;
Performer&lt;br /&gt;
Mercenary&lt;br /&gt;
Scribe&lt;br /&gt;
Date: &lt;br /&gt;
Found the body.&lt;br /&gt;
No Sentence Pending.&lt;br /&gt;
Reported: &lt;br /&gt;
Beating.&lt;br /&gt;
 Hammerstrike&lt;br /&gt;
 in Prison.&lt;br /&gt;
 Day&lt;br /&gt;
None Assigned&lt;br /&gt;
Officer: &lt;br /&gt;
Violation of Export Prohibition.&lt;br /&gt;
Violation of Production Order.&lt;br /&gt;
Conspiracy to Slow Labor.&lt;br /&gt;
Violation of Job Order.&lt;br /&gt;
Disorderly Conduct.&lt;br /&gt;
Murder.&lt;br /&gt;
Vandalism.&lt;br /&gt;
Building Destruction.&lt;br /&gt;
Robbery.&lt;br /&gt;
Theft.&lt;br /&gt;
: Convict&lt;br /&gt;
Blood-drinking.&lt;br /&gt;
: View cold cases (&lt;br /&gt;
: View recent crimes (&lt;br /&gt;
General Items&lt;br /&gt;
: Convict somebody&lt;br /&gt;
Stone/Gems/Metals&lt;br /&gt;
Thread/Cloth&lt;br /&gt;
Plnt Extracts&lt;br /&gt;
Anml Extracts&lt;br /&gt;
Plnt Cheeses&lt;br /&gt;
Anml Cheeses&lt;br /&gt;
: Approve&lt;br /&gt;
Do you approve this request?&lt;br /&gt;
wishes to reside in&lt;br /&gt;
: Deny&lt;br /&gt;
for the purpose of&lt;br /&gt;
wishes to reside here&lt;br /&gt;
entertaining citizens and visitors.&lt;br /&gt;
eradicating monsters.&lt;br /&gt;
study.&lt;br /&gt;
soldiering.&lt;br /&gt;
wishes to join&lt;br /&gt;
sanctuary.&lt;br /&gt;
as a citizen of&lt;br /&gt;
desires citizenship.&lt;br /&gt;
 Justice  &lt;br /&gt;
: Select/scroll&lt;br /&gt;
Violation of Production Order&lt;br /&gt;
  Cages&amp;amp;Chains: &lt;br /&gt;
Violation of Job Order&lt;br /&gt;
Violation of Export Prohibition&lt;br /&gt;
Disorderly Conduct&lt;br /&gt;
Conspiracy to Slow Labor&lt;br /&gt;
, Deceased&lt;br /&gt;
Building Destruction&lt;br /&gt;
1 witness&lt;br /&gt;
There are no criminals.&lt;br /&gt;
No witnesses&lt;br /&gt;
 witnesses&lt;br /&gt;
Convicted: &lt;br /&gt;
Injured Party: &lt;br /&gt;
Accuses: &lt;br /&gt;
Witness: &lt;br /&gt;
Anvil Construction&lt;br /&gt;
Block Construction&lt;br /&gt;
Pipe Section Construction&lt;br /&gt;
Window Construction&lt;br /&gt;
Clay Collection&lt;br /&gt;
Sand Collection&lt;br /&gt;
Glass Cutting&lt;br /&gt;
Gem Encrusting&lt;br /&gt;
Basic Ore Smelting&lt;br /&gt;
Glass Encrusting&lt;br /&gt;
Craft Making&lt;br /&gt;
Object Melting&lt;br /&gt;
Metal Studding&lt;br /&gt;
Coin Minting&lt;br /&gt;
Weapon Construction&lt;br /&gt;
Metal Strand Extraction&lt;br /&gt;
Quiver Construction&lt;br /&gt;
Ammo Construction&lt;br /&gt;
Weapon Rack Construction&lt;br /&gt;
Armor Stand Construction&lt;br /&gt;
Totem Construction&lt;br /&gt;
Tool Construction&lt;br /&gt;
Goblet Construction&lt;br /&gt;
Flask Construction&lt;br /&gt;
Toy Construction&lt;br /&gt;
Bone/Shell Decoration&lt;br /&gt;
Glove Construction&lt;br /&gt;
Armor Construction&lt;br /&gt;
Shield Construction&lt;br /&gt;
Helm Construction&lt;br /&gt;
Shoe Construction&lt;br /&gt;
Pants Construction&lt;br /&gt;
Milled Plants&lt;br /&gt;
Milled Animal&lt;br /&gt;
Setter&lt;br /&gt;
Item Type&lt;br /&gt;
Cleaning&lt;br /&gt;
Wage&lt;br /&gt;
Store Item in Stockpile&lt;br /&gt;
Place Item in Tomb&lt;br /&gt;
Store Weapon&lt;br /&gt;
Store Item in Bag&lt;br /&gt;
Store Item in Barrel&lt;br /&gt;
Store Armor&lt;br /&gt;
Store Vehicle in Bin&lt;br /&gt;
Store Item in Bin&lt;br /&gt;
Store Item in Location&lt;br /&gt;
Store Item in Hospital&lt;br /&gt;
Building Construction&lt;br /&gt;
Dump Item&lt;br /&gt;
Door Construction&lt;br /&gt;
Building Removal&lt;br /&gt;
Hatch Cover Construction&lt;br /&gt;
Floodgate Construction&lt;br /&gt;
Bed Construction&lt;br /&gt;
Grate Construction&lt;br /&gt;
Coffin Construction&lt;br /&gt;
Chair Construction&lt;br /&gt;
Bin Construction&lt;br /&gt;
Table Construction&lt;br /&gt;
Cabinet Construction&lt;br /&gt;
Chest Construction&lt;br /&gt;
Slab Construction&lt;br /&gt;
Statue Construction&lt;br /&gt;
Ballista Part Construction&lt;br /&gt;
Catapult Part Construction&lt;br /&gt;
Wall Detailing&lt;br /&gt;
Fortification Carving&lt;br /&gt;
Stair/Ramp Removal&lt;br /&gt;
Floor Detailing&lt;br /&gt;
Carving Downward Staircase&lt;br /&gt;
Carving Upward Staircase&lt;br /&gt;
Carving Ramp&lt;br /&gt;
Carving Up/Down Staircase&lt;br /&gt;
Tree Felling&lt;br /&gt;
Digging Channel&lt;br /&gt;
Construction Removal&lt;br /&gt;
Plant Gathering&lt;br /&gt;
Hunting&lt;br /&gt;
Track Carving&lt;br /&gt;
Capturing Land Animals&lt;br /&gt;
Returning Kill&lt;br /&gt;
Hunting Animal Training&lt;br /&gt;
Capturing Fish&lt;br /&gt;
Web Collection&lt;br /&gt;
War Animal Training&lt;br /&gt;
Chain Construction&lt;br /&gt;
Cage Construction&lt;br /&gt;
Planting&lt;br /&gt;
Bucket Construction&lt;br /&gt;
Fertilizing&lt;br /&gt;
Harvesting&lt;br /&gt;
Cloth Dyeing&lt;br /&gt;
Thread Dyeing&lt;br /&gt;
Plant Extraction&lt;br /&gt;
Image Sewing&lt;br /&gt;
Figurine Making&lt;br /&gt;
Backpack Construction&lt;br /&gt;
Scepter Making&lt;br /&gt;
Amulet Making&lt;br /&gt;
Ring Making&lt;br /&gt;
Crown Making&lt;br /&gt;
Bracelet Making&lt;br /&gt;
Earring Making&lt;br /&gt;
Animal Trap Construction&lt;br /&gt;
Large Gem Cutting&lt;br /&gt;
Install Colony In Hive&lt;br /&gt;
Trap Baiting&lt;br /&gt;
Mechanism Construction&lt;br /&gt;
Collect Hive Products&lt;br /&gt;
Trap Cleaning&lt;br /&gt;
Trap Component Construction&lt;br /&gt;
Cage Trap Loading&lt;br /&gt;
Trigger Linking&lt;br /&gt;
Weapon Trap Loading&lt;br /&gt;
Stone Trap Loading&lt;br /&gt;
Operate Pump&lt;br /&gt;
Lever Pulling&lt;br /&gt;
Construct Millstone&lt;br /&gt;
Construct Quern&lt;br /&gt;
Push Track Vehicle&lt;br /&gt;
Place Track Vehicle&lt;br /&gt;
Ballista Loading&lt;br /&gt;
Catapult Loading&lt;br /&gt;
Ballista Firing&lt;br /&gt;
Catapult Firing&lt;br /&gt;
Siege Ammo Construction&lt;br /&gt;
Ballista Arrow Head Construction&lt;br /&gt;
Trading at Depot&lt;br /&gt;
Updating Stockpile Records&lt;br /&gt;
Execute Criminal&lt;br /&gt;
Beat Criminal&lt;br /&gt;
Give Food&lt;br /&gt;
Give Water&lt;br /&gt;
Diagnose Patient&lt;br /&gt;
Recover Wounded&lt;br /&gt;
Apply Cast&lt;br /&gt;
Immobilize Break&lt;br /&gt;
Dress Wound&lt;br /&gt;
Bring Crutch&lt;br /&gt;
Suture&lt;br /&gt;
Clean Patient&lt;br /&gt;
Place In Traction&lt;br /&gt;
Set Bone&lt;br /&gt;
Crutch Construction&lt;br /&gt;
Splint Construction&lt;br /&gt;
 shop&lt;br /&gt;
Traction Bench Construction&lt;br /&gt;
No linked shop&lt;br /&gt;
 max&lt;br /&gt;
A manager is required to coordinate work orders.&lt;br /&gt;
There are no active work orders.&lt;br /&gt;
: Set maximum workshops&lt;br /&gt;
How many workshops can this order task? (0 = no limit)&lt;br /&gt;
Type in parts of the name to narrow your search.  &lt;br /&gt;
Quantity (0 for perpetual order): &lt;br /&gt;
available is &lt;br /&gt;
Amount of &lt;br /&gt;
at most&lt;br /&gt;
at least&lt;br /&gt;
Plant Processing/Vial&lt;br /&gt;
Plant Processing&lt;br /&gt;
Fish Extraction&lt;br /&gt;
Plant Processing/Barrel&lt;br /&gt;
Small Creature Taming&lt;br /&gt;
Land Animal Extraction&lt;br /&gt;
Butchering&lt;br /&gt;
Large Creature Taming&lt;br /&gt;
Fish Processing&lt;br /&gt;
Slaughtering&lt;br /&gt;
Other Jobs&lt;br /&gt;
Barrel Construction&lt;br /&gt;
Animal Unchaining&lt;br /&gt;
Animal Chaining&lt;br /&gt;
Releasing Small Creature&lt;br /&gt;
Releasing Large Creature&lt;br /&gt;
Handling Small Creature&lt;br /&gt;
Handling Large Creature&lt;br /&gt;
Small Creature Caging&lt;br /&gt;
Large Creature Caging&lt;br /&gt;
Aquarium Filling&lt;br /&gt;
Aquarium Draining&lt;br /&gt;
Large Creature Pit/Ponding&lt;br /&gt;
Pond Filling&lt;br /&gt;
Large Creature Pen/Pasturing&lt;br /&gt;
Small Creature Pit/Ponding&lt;br /&gt;
Charcoal Making&lt;br /&gt;
Small Creature Pen/Pasturing&lt;br /&gt;
Potash Making (Lye)&lt;br /&gt;
Ash Making&lt;br /&gt;
Managing Work Orders&lt;br /&gt;
Potash Making (Ash)&lt;br /&gt;
: Delete condition&lt;br /&gt;
: Change number&lt;br /&gt;
: Add conditions from reagents/materials&lt;br /&gt;
: Activation/completion&lt;br /&gt;
items&lt;br /&gt;
: Add conditions from products&lt;br /&gt;
no material&lt;br /&gt;
Suspended&lt;br /&gt;
Missing&lt;br /&gt;
Inactive&lt;br /&gt;
Independent&lt;br /&gt;
 (Caged)&lt;br /&gt;
Wild Animal&lt;br /&gt;
Undead&lt;br /&gt;
 (Chained)&lt;br /&gt;
Berserk&lt;br /&gt;
Opposed to life&lt;br /&gt;
Chained Prisoner&lt;br /&gt;
Caged Prisoner&lt;br /&gt;
Diplomat&lt;br /&gt;
Invader&lt;br /&gt;
Guest / &lt;br /&gt;
Merchant&lt;br /&gt;
Friendly&lt;br /&gt;
Visitor&lt;br /&gt;
Caged Guest&lt;br /&gt;
Underworld&lt;br /&gt;
Uninvited Guest&lt;br /&gt;
Chained Guest&lt;br /&gt;
less than&lt;br /&gt;
greater than&lt;br /&gt;
exactly&lt;br /&gt;
Filter:&lt;br /&gt;
No material&lt;br /&gt;
Waiting&lt;br /&gt;
Active&lt;br /&gt;
Ready&lt;br /&gt;
Ready to check&lt;br /&gt;
Restarts if completed, conditions checked daily&lt;br /&gt;
One-time order, conditions checked daily&lt;br /&gt;
Restarts if completed, conditions checked seasonally&lt;br /&gt;
Restarts if completed, conditions checked monthly&lt;br /&gt;
One-time order&lt;br /&gt;
Restarts if completed, conditions checked yearly&lt;br /&gt;
Restarts if completed, checked monthly&lt;br /&gt;
Restarts if completed, checked daily&lt;br /&gt;
Restarts if completed, checked yearly&lt;br /&gt;
Restarts if completed, checked seasonally&lt;br /&gt;
Not satisfied for next check&lt;br /&gt;
Satisfied for next check&lt;br /&gt;
must first be completed&lt;br /&gt;
must first be activated&lt;br /&gt;
: Add item condition&lt;br /&gt;
This work order does not have any conditions.&lt;br /&gt;
: Frequency&lt;br /&gt;
: Add order condition&lt;br /&gt;
: Change material&lt;br /&gt;
: Change item type&lt;br /&gt;
: Change inequality&lt;br /&gt;
: Change traits&lt;br /&gt;
 civilization&lt;br /&gt;
No treasures yet.&lt;br /&gt;
Exports to &lt;br /&gt;
This land has no important leaders.&lt;br /&gt;
Terror&lt;br /&gt;
Petty Annoyance&lt;br /&gt;
Offerings from &lt;br /&gt;
Imports from &lt;br /&gt;
You can look at trade information once you have a broker&lt;br /&gt;
Vengeance&lt;br /&gt;
Trade Agreement (Exports to &lt;br /&gt;
with appraisal skill.&lt;br /&gt;
: View Agreement&lt;br /&gt;
Trade Agreement (Imports from &lt;br /&gt;
 to change modes.&lt;br /&gt;
You have no agreements with this land.&lt;br /&gt;
 marched on &lt;br /&gt;
the army of &lt;br /&gt;
an insurrection against &lt;br /&gt;
 was known to be&lt;br /&gt;
was overthrown after an insurrection&lt;br /&gt;
 began in &lt;br /&gt;
crushed an insurrection&lt;br /&gt;
waited out an insurrection&lt;br /&gt;
 was conquered&lt;br /&gt;
a group calling itself &lt;br /&gt;
refugees calling themselves &lt;br /&gt;
 moved on in search of a better future after the horrible mismanagement of &lt;br /&gt;
 descended upon &lt;br /&gt;
 fled from the area just before an army&lt;br /&gt;
 days' travel&lt;br /&gt;
  The World  &lt;br /&gt;
Hostile&lt;br /&gt;
Current Resident&lt;br /&gt;
You have not created any creatures yet.&lt;br /&gt;
Tame&lt;br /&gt;
There are no idle &lt;br /&gt;
 to return&lt;br /&gt;
 to return, &lt;br /&gt;
 or jobs.&lt;br /&gt;
: View Unit&lt;br /&gt;
: Manager&lt;br /&gt;
: Go to Bld&lt;br /&gt;
: Go to Unit&lt;br /&gt;
: Set Job Repeat&lt;br /&gt;
: Remove Worker&lt;br /&gt;
: View Job&lt;br /&gt;
: Vw Activity&lt;br /&gt;
: Cancel Job&lt;br /&gt;
: Suspend Job&lt;br /&gt;
Pets/Livestock&lt;br /&gt;
Citizens&lt;br /&gt;
Dead/Missing&lt;br /&gt;
Others&lt;br /&gt;
There are no &lt;br /&gt;
Diplomat / &lt;br /&gt;
There are no pets or livestock here.&lt;br /&gt;
 living here.&lt;br /&gt;
No one has gone missing or died.&lt;br /&gt;
There are no other creatures nearby.&lt;br /&gt;
 (Destroyed/Transformed)&lt;br /&gt;
The year is still young.&lt;br /&gt;
 (Lost)&lt;br /&gt;
 (Gone)&lt;br /&gt;
Civilization: &lt;br /&gt;
Site government: &lt;br /&gt;
No contact&lt;br /&gt;
Offering tribute&lt;br /&gt;
Accepting tribute&lt;br /&gt;
Prisoners&lt;br /&gt;
Skirmishing&lt;br /&gt;
: Your civilization&lt;br /&gt;
Artifacts (Rumored)&lt;br /&gt;
: Explore this site (creates new mission)&lt;br /&gt;
: Cannot order mission without leader&lt;br /&gt;
: Inaccessible mission location&lt;br /&gt;
: Raid this site (creates new mission)&lt;br /&gt;
  News and Rumors  &lt;br /&gt;
: Center on fort&lt;br /&gt;
You have not created any missions.&lt;br /&gt;
  Missions  &lt;br /&gt;
Artifacts and People modes.&lt;br /&gt;
Mission can be created from the World,&lt;br /&gt;
 commander&lt;br /&gt;
No commanders&lt;br /&gt;
and more...&lt;br /&gt;
 traveling&lt;br /&gt;
: Remove mission&lt;br /&gt;
: Assign squads&lt;br /&gt;
: Select mission&lt;br /&gt;
This mission cannot be altered now.&lt;br /&gt;
No specific orders&lt;br /&gt;
On this mission&lt;br /&gt;
: Assign squad&lt;br /&gt;
: Remove squad&lt;br /&gt;
A day's travel&lt;br /&gt;
More than a day's travel&lt;br /&gt;
A half day's travel&lt;br /&gt;
Nearly a day's travel&lt;br /&gt;
Inaccessible from your location&lt;br /&gt;
A short trip&lt;br /&gt;
Population: &amp;gt;10000&lt;br /&gt;
Your location&lt;br /&gt;
Population: ~7500&lt;br /&gt;
Population: ~10000&lt;br /&gt;
Population: ~5000&lt;br /&gt;
Population: ~6000&lt;br /&gt;
Population: ~3000&lt;br /&gt;
Population: ~4000&lt;br /&gt;
Population: ~1000&lt;br /&gt;
Population: ~2000&lt;br /&gt;
Population: ~600&lt;br /&gt;
Population: ~750&lt;br /&gt;
Population: ~400&lt;br /&gt;
Population: ~500&lt;br /&gt;
Population: ~200&lt;br /&gt;
Population: ~300&lt;br /&gt;
Population: ~75&lt;br /&gt;
Population: ~100&lt;br /&gt;
Population: ~50&lt;br /&gt;
Population: ~60&lt;br /&gt;
Population: ~30&lt;br /&gt;
Population: ~40&lt;br /&gt;
Population: ~10&lt;br /&gt;
Population: ~20&lt;br /&gt;
No civilized population&lt;br /&gt;
Population: &amp;lt;10&lt;br /&gt;
herself&lt;br /&gt;
himself&lt;br /&gt;
itself&lt;br /&gt;
 caught up in the web!&lt;br /&gt;
 caught in a cloud of flames!&lt;br /&gt;
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.&lt;br /&gt;
The item sparkles with a supernatural brilliance.&lt;br /&gt;
The item constantly emits a nearly inaudible high-pitched whistle.&lt;br /&gt;
The object looks oddly square.&lt;br /&gt;
The item smells like wet earth.&lt;br /&gt;
The item is covered with small bumps.&lt;br /&gt;
Creatures that look at the item cannot think negative thoughts.&lt;br /&gt;
Tiny streaks of lightning streak quickly over the object's surface.&lt;br /&gt;
The item sounds like rustling leaves when moved.&lt;br /&gt;
The item is covered with minute gray hairs.&lt;br /&gt;
Disconnected&lt;br /&gt;
Needs &lt;br /&gt;
Needs walkable perimeter&lt;br /&gt;
Need trigger type&lt;br /&gt;
Needs to be anchored on edge&lt;br /&gt;
Hidden&lt;br /&gt;
Surrounded by empty space&lt;br /&gt;
Blocked&lt;br /&gt;
Needs open space&lt;br /&gt;
Needs adjacent wall&lt;br /&gt;
Water&lt;br /&gt;
Off map&lt;br /&gt;
Building present&lt;br /&gt;
Lava/Magma&lt;br /&gt;
Must be inside&lt;br /&gt;
Construction present&lt;br /&gt;
: Select squad&lt;br /&gt;
This squad cannot be reassigned now.&lt;br /&gt;
Last in &lt;br /&gt;
  People  &lt;br /&gt;
Location unknown&lt;br /&gt;
Last known to be traveling&lt;br /&gt;
: Rescue person (creates new mission)&lt;br /&gt;
: Select person&lt;br /&gt;
  Artifacts  &lt;br /&gt;
You have no recoverable missing citizens.&lt;br /&gt;
Claimed by local &lt;br /&gt;
Claimed by your local government&lt;br /&gt;
Last held by &lt;br /&gt;
Claimed by local family&lt;br /&gt;
: Recover artifact (creates new mission)&lt;br /&gt;
: Select artifact&lt;br /&gt;
  Civilizations  &lt;br /&gt;
There are no recoverable missing artifacts.&lt;br /&gt;
: World&lt;br /&gt;
: View details&lt;br /&gt;
: News and rumors&lt;br /&gt;
: Missions&lt;br /&gt;
: Artifacts&lt;br /&gt;
: People&lt;br /&gt;
[B][P]Active Syndromes[B]&lt;br /&gt;
: Civilizations&lt;br /&gt;
 seconds)&lt;br /&gt;
 phase&lt;br /&gt;
Population:&lt;br /&gt;
Trade Information:&lt;br /&gt;
Peasants&lt;br /&gt;
Nobles/Admins&lt;br /&gt;
Trained Animals&lt;br /&gt;
Recruit/Others&lt;br /&gt;
Food Stores:&lt;br /&gt;
Other Animals&lt;br /&gt;
Drink&lt;br /&gt;
Plant&lt;br /&gt;
Mountainhome&lt;br /&gt;
Other&lt;br /&gt;
City&lt;br /&gt;
Metropolis&lt;br /&gt;
Village&lt;br /&gt;
Town&lt;br /&gt;
Outpost&lt;br /&gt;
Hamlet&lt;br /&gt;
Evaluate Depot Caravan Access Overflow&lt;br /&gt;
Evaluate Depot Access Overflow&lt;br /&gt;
 (S)&lt;br /&gt;
  Building List  &lt;br /&gt;
No Owner&lt;br /&gt;
 / Spouse&lt;br /&gt;
Evaluation:&lt;br /&gt;
You don't have any buildings.&lt;br /&gt;
: Zoom to building items&lt;br /&gt;
: View building information&lt;br /&gt;
: Swap right panel&lt;br /&gt;
: Zoom to building tasks&lt;br /&gt;
In Traction&lt;br /&gt;
  The Health of &lt;br /&gt;
Must be outside&lt;br /&gt;
Too close to edge&lt;br /&gt;
Needs soil or mud&lt;br /&gt;
Cannot build at highest level&lt;br /&gt;
Needs ground or near machine&lt;br /&gt;
Needs soil&lt;br /&gt;
Mud is left by water&lt;br /&gt;
No mud/soil for farm&lt;br /&gt;
No access&lt;br /&gt;
No access to &lt;br /&gt;
Null site on overall status&lt;br /&gt;
Mid-&lt;br /&gt;
Early &lt;br /&gt;
Stocks&lt;br /&gt;
Late &lt;br /&gt;
Prices&lt;br /&gt;
Health&lt;br /&gt;
Justice&lt;br /&gt;
Currency&lt;br /&gt;
Weapons:&lt;br /&gt;
Created Wealth:&lt;br /&gt;
Furniture:&lt;br /&gt;
Armor and Garb:&lt;br /&gt;
Architecture:&lt;br /&gt;
Other Objects:&lt;br /&gt;
Held/Worn:&lt;br /&gt;
Displayed:&lt;br /&gt;
the appraisal skill.&lt;br /&gt;
You need a broker with&lt;br /&gt;
Exported Wealth:&lt;br /&gt;
Imported Wealth:&lt;br /&gt;
 Torn ligament&lt;br /&gt;
 Bruised tendon&lt;br /&gt;
 Bruised ligament&lt;br /&gt;
 Sprained ligament&lt;br /&gt;
 Overlapping fracture (in traction)&lt;br /&gt;
 Compound fracture&lt;br /&gt;
 Needs setting&lt;br /&gt;
 Overlapping fracture&lt;br /&gt;
 Smashed apart&lt;br /&gt;
 Cut apart&lt;br /&gt;
 Torn apart&lt;br /&gt;
 Broken apart&lt;br /&gt;
 Smashed open&lt;br /&gt;
 Cut open&lt;br /&gt;
 Torn open&lt;br /&gt;
 Broken open&lt;br /&gt;
 Heavy bruising&lt;br /&gt;
 Dented&lt;br /&gt;
 Light bruising&lt;br /&gt;
 Moderate bruising&lt;br /&gt;
 Moderate burn&lt;br /&gt;
 Serious burn&lt;br /&gt;
 Serious frost-bite&lt;br /&gt;
 Minor burn&lt;br /&gt;
 Minor frost-bite&lt;br /&gt;
 Moderate frost-bite&lt;br /&gt;
 Moderate melting&lt;br /&gt;
 Serious melting&lt;br /&gt;
 Serious boiling&lt;br /&gt;
 Minor melting&lt;br /&gt;
 Minor boiling&lt;br /&gt;
 Moderate boiling&lt;br /&gt;
Moderate Blood Loss&lt;br /&gt;
Severe Blood Loss&lt;br /&gt;
Moderate Fever&lt;br /&gt;
Serious Fever&lt;br /&gt;
Moderate Pain&lt;br /&gt;
Slight Fever&lt;br /&gt;
Cannot breathe&lt;br /&gt;
Slight Pain&lt;br /&gt;
Vision lost&lt;br /&gt;
Trouble breathing&lt;br /&gt;
Vision somewhat impaired&lt;br /&gt;
Vision impaired&lt;br /&gt;
Ability to stand somewhat impaired&lt;br /&gt;
Ability to stand lost&lt;br /&gt;
Ability to grasp somewhat impaired&lt;br /&gt;
Ability to grasp lost&lt;br /&gt;
Ability to fly somewhat impaired&lt;br /&gt;
Ability to fly lost&lt;br /&gt;
Sensory nerve damage&lt;br /&gt;
Motor nerve damage&lt;br /&gt;
 Gelded&lt;br /&gt;
No health problems&lt;br /&gt;
 Butchered&lt;br /&gt;
 Spilled&lt;br /&gt;
 Artery torn&lt;br /&gt;
 Major artery torn&lt;br /&gt;
 Bleeding&lt;br /&gt;
 Heavy bleeding&lt;br /&gt;
 Sensory nerve severed&lt;br /&gt;
 Motor nerve severed&lt;br /&gt;
 Strained tendon&lt;br /&gt;
 Torn tendon&lt;br /&gt;
Crutch required&lt;br /&gt;
Diagnosis required&lt;br /&gt;
 Needs cleaning&lt;br /&gt;
 Rotten -- inoperable&lt;br /&gt;
 Needs sutures&lt;br /&gt;
 Needs surgery&lt;br /&gt;
 Needs traction&lt;br /&gt;
 Needs dressing&lt;br /&gt;
No treatment scheduled&lt;br /&gt;
 Needs immobilization&lt;br /&gt;
 cast&lt;br /&gt;
Diagnosed with &lt;br /&gt;
 dressing on &lt;br /&gt;
 splint on &lt;br /&gt;
Bleeding stopped&lt;br /&gt;
 sutures on &lt;br /&gt;
 repaired&lt;br /&gt;
Compound fracture of &lt;br /&gt;
Rotten tissue excised from &lt;br /&gt;
 amputated&lt;br /&gt;
 set&lt;br /&gt;
Had &lt;br /&gt;
Evaluated&lt;br /&gt;
Placed in traction&lt;br /&gt;
Cleaned&lt;br /&gt;
Brought to rest&lt;br /&gt;
No medical history&lt;br /&gt;
                                       - &lt;br /&gt;
Magma-safe&lt;br /&gt;
  Stone Restrictions  &lt;br /&gt;
 are reserved for use by the listed tasks.&lt;br /&gt;
Restricted stones&lt;br /&gt;
 Moderate freezing&lt;br /&gt;
 Serious freezing&lt;br /&gt;
 Serious condensation&lt;br /&gt;
 Minor freezing&lt;br /&gt;
 Minor condensation&lt;br /&gt;
 Moderate condensation&lt;br /&gt;
 Moderate rot&lt;br /&gt;
 Advanced rot&lt;br /&gt;
 Serious blistering&lt;br /&gt;
 Minor rot&lt;br /&gt;
 Minor blistering&lt;br /&gt;
 Moderate blistering&lt;br /&gt;
 Moderate pain&lt;br /&gt;
 Extreme pain&lt;br /&gt;
 Nausea&lt;br /&gt;
 Minor pain&lt;br /&gt;
 Paralysis&lt;br /&gt;
 Dizziness&lt;br /&gt;
 Some sluggishness&lt;br /&gt;
 Partial paralysis&lt;br /&gt;
 Partial numbness&lt;br /&gt;
 Complete numbness&lt;br /&gt;
 Extreme swelling&lt;br /&gt;
 Slight numbness&lt;br /&gt;
 Minor swelling&lt;br /&gt;
 Moderate swelling&lt;br /&gt;
 Partially impaired function&lt;br /&gt;
 Function totally impaired&lt;br /&gt;
Has been sutured&lt;br /&gt;
 Slightly impaired function&lt;br /&gt;
No evaluated wounds&lt;br /&gt;
Infection&lt;br /&gt;
Economic Stone&lt;br /&gt;
: Stone type&lt;br /&gt;
Requires fuel&lt;br /&gt;
No accessible fuel!&lt;br /&gt;
REAGENTS&lt;br /&gt;
Takes place at &lt;br /&gt;
  Currency Counts  &lt;br /&gt;
PRODUCTS&lt;br /&gt;
 of each coin type to match accounts.&lt;br /&gt;
The broker recommends keeping &lt;br /&gt;
__________&lt;br /&gt;
  Overall Health Report  &lt;br /&gt;
____________&lt;br /&gt;
: Trouble breathing&lt;br /&gt;
: Cannot breathe&lt;br /&gt;
: Vision impaired&lt;br /&gt;
: Vision lost&lt;br /&gt;
: Spilled&lt;br /&gt;
: Vision ~impaired&lt;br /&gt;
: Artery torn&lt;br /&gt;
: Major artery torn&lt;br /&gt;
: Broken tissue&lt;br /&gt;
: Overlapping fracture&lt;br /&gt;
: Moderate damage&lt;br /&gt;
: Heavy damage&lt;br /&gt;
: Suture request&lt;br /&gt;
: Light damage&lt;br /&gt;
: Dressing request&lt;br /&gt;
: Setting req.&lt;br /&gt;
: Partially paralyzed&lt;br /&gt;
: Paralyzed&lt;br /&gt;
: Overall pain++&lt;br /&gt;
: Sluggish&lt;br /&gt;
: Overall pain&lt;br /&gt;
: Overall pain+&lt;br /&gt;
: Dehydrated&lt;br /&gt;
: Stunned&lt;br /&gt;
: Starving&lt;br /&gt;
: Thirsty&lt;br /&gt;
: Cannot stand&lt;br /&gt;
: Hungry&lt;br /&gt;
: Cannot grasp&lt;br /&gt;
: Stand impaired&lt;br /&gt;
: Compound fracture&lt;br /&gt;
: Grasp impaired&lt;br /&gt;
: Key &lt;br /&gt;
: Cleaning req.  &lt;br /&gt;
: Diagnosis request  &lt;br /&gt;
: Inoperable rot&lt;br /&gt;
: Surgery req.  &lt;br /&gt;
: Bleeding&lt;br /&gt;
: Heavy bleeding&lt;br /&gt;
: Severe blood loss&lt;br /&gt;
: Pale&lt;br /&gt;
: Blood loss&lt;br /&gt;
: Faint&lt;br /&gt;
: Moderate fever&lt;br /&gt;
: Serious fever&lt;br /&gt;
: Dizzy&lt;br /&gt;
: Slight fever&lt;br /&gt;
: Winded&lt;br /&gt;
: Drowning&lt;br /&gt;
: select &lt;br /&gt;
: Recenter&lt;br /&gt;
, not consumed&lt;br /&gt;
 left&lt;br /&gt;
Select a tool.&lt;br /&gt;
, consumed&lt;br /&gt;
Select memorized content or a form of prose.&lt;br /&gt;
Select an art type.&lt;br /&gt;
not consumed&lt;br /&gt;
nothing.&lt;br /&gt;
You are not that hungry.&lt;br /&gt;
consumed&lt;br /&gt;
You must unretract to use this ability.&lt;br /&gt;
Butcher this object.&lt;br /&gt;
You are missing a body part.&lt;br /&gt;
You must wait to use this ability.&lt;br /&gt;
You must unretract to use this power.&lt;br /&gt;
Use this ability.&lt;br /&gt;
Use this power.&lt;br /&gt;
You must wait to use this power.&lt;br /&gt;
Write on this object.&lt;br /&gt;
Make this composition.&lt;br /&gt;
: Back/Abort&lt;br /&gt;
Select an action.&lt;br /&gt;
: butcher&lt;br /&gt;
: create&lt;br /&gt;
: acquired power&lt;br /&gt;
: natural ability&lt;br /&gt;
: write&lt;br /&gt;
: compose&lt;br /&gt;
Poem&lt;br /&gt;
Unknown interaction&lt;br /&gt;
: Tendon strain&lt;br /&gt;
: Torn tendon&lt;br /&gt;
: Part brok tis&lt;br /&gt;
: Tendon brs.&lt;br /&gt;
: Tissue pain+&lt;br /&gt;
: Tissue pain++&lt;br /&gt;
: Traction request&lt;br /&gt;
: Tissue pain&lt;br /&gt;
: Crutch required&lt;br /&gt;
: Immobilization request&lt;br /&gt;
: Partially numb&lt;br /&gt;
: Completely numb&lt;br /&gt;
: Exhausted&lt;br /&gt;
: Slightly numb&lt;br /&gt;
: Tired&lt;br /&gt;
: Over-exerted&lt;br /&gt;
: Drowsy&lt;br /&gt;
: Very drowsy&lt;br /&gt;
: Cannot fly&lt;br /&gt;
: Nauseous&lt;br /&gt;
: Motor nerve&lt;br /&gt;
: Flight impaired&lt;br /&gt;
: Torn ligament&lt;br /&gt;
: Sensory nerve&lt;br /&gt;
: Ligament bruise&lt;br /&gt;
: Lig. sprain&lt;br /&gt;
: Extreme swell&lt;br /&gt;
: Need setting&lt;br /&gt;
: Minor swelling&lt;br /&gt;
: Medium swell&lt;br /&gt;
: View health&lt;br /&gt;
: Infection&lt;br /&gt;
Treatment&lt;br /&gt;
Wounds&lt;br /&gt;
: Side = &lt;br /&gt;
  Create a Creature  &lt;br /&gt;
: New item&lt;br /&gt;
: Create&lt;br /&gt;
: Remove item&lt;br /&gt;
: Blank list&lt;br /&gt;
: Change value&lt;br /&gt;
: Move selector&lt;br /&gt;
: No Effect&lt;br /&gt;
: Change amount&lt;br /&gt;
Ghostly &lt;br /&gt;
: Filter name&lt;br /&gt;
  Squad Schedules: &lt;br /&gt;
 Corpse&lt;br /&gt;
Late Wet Season&lt;br /&gt;
Early Wet Season&lt;br /&gt;
Late Dry Season&lt;br /&gt;
Early Dry Season&lt;br /&gt;
Second Quarter&lt;br /&gt;
First Quarter&lt;br /&gt;
Fourth Quarter&lt;br /&gt;
Third Quarter&lt;br /&gt;
Squads  &lt;br /&gt;
Alert State &lt;br /&gt;
  Months: &lt;br /&gt;
Months  &lt;br /&gt;
 (Cur)&lt;br /&gt;
  Squads: &lt;br /&gt;
 (Current)&lt;br /&gt;
Choreography&lt;br /&gt;
Musical Composition&lt;br /&gt;
No available item.&lt;br /&gt;
You cannot read or write.&lt;br /&gt;
No suitable forms known.&lt;br /&gt;
No appropriate tool.&lt;br /&gt;
Manual&lt;br /&gt;
No suitable forms or content known.&lt;br /&gt;
Chronicle&lt;br /&gt;
Guide&lt;br /&gt;
Novel&lt;br /&gt;
Short story&lt;br /&gt;
Autobiography&lt;br /&gt;
Biography&lt;br /&gt;
Essay&lt;br /&gt;
Letter&lt;br /&gt;
Musical composition&lt;br /&gt;
Dialog&lt;br /&gt;
Biographical dictionary&lt;br /&gt;
Comparative biography&lt;br /&gt;
Encyclopedia&lt;br /&gt;
Genealogy&lt;br /&gt;
Cultural comparison&lt;br /&gt;
Cultural history&lt;br /&gt;
Treatise on technological evolution&lt;br /&gt;
Alternate history&lt;br /&gt;
Star chart&lt;br /&gt;
Dictionary&lt;br /&gt;
Atlas&lt;br /&gt;
Star catalogue&lt;br /&gt;
Status&lt;br /&gt;
You butcher &lt;br /&gt;
Royal Throne Room&lt;br /&gt;
Offerings&lt;br /&gt;
Throne Room&lt;br /&gt;
Opulent Throne Room&lt;br /&gt;
Decent Office&lt;br /&gt;
Splendid Office&lt;br /&gt;
Modest Office&lt;br /&gt;
Office&lt;br /&gt;
No Office&lt;br /&gt;
Meager Office&lt;br /&gt;
Grand Bedroom&lt;br /&gt;
Royal Bedroom&lt;br /&gt;
Fine Quarters&lt;br /&gt;
Great Bedroom&lt;br /&gt;
Quarters&lt;br /&gt;
Decent Quarters&lt;br /&gt;
Meager Quarters&lt;br /&gt;
Modest Quarters&lt;br /&gt;
Royal Dining Room&lt;br /&gt;
No Quarters&lt;br /&gt;
Great Dining Room&lt;br /&gt;
Grand Dining Room&lt;br /&gt;
Decent Dining Room&lt;br /&gt;
Fine Dining Room&lt;br /&gt;
Meager Dining Room&lt;br /&gt;
Modest Dining Room&lt;br /&gt;
Royal Mausoleum&lt;br /&gt;
No Dining Room&lt;br /&gt;
Mausoleum&lt;br /&gt;
Grand Mausoleum&lt;br /&gt;
Burial Chamber&lt;br /&gt;
Fine Tomb&lt;br /&gt;
: Sleep &lt;br /&gt;
: Name grid cell&lt;br /&gt;
in barracks at will&lt;br /&gt;
in room at will&lt;br /&gt;
Inactive = Uniformed&lt;br /&gt;
in barracks at need&lt;br /&gt;
 minimum&lt;br /&gt;
Inactive = Civ clothes&lt;br /&gt;
 preferred&lt;br /&gt;
: Edit order&lt;br /&gt;
: Give order&lt;br /&gt;
: Copy orders&lt;br /&gt;
: Cancel order&lt;br /&gt;
: Schedule grid&lt;br /&gt;
: Paste orders&lt;br /&gt;
: View alerts&lt;br /&gt;
: Order list&lt;br /&gt;
: Defend burrows&lt;br /&gt;
: Swap squads/months&lt;br /&gt;
: Patrol route&lt;br /&gt;
Burrow &lt;br /&gt;
: Station&lt;br /&gt;
Route &lt;br /&gt;
: Train&lt;br /&gt;
Point &lt;br /&gt;
Position &lt;br /&gt;
 soldier&lt;br /&gt;
Architecture&lt;br /&gt;
  Becoming The Capital  &lt;br /&gt;
Current:&lt;br /&gt;
Desired:&lt;br /&gt;
: View selected&lt;br /&gt;
Contents: &lt;br /&gt;
: Description&lt;br /&gt;
: Claim&lt;br /&gt;
was designed by&lt;br /&gt;
This building &lt;br /&gt;
was finely-designed by&lt;br /&gt;
was well-designed by&lt;br /&gt;
bears the exceptional design of&lt;br /&gt;
was superiorly designed by&lt;br /&gt;
an unknown architect&lt;br /&gt;
was masterfully designed by&lt;br /&gt;
was built by&lt;br /&gt;
The structure &lt;br /&gt;
was finely-built by&lt;br /&gt;
was solidly built by&lt;br /&gt;
was exceptionally built by&lt;br /&gt;
was superiorly built by&lt;br /&gt;
an unknown artisan&lt;br /&gt;
was masterfully built by&lt;br /&gt;
Untitled/unnamed&lt;br /&gt;
 weeping&lt;br /&gt;
 praying&lt;br /&gt;
 screaming&lt;br /&gt;
 cringing&lt;br /&gt;
 committing a depraved act&lt;br /&gt;
 being tortured&lt;br /&gt;
 in a fetal position&lt;br /&gt;
 making a submissive gesture&lt;br /&gt;
 falling&lt;br /&gt;
 smeared out into a spiral&lt;br /&gt;
Grave&lt;br /&gt;
Servant's Burial Chamber&lt;br /&gt;
 has been disturbed.&lt;br /&gt;
No Tomb&lt;br /&gt;
Many &lt;br /&gt;
group of &lt;br /&gt;
swarm of &lt;br /&gt;
 have been disturbed.&lt;br /&gt;
 caught in a burst of &lt;br /&gt;
 its way out of confinement!&lt;br /&gt;
 and the surrounding lands have been made &lt;br /&gt;
an official land of the realm&lt;br /&gt;
lumber limits&lt;br /&gt;
an even more official land of the realm&lt;br /&gt;
  Select Items for Display  &lt;br /&gt;
ROOM SHARING INDEX OUT OF BOUNDS: &lt;br /&gt;
  The Wealth of &lt;br /&gt;
: Mode&lt;br /&gt;
: Forbid&lt;br /&gt;
: Melt&lt;br /&gt;
: Hide&lt;br /&gt;
: Dump&lt;br /&gt;
Weight: &lt;br /&gt;
Basic Value: &lt;br /&gt;
Owner: &lt;br /&gt;
Price: &lt;br /&gt;
Uses: &lt;br /&gt;
Uses and Contents: &lt;br /&gt;
 speaking with &lt;br /&gt;
 refusing &lt;br /&gt;
 striking down &lt;br /&gt;
 embracing &lt;br /&gt;
 hiding &lt;br /&gt;
 raising &lt;br /&gt;
 contemplating &lt;br /&gt;
 praying to &lt;br /&gt;
 engraving &lt;br /&gt;
 cooking &lt;br /&gt;
 being flayed by &lt;br /&gt;
 impaled on &lt;br /&gt;
 being mutilated by &lt;br /&gt;
 hanging from &lt;br /&gt;
These are &lt;br /&gt;
This is a &lt;br /&gt;
nomadic &lt;br /&gt;
migrating &lt;br /&gt;
outcast &lt;br /&gt;
local &lt;br /&gt;
group&lt;br /&gt;
civilization&lt;br /&gt;
government&lt;br /&gt;
performance troupe&lt;br /&gt;
religion&lt;br /&gt;
vessel&lt;br /&gt;
Image information&lt;br /&gt;
military unit&lt;br /&gt;
Related to historical figure&lt;br /&gt;
 for engraving&lt;br /&gt;
Related to civilization or other group&lt;br /&gt;
Related to site&lt;br /&gt;
 laughing&lt;br /&gt;
 dead&lt;br /&gt;
 making a plaintive gesture&lt;br /&gt;
 being shot&lt;br /&gt;
 burning&lt;br /&gt;
 melting&lt;br /&gt;
looks terrified&lt;br /&gt;
looks dejected&lt;br /&gt;
looks confused&lt;br /&gt;
looks offended&lt;br /&gt;
 withering away&lt;br /&gt;
 suffering&lt;br /&gt;
 striking a triumphant pose&lt;br /&gt;
 striking a menacing pose&lt;br /&gt;
 contemplating&lt;br /&gt;
 laboring&lt;br /&gt;
 engraving&lt;br /&gt;
 cooking&lt;br /&gt;
 being flayed&lt;br /&gt;
 unnaturally contorted&lt;br /&gt;
 prostrating itself before &lt;br /&gt;
 being mutilated&lt;br /&gt;
 committing a depraved act upon &lt;br /&gt;
 torturing &lt;br /&gt;
 admiring &lt;br /&gt;
 devouring &lt;br /&gt;
 shooting &lt;br /&gt;
 burning &lt;br /&gt;
 massacring &lt;br /&gt;
 surrounded by &lt;br /&gt;
 greeting &lt;br /&gt;
 fighting with &lt;br /&gt;
Stone Hauling&lt;br /&gt;
Items:&lt;br /&gt;
Burial&lt;br /&gt;
Wood Hauling&lt;br /&gt;
Refuse Hauling&lt;br /&gt;
Food Hauling&lt;br /&gt;
Animal Hauling&lt;br /&gt;
Item Hauling&lt;br /&gt;
Stone Detailing&lt;br /&gt;
Push/Haul Vehicles&lt;br /&gt;
Diagnosis&lt;br /&gt;
Animal Care&lt;br /&gt;
Dressing Wounds&lt;br /&gt;
Setting Bones&lt;br /&gt;
Recovering Wounded&lt;br /&gt;
Feed Patients/Prisoners&lt;br /&gt;
Clothesmaking&lt;br /&gt;
Small Animal Dissection&lt;br /&gt;
Furnace Operating&lt;br /&gt;
Farming (Fields)&lt;br /&gt;
Blacksmithing&lt;br /&gt;
Armoring&lt;br /&gt;
Woodcrafting&lt;br /&gt;
Metalcrafting&lt;br /&gt;
Siege Operating&lt;br /&gt;
Stonecrafting&lt;br /&gt;
Mechanics&lt;br /&gt;
Crossbow-making&lt;br /&gt;
Trade Good Hauling&lt;br /&gt;
Pump Operating&lt;br /&gt;
Lever Operation&lt;br /&gt;
Water Hauling&lt;br /&gt;
Existing image&lt;br /&gt;
Related to history event&lt;br /&gt;
Let your mind wander&lt;br /&gt;
Specify a new image&lt;br /&gt;
: Done filtering&lt;br /&gt;
Allow artist to choose&lt;br /&gt;
Group commission&lt;br /&gt;
Group symbol&lt;br /&gt;
Civ commission&lt;br /&gt;
Civilization symbol&lt;br /&gt;
Tree&lt;br /&gt;
Historical figure&lt;br /&gt;
Object&lt;br /&gt;
Shape&lt;br /&gt;
Delete element&lt;br /&gt;
Action or relationship&lt;br /&gt;
: Done!&lt;br /&gt;
: Change name&lt;br /&gt;
Enter 0 for an unnumbered plural.&lt;br /&gt;
How many? &lt;br /&gt;
Choose Y: &lt;br /&gt;
Choose X: &lt;br /&gt;
Warning!&lt;br /&gt;
: Use this option&lt;br /&gt;
: Don't perform action.&lt;br /&gt;
You won't perform your action if you leave.&lt;br /&gt;
Any image data you've changed will be lost.&lt;br /&gt;
: Keep working.&lt;br /&gt;
Worker: &lt;br /&gt;
: Leave editor and discard data.&lt;br /&gt;
Repeating&lt;br /&gt;
Location: &lt;br /&gt;
You make &lt;br /&gt;
Select an element to begin.&lt;br /&gt;
You have finished working on &lt;br /&gt;
 and more&lt;br /&gt;
 but make nothing of note.&lt;br /&gt;
You practice your &lt;br /&gt;
You make nothing.&lt;br /&gt;
Wall/Floor Construction&lt;br /&gt;
Road Building&lt;br /&gt;
Stoneworking&lt;br /&gt;
Woodworking&lt;br /&gt;
Healthcare&lt;br /&gt;
Hunting/Related&lt;br /&gt;
Fishing/Related&lt;br /&gt;
Farming/Related&lt;br /&gt;
Engineering&lt;br /&gt;
Jewelry&lt;br /&gt;
LANGUAGE&lt;br /&gt;
Hauling&lt;br /&gt;
BUILDING&lt;br /&gt;
MATERIAL_TEMPLATE&lt;br /&gt;
DESCRIPTOR_PATTERN&lt;br /&gt;
DESCRIPTOR_SHAPE&lt;br /&gt;
GRAPHICS&lt;br /&gt;
DESCRIPTOR_COLOR&lt;br /&gt;
INTERACTION&lt;br /&gt;
REACTION&lt;br /&gt;
*.dat&lt;br /&gt;
/*.*&lt;br /&gt;
*.sav&lt;br /&gt;
data/save/current/*.sav&lt;br /&gt;
data/save/current/*.dat&lt;br /&gt;
world.sav&lt;br /&gt;
world.dat&lt;br /&gt;
 created a masterpiece &lt;br /&gt;
You have&lt;br /&gt;
glClientActiveTexture&lt;br /&gt;
glCompressedTexImage1D&lt;br /&gt;
glTexSubImage3D&lt;br /&gt;
glActiveTexture&lt;br /&gt;
glCompressedTexSubImage1D&lt;br /&gt;
glCompressedTexSubImage2D&lt;br /&gt;
glCompressedTexImage2D&lt;br /&gt;
glCompressedTexImage3D&lt;br /&gt;
glLoadTransposeMatrixd&lt;br /&gt;
glLoadTransposeMatrixf&lt;br /&gt;
glCompressedTexSubImage3D&lt;br /&gt;
glGetCompressedTexImage&lt;br /&gt;
glMultiTexCoord1d&lt;br /&gt;
glMultiTexCoord1dv&lt;br /&gt;
glMultTransposeMatrixd&lt;br /&gt;
glMultTransposeMatrixf&lt;br /&gt;
glMultiTexCoord1i&lt;br /&gt;
glMultiTexCoord1iv&lt;br /&gt;
glMultiTexCoord1f&lt;br /&gt;
glMultiTexCoord1fv&lt;br /&gt;
glMultiTexCoord2d&lt;br /&gt;
glMultiTexCoord2dv&lt;br /&gt;
glMultiTexCoord1s&lt;br /&gt;
glMultiTexCoord1sv&lt;br /&gt;
glMultiTexCoord2i&lt;br /&gt;
glMultiTexCoord2iv&lt;br /&gt;
glMultiTexCoord2f&lt;br /&gt;
glMultiTexCoord2fv&lt;br /&gt;
glMultiTexCoord3d&lt;br /&gt;
glMultiTexCoord3dv&lt;br /&gt;
glMultiTexCoord2s&lt;br /&gt;
glMultiTexCoord2sv&lt;br /&gt;
glDrawRangeElements&lt;br /&gt;
glTexImage3D&lt;br /&gt;
glCopyTexSubImage3D&lt;br /&gt;
glSecondaryColor3fv&lt;br /&gt;
glSecondaryColor3i&lt;br /&gt;
glSecondaryColor3dv&lt;br /&gt;
glSecondaryColor3f&lt;br /&gt;
glSecondaryColor3sv&lt;br /&gt;
glSecondaryColor3ub&lt;br /&gt;
glSecondaryColor3iv&lt;br /&gt;
glSecondaryColor3s&lt;br /&gt;
glSecondaryColor3uiv&lt;br /&gt;
glSecondaryColor3us&lt;br /&gt;
glSecondaryColor3ubv&lt;br /&gt;
glSecondaryColor3ui&lt;br /&gt;
glWindowPos2d&lt;br /&gt;
glWindowPos2dv&lt;br /&gt;
glSecondaryColor3usv&lt;br /&gt;
glSecondaryColorPointer&lt;br /&gt;
glWindowPos2i&lt;br /&gt;
glWindowPos2iv&lt;br /&gt;
glWindowPos2f&lt;br /&gt;
glWindowPos2fv&lt;br /&gt;
glWindowPos3d&lt;br /&gt;
glWindowPos3dv&lt;br /&gt;
glWindowPos2s&lt;br /&gt;
glWindowPos2sv&lt;br /&gt;
glWindowPos3i&lt;br /&gt;
glWindowPos3iv&lt;br /&gt;
glWindowPos3f&lt;br /&gt;
glWindowPos3fv&lt;br /&gt;
glBeginQuery&lt;br /&gt;
glBindBuffer&lt;br /&gt;
glWindowPos3s&lt;br /&gt;
glWindowPos3sv&lt;br /&gt;
glMultiTexCoord3i&lt;br /&gt;
glMultiTexCoord3iv&lt;br /&gt;
glMultiTexCoord3f&lt;br /&gt;
glMultiTexCoord3fv&lt;br /&gt;
glMultiTexCoord4d&lt;br /&gt;
glMultiTexCoord4dv&lt;br /&gt;
glMultiTexCoord3s&lt;br /&gt;
glMultiTexCoord3sv&lt;br /&gt;
glMultiTexCoord4i&lt;br /&gt;
glMultiTexCoord4iv&lt;br /&gt;
glMultiTexCoord4f&lt;br /&gt;
glMultiTexCoord4fv&lt;br /&gt;
glSampleCoverage&lt;br /&gt;
glBlendColor&lt;br /&gt;
glMultiTexCoord4s&lt;br /&gt;
glMultiTexCoord4sv&lt;br /&gt;
glFogCoordPointer&lt;br /&gt;
glFogCoordd&lt;br /&gt;
glBlendEquation&lt;br /&gt;
glBlendFuncSeparate&lt;br /&gt;
glFogCoordfv&lt;br /&gt;
glMultiDrawArrays&lt;br /&gt;
glFogCoorddv&lt;br /&gt;
glFogCoordf&lt;br /&gt;
glPointParameterfv&lt;br /&gt;
glPointParameteri&lt;br /&gt;
glMultiDrawElements&lt;br /&gt;
glPointParameterf&lt;br /&gt;
glSecondaryColor3bv&lt;br /&gt;
glSecondaryColor3d&lt;br /&gt;
glPointParameteriv&lt;br /&gt;
glSecondaryColor3b&lt;br /&gt;
glGetProgramiv&lt;br /&gt;
glGetShaderInfoLog&lt;br /&gt;
glGetAttribLocation&lt;br /&gt;
glGetProgramInfoLog&lt;br /&gt;
glGetUniformLocation&lt;br /&gt;
glGetUniformfv&lt;br /&gt;
glGetShaderSource&lt;br /&gt;
glGetShaderiv&lt;br /&gt;
glGetVertexAttribdv&lt;br /&gt;
glGetVertexAttribfv&lt;br /&gt;
glGetUniformiv&lt;br /&gt;
glGetVertexAttribPointerv&lt;br /&gt;
glIsShader&lt;br /&gt;
glLinkProgram&lt;br /&gt;
glGetVertexAttribiv&lt;br /&gt;
glIsProgram&lt;br /&gt;
glStencilMaskSeparate&lt;br /&gt;
glStencilOpSeparate&lt;br /&gt;
glShaderSource&lt;br /&gt;
glStencilFuncSeparate&lt;br /&gt;
glUniform1i&lt;br /&gt;
glUniform1iv&lt;br /&gt;
glUniform1f&lt;br /&gt;
glUniform1fv&lt;br /&gt;
glUniform2i&lt;br /&gt;
glUniform2iv&lt;br /&gt;
glUniform2f&lt;br /&gt;
glUniform2fv&lt;br /&gt;
glUniform3i&lt;br /&gt;
glUniform3iv&lt;br /&gt;
glUniform3f&lt;br /&gt;
glUniform3fv&lt;br /&gt;
glDeleteBuffers&lt;br /&gt;
glDeleteQueries&lt;br /&gt;
glBufferData&lt;br /&gt;
glBufferSubData&lt;br /&gt;
glGenQueries&lt;br /&gt;
glGetBufferParameteriv&lt;br /&gt;
glEndQuery&lt;br /&gt;
glGenBuffers&lt;br /&gt;
glGetQueryObjectiv&lt;br /&gt;
glGetQueryObjectuiv&lt;br /&gt;
glGetBufferPointerv&lt;br /&gt;
glGetBufferSubData&lt;br /&gt;
glIsQuery&lt;br /&gt;
glMapBuffer&lt;br /&gt;
glGetQueryiv&lt;br /&gt;
glIsBuffer&lt;br /&gt;
glBindAttribLocation&lt;br /&gt;
glBlendEquationSeparate&lt;br /&gt;
glUnmapBuffer&lt;br /&gt;
glAttachShader&lt;br /&gt;
glCreateShader&lt;br /&gt;
glDeleteProgram&lt;br /&gt;
glCompileShader&lt;br /&gt;
glCreateProgram&lt;br /&gt;
glDisableVertexAttribArray&lt;br /&gt;
glDrawBuffers&lt;br /&gt;
glDeleteShader&lt;br /&gt;
glDetachShader&lt;br /&gt;
glGetActiveUniform&lt;br /&gt;
glGetAttachedShaders&lt;br /&gt;
glEnableVertexAttribArray&lt;br /&gt;
glGetActiveAttrib&lt;br /&gt;
glVertexAttrib4bv&lt;br /&gt;
glVertexAttrib4d&lt;br /&gt;
glVertexAttrib4Nuiv&lt;br /&gt;
glVertexAttrib4Nusv&lt;br /&gt;
glVertexAttrib4fv&lt;br /&gt;
glVertexAttrib4iv&lt;br /&gt;
glVertexAttrib4dv&lt;br /&gt;
glVertexAttrib4f&lt;br /&gt;
glVertexAttrib4ubv&lt;br /&gt;
glVertexAttrib4uiv&lt;br /&gt;
glVertexAttrib4s&lt;br /&gt;
glVertexAttrib4sv&lt;br /&gt;
glUniformMatrix2x3fv&lt;br /&gt;
glUniformMatrix2x4fv&lt;br /&gt;
glVertexAttrib4usv&lt;br /&gt;
glVertexAttribPointer&lt;br /&gt;
glUniformMatrix4x2fv&lt;br /&gt;
glUniformMatrix4x3fv&lt;br /&gt;
glUniformMatrix3x2fv&lt;br /&gt;
glUniformMatrix3x4fv&lt;br /&gt;
glBindFragDataLocation&lt;br /&gt;
glClampColor&lt;br /&gt;
glBeginConditionalRender&lt;br /&gt;
glBeginTransformFeedback&lt;br /&gt;
glClearBufferiv&lt;br /&gt;
glClearBufferuiv&lt;br /&gt;
glClearBufferfi&lt;br /&gt;
glClearBufferfv&lt;br /&gt;
glEnablei&lt;br /&gt;
glEndConditionalRender&lt;br /&gt;
glColorMaski&lt;br /&gt;
glDisablei&lt;br /&gt;
glUniform4i&lt;br /&gt;
glUniform4iv&lt;br /&gt;
glUniform4f&lt;br /&gt;
glUniform4fv&lt;br /&gt;
glUniformMatrix4fv&lt;br /&gt;
glUseProgram&lt;br /&gt;
glUniformMatrix2fv&lt;br /&gt;
glUniformMatrix3fv&lt;br /&gt;
glVertexAttrib1dv&lt;br /&gt;
glVertexAttrib1f&lt;br /&gt;
glValidateProgram&lt;br /&gt;
glVertexAttrib1d&lt;br /&gt;
glVertexAttrib1sv&lt;br /&gt;
glVertexAttrib2d&lt;br /&gt;
glVertexAttrib1fv&lt;br /&gt;
glVertexAttrib1s&lt;br /&gt;
glVertexAttrib2fv&lt;br /&gt;
glVertexAttrib2s&lt;br /&gt;
glVertexAttrib2dv&lt;br /&gt;
glVertexAttrib2f&lt;br /&gt;
glVertexAttrib3dv&lt;br /&gt;
glVertexAttrib3f&lt;br /&gt;
glVertexAttrib2sv&lt;br /&gt;
glVertexAttrib3d&lt;br /&gt;
glVertexAttrib3sv&lt;br /&gt;
glVertexAttrib4Nbv&lt;br /&gt;
glVertexAttrib3fv&lt;br /&gt;
glVertexAttrib3s&lt;br /&gt;
glVertexAttrib4Nub&lt;br /&gt;
glVertexAttrib4Nubv&lt;br /&gt;
glVertexAttrib4Niv&lt;br /&gt;
glVertexAttrib4Nsv&lt;br /&gt;
glVertexAttribI4bv&lt;br /&gt;
glVertexAttribI4i&lt;br /&gt;
glVertexAttribI3ui&lt;br /&gt;
glVertexAttribI3uiv&lt;br /&gt;
glVertexAttribI4ubv&lt;br /&gt;
glVertexAttribI4ui&lt;br /&gt;
glVertexAttribI4iv&lt;br /&gt;
glVertexAttribI4sv&lt;br /&gt;
glVertexAttribIPointer&lt;br /&gt;
glDrawArraysInstanced&lt;br /&gt;
glVertexAttribI4uiv&lt;br /&gt;
glVertexAttribI4usv&lt;br /&gt;
glTexBuffer&lt;br /&gt;
glFramebufferTexture&lt;br /&gt;
glDrawElementsInstanced&lt;br /&gt;
glPrimitiveRestartIndex&lt;br /&gt;
glVertexAttribDivisor&lt;br /&gt;
glBlendEquationSeparatei&lt;br /&gt;
glGetBufferParameteri64v&lt;br /&gt;
glGetInteger64i_v&lt;br /&gt;
glBlendFunci&lt;br /&gt;
glMinSampleShading&lt;br /&gt;
glBlendEquationi&lt;br /&gt;
glBlendFuncSeparatei&lt;br /&gt;
glDebugMessageEnableAMD&lt;br /&gt;
glDebugMessageInsertAMD&lt;br /&gt;
glTbufferMask3DFX&lt;br /&gt;
glDebugMessageCallbackAMD&lt;br /&gt;
glBlendEquationSeparateIndexedAMD&lt;br /&gt;
glBlendFuncIndexedAMD&lt;br /&gt;
glGetDebugMessageLogAMD&lt;br /&gt;
glBlendEquationIndexedAMD&lt;br /&gt;
glGetFragDataLocation&lt;br /&gt;
glGetStringi&lt;br /&gt;
glEndTransformFeedback&lt;br /&gt;
glGetBooleani_v&lt;br /&gt;
glGetTransformFeedbackVarying&lt;br /&gt;
glGetUniformuiv&lt;br /&gt;
glGetTexParameterIiv&lt;br /&gt;
glGetTexParameterIuiv&lt;br /&gt;
glIsEnabledi&lt;br /&gt;
glTexParameterIiv&lt;br /&gt;
glGetVertexAttribIiv&lt;br /&gt;
glGetVertexAttribIuiv&lt;br /&gt;
glUniform1ui&lt;br /&gt;
glUniform1uiv&lt;br /&gt;
glTexParameterIuiv&lt;br /&gt;
glTransformFeedbackVaryings&lt;br /&gt;
glUniform3ui&lt;br /&gt;
glUniform3uiv&lt;br /&gt;
glUniform2ui&lt;br /&gt;
glUniform2uiv&lt;br /&gt;
glVertexAttribI1i&lt;br /&gt;
glVertexAttribI1iv&lt;br /&gt;
glUniform4ui&lt;br /&gt;
glUniform4uiv&lt;br /&gt;
glVertexAttribI2i&lt;br /&gt;
glVertexAttribI2iv&lt;br /&gt;
glVertexAttribI1ui&lt;br /&gt;
glVertexAttribI1uiv&lt;br /&gt;
glVertexAttribI3i&lt;br /&gt;
glVertexAttribI3iv&lt;br /&gt;
glVertexAttribI2ui&lt;br /&gt;
glVertexAttribI2uiv&lt;br /&gt;
glObjectUnpurgeableAPPLE&lt;br /&gt;
glGetTexParameterPointervAPPLE&lt;br /&gt;
glGetObjectParameterivAPPLE&lt;br /&gt;
glObjectPurgeableAPPLE&lt;br /&gt;
glDeleteVertexArraysAPPLE&lt;br /&gt;
glGenVertexArraysAPPLE&lt;br /&gt;
glTextureRangeAPPLE&lt;br /&gt;
glBindVertexArrayAPPLE&lt;br /&gt;
glVertexArrayParameteriAPPLE&lt;br /&gt;
glVertexArrayRangeAPPLE&lt;br /&gt;
glIsVertexArrayAPPLE&lt;br /&gt;
glFlushVertexArrayRangeAPPLE&lt;br /&gt;
glIsVertexAttribEnabledAPPLE&lt;br /&gt;
glMapVertexAttrib1dAPPLE&lt;br /&gt;
glDisableVertexAttribAPPLE&lt;br /&gt;
glEnableVertexAttribAPPLE&lt;br /&gt;
glMapVertexAttrib2fAPPLE&lt;br /&gt;
glBindFragDataLocationIndexed&lt;br /&gt;
glMapVertexAttrib1fAPPLE&lt;br /&gt;
glMapVertexAttrib2dAPPLE&lt;br /&gt;
glCopyBufferSubData&lt;br /&gt;
glDrawBuffersARB&lt;br /&gt;
glGetFragDataIndex&lt;br /&gt;
glClampColorARB&lt;br /&gt;
glBlendFuncSeparateiARB&lt;br /&gt;
glBlendFunciARB&lt;br /&gt;
glBlendEquationSeparateiARB&lt;br /&gt;
glBlendEquationiARB&lt;br /&gt;
glDrawRangeElementsBaseVertex&lt;br /&gt;
glMultiDrawElementsBaseVertex&lt;br /&gt;
glDrawElementsBaseVertex&lt;br /&gt;
glDrawElementsInstancedBaseVertex&lt;br /&gt;
glGenNamesAMD&lt;br /&gt;
glIsNameAMD&lt;br /&gt;
glBlendFuncSeparateIndexedAMD&lt;br /&gt;
glDeleteNamesAMD&lt;br /&gt;
glEndPerfMonitorAMD&lt;br /&gt;
glGenPerfMonitorsAMD&lt;br /&gt;
glBeginPerfMonitorAMD&lt;br /&gt;
glDeletePerfMonitorsAMD&lt;br /&gt;
glGetPerfMonitorCounterStringAMD&lt;br /&gt;
glGetPerfMonitorCountersAMD&lt;br /&gt;
glGetPerfMonitorCounterDataAMD&lt;br /&gt;
glGetPerfMonitorCounterInfoAMD&lt;br /&gt;
glSelectPerfMonitorCountersAMD&lt;br /&gt;
glTessellationFactorAMD&lt;br /&gt;
glGetPerfMonitorGroupStringAMD&lt;br /&gt;
glGetPerfMonitorGroupsAMD&lt;br /&gt;
glDrawRangeElementArrayAPPLE&lt;br /&gt;
glElementPointerAPPLE&lt;br /&gt;
glTessellationModeAMD&lt;br /&gt;
glDrawElementArrayAPPLE&lt;br /&gt;
glDeleteFencesAPPLE&lt;br /&gt;
glFinishFenceAPPLE&lt;br /&gt;
glMultiDrawElementArrayAPPLE&lt;br /&gt;
glMultiDrawRangeElementArrayAPPLE&lt;br /&gt;
glIsFenceAPPLE&lt;br /&gt;
glSetFenceAPPLE&lt;br /&gt;
glFinishObjectAPPLE&lt;br /&gt;
glGenFencesAPPLE&lt;br /&gt;
glBufferParameteriAPPLE&lt;br /&gt;
glFlushMappedBufferRangeAPPLE&lt;br /&gt;
glTestFenceAPPLE&lt;br /&gt;
glTestObjectAPPLE&lt;br /&gt;
glProgramUniform3dvEXT&lt;br /&gt;
glProgramUniform4dEXT&lt;br /&gt;
glProgramUniform2dvEXT&lt;br /&gt;
glProgramUniform3dEXT&lt;br /&gt;
glProgramUniformMatrix2x3dvEXT&lt;br /&gt;
glProgramUniformMatrix2x4dvEXT&lt;br /&gt;
glProgramUniform4dvEXT&lt;br /&gt;
glProgramUniformMatrix2dvEXT&lt;br /&gt;
glProgramUniformMatrix3x4dvEXT&lt;br /&gt;
glProgramUniformMatrix4dvEXT&lt;br /&gt;
glProgramUniformMatrix3dvEXT&lt;br /&gt;
glProgramUniformMatrix3x2dvEXT&lt;br /&gt;
glUniform1d&lt;br /&gt;
glUniform1dv&lt;br /&gt;
glProgramUniformMatrix4x2dvEXT&lt;br /&gt;
glProgramUniformMatrix4x3dvEXT&lt;br /&gt;
glUniform3d&lt;br /&gt;
glUniform3dv&lt;br /&gt;
glUniform2d&lt;br /&gt;
glUniform2dv&lt;br /&gt;
glUniformMatrix2dv&lt;br /&gt;
glUniformMatrix2x3dv&lt;br /&gt;
glUniform4d&lt;br /&gt;
glUniform4dv&lt;br /&gt;
glUniformMatrix3x2dv&lt;br /&gt;
glUniformMatrix3x4dv&lt;br /&gt;
glUniformMatrix2x4dv&lt;br /&gt;
glUniformMatrix3dv&lt;br /&gt;
glUniformMatrix4x3dv&lt;br /&gt;
glColorSubTable&lt;br /&gt;
glUniformMatrix4dv&lt;br /&gt;
glUniformMatrix4x2dv&lt;br /&gt;
glDrawArraysInstancedARB&lt;br /&gt;
glDrawElementsInstancedARB&lt;br /&gt;
glDrawArraysIndirect&lt;br /&gt;
glDrawElementsIndirect&lt;br /&gt;
glBlitFramebuffer&lt;br /&gt;
glCheckFramebufferStatus&lt;br /&gt;
glBindFramebuffer&lt;br /&gt;
glBindRenderbuffer&lt;br /&gt;
glFramebufferRenderbuffer&lt;br /&gt;
glFramebufferTexture1D&lt;br /&gt;
glDeleteFramebuffers&lt;br /&gt;
glDeleteRenderbuffers&lt;br /&gt;
glFramebufferTextureLayer&lt;br /&gt;
glGenFramebuffers&lt;br /&gt;
glFramebufferTexture2D&lt;br /&gt;
glFramebufferTexture3D&lt;br /&gt;
glGetFramebufferAttachmentParameteriv&lt;br /&gt;
glGetRenderbufferParameteriv&lt;br /&gt;
glGenRenderbuffers&lt;br /&gt;
glGenerateMipmap&lt;br /&gt;
glRenderbufferStorage&lt;br /&gt;
glRenderbufferStorageMultisample&lt;br /&gt;
glIsFramebuffer&lt;br /&gt;
glIsRenderbuffer&lt;br /&gt;
glFramebufferTextureLayerARB&lt;br /&gt;
glProgramParameteriARB&lt;br /&gt;
glFramebufferTextureARB&lt;br /&gt;
glFramebufferTextureFaceARB&lt;br /&gt;
glProgramUniform1dvEXT&lt;br /&gt;
glProgramUniform2dEXT&lt;br /&gt;
glGetUniformdv&lt;br /&gt;
glProgramUniform1dEXT&lt;br /&gt;
glCurrentPaletteMatrixARB&lt;br /&gt;
glMatrixIndexPointerARB&lt;br /&gt;
glFlushMappedBufferRange&lt;br /&gt;
glMapBufferRange&lt;br /&gt;
glMatrixIndexusvARB&lt;br /&gt;
glSampleCoverageARB&lt;br /&gt;
glMatrixIndexubvARB&lt;br /&gt;
glMatrixIndexuivARB&lt;br /&gt;
glMultiTexCoord1dARB&lt;br /&gt;
glMultiTexCoord1dvARB&lt;br /&gt;
glActiveTextureARB&lt;br /&gt;
glClientActiveTextureARB&lt;br /&gt;
glMultiTexCoord1iARB&lt;br /&gt;
glMultiTexCoord1ivARB&lt;br /&gt;
glMultiTexCoord1fARB&lt;br /&gt;
glMultiTexCoord1fvARB&lt;br /&gt;
glMultiTexCoord2dARB&lt;br /&gt;
glMultiTexCoord2dvARB&lt;br /&gt;
glMultiTexCoord1sARB&lt;br /&gt;
glMultiTexCoord1svARB&lt;br /&gt;
glMultiTexCoord2iARB&lt;br /&gt;
glMultiTexCoord2ivARB&lt;br /&gt;
glMultiTexCoord2fARB&lt;br /&gt;
glMultiTexCoord2fvARB&lt;br /&gt;
glMultiTexCoord3dARB&lt;br /&gt;
glMultiTexCoord3dvARB&lt;br /&gt;
glMultiTexCoord2sARB&lt;br /&gt;
glMultiTexCoord2svARB&lt;br /&gt;
glMultiTexCoord3iARB&lt;br /&gt;
glMultiTexCoord3ivARB&lt;br /&gt;
glMultiTexCoord3fARB&lt;br /&gt;
glMultiTexCoord3fvARB&lt;br /&gt;
glColorTableParameteriv&lt;br /&gt;
glConvolutionFilter1D&lt;br /&gt;
glColorTable&lt;br /&gt;
glColorTableParameterfv&lt;br /&gt;
glConvolutionParameterfv&lt;br /&gt;
glConvolutionParameteri&lt;br /&gt;
glConvolutionFilter2D&lt;br /&gt;
glConvolutionParameterf&lt;br /&gt;
glCopyColorTable&lt;br /&gt;
glCopyConvolutionFilter1D&lt;br /&gt;
glConvolutionParameteriv&lt;br /&gt;
glCopyColorSubTable&lt;br /&gt;
glGetColorTableParameterfv&lt;br /&gt;
glGetColorTableParameteriv&lt;br /&gt;
glCopyConvolutionFilter2D&lt;br /&gt;
glGetColorTable&lt;br /&gt;
glGetConvolutionParameteriv&lt;br /&gt;
glGetHistogram&lt;br /&gt;
glGetConvolutionFilter&lt;br /&gt;
glGetConvolutionParameterfv&lt;br /&gt;
glGetMinmax&lt;br /&gt;
glGetMinmaxParameterfv&lt;br /&gt;
glGetHistogramParameterfv&lt;br /&gt;
glGetHistogramParameteriv&lt;br /&gt;
glHistogram&lt;br /&gt;
glMinmax&lt;br /&gt;
glGetMinmaxParameteriv&lt;br /&gt;
glGetSeparableFilter&lt;br /&gt;
glSeparableFilter2D&lt;br /&gt;
glVertexAttribDivisorARB&lt;br /&gt;
glResetHistogram&lt;br /&gt;
glResetMinmax&lt;br /&gt;
glSamplerParameteri&lt;br /&gt;
glSamplerParameteriv&lt;br /&gt;
glSamplerParameterf&lt;br /&gt;
glSamplerParameterfv&lt;br /&gt;
glCreateProgramObjectARB&lt;br /&gt;
glCreateShaderObjectARB&lt;br /&gt;
glAttachObjectARB&lt;br /&gt;
glCompileShaderARB&lt;br /&gt;
glGetActiveUniformARB&lt;br /&gt;
glGetAttachedObjectsARB&lt;br /&gt;
glDeleteObjectARB&lt;br /&gt;
glDetachObjectARB&lt;br /&gt;
glGetObjectParameterfvARB&lt;br /&gt;
glGetObjectParameterivARB&lt;br /&gt;
glGetHandleARB&lt;br /&gt;
glGetInfoLogARB&lt;br /&gt;
glGetUniformfvARB&lt;br /&gt;
glGetUniformivARB&lt;br /&gt;
glGetShaderSourceARB&lt;br /&gt;
glGetUniformLocationARB&lt;br /&gt;
glUniform1fARB&lt;br /&gt;
glUniform1fvARB&lt;br /&gt;
glLinkProgramARB&lt;br /&gt;
glShaderSourceARB&lt;br /&gt;
glUniform2fARB&lt;br /&gt;
glUniform2fvARB&lt;br /&gt;
glUniform1iARB&lt;br /&gt;
glUniform1ivARB&lt;br /&gt;
glUniform3fARB&lt;br /&gt;
glUniform3fvARB&lt;br /&gt;
glUniform2iARB&lt;br /&gt;
glUniform2ivARB&lt;br /&gt;
glMultiTexCoord4dARB&lt;br /&gt;
glMultiTexCoord4dvARB&lt;br /&gt;
glMultiTexCoord3sARB&lt;br /&gt;
glMultiTexCoord3svARB&lt;br /&gt;
glMultiTexCoord4iARB&lt;br /&gt;
glMultiTexCoord4ivARB&lt;br /&gt;
glMultiTexCoord4fARB&lt;br /&gt;
glMultiTexCoord4fvARB&lt;br /&gt;
glBeginQueryARB&lt;br /&gt;
glDeleteQueriesARB&lt;br /&gt;
glMultiTexCoord4sARB&lt;br /&gt;
glMultiTexCoord4svARB&lt;br /&gt;
glGetQueryObjectivARB&lt;br /&gt;
glGetQueryObjectuivARB&lt;br /&gt;
glEndQueryARB&lt;br /&gt;
glGenQueriesARB&lt;br /&gt;
glPointParameterfARB&lt;br /&gt;
glPointParameterfvARB&lt;br /&gt;
glGetQueryivARB&lt;br /&gt;
glIsQueryARB&lt;br /&gt;
glBindSampler&lt;br /&gt;
glDeleteSamplers&lt;br /&gt;
glProvokingVertex&lt;br /&gt;
glMinSampleShadingARB&lt;br /&gt;
glGetSamplerParameterIuiv&lt;br /&gt;
glGetSamplerParameterfv&lt;br /&gt;
glGenSamplers&lt;br /&gt;
glGetSamplerParameterIiv&lt;br /&gt;
glSamplerParameterIiv&lt;br /&gt;
glSamplerParameterIuiv&lt;br /&gt;
glGetSamplerParameteriv&lt;br /&gt;
glIsSampler&lt;br /&gt;
glTexBufferARB&lt;br /&gt;
glCompressedTexImage1DARB&lt;br /&gt;
glPatchParameterfv&lt;br /&gt;
glPatchParameteri&lt;br /&gt;
glCompressedTexSubImage1DARB&lt;br /&gt;
glCompressedTexSubImage2DARB&lt;br /&gt;
glCompressedTexImage2DARB&lt;br /&gt;
glCompressedTexImage3DARB&lt;br /&gt;
glGetMultisamplefv&lt;br /&gt;
glSampleMaski&lt;br /&gt;
glCompressedTexSubImage3DARB&lt;br /&gt;
glGetCompressedTexImageARB&lt;br /&gt;
glGetQueryObjecti64v&lt;br /&gt;
glGetQueryObjectui64v&lt;br /&gt;
glTexImage2DMultisample&lt;br /&gt;
glTexImage3DMultisample&lt;br /&gt;
glDeleteTransformFeedbacks&lt;br /&gt;
glDrawTransformFeedback&lt;br /&gt;
glQueryCounter&lt;br /&gt;
glBindTransformFeedback&lt;br /&gt;
glPauseTransformFeedback&lt;br /&gt;
glResumeTransformFeedback&lt;br /&gt;
glGenTransformFeedbacks&lt;br /&gt;
glIsTransformFeedback&lt;br /&gt;
glEndQueryIndexed&lt;br /&gt;
glGetQueryIndexediv&lt;br /&gt;
glBeginQueryIndexed&lt;br /&gt;
glDrawTransformFeedbackStream&lt;br /&gt;
glMultTransposeMatrixdARB&lt;br /&gt;
glMultTransposeMatrixfARB&lt;br /&gt;
glLoadTransposeMatrixdARB&lt;br /&gt;
glLoadTransposeMatrixfARB&lt;br /&gt;
glUniform4fARB&lt;br /&gt;
glUniform4fvARB&lt;br /&gt;
glUniform3iARB&lt;br /&gt;
glUniform3ivARB&lt;br /&gt;
glUniformMatrix2fvARB&lt;br /&gt;
glUniformMatrix3fvARB&lt;br /&gt;
glUniform4iARB&lt;br /&gt;
glUniform4ivARB&lt;br /&gt;
glValidateProgramARB&lt;br /&gt;
glGetActiveSubroutineName&lt;br /&gt;
glUniformMatrix4fvARB&lt;br /&gt;
glUseProgramObjectARB&lt;br /&gt;
glGetProgramStageiv&lt;br /&gt;
glGetSubroutineIndex&lt;br /&gt;
glGetActiveSubroutineUniformName&lt;br /&gt;
glGetActiveSubroutineUniformiv&lt;br /&gt;
glUniformSubroutinesuiv&lt;br /&gt;
glCompileShaderIncludeARB&lt;br /&gt;
glGetSubroutineUniformLocation&lt;br /&gt;
glGetUniformSubroutineuiv&lt;br /&gt;
glGetNamedStringivARB&lt;br /&gt;
glIsNamedStringARB&lt;br /&gt;
glDeleteNamedStringARB&lt;br /&gt;
glGetNamedStringARB&lt;br /&gt;
glDeleteSync&lt;br /&gt;
glFenceSync&lt;br /&gt;
glNamedStringARB&lt;br /&gt;
glClientWaitSync&lt;br /&gt;
glIsSync&lt;br /&gt;
glWaitSync&lt;br /&gt;
glGetInteger64v&lt;br /&gt;
glGetSynciv&lt;br /&gt;
glUnmapBufferARB&lt;br /&gt;
glBindProgramARB&lt;br /&gt;
glIsBufferARB&lt;br /&gt;
glMapBufferARB&lt;br /&gt;
glEnableVertexAttribArrayARB&lt;br /&gt;
glGenProgramsARB&lt;br /&gt;
glDeleteProgramsARB&lt;br /&gt;
glDisableVertexAttribArrayARB&lt;br /&gt;
glGetProgramLocalParameterdvARB&lt;br /&gt;
glGetProgramLocalParameterfvARB&lt;br /&gt;
glGetProgramEnvParameterdvARB&lt;br /&gt;
glGetProgramEnvParameterfvARB&lt;br /&gt;
glGetVertexAttribPointervARB&lt;br /&gt;
glGetVertexAttribdvARB&lt;br /&gt;
glGetProgramStringARB&lt;br /&gt;
glGetProgramivARB&lt;br /&gt;
glIsProgramARB&lt;br /&gt;
glProgramEnvParameter4dARB&lt;br /&gt;
glGetVertexAttribfvARB&lt;br /&gt;
glGetVertexAttribivARB&lt;br /&gt;
glProgramEnvParameter4fvARB&lt;br /&gt;
glProgramLocalParameter4dARB&lt;br /&gt;
glProgramEnvParameter4dvARB&lt;br /&gt;
glProgramEnvParameter4fARB&lt;br /&gt;
glProgramLocalParameter4fvARB&lt;br /&gt;
glProgramStringARB&lt;br /&gt;
glProgramLocalParameter4dvARB&lt;br /&gt;
glProgramLocalParameter4fARB&lt;br /&gt;
glVertexAttrib1fARB&lt;br /&gt;
glVertexAttrib1fvARB&lt;br /&gt;
glVertexAttrib1dARB&lt;br /&gt;
glVertexAttrib1dvARB&lt;br /&gt;
glGetActiveUniformBlockName&lt;br /&gt;
glGetActiveUniformBlockiv&lt;br /&gt;
glBindBufferBase&lt;br /&gt;
glBindBufferRange&lt;br /&gt;
glGetIntegeri_v&lt;br /&gt;
glGetUniformBlockIndex&lt;br /&gt;
glGetActiveUniformName&lt;br /&gt;
glGetActiveUniformsiv&lt;br /&gt;
glBindVertexArray&lt;br /&gt;
glDeleteVertexArrays&lt;br /&gt;
glGetUniformIndices&lt;br /&gt;
glUniformBlockBinding&lt;br /&gt;
glVertexBlendARB&lt;br /&gt;
glWeightPointerARB&lt;br /&gt;
glGenVertexArrays&lt;br /&gt;
glIsVertexArray&lt;br /&gt;
glWeightfvARB&lt;br /&gt;
glWeightivARB&lt;br /&gt;
glWeightbvARB&lt;br /&gt;
glWeightdvARB&lt;br /&gt;
glWeightuivARB&lt;br /&gt;
glWeightusvARB&lt;br /&gt;
glWeightsvARB&lt;br /&gt;
glWeightubvARB&lt;br /&gt;
glBufferSubDataARB&lt;br /&gt;
glDeleteBuffersARB&lt;br /&gt;
glBindBufferARB&lt;br /&gt;
glBufferDataARB&lt;br /&gt;
glGetBufferPointervARB&lt;br /&gt;
glGetBufferSubDataARB&lt;br /&gt;
glGenBuffersARB&lt;br /&gt;
glGetBufferParameterivARB&lt;br /&gt;
glGetActiveAttribARB&lt;br /&gt;
glGetAttribLocationARB&lt;br /&gt;
glVertexAttribPointerARB&lt;br /&gt;
glBindAttribLocationARB&lt;br /&gt;
glColorP4ui&lt;br /&gt;
glColorP4uiv&lt;br /&gt;
glColorP3ui&lt;br /&gt;
glColorP3uiv&lt;br /&gt;
glMultiTexCoordP2ui&lt;br /&gt;
glMultiTexCoordP2uiv&lt;br /&gt;
glMultiTexCoordP1ui&lt;br /&gt;
glMultiTexCoordP1uiv&lt;br /&gt;
glMultiTexCoordP4ui&lt;br /&gt;
glMultiTexCoordP4uiv&lt;br /&gt;
glMultiTexCoordP3ui&lt;br /&gt;
glMultiTexCoordP3uiv&lt;br /&gt;
glSecondaryColorP3ui&lt;br /&gt;
glSecondaryColorP3uiv&lt;br /&gt;
glNormalP3ui&lt;br /&gt;
glNormalP3uiv&lt;br /&gt;
glTexCoordP2ui&lt;br /&gt;
glTexCoordP2uiv&lt;br /&gt;
glTexCoordP1ui&lt;br /&gt;
glTexCoordP1uiv&lt;br /&gt;
glTexCoordP4ui&lt;br /&gt;
glTexCoordP4uiv&lt;br /&gt;
glTexCoordP3ui&lt;br /&gt;
glTexCoordP3uiv&lt;br /&gt;
glVertexAttribP2ui&lt;br /&gt;
glVertexAttribP2uiv&lt;br /&gt;
glVertexAttribP1ui&lt;br /&gt;
glVertexAttribP1uiv&lt;br /&gt;
glVertexAttrib2dARB&lt;br /&gt;
glVertexAttrib2dvARB&lt;br /&gt;
glVertexAttrib1sARB&lt;br /&gt;
glVertexAttrib1svARB&lt;br /&gt;
glVertexAttrib2sARB&lt;br /&gt;
glVertexAttrib2svARB&lt;br /&gt;
glVertexAttrib2fARB&lt;br /&gt;
glVertexAttrib2fvARB&lt;br /&gt;
glVertexAttrib3fARB&lt;br /&gt;
glVertexAttrib3fvARB&lt;br /&gt;
glVertexAttrib3dARB&lt;br /&gt;
glVertexAttrib3dvARB&lt;br /&gt;
glVertexAttrib4NbvARB&lt;br /&gt;
glVertexAttrib4NivARB&lt;br /&gt;
glVertexAttrib3sARB&lt;br /&gt;
glVertexAttrib3svARB&lt;br /&gt;
glVertexAttrib4NubvARB&lt;br /&gt;
glVertexAttrib4NuivARB&lt;br /&gt;
glVertexAttrib4NsvARB&lt;br /&gt;
glVertexAttrib4NubARB&lt;br /&gt;
glVertexAttrib4dARB&lt;br /&gt;
glVertexAttrib4dvARB&lt;br /&gt;
glVertexAttrib4NusvARB&lt;br /&gt;
glVertexAttrib4bvARB&lt;br /&gt;
glVertexAttrib4ivARB&lt;br /&gt;
glVertexAttrib4sARB&lt;br /&gt;
glVertexAttrib4fARB&lt;br /&gt;
glVertexAttrib4fvARB&lt;br /&gt;
glVertexAttrib4uivARB&lt;br /&gt;
glVertexAttrib4usvARB&lt;br /&gt;
glVertexAttrib4svARB&lt;br /&gt;
glVertexAttrib4ubvARB&lt;br /&gt;
glAlphaFragmentOp1ATI&lt;br /&gt;
glAlphaFragmentOp2ATI&lt;br /&gt;
glTexBumpParameterfvATI&lt;br /&gt;
glTexBumpParameterivATI&lt;br /&gt;
glBindFragmentShaderATI&lt;br /&gt;
glColorFragmentOp1ATI&lt;br /&gt;
glAlphaFragmentOp3ATI&lt;br /&gt;
glBeginFragmentShaderATI&lt;br /&gt;
glDeleteFragmentShaderATI&lt;br /&gt;
glEndFragmentShaderATI&lt;br /&gt;
glColorFragmentOp2ATI&lt;br /&gt;
glColorFragmentOp3ATI&lt;br /&gt;
glSampleMapATI&lt;br /&gt;
glSetFragmentShaderConstantATI&lt;br /&gt;
glGenFragmentShadersATI&lt;br /&gt;
glPassTexCoordATI&lt;br /&gt;
glPNTrianglesfATI&lt;br /&gt;
glPNTrianglesiATI&lt;br /&gt;
glMapObjectBufferATI&lt;br /&gt;
glUnmapObjectBufferATI&lt;br /&gt;
glArrayObjectATI&lt;br /&gt;
glFreeObjectBufferATI&lt;br /&gt;
glStencilFuncSeparateATI&lt;br /&gt;
glStencilOpSeparateATI&lt;br /&gt;
glGetObjectBufferfvATI&lt;br /&gt;
glGetObjectBufferivATI&lt;br /&gt;
glGetArrayObjectfvATI&lt;br /&gt;
glGetArrayObjectivATI&lt;br /&gt;
glIsObjectBufferATI&lt;br /&gt;
glNewObjectBufferATI&lt;br /&gt;
glGetVariantArrayObjectfvATI&lt;br /&gt;
glGetVariantArrayObjectivATI&lt;br /&gt;
glVertexAttribP4ui&lt;br /&gt;
glVertexAttribP4uiv&lt;br /&gt;
glVertexAttribP3ui&lt;br /&gt;
glVertexAttribP3uiv&lt;br /&gt;
glVertexP3ui&lt;br /&gt;
glVertexP3uiv&lt;br /&gt;
glVertexP2ui&lt;br /&gt;
glVertexP2uiv&lt;br /&gt;
glWindowPos2dARB&lt;br /&gt;
glWindowPos2dvARB&lt;br /&gt;
glVertexP4ui&lt;br /&gt;
glVertexP4uiv&lt;br /&gt;
glWindowPos2iARB&lt;br /&gt;
glWindowPos2ivARB&lt;br /&gt;
glWindowPos2fARB&lt;br /&gt;
glWindowPos2fvARB&lt;br /&gt;
glWindowPos3dARB&lt;br /&gt;
glWindowPos3dvARB&lt;br /&gt;
glWindowPos2sARB&lt;br /&gt;
glWindowPos2svARB&lt;br /&gt;
glWindowPos3iARB&lt;br /&gt;
glWindowPos3ivARB&lt;br /&gt;
glWindowPos3fARB&lt;br /&gt;
glWindowPos3fvARB&lt;br /&gt;
glDrawBuffersATI&lt;br /&gt;
glDrawElementArrayATI&lt;br /&gt;
glWindowPos3sARB&lt;br /&gt;
glWindowPos3svARB&lt;br /&gt;
glGetTexBumpParameterfvATI&lt;br /&gt;
glGetTexBumpParameterivATI&lt;br /&gt;
glDrawRangeElementArrayATI&lt;br /&gt;
glElementPointerATI&lt;br /&gt;
glVertexStream4dATI&lt;br /&gt;
glVertexStream4dvATI&lt;br /&gt;
glVertexStream3sATI&lt;br /&gt;
glVertexStream3svATI&lt;br /&gt;
glVertexStream4iATI&lt;br /&gt;
glVertexStream4ivATI&lt;br /&gt;
glVertexStream4fATI&lt;br /&gt;
glVertexStream4fvATI&lt;br /&gt;
glGetUniformBufferSizeEXT&lt;br /&gt;
glGetUniformOffsetEXT&lt;br /&gt;
glVertexStream4sATI&lt;br /&gt;
glVertexStream4svATI&lt;br /&gt;
glBlendEquationSeparateEXT&lt;br /&gt;
glBlendFuncSeparateEXT&lt;br /&gt;
glUniformBufferEXT&lt;br /&gt;
glBlendColorEXT&lt;br /&gt;
glCopyColorSubTableEXT&lt;br /&gt;
glLockArraysEXT&lt;br /&gt;
glBlendEquationEXT&lt;br /&gt;
glColorSubTableEXT&lt;br /&gt;
glConvolutionFilter2DEXT&lt;br /&gt;
glConvolutionParameterfEXT&lt;br /&gt;
glUnlockArraysEXT&lt;br /&gt;
glConvolutionFilter1DEXT&lt;br /&gt;
glConvolutionParameterivEXT&lt;br /&gt;
glCopyConvolutionFilter1DEXT&lt;br /&gt;
glConvolutionParameterfvEXT&lt;br /&gt;
glConvolutionParameteriEXT&lt;br /&gt;
glGetConvolutionParameterfvEXT&lt;br /&gt;
glGetConvolutionParameterivEXT&lt;br /&gt;
glCopyConvolutionFilter2DEXT&lt;br /&gt;
glGetConvolutionFilterEXT&lt;br /&gt;
glGetVertexAttribArrayObjectfvATI&lt;br /&gt;
glGetVertexAttribArrayObjectivATI&lt;br /&gt;
glUpdateObjectBufferATI&lt;br /&gt;
glVariantArrayObjectATI&lt;br /&gt;
glNormalStream3bATI&lt;br /&gt;
glNormalStream3bvATI&lt;br /&gt;
glVertexAttribArrayObjectATI&lt;br /&gt;
glClientActiveVertexStreamATI&lt;br /&gt;
glNormalStream3fATI&lt;br /&gt;
glNormalStream3fvATI&lt;br /&gt;
glNormalStream3dATI&lt;br /&gt;
glNormalStream3dvATI&lt;br /&gt;
glNormalStream3sATI&lt;br /&gt;
glNormalStream3svATI&lt;br /&gt;
glNormalStream3iATI&lt;br /&gt;
glNormalStream3ivATI&lt;br /&gt;
glVertexStream2dATI&lt;br /&gt;
glVertexStream2dvATI&lt;br /&gt;
glVertexBlendEnvfATI&lt;br /&gt;
glVertexBlendEnviATI&lt;br /&gt;
glVertexStream2iATI&lt;br /&gt;
glVertexStream2ivATI&lt;br /&gt;
glVertexStream2fATI&lt;br /&gt;
glVertexStream2fvATI&lt;br /&gt;
glVertexStream3dATI&lt;br /&gt;
glVertexStream3dvATI&lt;br /&gt;
glVertexStream2sATI&lt;br /&gt;
glVertexStream2svATI&lt;br /&gt;
glVertexStream3iATI&lt;br /&gt;
glVertexStream3ivATI&lt;br /&gt;
glVertexStream3fATI&lt;br /&gt;
glVertexStream3fvATI&lt;br /&gt;
glCopyTextureSubImage1DEXT&lt;br /&gt;
glCopyTextureSubImage2DEXT&lt;br /&gt;
glCopyTextureImage1DEXT&lt;br /&gt;
glCopyTextureImage2DEXT&lt;br /&gt;
glDisableClientStateiEXT&lt;br /&gt;
glDisableVertexArrayAttribEXT&lt;br /&gt;
glCopyTextureSubImage3DEXT&lt;br /&gt;
glDisableClientStateIndexedEXT&lt;br /&gt;
glEnableClientStateiEXT&lt;br /&gt;
glEnableVertexArrayAttribEXT&lt;br /&gt;
glDisableVertexArrayEXT&lt;br /&gt;
glEnableClientStateIndexedEXT&lt;br /&gt;
glFramebufferDrawBufferEXT&lt;br /&gt;
glFramebufferDrawBuffersEXT&lt;br /&gt;
glEnableVertexArrayEXT&lt;br /&gt;
glFlushMappedNamedBufferRangeEXT&lt;br /&gt;
glGenerateTextureMipmapEXT&lt;br /&gt;
glGetCompressedMultiTexImageEXT&lt;br /&gt;
glFramebufferReadBufferEXT&lt;br /&gt;
glGenerateMultiTexMipmapEXT&lt;br /&gt;
glGetDoublei_vEXT&lt;br /&gt;
glGetFloatIndexedvEXT&lt;br /&gt;
glGetCompressedTextureImageEXT&lt;br /&gt;
glGetDoubleIndexedvEXT&lt;br /&gt;
glGetMultiTexEnvfvEXT&lt;br /&gt;
glGetMultiTexEnvivEXT&lt;br /&gt;
glGetFloati_vEXT&lt;br /&gt;
glGetFramebufferParameterivEXT&lt;br /&gt;
glGetMultiTexGenivEXT&lt;br /&gt;
glGetMultiTexImageEXT&lt;br /&gt;
glGetMultiTexGendvEXT&lt;br /&gt;
glGetMultiTexGenfvEXT&lt;br /&gt;
glBinormalPointerEXT&lt;br /&gt;
glTangentPointerEXT&lt;br /&gt;
glGetSeparableFilterEXT&lt;br /&gt;
glSeparableFilter2DEXT&lt;br /&gt;
glCopyTexSubImage1DEXT&lt;br /&gt;
glCopyTexSubImage2DEXT&lt;br /&gt;
glCopyTexImage1DEXT&lt;br /&gt;
glCopyTexImage2DEXT&lt;br /&gt;
glCullParameterfvEXT&lt;br /&gt;
glDepthBoundsEXT&lt;br /&gt;
glCopyTexSubImage3DEXT&lt;br /&gt;
glCullParameterdvEXT&lt;br /&gt;
glClientAttribDefaultEXT&lt;br /&gt;
glCompressedMultiTexImage1DEXT&lt;br /&gt;
glBindMultiTextureEXT&lt;br /&gt;
glCheckNamedFramebufferStatusEXT&lt;br /&gt;
glCompressedMultiTexSubImage1DEXT&lt;br /&gt;
glCompressedMultiTexSubImage2DEXT&lt;br /&gt;
glCompressedMultiTexImage2DEXT&lt;br /&gt;
glCompressedMultiTexImage3DEXT&lt;br /&gt;
glCompressedTextureImage2DEXT&lt;br /&gt;
glCompressedTextureImage3DEXT&lt;br /&gt;
glCompressedMultiTexSubImage3DEXT&lt;br /&gt;
glCompressedTextureImage1DEXT&lt;br /&gt;
glCompressedTextureSubImage3DEXT&lt;br /&gt;
glCopyMultiTexImage1DEXT&lt;br /&gt;
glCompressedTextureSubImage1DEXT&lt;br /&gt;
glCompressedTextureSubImage2DEXT&lt;br /&gt;
glCopyMultiTexSubImage2DEXT&lt;br /&gt;
glCopyMultiTexSubImage3DEXT&lt;br /&gt;
glCopyMultiTexImage2DEXT&lt;br /&gt;
glCopyMultiTexSubImage1DEXT&lt;br /&gt;
glMatrixLoadTransposedEXT&lt;br /&gt;
glMatrixLoadTransposefEXT&lt;br /&gt;
glMatrixFrustumEXT&lt;br /&gt;
glMatrixLoadIdentityEXT&lt;br /&gt;
glMatrixMultTransposedEXT&lt;br /&gt;
glMatrixMultTransposefEXT&lt;br /&gt;
glMatrixLoaddEXT&lt;br /&gt;
glMatrixLoadfEXT&lt;br /&gt;
glMatrixOrthoEXT&lt;br /&gt;
glMatrixPopEXT&lt;br /&gt;
glMatrixMultdEXT&lt;br /&gt;
glMatrixMultfEXT&lt;br /&gt;
glMatrixRotatefEXT&lt;br /&gt;
glMatrixScaledEXT&lt;br /&gt;
glMatrixPushEXT&lt;br /&gt;
glMatrixRotatedEXT&lt;br /&gt;
glMatrixTranslatefEXT&lt;br /&gt;
glMultiTexBufferEXT&lt;br /&gt;
glMatrixScalefEXT&lt;br /&gt;
glMatrixTranslatedEXT&lt;br /&gt;
glMultiTexEnvfvEXT&lt;br /&gt;
glMultiTexEnviEXT&lt;br /&gt;
glMultiTexCoordPointerEXT&lt;br /&gt;
glMultiTexEnvfEXT&lt;br /&gt;
glMultiTexGendvEXT&lt;br /&gt;
glMultiTexGenfEXT&lt;br /&gt;
glMultiTexEnvivEXT&lt;br /&gt;
glMultiTexGendEXT&lt;br /&gt;
glMultiTexGenivEXT&lt;br /&gt;
glMultiTexImage1DEXT&lt;br /&gt;
glMultiTexGenfvEXT&lt;br /&gt;
glMultiTexGeniEXT&lt;br /&gt;
glGetMultiTexParameterIivEXT&lt;br /&gt;
glGetMultiTexParameterIuivEXT&lt;br /&gt;
glGetMultiTexLevelParameterfvEXT&lt;br /&gt;
glGetMultiTexLevelParameterivEXT&lt;br /&gt;
glGetNamedBufferParameterivEXT&lt;br /&gt;
glGetNamedBufferPointervEXT&lt;br /&gt;
glGetMultiTexParameterfvEXT&lt;br /&gt;
glGetMultiTexParameterivEXT&lt;br /&gt;
glGetNamedProgramLocalParameterIivEXT&lt;br /&gt;
glGetNamedProgramLocalParameterIuivEXT&lt;br /&gt;
glGetNamedBufferSubDataEXT&lt;br /&gt;
glGetNamedFramebufferAttachmentParameterivEXT&lt;br /&gt;
glGetNamedProgramStringEXT&lt;br /&gt;
glGetNamedProgramivEXT&lt;br /&gt;
glGetNamedProgramLocalParameterdvEXT&lt;br /&gt;
glGetNamedProgramLocalParameterfvEXT&lt;br /&gt;
glGetPointeri_vEXT&lt;br /&gt;
glGetTextureImageEXT&lt;br /&gt;
glGetNamedRenderbufferParameterivEXT&lt;br /&gt;
glGetPointerIndexedvEXT&lt;br /&gt;
glGetTextureParameterIivEXT&lt;br /&gt;
glGetTextureParameterIuivEXT&lt;br /&gt;
glGetTextureLevelParameterfvEXT&lt;br /&gt;
glGetTextureLevelParameterivEXT&lt;br /&gt;
glGetVertexArrayIntegeri_vEXT&lt;br /&gt;
glGetVertexArrayIntegervEXT&lt;br /&gt;
glGetTextureParameterfvEXT&lt;br /&gt;
glGetTextureParameterivEXT&lt;br /&gt;
glMapNamedBufferEXT&lt;br /&gt;
glMapNamedBufferRangeEXT&lt;br /&gt;
glGetVertexArrayPointeri_vEXT&lt;br /&gt;
glGetVertexArrayPointervEXT&lt;br /&gt;
glNamedRenderbufferStorageEXT&lt;br /&gt;
glNamedRenderbufferStorageMultisampleCoverageEXT&lt;br /&gt;
glNamedProgramLocalParametersI4uivEXT&lt;br /&gt;
glNamedProgramStringEXT&lt;br /&gt;
glProgramUniform1fvEXT&lt;br /&gt;
glProgramUniform1iEXT&lt;br /&gt;
glNamedRenderbufferStorageMultisampleEXT&lt;br /&gt;
glProgramUniform1fEXT&lt;br /&gt;
glProgramUniform1uivEXT&lt;br /&gt;
glProgramUniform2fEXT&lt;br /&gt;
glProgramUniform1ivEXT&lt;br /&gt;
glProgramUniform1uiEXT&lt;br /&gt;
glProgramUniform2ivEXT&lt;br /&gt;
glProgramUniform2uiEXT&lt;br /&gt;
glProgramUniform2fvEXT&lt;br /&gt;
glProgramUniform2iEXT&lt;br /&gt;
glProgramUniform3fvEXT&lt;br /&gt;
glProgramUniform3iEXT&lt;br /&gt;
glProgramUniform2uivEXT&lt;br /&gt;
glProgramUniform3fEXT&lt;br /&gt;
glProgramUniform3uivEXT&lt;br /&gt;
glProgramUniform4fEXT&lt;br /&gt;
glProgramUniform3ivEXT&lt;br /&gt;
glProgramUniform3uiEXT&lt;br /&gt;
glProgramUniform4ivEXT&lt;br /&gt;
glProgramUniform4uiEXT&lt;br /&gt;
glProgramUniform4fvEXT&lt;br /&gt;
glProgramUniform4iEXT&lt;br /&gt;
glProgramUniformMatrix2x3fvEXT&lt;br /&gt;
glProgramUniformMatrix2x4fvEXT&lt;br /&gt;
glProgramUniform4uivEXT&lt;br /&gt;
glProgramUniformMatrix2fvEXT&lt;br /&gt;
glMultiTexParameterIivEXT&lt;br /&gt;
glMultiTexParameterIuivEXT&lt;br /&gt;
glMultiTexImage2DEXT&lt;br /&gt;
glMultiTexImage3DEXT&lt;br /&gt;
glMultiTexParameteriEXT&lt;br /&gt;
glMultiTexParameterivEXT&lt;br /&gt;
glMultiTexParameterfEXT&lt;br /&gt;
glMultiTexParameterfvEXT&lt;br /&gt;
glMultiTexSubImage2DEXT&lt;br /&gt;
glMultiTexSubImage3DEXT&lt;br /&gt;
glMultiTexRenderbufferEXT&lt;br /&gt;
glMultiTexSubImage1DEXT&lt;br /&gt;
glNamedCopyBufferSubDataEXT&lt;br /&gt;
glNamedFramebufferRenderbufferEXT&lt;br /&gt;
glNamedBufferDataEXT&lt;br /&gt;
glNamedBufferSubDataEXT&lt;br /&gt;
glNamedFramebufferTexture3DEXT&lt;br /&gt;
glNamedFramebufferTextureEXT&lt;br /&gt;
glNamedFramebufferTexture1DEXT&lt;br /&gt;
glNamedFramebufferTexture2DEXT&lt;br /&gt;
glNamedProgramLocalParameter4dEXT&lt;br /&gt;
glNamedProgramLocalParameter4dvEXT&lt;br /&gt;
glNamedFramebufferTextureFaceEXT&lt;br /&gt;
glNamedFramebufferTextureLayerEXT&lt;br /&gt;
glNamedProgramLocalParameterI4iEXT&lt;br /&gt;
glNamedProgramLocalParameterI4ivEXT&lt;br /&gt;
glNamedProgramLocalParameter4fEXT&lt;br /&gt;
glNamedProgramLocalParameter4fvEXT&lt;br /&gt;
glNamedProgramLocalParameters4fvEXT&lt;br /&gt;
glNamedProgramLocalParametersI4ivEXT&lt;br /&gt;
glNamedProgramLocalParameterI4uiEXT&lt;br /&gt;
glNamedProgramLocalParameterI4uivEXT&lt;br /&gt;
glDisableIndexedEXT&lt;br /&gt;
glEnableIndexedEXT&lt;br /&gt;
glVertexArrayVertexOffsetEXT&lt;br /&gt;
glColorMaskIndexedEXT&lt;br /&gt;
glIsEnabledIndexedEXT&lt;br /&gt;
glDrawArraysInstancedEXT&lt;br /&gt;
glGetBooleanIndexedvEXT&lt;br /&gt;
glGetIntegerIndexedvEXT&lt;br /&gt;
glFogCoordPointerEXT&lt;br /&gt;
glFogCoorddEXT&lt;br /&gt;
glDrawElementsInstancedEXT&lt;br /&gt;
glDrawRangeElementsEXT&lt;br /&gt;
glFogCoordfvEXT&lt;br /&gt;
glFragmentColorMaterialEXT&lt;br /&gt;
glFogCoorddvEXT&lt;br /&gt;
glFogCoordfEXT&lt;br /&gt;
glFragmentLightModeliEXT&lt;br /&gt;
glFragmentLightModelivEXT&lt;br /&gt;
glFragmentLightModelfEXT&lt;br /&gt;
glFragmentLightModelfvEXT&lt;br /&gt;
glFragmentLightiEXT&lt;br /&gt;
glFragmentLightivEXT&lt;br /&gt;
glFragmentLightfEXT&lt;br /&gt;
glFragmentLightfvEXT&lt;br /&gt;
glFragmentMaterialiEXT&lt;br /&gt;
glFragmentMaterialivEXT&lt;br /&gt;
glFragmentMaterialfEXT&lt;br /&gt;
glFragmentMaterialfvEXT&lt;br /&gt;
glGetFragmentMaterialfvEXT&lt;br /&gt;
glGetFragmentMaterialivEXT&lt;br /&gt;
glGetFragmentLightfvEXT&lt;br /&gt;
glGetFragmentLightivEXT&lt;br /&gt;
glProgramUniformMatrix3x4fvEXT&lt;br /&gt;
glProgramUniformMatrix4fvEXT&lt;br /&gt;
glProgramUniformMatrix3fvEXT&lt;br /&gt;
glProgramUniformMatrix3x2fvEXT&lt;br /&gt;
glPushClientAttribDefaultEXT&lt;br /&gt;
glTextureBufferEXT&lt;br /&gt;
glProgramUniformMatrix4x2fvEXT&lt;br /&gt;
glProgramUniformMatrix4x3fvEXT&lt;br /&gt;
glTextureImage3DEXT&lt;br /&gt;
glTextureParameterIivEXT&lt;br /&gt;
glTextureImage1DEXT&lt;br /&gt;
glTextureImage2DEXT&lt;br /&gt;
glTextureParameterfvEXT&lt;br /&gt;
glTextureParameteriEXT&lt;br /&gt;
glTextureParameterIuivEXT&lt;br /&gt;
glTextureParameterfEXT&lt;br /&gt;
glTextureSubImage1DEXT&lt;br /&gt;
glTextureSubImage2DEXT&lt;br /&gt;
glTextureParameterivEXT&lt;br /&gt;
glTextureRenderbufferEXT&lt;br /&gt;
glVertexArrayColorOffsetEXT&lt;br /&gt;
glVertexArrayEdgeFlagOffsetEXT&lt;br /&gt;
glTextureSubImage3DEXT&lt;br /&gt;
glUnmapNamedBufferEXT&lt;br /&gt;
glVertexArrayMultiTexCoordOffsetEXT&lt;br /&gt;
glVertexArrayNormalOffsetEXT&lt;br /&gt;
glVertexArrayFogCoordOffsetEXT&lt;br /&gt;
glVertexArrayIndexOffsetEXT&lt;br /&gt;
glVertexArrayVertexAttribIOffsetEXT&lt;br /&gt;
glVertexArrayVertexAttribOffsetEXT&lt;br /&gt;
glVertexArraySecondaryColorOffsetEXT&lt;br /&gt;
glVertexArrayTexCoordOffsetEXT&lt;br /&gt;
glUniform2uivEXT&lt;br /&gt;
glUniform3uiEXT&lt;br /&gt;
glUniform1uivEXT&lt;br /&gt;
glUniform2uiEXT&lt;br /&gt;
glUniform4uivEXT&lt;br /&gt;
glVertexAttribI1iEXT&lt;br /&gt;
glUniform3uivEXT&lt;br /&gt;
glUniform4uiEXT&lt;br /&gt;
glVertexAttribI1uivEXT&lt;br /&gt;
glVertexAttribI2iEXT&lt;br /&gt;
glVertexAttribI1ivEXT&lt;br /&gt;
glVertexAttribI1uiEXT&lt;br /&gt;
glVertexAttribI2uivEXT&lt;br /&gt;
glVertexAttribI3iEXT&lt;br /&gt;
glVertexAttribI2ivEXT&lt;br /&gt;
glVertexAttribI2uiEXT&lt;br /&gt;
glVertexAttribI3uivEXT&lt;br /&gt;
glVertexAttribI4bvEXT&lt;br /&gt;
glVertexAttribI3ivEXT&lt;br /&gt;
glVertexAttribI3uiEXT&lt;br /&gt;
glVertexAttribI4svEXT&lt;br /&gt;
glVertexAttribI4ubvEXT&lt;br /&gt;
glVertexAttribI4iEXT&lt;br /&gt;
glVertexAttribI4ivEXT&lt;br /&gt;
glVertexAttribI4usvEXT&lt;br /&gt;
glVertexAttribIPointerEXT&lt;br /&gt;
glVertexAttribI4uiEXT&lt;br /&gt;
glVertexAttribI4uivEXT&lt;br /&gt;
glGetHistogramParameterivEXT&lt;br /&gt;
glGetMinmaxEXT&lt;br /&gt;
glGetHistogramEXT&lt;br /&gt;
glGetHistogramParameterfvEXT&lt;br /&gt;
glRenderbufferStorageMultisampleEXT&lt;br /&gt;
glBindFramebufferEXT&lt;br /&gt;
glLightEnviEXT&lt;br /&gt;
glBlitFramebufferEXT&lt;br /&gt;
glDeleteFramebuffersEXT&lt;br /&gt;
glDeleteRenderbuffersEXT&lt;br /&gt;
glBindRenderbufferEXT&lt;br /&gt;
glCheckFramebufferStatusEXT&lt;br /&gt;
glFramebufferTexture2DEXT&lt;br /&gt;
glFramebufferTexture3DEXT&lt;br /&gt;
glFramebufferRenderbufferEXT&lt;br /&gt;
glFramebufferTexture1DEXT&lt;br /&gt;
glGenerateMipmapEXT&lt;br /&gt;
glGetFramebufferAttachmentParameterivEXT&lt;br /&gt;
glGenFramebuffersEXT&lt;br /&gt;
glGenRenderbuffersEXT&lt;br /&gt;
glIsRenderbufferEXT&lt;br /&gt;
glRenderbufferStorageEXT&lt;br /&gt;
glGetRenderbufferParameterivEXT&lt;br /&gt;
glIsFramebufferEXT&lt;br /&gt;
glFramebufferTextureLayerEXT&lt;br /&gt;
glProgramParameteriEXT&lt;br /&gt;
glFramebufferTextureEXT&lt;br /&gt;
glFramebufferTextureFaceEXT&lt;br /&gt;
glBindFragDataLocationEXT&lt;br /&gt;
glGetFragDataLocationEXT&lt;br /&gt;
glProgramEnvParameters4fvEXT&lt;br /&gt;
glProgramLocalParameters4fvEXT&lt;br /&gt;
glGetVertexAttribIuivEXT&lt;br /&gt;
glUniform1uiEXT&lt;br /&gt;
glGetUniformuivEXT&lt;br /&gt;
glGetVertexAttribIivEXT&lt;br /&gt;
glSecondaryColor3dvEXT&lt;br /&gt;
glSecondaryColor3fEXT&lt;br /&gt;
glSecondaryColor3bvEXT&lt;br /&gt;
glSecondaryColor3dEXT&lt;br /&gt;
glSecondaryColor3ivEXT&lt;br /&gt;
glSecondaryColor3sEXT&lt;br /&gt;
glSecondaryColor3fvEXT&lt;br /&gt;
glSecondaryColor3iEXT&lt;br /&gt;
glSecondaryColor3ubvEXT&lt;br /&gt;
glSecondaryColor3uiEXT&lt;br /&gt;
glSecondaryColor3svEXT&lt;br /&gt;
glSecondaryColor3ubEXT&lt;br /&gt;
glSecondaryColor3usvEXT&lt;br /&gt;
glSecondaryColorPointerEXT&lt;br /&gt;
glSecondaryColor3uivEXT&lt;br /&gt;
glSecondaryColor3usEXT&lt;br /&gt;
glUseShaderProgramEXT&lt;br /&gt;
glBindImageTextureEXT&lt;br /&gt;
glActiveProgramEXT&lt;br /&gt;
glCreateShaderProgramEXT&lt;br /&gt;
glTexSubImage1DEXT&lt;br /&gt;
glTexSubImage2DEXT&lt;br /&gt;
glMemoryBarrierEXT&lt;br /&gt;
glActiveStencilFaceEXT&lt;br /&gt;
glTexBufferEXT&lt;br /&gt;
glClearColorIiEXT&lt;br /&gt;
glTexSubImage3DEXT&lt;br /&gt;
glTexImage3DEXT&lt;br /&gt;
glGetTexParameterIuivEXT&lt;br /&gt;
glTexParameterIivEXT&lt;br /&gt;
glClearColorIuiEXT&lt;br /&gt;
glGetTexParameterIivEXT&lt;br /&gt;
glHistogramEXT&lt;br /&gt;
glMinmaxEXT&lt;br /&gt;
glGetMinmaxParameterfvEXT&lt;br /&gt;
glGetMinmaxParameterivEXT&lt;br /&gt;
glIndexFuncEXT&lt;br /&gt;
glIndexMaterialEXT&lt;br /&gt;
glResetHistogramEXT&lt;br /&gt;
glResetMinmaxEXT&lt;br /&gt;
glTextureMaterialEXT&lt;br /&gt;
glMultiDrawArraysEXT&lt;br /&gt;
glApplyTextureEXT&lt;br /&gt;
glTextureLightEXT&lt;br /&gt;
glSamplePatternEXT&lt;br /&gt;
glColorTableEXT&lt;br /&gt;
glMultiDrawElementsEXT&lt;br /&gt;
glSampleMaskEXT&lt;br /&gt;
glGetColorTableParameterivEXT&lt;br /&gt;
glGetPixelTransformParameterfvEXT&lt;br /&gt;
glGetColorTableEXT&lt;br /&gt;
glGetColorTableParameterfvEXT&lt;br /&gt;
glPixelTransformParameterfvEXT&lt;br /&gt;
glPixelTransformParameteriEXT&lt;br /&gt;
glGetPixelTransformParameterivEXT&lt;br /&gt;
glPixelTransformParameterfEXT&lt;br /&gt;
glPointParameterfvEXT&lt;br /&gt;
glPolygonOffsetEXT&lt;br /&gt;
glPixelTransformParameterivEXT&lt;br /&gt;
glPointParameterfEXT&lt;br /&gt;
glEndSceneEXT&lt;br /&gt;
glSecondaryColor3bEXT&lt;br /&gt;
glProvokingVertexEXT&lt;br /&gt;
glBeginSceneEXT&lt;br /&gt;
glVertexAttribL4dEXT&lt;br /&gt;
glVertexAttribL4dvEXT&lt;br /&gt;
glVertexAttribL3dEXT&lt;br /&gt;
glVertexAttribL3dvEXT&lt;br /&gt;
glBindLightParameterEXT&lt;br /&gt;
glBindMaterialParameterEXT&lt;br /&gt;
glVertexAttribLPointerEXT&lt;br /&gt;
glBeginVertexShaderEXT&lt;br /&gt;
glBindTextureUnitParameterEXT&lt;br /&gt;
glBindVertexShaderEXT&lt;br /&gt;
glBindParameterEXT&lt;br /&gt;
glBindTexGenParameterEXT&lt;br /&gt;
glEnableVariantClientStateEXT&lt;br /&gt;
glEndVertexShaderEXT&lt;br /&gt;
glDeleteVertexShaderEXT&lt;br /&gt;
glDisableVariantClientStateEXT&lt;br /&gt;
glGenVertexShadersEXT&lt;br /&gt;
glGetInvariantBooleanvEXT&lt;br /&gt;
glExtractComponentEXT&lt;br /&gt;
glGenSymbolsEXT&lt;br /&gt;
glGetLocalConstantBooleanvEXT&lt;br /&gt;
glGetLocalConstantFloatvEXT&lt;br /&gt;
glGetInvariantFloatvEXT&lt;br /&gt;
glGetInvariantIntegervEXT&lt;br /&gt;
glGetVariantFloatvEXT&lt;br /&gt;
glGetVariantIntegervEXT&lt;br /&gt;
glGetLocalConstantIntegervEXT&lt;br /&gt;
glGetVariantBooleanvEXT&lt;br /&gt;
glIsVariantEnabledEXT&lt;br /&gt;
glSetInvariantEXT&lt;br /&gt;
glGetVariantPointervEXT&lt;br /&gt;
glInsertComponentEXT&lt;br /&gt;
glBindTextureEXT&lt;br /&gt;
glDeleteTexturesEXT&lt;br /&gt;
glTexParameterIuivEXT&lt;br /&gt;
glAreTexturesResidentEXT&lt;br /&gt;
glPrioritizeTexturesEXT&lt;br /&gt;
glTextureNormalEXT&lt;br /&gt;
glGenTexturesEXT&lt;br /&gt;
glIsTextureEXT&lt;br /&gt;
glBeginTransformFeedbackEXT&lt;br /&gt;
glBindBufferBaseEXT&lt;br /&gt;
glGetQueryObjecti64vEXT&lt;br /&gt;
glGetQueryObjectui64vEXT&lt;br /&gt;
glEndTransformFeedbackEXT&lt;br /&gt;
glGetTransformFeedbackVaryingEXT&lt;br /&gt;
glBindBufferOffsetEXT&lt;br /&gt;
glBindBufferRangeEXT&lt;br /&gt;
glColorPointerEXT&lt;br /&gt;
glDrawArraysEXT&lt;br /&gt;
glTransformFeedbackVaryingsEXT&lt;br /&gt;
glArrayElementEXT&lt;br /&gt;
glIndexPointerEXT&lt;br /&gt;
glNormalPointerEXT&lt;br /&gt;
glEdgeFlagPointerEXT&lt;br /&gt;
glGetPointervEXT&lt;br /&gt;
glGetVertexAttribLdvEXT&lt;br /&gt;
glVertexArrayVertexAttribLOffsetEXT&lt;br /&gt;
glTexCoordPointerEXT&lt;br /&gt;
glVertexPointerEXT&lt;br /&gt;
glVertexAttribL2dEXT&lt;br /&gt;
glVertexAttribL2dvEXT&lt;br /&gt;
glVertexAttribL1dEXT&lt;br /&gt;
glVertexAttribL1dvEXT&lt;br /&gt;
glTexCoordPointerListIBM&lt;br /&gt;
glVertexPointerListIBM&lt;br /&gt;
glNormalPointerListIBM&lt;br /&gt;
glSecondaryColorPointerListIBM&lt;br /&gt;
glTexCoordPointervINTEL&lt;br /&gt;
glVertexPointervINTEL&lt;br /&gt;
glColorPointervINTEL&lt;br /&gt;
glNormalPointervINTEL&lt;br /&gt;
glBufferRegionEnabledEXT&lt;br /&gt;
glDeleteBufferRegionEXT&lt;br /&gt;
glTexScissorFuncINTEL&lt;br /&gt;
glTexScissorINTEL&lt;br /&gt;
glReadBufferRegionEXT&lt;br /&gt;
glResizeBuffersMESA&lt;br /&gt;
glDrawBufferRegionEXT&lt;br /&gt;
glNewBufferRegionEXT&lt;br /&gt;
glWindowPos2fMESA&lt;br /&gt;
glWindowPos2fvMESA&lt;br /&gt;
glWindowPos2dMESA&lt;br /&gt;
glWindowPos2dvMESA&lt;br /&gt;
glWindowPos2sMESA&lt;br /&gt;
glWindowPos2svMESA&lt;br /&gt;
glWindowPos2iMESA&lt;br /&gt;
glWindowPos2ivMESA&lt;br /&gt;
glWindowPos3fMESA&lt;br /&gt;
glWindowPos3fvMESA&lt;br /&gt;
glWindowPos3dMESA&lt;br /&gt;
glWindowPos3dvMESA&lt;br /&gt;
glWindowPos3sMESA&lt;br /&gt;
glWindowPos3svMESA&lt;br /&gt;
glWindowPos3iMESA&lt;br /&gt;
glWindowPos3ivMESA&lt;br /&gt;
glShaderOp2EXT&lt;br /&gt;
glShaderOp3EXT&lt;br /&gt;
glSetLocalConstantEXT&lt;br /&gt;
glShaderOp1EXT&lt;br /&gt;
glVariantbvEXT&lt;br /&gt;
glVariantdvEXT&lt;br /&gt;
glSwizzleEXT&lt;br /&gt;
glVariantPointerEXT&lt;br /&gt;
glVariantsvEXT&lt;br /&gt;
glVariantubvEXT&lt;br /&gt;
glVariantfvEXT&lt;br /&gt;
glVariantivEXT&lt;br /&gt;
glWriteMaskEXT&lt;br /&gt;
glVertexWeightPointerEXT&lt;br /&gt;
glVariantuivEXT&lt;br /&gt;
glVariantusvEXT&lt;br /&gt;
glFrameTerminatorGREMEDY&lt;br /&gt;
glStringMarkerGREMEDY&lt;br /&gt;
glVertexWeightfEXT&lt;br /&gt;
glVertexWeightfvEXT&lt;br /&gt;
glImageTransformParameterfHP&lt;br /&gt;
glImageTransformParameterfvHP&lt;br /&gt;
glGetImageTransformParameterfvHP&lt;br /&gt;
glGetImageTransformParameterivHP&lt;br /&gt;
glMultiModeDrawArraysIBM&lt;br /&gt;
glMultiModeDrawElementsIBM&lt;br /&gt;
glImageTransformParameteriHP&lt;br /&gt;
glImageTransformParameterivHP&lt;br /&gt;
glFogCoordPointerListIBM&lt;br /&gt;
glIndexPointerListIBM&lt;br /&gt;
glColorPointerListIBM&lt;br /&gt;
glEdgeFlagPointerListIBM&lt;br /&gt;
glGetProgramNamedParameterfvNV&lt;br /&gt;
glProgramNamedParameter4dNV&lt;br /&gt;
glTestFenceNV&lt;br /&gt;
glGetProgramNamedParameterdvNV&lt;br /&gt;
glProgramNamedParameter4fvNV&lt;br /&gt;
glRenderbufferStorageMultisampleCoverageNV&lt;br /&gt;
glProgramNamedParameter4dvNV&lt;br /&gt;
glProgramNamedParameter4fNV&lt;br /&gt;
glProgramEnvParameterI4ivNV&lt;br /&gt;
glProgramEnvParameterI4uiNV&lt;br /&gt;
glProgramVertexLimitNV&lt;br /&gt;
glProgramEnvParameterI4iNV&lt;br /&gt;
glProgramEnvParametersI4uivNV&lt;br /&gt;
glProgramLocalParameterI4iNV&lt;br /&gt;
glProgramEnvParameterI4uivNV&lt;br /&gt;
glProgramEnvParametersI4ivNV&lt;br /&gt;
glProgramLocalParameterI4uivNV&lt;br /&gt;
glProgramLocalParametersI4ivNV&lt;br /&gt;
glProgramLocalParameterI4ivNV&lt;br /&gt;
glProgramLocalParameterI4uiNV&lt;br /&gt;
glGetUniformui64vNV&lt;br /&gt;
glProgramUniform1i64NV&lt;br /&gt;
glProgramLocalParametersI4uivNV&lt;br /&gt;
glGetUniformi64vNV&lt;br /&gt;
glProgramUniform1ui64vNV&lt;br /&gt;
glProgramUniform2i64NV&lt;br /&gt;
glProgramUniform1i64vNV&lt;br /&gt;
glProgramUniform1ui64NV&lt;br /&gt;
glProgramUniform2ui64vNV&lt;br /&gt;
glProgramUniform3i64NV&lt;br /&gt;
glProgramUniform2i64vNV&lt;br /&gt;
glProgramUniform2ui64NV&lt;br /&gt;
glWindowPos4fMESA&lt;br /&gt;
glWindowPos4fvMESA&lt;br /&gt;
glWindowPos4dMESA&lt;br /&gt;
glWindowPos4dvMESA&lt;br /&gt;
glWindowPos4sMESA&lt;br /&gt;
glWindowPos4svMESA&lt;br /&gt;
glWindowPos4iMESA&lt;br /&gt;
glWindowPos4ivMESA&lt;br /&gt;
glCopyImageSubDataNV&lt;br /&gt;
glClearDepthdNV&lt;br /&gt;
glBeginConditionalRenderNV&lt;br /&gt;
glEndConditionalRenderNV&lt;br /&gt;
glEvalMapsNV&lt;br /&gt;
glGetMapAttribParameterfvNV&lt;br /&gt;
glDepthBoundsdNV&lt;br /&gt;
glDepthRangedNV&lt;br /&gt;
glGetMapParameterfvNV&lt;br /&gt;
glGetMapParameterivNV&lt;br /&gt;
glGetMapAttribParameterivNV&lt;br /&gt;
glGetMapControlPointsNV&lt;br /&gt;
glMapParameterivNV&lt;br /&gt;
glGetMultisamplefvNV&lt;br /&gt;
glMapControlPointsNV&lt;br /&gt;
glMapParameterfvNV&lt;br /&gt;
glDeleteFencesNV&lt;br /&gt;
glFinishFenceNV&lt;br /&gt;
glSampleMaskIndexedNV&lt;br /&gt;
glTexRenderbufferNV&lt;br /&gt;
glIsFenceNV&lt;br /&gt;
glSetFenceNV&lt;br /&gt;
glGenFencesNV&lt;br /&gt;
glGetFenceivNV&lt;br /&gt;
glMultiTexCoord3hvNV&lt;br /&gt;
glMultiTexCoord4hNV&lt;br /&gt;
glMultiTexCoord2hvNV&lt;br /&gt;
glMultiTexCoord3hNV&lt;br /&gt;
glNormal3hvNV&lt;br /&gt;
glSecondaryColor3hNV&lt;br /&gt;
glMultiTexCoord4hvNV&lt;br /&gt;
glNormal3hNV&lt;br /&gt;
glTexCoord1hvNV&lt;br /&gt;
glTexCoord2hNV&lt;br /&gt;
glSecondaryColor3hvNV&lt;br /&gt;
glTexCoord1hNV&lt;br /&gt;
glTexCoord3hvNV&lt;br /&gt;
glTexCoord4hNV&lt;br /&gt;
glTexCoord2hvNV&lt;br /&gt;
glTexCoord3hNV&lt;br /&gt;
glVertex2hvNV&lt;br /&gt;
glVertex3hNV&lt;br /&gt;
glTexCoord4hvNV&lt;br /&gt;
glVertex2hNV&lt;br /&gt;
glVertex4hvNV&lt;br /&gt;
glVertexAttrib1hNV&lt;br /&gt;
glVertex3hvNV&lt;br /&gt;
glVertex4hNV&lt;br /&gt;
glVertexAttrib2hvNV&lt;br /&gt;
glVertexAttrib3hNV&lt;br /&gt;
glVertexAttrib1hvNV&lt;br /&gt;
glVertexAttrib2hNV&lt;br /&gt;
glVertexAttrib4hvNV&lt;br /&gt;
glVertexAttribs1hvNV&lt;br /&gt;
glVertexAttrib3hvNV&lt;br /&gt;
glVertexAttrib4hNV&lt;br /&gt;
glProgramUniform3ui64vNV&lt;br /&gt;
glProgramUniform4i64NV&lt;br /&gt;
glProgramUniform3i64vNV&lt;br /&gt;
glProgramUniform3ui64NV&lt;br /&gt;
glProgramUniform4ui64vNV&lt;br /&gt;
glUniform1i64NV&lt;br /&gt;
glProgramUniform4i64vNV&lt;br /&gt;
glProgramUniform4ui64NV&lt;br /&gt;
glUniform1ui64vNV&lt;br /&gt;
glUniform2i64NV&lt;br /&gt;
glUniform1i64vNV&lt;br /&gt;
glUniform1ui64NV&lt;br /&gt;
glUniform2ui64vNV&lt;br /&gt;
glUniform3i64NV&lt;br /&gt;
glUniform2i64vNV&lt;br /&gt;
glUniform2ui64NV&lt;br /&gt;
glUniform3ui64vNV&lt;br /&gt;
glUniform4i64NV&lt;br /&gt;
glUniform3i64vNV&lt;br /&gt;
glUniform3ui64NV&lt;br /&gt;
glUniform4ui64vNV&lt;br /&gt;
glColor3hNV&lt;br /&gt;
glUniform4i64vNV&lt;br /&gt;
glUniform4ui64NV&lt;br /&gt;
glColor4hvNV&lt;br /&gt;
glFogCoordhNV&lt;br /&gt;
glColor3hvNV&lt;br /&gt;
glColor4hNV&lt;br /&gt;
glMultiTexCoord1hvNV&lt;br /&gt;
glMultiTexCoord2hNV&lt;br /&gt;
glFogCoordhvNV&lt;br /&gt;
glMultiTexCoord1hNV&lt;br /&gt;
glGetCombinerInputParameterfvNV&lt;br /&gt;
glGetCombinerInputParameterivNV&lt;br /&gt;
glCombinerParameterivNV&lt;br /&gt;
glFinalCombinerInputNV&lt;br /&gt;
glGetFinalCombinerInputParameterfvNV&lt;br /&gt;
glGetFinalCombinerInputParameterivNV&lt;br /&gt;
glGetCombinerOutputParameterfvNV&lt;br /&gt;
glGetCombinerOutputParameterivNV&lt;br /&gt;
glGetBufferParameterui64vNV&lt;br /&gt;
glGetIntegerui64vNV&lt;br /&gt;
glCombinerStageParameterfvNV&lt;br /&gt;
glGetCombinerStageParameterfvNV&lt;br /&gt;
glIsNamedBufferResidentNV&lt;br /&gt;
glMakeBufferNonResidentNV&lt;br /&gt;
glGetNamedBufferParameterui64vNV&lt;br /&gt;
glIsBufferResidentNV&lt;br /&gt;
glMakeNamedBufferResidentNV&lt;br /&gt;
glProgramUniformui64NV&lt;br /&gt;
glMakeBufferResidentNV&lt;br /&gt;
glMakeNamedBufferNonResidentNV&lt;br /&gt;
glUniformui64vNV&lt;br /&gt;
glTextureBarrierNV&lt;br /&gt;
glProgramUniformui64vNV&lt;br /&gt;
glUniformui64NV&lt;br /&gt;
glBindBufferBaseNV&lt;br /&gt;
glBindBufferOffsetNV&lt;br /&gt;
glActiveVaryingNV&lt;br /&gt;
glBeginTransformFeedbackNV&lt;br /&gt;
glGetActiveVaryingNV&lt;br /&gt;
glGetTransformFeedbackVaryingNV&lt;br /&gt;
glBindBufferRangeNV&lt;br /&gt;
glEndTransformFeedbackNV&lt;br /&gt;
glVertexAttribs4hvNV&lt;br /&gt;
glVertexWeighthNV&lt;br /&gt;
glVertexAttribs2hvNV&lt;br /&gt;
glVertexAttribs3hvNV&lt;br /&gt;
glDeleteOcclusionQueriesNV&lt;br /&gt;
glEndOcclusionQueryNV&lt;br /&gt;
glVertexWeighthvNV&lt;br /&gt;
glBeginOcclusionQueryNV&lt;br /&gt;
glGetOcclusionQueryuivNV&lt;br /&gt;
glIsOcclusionQueryNV&lt;br /&gt;
glGenOcclusionQueriesNV&lt;br /&gt;
glGetOcclusionQueryivNV&lt;br /&gt;
glProgramBufferParametersfvNV&lt;br /&gt;
glFlushPixelDataRangeNV&lt;br /&gt;
glProgramBufferParametersIivNV&lt;br /&gt;
glProgramBufferParametersIuivNV&lt;br /&gt;
glPointParameterivNV&lt;br /&gt;
glGetVideoi64vNV&lt;br /&gt;
glPixelDataRangeNV&lt;br /&gt;
glPointParameteriNV&lt;br /&gt;
glGetVideouivNV&lt;br /&gt;
glPresentFrameDualFillNV&lt;br /&gt;
glGetVideoivNV&lt;br /&gt;
glGetVideoui64vNV&lt;br /&gt;
glPrimitiveRestartNV&lt;br /&gt;
glCombinerInputNV&lt;br /&gt;
glPresentFrameKeyedNV&lt;br /&gt;
glPrimitiveRestartIndexNV&lt;br /&gt;
glCombinerParameterfvNV&lt;br /&gt;
glCombinerParameteriNV&lt;br /&gt;
glCombinerOutputNV&lt;br /&gt;
glCombinerParameterfNV&lt;br /&gt;
glVertexAttribL3ui64NV&lt;br /&gt;
glVertexAttribL3ui64vNV&lt;br /&gt;
glVertexAttribL3i64NV&lt;br /&gt;
glVertexAttribL3i64vNV&lt;br /&gt;
glVertexAttribL4ui64NV&lt;br /&gt;
glVertexAttribL4ui64vNV&lt;br /&gt;
glVertexAttribL4i64NV&lt;br /&gt;
glVertexAttribL4i64vNV&lt;br /&gt;
glColorFormatNV&lt;br /&gt;
glEdgeFlagFormatNV&lt;br /&gt;
glVertexAttribLFormatNV&lt;br /&gt;
glBufferAddressRangeNV&lt;br /&gt;
glIndexFormatNV&lt;br /&gt;
glNormalFormatNV&lt;br /&gt;
glFogCoordFormatNV&lt;br /&gt;
glGetIntegerui64i_vNV&lt;br /&gt;
glVertexAttribFormatNV&lt;br /&gt;
glVertexAttribIFormatNV&lt;br /&gt;
glSecondaryColorFormatNV&lt;br /&gt;
glTexCoordFormatNV&lt;br /&gt;
glBindProgramNV&lt;br /&gt;
glDeleteProgramsNV&lt;br /&gt;
glVertexFormatNV&lt;br /&gt;
glAreProgramsResidentNV&lt;br /&gt;
glGetProgramParameterdvNV&lt;br /&gt;
glGetProgramParameterfvNV&lt;br /&gt;
glExecuteProgramNV&lt;br /&gt;
glGenProgramsNV&lt;br /&gt;
glGetTrackMatrixivNV&lt;br /&gt;
glGetVertexAttribPointervNV&lt;br /&gt;
glGetProgramStringNV&lt;br /&gt;
glGetProgramivNV&lt;br /&gt;
glTransformFeedbackVaryingsNV&lt;br /&gt;
glBindTransformFeedbackNV&lt;br /&gt;
glGetVaryingLocationNV&lt;br /&gt;
glTransformFeedbackAttribsNV&lt;br /&gt;
glGenTransformFeedbacksNV&lt;br /&gt;
glIsTransformFeedbackNV&lt;br /&gt;
glDeleteTransformFeedbacksNV&lt;br /&gt;
glDrawTransformFeedbackNV&lt;br /&gt;
glVDPAUFiniNV&lt;br /&gt;
glVDPAUGetSurfaceivNV&lt;br /&gt;
glPauseTransformFeedbackNV&lt;br /&gt;
glResumeTransformFeedbackNV&lt;br /&gt;
glVDPAUMapSurfacesNV&lt;br /&gt;
glVDPAURegisterOutputSurfaceNV&lt;br /&gt;
glVDPAUInitNV&lt;br /&gt;
glVDPAUIsSurfaceNV&lt;br /&gt;
glVDPAUUnmapSurfacesNV&lt;br /&gt;
glVDPAUUnregisterSurfaceNV&lt;br /&gt;
glVDPAURegisterVideoSurfaceNV&lt;br /&gt;
glVDPAUSurfaceAccessNV&lt;br /&gt;
glGetVertexAttribLi64vNV&lt;br /&gt;
glGetVertexAttribLui64vNV&lt;br /&gt;
glFlushVertexArrayRangeNV&lt;br /&gt;
glVertexArrayRangeNV&lt;br /&gt;
glVertexAttribL1ui64NV&lt;br /&gt;
glVertexAttribL1ui64vNV&lt;br /&gt;
glVertexAttribL1i64NV&lt;br /&gt;
glVertexAttribL1i64vNV&lt;br /&gt;
glVertexAttribL2ui64NV&lt;br /&gt;
glVertexAttribL2ui64vNV&lt;br /&gt;
glVertexAttribL2i64NV&lt;br /&gt;
glVertexAttribL2i64vNV&lt;br /&gt;
glVertexAttrib4fvNV&lt;br /&gt;
glVertexAttrib4sNV&lt;br /&gt;
glVertexAttrib4dvNV&lt;br /&gt;
glVertexAttrib4fNV&lt;br /&gt;
glVertexAttrib4ubvNV&lt;br /&gt;
glVertexAttribPointerNV&lt;br /&gt;
glVertexAttrib4svNV&lt;br /&gt;
glVertexAttrib4ubNV&lt;br /&gt;
glVertexAttribs1svNV&lt;br /&gt;
glVertexAttribs2dvNV&lt;br /&gt;
glVertexAttribs1dvNV&lt;br /&gt;
glVertexAttribs1fvNV&lt;br /&gt;
glVertexAttribs3dvNV&lt;br /&gt;
glVertexAttribs3fvNV&lt;br /&gt;
glVertexAttribs2fvNV&lt;br /&gt;
glVertexAttribs2svNV&lt;br /&gt;
glVertexAttribs4fvNV&lt;br /&gt;
glVertexAttribs4svNV&lt;br /&gt;
glVertexAttribs3svNV&lt;br /&gt;
glVertexAttribs4dvNV&lt;br /&gt;
glClipPlanefOES&lt;br /&gt;
glDepthRangefOES&lt;br /&gt;
glVertexAttribs4ubvNV&lt;br /&gt;
glClearDepthfOES&lt;br /&gt;
glOrthofOES&lt;br /&gt;
glDetailTexFuncSGIS&lt;br /&gt;
glFrustumfOES&lt;br /&gt;
glGetClipPlanefOES&lt;br /&gt;
glGetFogFuncSGIS&lt;br /&gt;
glSampleMaskSGIS&lt;br /&gt;
glGetDetailTexFuncSGIS&lt;br /&gt;
glFogFuncSGIS&lt;br /&gt;
glGetVertexAttribivNV&lt;br /&gt;
glIsProgramNV&lt;br /&gt;
glGetVertexAttribdvNV&lt;br /&gt;
glGetVertexAttribfvNV&lt;br /&gt;
glProgramParameter4dvNV&lt;br /&gt;
glProgramParameter4fNV&lt;br /&gt;
glLoadProgramNV&lt;br /&gt;
glProgramParameter4dNV&lt;br /&gt;
glProgramParameters4fvNV&lt;br /&gt;
glRequestResidentProgramsNV&lt;br /&gt;
glProgramParameter4fvNV&lt;br /&gt;
glProgramParameters4dvNV&lt;br /&gt;
glVertexAttrib1dvNV&lt;br /&gt;
glVertexAttrib1fNV&lt;br /&gt;
glTrackMatrixNV&lt;br /&gt;
glVertexAttrib1dNV&lt;br /&gt;
glVertexAttrib1svNV&lt;br /&gt;
glVertexAttrib2dNV&lt;br /&gt;
glVertexAttrib1fvNV&lt;br /&gt;
glVertexAttrib1sNV&lt;br /&gt;
glVertexAttrib2fvNV&lt;br /&gt;
glVertexAttrib2sNV&lt;br /&gt;
glVertexAttrib2dvNV&lt;br /&gt;
glVertexAttrib2fNV&lt;br /&gt;
glVertexAttrib3dvNV&lt;br /&gt;
glVertexAttrib3fNV&lt;br /&gt;
glVertexAttrib2svNV&lt;br /&gt;
glVertexAttrib3dNV&lt;br /&gt;
glVertexAttrib3svNV&lt;br /&gt;
glVertexAttrib4dNV&lt;br /&gt;
glVertexAttrib3fvNV&lt;br /&gt;
glVertexAttrib3sNV&lt;br /&gt;
glReferencePlaneSGIX&lt;br /&gt;
glSpriteParameterfSGIX&lt;br /&gt;
glFrameZoomSGIX&lt;br /&gt;
glPixelTexGenSGIX&lt;br /&gt;
glSpriteParameterivSGIX&lt;br /&gt;
glTagSampleBufferSGIX&lt;br /&gt;
glSpriteParameterfvSGIX&lt;br /&gt;
glSpriteParameteriSGIX&lt;br /&gt;
glColorTableSGI&lt;br /&gt;
glCopyColorTableSGI&lt;br /&gt;
glColorTableParameterfvSGI&lt;br /&gt;
glColorTableParameterivSGI&lt;br /&gt;
glGetColorTableSGI&lt;br /&gt;
glFinishTextureSUNX&lt;br /&gt;
glGetColorTableParameterfvSGI&lt;br /&gt;
glGetColorTableParameterivSGI&lt;br /&gt;
glGlobalAlphaFactorfSUN&lt;br /&gt;
glGlobalAlphaFactoriSUN&lt;br /&gt;
glGlobalAlphaFactorbSUN&lt;br /&gt;
glGlobalAlphaFactordSUN&lt;br /&gt;
glGlobalAlphaFactoruiSUN&lt;br /&gt;
glGlobalAlphaFactorusSUN&lt;br /&gt;
glGlobalAlphaFactorsSUN&lt;br /&gt;
glGlobalAlphaFactorubSUN&lt;br /&gt;
glReplacementCodeubSUN&lt;br /&gt;
glReplacementCodeubvSUN&lt;br /&gt;
glReadVideoPixelsSUN&lt;br /&gt;
glReplacementCodePointerSUN&lt;br /&gt;
glReplacementCodeusSUN&lt;br /&gt;
glReplacementCodeusvSUN&lt;br /&gt;
glReplacementCodeuiSUN&lt;br /&gt;
glReplacementCodeuivSUN&lt;br /&gt;
glSharpenTexFuncSGIS&lt;br /&gt;
glTexImage4DSGIS&lt;br /&gt;
glSamplePatternSGIS&lt;br /&gt;
glGetSharpenTexFuncSGIS&lt;br /&gt;
glTexFilterFuncSGIS&lt;br /&gt;
glAsyncMarkerSGIX&lt;br /&gt;
glTexSubImage4DSGIS&lt;br /&gt;
glGetTexFilterFuncSGIS&lt;br /&gt;
glGenAsyncMarkersSGIX&lt;br /&gt;
glIsAsyncMarkerSGIX&lt;br /&gt;
glDeleteAsyncMarkersSGIX&lt;br /&gt;
glFinishAsyncSGIX&lt;br /&gt;
glTextureFogSGIX&lt;br /&gt;
glFragmentColorMaterialSGIX&lt;br /&gt;
glPollAsyncSGIX&lt;br /&gt;
glFlushRasterSGIX&lt;br /&gt;
glFragmentLightModeliSGIX&lt;br /&gt;
glFragmentLightModelivSGIX&lt;br /&gt;
glFragmentLightModelfSGIX&lt;br /&gt;
glFragmentLightModelfvSGIX&lt;br /&gt;
glFragmentLightiSGIX&lt;br /&gt;
glFragmentLightivSGIX&lt;br /&gt;
glFragmentLightfSGIX&lt;br /&gt;
glFragmentLightfvSGIX&lt;br /&gt;
glFragmentMaterialiSGIX&lt;br /&gt;
glFragmentMaterialivSGIX&lt;br /&gt;
glFragmentMaterialfSGIX&lt;br /&gt;
glFragmentMaterialfvSGIX&lt;br /&gt;
glGetFragmentMaterialfvSGIX&lt;br /&gt;
glGetFragmentMaterialivSGIX&lt;br /&gt;
glGetFragmentLightfvSGIX&lt;br /&gt;
glGetFragmentLightivSGIX&lt;br /&gt;
glTexCoord2fVertex3fSUN&lt;br /&gt;
glTexCoord2fVertex3fvSUN&lt;br /&gt;
glTexCoord2fNormal3fVertex3fSUN&lt;br /&gt;
glTexCoord2fNormal3fVertex3fvSUN&lt;br /&gt;
glTexCoord4fVertex4fSUN&lt;br /&gt;
glTexCoord4fVertex4fvSUN&lt;br /&gt;
glTexCoord4fColor4fNormal3fVertex4fSUN&lt;br /&gt;
glTexCoord4fColor4fNormal3fVertex4fvSUN&lt;br /&gt;
GL_3DFX_tbuffer&lt;br /&gt;
GL_3DFX_texture_compression_FXT1&lt;br /&gt;
glAddSwapHintRectWIN&lt;br /&gt;
GL_3DFX_multisample&lt;br /&gt;
GL_AMD_draw_buffers_blend&lt;br /&gt;
GL_AMD_name_gen_delete&lt;br /&gt;
GL_AMD_conservative_depth&lt;br /&gt;
GL_AMD_debug_output&lt;br /&gt;
GL_AMD_shader_stencil_export&lt;br /&gt;
GL_AMD_texture_texture4&lt;br /&gt;
GL_AMD_performance_monitor&lt;br /&gt;
GL_AMD_seamless_cubemap_per_texture&lt;br /&gt;
GL_APPLE_aux_depth_stencil&lt;br /&gt;
GL_APPLE_client_storage&lt;br /&gt;
GL_AMD_transform_feedback3_lines_triangles&lt;br /&gt;
GL_AMD_vertex_shader_tessellator&lt;br /&gt;
GL_APPLE_float_pixels&lt;br /&gt;
GL_APPLE_flush_buffer_range&lt;br /&gt;
GL_APPLE_element_array&lt;br /&gt;
GL_APPLE_fence&lt;br /&gt;
GL_APPLE_rgb_422&lt;br /&gt;
GL_APPLE_row_bytes&lt;br /&gt;
GL_APPLE_object_purgeable&lt;br /&gt;
GL_APPLE_pixel_buffer&lt;br /&gt;
glColor4fNormal3fVertex3fSUN&lt;br /&gt;
glColor4fNormal3fVertex3fvSUN&lt;br /&gt;
glColor3fVertex3fSUN&lt;br /&gt;
glColor3fVertex3fvSUN&lt;br /&gt;
glColor4ubVertex3fSUN&lt;br /&gt;
glColor4ubVertex3fvSUN&lt;br /&gt;
glColor4ubVertex2fSUN&lt;br /&gt;
glColor4ubVertex2fvSUN&lt;br /&gt;
glReplacementCodeuiColor3fVertex3fSUN&lt;br /&gt;
glReplacementCodeuiColor3fVertex3fvSUN&lt;br /&gt;
glNormal3fVertex3fSUN&lt;br /&gt;
glNormal3fVertex3fvSUN&lt;br /&gt;
glReplacementCodeuiColor4ubVertex3fSUN&lt;br /&gt;
glReplacementCodeuiColor4ubVertex3fvSUN&lt;br /&gt;
glReplacementCodeuiColor4fNormal3fVertex3fSUN&lt;br /&gt;
glReplacementCodeuiColor4fNormal3fVertex3fvSUN&lt;br /&gt;
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN&lt;br /&gt;
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN&lt;br /&gt;
glReplacementCodeuiNormal3fVertex3fSUN&lt;br /&gt;
glReplacementCodeuiNormal3fVertex3fvSUN&lt;br /&gt;
glReplacementCodeuiTexCoord2fVertex3fSUN&lt;br /&gt;
glReplacementCodeuiTexCoord2fVertex3fvSUN&lt;br /&gt;
glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN&lt;br /&gt;
glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN&lt;br /&gt;
glTexCoord2fColor3fVertex3fSUN&lt;br /&gt;
glTexCoord2fColor3fVertex3fvSUN&lt;br /&gt;
glReplacementCodeuiVertex3fSUN&lt;br /&gt;
glReplacementCodeuiVertex3fvSUN&lt;br /&gt;
glTexCoord2fColor4ubVertex3fSUN&lt;br /&gt;
glTexCoord2fColor4ubVertex3fvSUN&lt;br /&gt;
glTexCoord2fColor4fNormal3fVertex3fSUN&lt;br /&gt;
glTexCoord2fColor4fNormal3fVertex3fvSUN&lt;br /&gt;
GL_ARB_matrix_palette&lt;br /&gt;
GL_ARB_multisample&lt;br /&gt;
GL_ARB_instanced_arrays&lt;br /&gt;
GL_ARB_map_buffer_range&lt;br /&gt;
GL_ARB_occlusion_query2&lt;br /&gt;
GL_ARB_pixel_buffer_object&lt;br /&gt;
GL_ARB_multitexture&lt;br /&gt;
GL_ARB_occlusion_query&lt;br /&gt;
GL_ARB_provoking_vertex&lt;br /&gt;
GL_ARB_sample_shading&lt;br /&gt;
GL_ARB_point_parameters&lt;br /&gt;
GL_ARB_point_sprite&lt;br /&gt;
GL_ARB_shader_bit_encoding&lt;br /&gt;
GL_ARB_shader_objects&lt;br /&gt;
GL_ARB_sampler_objects&lt;br /&gt;
GL_ARB_seamless_cube_map&lt;br /&gt;
GL_ARB_shading_language_100&lt;br /&gt;
GL_ARB_shading_language_include&lt;br /&gt;
GL_ARB_shader_subroutine&lt;br /&gt;
GL_ARB_shader_texture_lod&lt;br /&gt;
GL_ARB_sync&lt;br /&gt;
GL_ARB_tessellation_shader&lt;br /&gt;
GL_ARB_shadow&lt;br /&gt;
GL_ARB_shadow_ambient&lt;br /&gt;
GL_ARB_texture_buffer_object_rgb32&lt;br /&gt;
GL_ARB_texture_compression&lt;br /&gt;
GL_ARB_texture_border_clamp&lt;br /&gt;
GL_ARB_texture_buffer_object&lt;br /&gt;
GL_ARB_texture_cube_map&lt;br /&gt;
GL_ARB_texture_cube_map_array&lt;br /&gt;
GL_ARB_texture_compression_bptc&lt;br /&gt;
GL_ARB_texture_compression_rgtc&lt;br /&gt;
GL_APPLE_transform_hint&lt;br /&gt;
GL_APPLE_vertex_array_object&lt;br /&gt;
GL_APPLE_specular_vector&lt;br /&gt;
GL_APPLE_texture_range&lt;br /&gt;
GL_APPLE_ycbcr_422&lt;br /&gt;
GL_ARB_blend_func_extended&lt;br /&gt;
GL_APPLE_vertex_array_range&lt;br /&gt;
GL_APPLE_vertex_program_evaluators&lt;br /&gt;
GL_ARB_copy_buffer&lt;br /&gt;
GL_ARB_depth_buffer_float&lt;br /&gt;
GL_ARB_color_buffer_float&lt;br /&gt;
GL_ARB_compatibility&lt;br /&gt;
GL_ARB_draw_buffers&lt;br /&gt;
GL_ARB_draw_buffers_blend&lt;br /&gt;
GL_ARB_depth_clamp&lt;br /&gt;
GL_ARB_depth_texture&lt;br /&gt;
GL_ARB_draw_instanced&lt;br /&gt;
GL_ARB_explicit_attrib_location&lt;br /&gt;
GL_ARB_draw_elements_base_vertex&lt;br /&gt;
GL_ARB_draw_indirect&lt;br /&gt;
GL_ARB_fragment_program_shadow&lt;br /&gt;
GL_ARB_fragment_shader&lt;br /&gt;
GL_ARB_fragment_coord_conventions&lt;br /&gt;
GL_ARB_fragment_program&lt;br /&gt;
GL_ARB_geometry_shader4&lt;br /&gt;
GL_ARB_gpu_shader5&lt;br /&gt;
GL_ARB_framebuffer_object&lt;br /&gt;
GL_ARB_framebuffer_sRGB&lt;br /&gt;
GL_ARB_half_float_vertex&lt;br /&gt;
GL_ARB_imaging&lt;br /&gt;
GL_ARB_gpu_shader_fp64&lt;br /&gt;
GL_ARB_half_float_pixel&lt;br /&gt;
GL_ATI_fragment_shader&lt;br /&gt;
GL_ATI_map_object_buffer&lt;br /&gt;
GL_ATI_element_array&lt;br /&gt;
GL_ATI_envmap_bumpmap&lt;br /&gt;
GL_ATI_separate_stencil&lt;br /&gt;
GL_ATI_shader_texture_lod&lt;br /&gt;
GL_ATI_meminfo&lt;br /&gt;
GL_ATI_pn_triangles&lt;br /&gt;
GL_ATI_texture_env_combine3&lt;br /&gt;
GL_ATI_texture_float&lt;br /&gt;
GL_ATI_text_fragment_shader&lt;br /&gt;
GL_ATI_texture_compression_3dc&lt;br /&gt;
GL_ATI_vertex_attrib_array_object&lt;br /&gt;
GL_ATI_vertex_streams&lt;br /&gt;
GL_ATI_texture_mirror_once&lt;br /&gt;
GL_ATI_vertex_array_object&lt;br /&gt;
GL_EXT_abgr&lt;br /&gt;
GL_EXT_bgra&lt;br /&gt;
GL_EXT_422_pixels&lt;br /&gt;
GL_EXT_Cg_shader&lt;br /&gt;
GL_EXT_blend_equation_separate&lt;br /&gt;
GL_EXT_blend_func_separate&lt;br /&gt;
GL_EXT_bindable_uniform&lt;br /&gt;
GL_EXT_blend_color&lt;br /&gt;
GL_EXT_blend_subtract&lt;br /&gt;
GL_EXT_clip_volume_hint&lt;br /&gt;
GL_EXT_blend_logic_op&lt;br /&gt;
GL_EXT_blend_minmax&lt;br /&gt;
GL_EXT_compiled_vertex_array&lt;br /&gt;
GL_EXT_convolution&lt;br /&gt;
GL_EXT_cmyka&lt;br /&gt;
GL_EXT_color_subtable&lt;br /&gt;
GL_ARB_texture_env_crossbar&lt;br /&gt;
GL_ARB_texture_env_dot3&lt;br /&gt;
GL_ARB_texture_env_add&lt;br /&gt;
GL_ARB_texture_env_combine&lt;br /&gt;
GL_ARB_texture_mirrored_repeat&lt;br /&gt;
GL_ARB_texture_multisample&lt;br /&gt;
GL_ARB_texture_float&lt;br /&gt;
GL_ARB_texture_gather&lt;br /&gt;
GL_ARB_texture_rectangle&lt;br /&gt;
GL_ARB_texture_rg&lt;br /&gt;
GL_ARB_texture_non_power_of_two&lt;br /&gt;
GL_ARB_texture_query_lod&lt;br /&gt;
GL_ARB_timer_query&lt;br /&gt;
GL_ARB_transform_feedback2&lt;br /&gt;
GL_ARB_texture_rgb10_a2ui&lt;br /&gt;
GL_ARB_texture_swizzle&lt;br /&gt;
GL_ARB_uniform_buffer_object&lt;br /&gt;
GL_ARB_vertex_array_bgra&lt;br /&gt;
GL_ARB_transform_feedback3&lt;br /&gt;
GL_ARB_transpose_matrix&lt;br /&gt;
GL_ARB_vertex_buffer_object&lt;br /&gt;
GL_ARB_vertex_program&lt;br /&gt;
GL_ARB_vertex_array_object&lt;br /&gt;
GL_ARB_vertex_blend&lt;br /&gt;
GL_ARB_window_pos&lt;br /&gt;
GL_ATIX_point_sprites&lt;br /&gt;
GL_ARB_vertex_shader&lt;br /&gt;
GL_ARB_vertex_type_2_10_10_10_rev&lt;br /&gt;
GL_ATIX_vertex_shader_output_point_size&lt;br /&gt;
GL_ATI_draw_buffers&lt;br /&gt;
GL_ATIX_texture_env_combine3&lt;br /&gt;
GL_ATIX_texture_env_route&lt;br /&gt;
GL_EXT_polygon_offset&lt;br /&gt;
GL_EXT_provoking_vertex&lt;br /&gt;
GL_EXT_pixel_transform_color_table&lt;br /&gt;
GL_EXT_point_parameters&lt;br /&gt;
GL_EXT_secondary_color&lt;br /&gt;
GL_EXT_separate_shader_objects&lt;br /&gt;
GL_EXT_rescale_normal&lt;br /&gt;
GL_EXT_scene_marker&lt;br /&gt;
GL_EXT_shadow_funcs&lt;br /&gt;
GL_EXT_shared_texture_palette&lt;br /&gt;
GL_EXT_separate_specular_color&lt;br /&gt;
GL_EXT_shader_image_load_store&lt;br /&gt;
GL_EXT_stencil_wrap&lt;br /&gt;
GL_EXT_subtexture&lt;br /&gt;
GL_EXT_stencil_clear_tag&lt;br /&gt;
GL_EXT_stencil_two_side&lt;br /&gt;
GL_EXT_texture_array&lt;br /&gt;
GL_EXT_texture_buffer_object&lt;br /&gt;
GL_EXT_texture&lt;br /&gt;
GL_EXT_texture3D&lt;br /&gt;
GL_EXT_texture_compression_rgtc&lt;br /&gt;
GL_EXT_texture_compression_s3tc&lt;br /&gt;
GL_EXT_texture_compression_dxt1&lt;br /&gt;
GL_EXT_texture_compression_latc&lt;br /&gt;
GL_EXT_texture_env&lt;br /&gt;
GL_EXT_texture_env_add&lt;br /&gt;
GL_EXT_texture_cube_map&lt;br /&gt;
GL_EXT_texture_edge_clamp&lt;br /&gt;
GL_EXT_texture_filter_anisotropic&lt;br /&gt;
GL_EXT_texture_integer&lt;br /&gt;
GL_EXT_texture_env_combine&lt;br /&gt;
GL_EXT_texture_env_dot3&lt;br /&gt;
GL_EXT_cull_vertex&lt;br /&gt;
GL_EXT_depth_bounds_test&lt;br /&gt;
GL_EXT_coordinate_frame&lt;br /&gt;
GL_EXT_copy_texture&lt;br /&gt;
GL_EXT_draw_instanced&lt;br /&gt;
GL_EXT_draw_range_elements&lt;br /&gt;
GL_EXT_direct_state_access&lt;br /&gt;
GL_EXT_draw_buffers2&lt;br /&gt;
GL_EXT_framebuffer_blit&lt;br /&gt;
GL_EXT_framebuffer_multisample&lt;br /&gt;
GL_EXT_fog_coord&lt;br /&gt;
GL_EXT_fragment_lighting&lt;br /&gt;
GL_EXT_geometry_shader4&lt;br /&gt;
GL_EXT_gpu_program_parameters&lt;br /&gt;
GL_EXT_framebuffer_object&lt;br /&gt;
GL_EXT_framebuffer_sRGB&lt;br /&gt;
GL_EXT_index_array_formats&lt;br /&gt;
GL_EXT_index_func&lt;br /&gt;
GL_EXT_gpu_shader4&lt;br /&gt;
GL_EXT_histogram&lt;br /&gt;
GL_EXT_light_texture&lt;br /&gt;
GL_EXT_misc_attribute&lt;br /&gt;
GL_EXT_index_material&lt;br /&gt;
GL_EXT_index_texture&lt;br /&gt;
GL_EXT_packed_depth_stencil&lt;br /&gt;
GL_EXT_packed_float&lt;br /&gt;
GL_EXT_multi_draw_arrays&lt;br /&gt;
GL_EXT_multisample&lt;br /&gt;
GL_EXT_pixel_buffer_object&lt;br /&gt;
GL_EXT_pixel_transform&lt;br /&gt;
GL_EXT_packed_pixels&lt;br /&gt;
GL_EXT_paletted_texture&lt;br /&gt;
GL_MESA_pack_invert&lt;br /&gt;
GL_MESA_resize_buffers&lt;br /&gt;
GL_KTX_buffer_region&lt;br /&gt;
GL_MESAX_texture_stack&lt;br /&gt;
GL_NV_blend_square&lt;br /&gt;
GL_NV_conditional_render&lt;br /&gt;
GL_MESA_window_pos&lt;br /&gt;
GL_MESA_ycbcr_texture&lt;br /&gt;
GL_NV_depth_buffer_float&lt;br /&gt;
GL_NV_depth_clamp&lt;br /&gt;
GL_NV_copy_depth_to_color&lt;br /&gt;
GL_NV_copy_image&lt;br /&gt;
GL_NV_explicit_multisample&lt;br /&gt;
GL_NV_fence&lt;br /&gt;
GL_NV_depth_range_unclamped&lt;br /&gt;
GL_NV_evaluators&lt;br /&gt;
GL_NV_fragment_program&lt;br /&gt;
GL_NV_fragment_program2&lt;br /&gt;
GL_NV_float_buffer&lt;br /&gt;
GL_NV_fog_distance&lt;br /&gt;
GL_NV_framebuffer_multisample_coverage&lt;br /&gt;
GL_NV_geometry_shader4&lt;br /&gt;
GL_NV_gpu_program4&lt;br /&gt;
GL_NV_fragment_program_option&lt;br /&gt;
GL_NV_gpu_shader5&lt;br /&gt;
GL_NV_half_float&lt;br /&gt;
GL_NV_gpu_program5&lt;br /&gt;
GL_NV_gpu_program_fp64&lt;br /&gt;
GL_NV_multisample_filter_hint&lt;br /&gt;
GL_NV_occlusion_query&lt;br /&gt;
GL_NV_light_max_exponent&lt;br /&gt;
GL_NV_multisample_coverage&lt;br /&gt;
GL_EXT_texture_object&lt;br /&gt;
GL_EXT_texture_perturb_normal&lt;br /&gt;
GL_EXT_texture_lod_bias&lt;br /&gt;
GL_EXT_texture_mirror_clamp&lt;br /&gt;
GL_EXT_texture_shared_exponent&lt;br /&gt;
GL_EXT_texture_snorm&lt;br /&gt;
GL_EXT_texture_rectangle&lt;br /&gt;
GL_EXT_texture_sRGB&lt;br /&gt;
GL_EXT_transform_feedback&lt;br /&gt;
GL_EXT_vertex_array&lt;br /&gt;
GL_EXT_texture_swizzle&lt;br /&gt;
GL_EXT_timer_query&lt;br /&gt;
GL_EXT_vertex_shader&lt;br /&gt;
GL_EXT_vertex_weighting&lt;br /&gt;
GL_EXT_vertex_array_bgra&lt;br /&gt;
GL_EXT_vertex_attrib_64bit&lt;br /&gt;
GL_HP_convolution_border_modes&lt;br /&gt;
GL_HP_image_transform&lt;br /&gt;
GL_GREMEDY_frame_terminator&lt;br /&gt;
GL_GREMEDY_string_marker&lt;br /&gt;
GL_IBM_cull_vertex&lt;br /&gt;
GL_IBM_multimode_draw_arrays&lt;br /&gt;
GL_HP_occlusion_test&lt;br /&gt;
GL_HP_texture_lighting&lt;br /&gt;
GL_IBM_texture_mirrored_repeat&lt;br /&gt;
GL_IBM_vertex_array_lists&lt;br /&gt;
GL_IBM_rasterpos_clip&lt;br /&gt;
GL_IBM_static_data&lt;br /&gt;
GL_INTEL_parallel_arrays&lt;br /&gt;
GL_INTEL_texture_scissor&lt;br /&gt;
GL_INGR_color_clamp&lt;br /&gt;
GL_INGR_interlace_read&lt;br /&gt;
GL_OES_read_format&lt;br /&gt;
GL_OES_single_precision&lt;br /&gt;
GL_OES_byte_coordinates&lt;br /&gt;
GL_OES_compressed_paletted_texture&lt;br /&gt;
GL_OML_subsample&lt;br /&gt;
GL_PGI_misc_hints&lt;br /&gt;
GL_OML_interlace&lt;br /&gt;
GL_OML_resample&lt;br /&gt;
GL_S3_s3tc&lt;br /&gt;
GL_SGIS_color_range&lt;br /&gt;
GL_PGI_vertex_hints&lt;br /&gt;
GL_REND_screen_coordinates&lt;br /&gt;
GL_SGIS_generate_mipmap&lt;br /&gt;
GL_SGIS_multisample&lt;br /&gt;
GL_SGIS_detail_texture&lt;br /&gt;
GL_SGIS_fog_function&lt;br /&gt;
GL_SGIS_sharpen_texture&lt;br /&gt;
GL_SGIS_texture4D&lt;br /&gt;
GL_SGIS_pixel_texture&lt;br /&gt;
GL_SGIS_point_line_texgen&lt;br /&gt;
GL_SGIS_texture_filter4&lt;br /&gt;
GL_SGIS_texture_lod&lt;br /&gt;
GL_SGIS_texture_border_clamp&lt;br /&gt;
GL_SGIS_texture_edge_clamp&lt;br /&gt;
GL_SGIX_async_histogram&lt;br /&gt;
GL_SGIX_async_pixel&lt;br /&gt;
GL_SGIS_texture_select&lt;br /&gt;
GL_SGIX_async&lt;br /&gt;
GL_SGIX_convolution_accuracy&lt;br /&gt;
GL_SGIX_depth_texture&lt;br /&gt;
GL_SGIX_blend_alpha_minmax&lt;br /&gt;
GL_SGIX_clipmap&lt;br /&gt;
GL_NV_parameter_buffer_object2&lt;br /&gt;
GL_NV_pixel_data_range&lt;br /&gt;
GL_NV_packed_depth_stencil&lt;br /&gt;
GL_NV_parameter_buffer_object&lt;br /&gt;
GL_NV_primitive_restart&lt;br /&gt;
GL_NV_register_combiners&lt;br /&gt;
GL_NV_point_sprite&lt;br /&gt;
GL_NV_present_video&lt;br /&gt;
GL_NV_texgen_emboss&lt;br /&gt;
GL_NV_texgen_reflection&lt;br /&gt;
GL_NV_register_combiners2&lt;br /&gt;
GL_NV_shader_buffer_load&lt;br /&gt;
GL_NV_texture_env_combine4&lt;br /&gt;
GL_NV_texture_expand_normal&lt;br /&gt;
GL_NV_texture_barrier&lt;br /&gt;
GL_NV_texture_compression_vtc&lt;br /&gt;
GL_NV_texture_shader2&lt;br /&gt;
GL_NV_texture_shader3&lt;br /&gt;
GL_NV_texture_rectangle&lt;br /&gt;
GL_NV_texture_shader&lt;br /&gt;
GL_NV_vdpau_interop&lt;br /&gt;
GL_NV_vertex_array_range&lt;br /&gt;
GL_NV_transform_feedback&lt;br /&gt;
GL_NV_transform_feedback2&lt;br /&gt;
GL_NV_vertex_buffer_unified_memory&lt;br /&gt;
GL_NV_vertex_program&lt;br /&gt;
GL_NV_vertex_array_range2&lt;br /&gt;
GL_NV_vertex_attrib_integer_64bit&lt;br /&gt;
GL_NV_vertex_program2_option&lt;br /&gt;
GL_NV_vertex_program3&lt;br /&gt;
GL_NV_vertex_program1_1&lt;br /&gt;
GL_NV_vertex_program2&lt;br /&gt;
GL_SUN_triangle_list&lt;br /&gt;
GL_SUN_vertex&lt;br /&gt;
GL_SUN_read_video_pixels&lt;br /&gt;
GL_SUN_slice_accum&lt;br /&gt;
GL_WIN_swap_hint&lt;br /&gt;
wglSetStereoEmitterState3DL&lt;br /&gt;
GL_WIN_phong_shading&lt;br /&gt;
GL_WIN_specular_fog&lt;br /&gt;
wglCreateAssociatedContextAttribsAMD&lt;br /&gt;
wglDeleteAssociatedContextAMD&lt;br /&gt;
wglBlitContextFramebufferAMD&lt;br /&gt;
wglCreateAssociatedContextAMD&lt;br /&gt;
wglGetGPUIDsAMD&lt;br /&gt;
wglGetGPUInfoAMD&lt;br /&gt;
wglGetContextGPUIDAMD&lt;br /&gt;
wglGetCurrentAssociatedContextAMD&lt;br /&gt;
wglDeleteBufferRegionARB&lt;br /&gt;
wglRestoreBufferRegionARB&lt;br /&gt;
wglMakeAssociatedContextCurrentAMD&lt;br /&gt;
wglCreateBufferRegionARB&lt;br /&gt;
wglGetExtensionsStringARB&lt;br /&gt;
wglGetCurrentReadDCARB&lt;br /&gt;
wglSaveBufferRegionARB&lt;br /&gt;
wglCreateContextAttribsARB&lt;br /&gt;
wglDestroyPbufferARB&lt;br /&gt;
wglGetPbufferDCARB&lt;br /&gt;
wglMakeContextCurrentARB&lt;br /&gt;
wglCreatePbufferARB&lt;br /&gt;
wglChoosePixelFormatARB&lt;br /&gt;
wglGetPixelFormatAttribfvARB&lt;br /&gt;
wglQueryPbufferARB&lt;br /&gt;
wglReleasePbufferDCARB&lt;br /&gt;
GL_SGIX_fog_texture&lt;br /&gt;
GL_SGIX_fragment_specular_lighting&lt;br /&gt;
GL_SGIX_flush_raster&lt;br /&gt;
GL_SGIX_fog_offset&lt;br /&gt;
GL_SGIX_ir_instrument1&lt;br /&gt;
GL_SGIX_list_priority&lt;br /&gt;
GL_SGIX_framezoom&lt;br /&gt;
GL_SGIX_interlace&lt;br /&gt;
GL_SGIX_reference_plane&lt;br /&gt;
GL_SGIX_resample&lt;br /&gt;
GL_SGIX_pixel_texture&lt;br /&gt;
GL_SGIX_pixel_texture_bits&lt;br /&gt;
GL_SGIX_sprite&lt;br /&gt;
GL_SGIX_tag_sample_buffer&lt;br /&gt;
GL_SGIX_shadow&lt;br /&gt;
GL_SGIX_shadow_ambient&lt;br /&gt;
GL_SGIX_texture_lod_bias&lt;br /&gt;
GL_SGIX_texture_multi_buffer&lt;br /&gt;
GL_SGIX_texture_add_env&lt;br /&gt;
GL_SGIX_texture_coordinate_clamp&lt;br /&gt;
GL_SGIX_vertex_preclip&lt;br /&gt;
GL_SGIX_vertex_preclip_hint&lt;br /&gt;
GL_SGIX_texture_range&lt;br /&gt;
GL_SGIX_texture_scale_bias&lt;br /&gt;
GL_SGI_color_table&lt;br /&gt;
GL_SGI_texture_color_table&lt;br /&gt;
GL_SGIX_ycrcb&lt;br /&gt;
GL_SGI_color_matrix&lt;br /&gt;
GL_SUN_global_alpha&lt;br /&gt;
GL_SUN_mesh_array&lt;br /&gt;
GL_SUNX_constant_data&lt;br /&gt;
GL_SUN_convolution_border_modes&lt;br /&gt;
wglGetGenlockSourceDelayI3D&lt;br /&gt;
wglGetGenlockSourceEdgeI3D&lt;br /&gt;
wglGenlockSourceI3D&lt;br /&gt;
wglGetGenlockSampleRateI3D&lt;br /&gt;
wglQueryGenlockMaxSourceDelayI3D&lt;br /&gt;
wglAssociateImageBufferEventsI3D&lt;br /&gt;
wglGetGenlockSourceI3D&lt;br /&gt;
wglIsEnabledGenlockI3D&lt;br /&gt;
wglReleaseImageBufferEventsI3D&lt;br /&gt;
wglDisableFrameLockI3D&lt;br /&gt;
wglCreateImageBufferI3D&lt;br /&gt;
wglDestroyImageBufferI3D&lt;br /&gt;
wglQueryFrameLockMasterI3D&lt;br /&gt;
wglBeginFrameTrackingI3D&lt;br /&gt;
wglEnableFrameLockI3D&lt;br /&gt;
wglIsEnabledFrameLockI3D&lt;br /&gt;
wglQueryFrameTrackingI3D&lt;br /&gt;
wglCopyImageSubDataNV&lt;br /&gt;
wglEndFrameTrackingI3D&lt;br /&gt;
wglGetFrameUsageI3D&lt;br /&gt;
wglEnumGpuDevicesNV&lt;br /&gt;
wglEnumGpusFromAffinityDCNV&lt;br /&gt;
wglCreateAffinityDCNV&lt;br /&gt;
wglDeleteDCNV&lt;br /&gt;
wglEnumerateVideoDevicesNV&lt;br /&gt;
wglQueryCurrentContextNV&lt;br /&gt;
wglEnumGpusNV&lt;br /&gt;
wglBindVideoDeviceNV&lt;br /&gt;
wglQueryFrameCountNV&lt;br /&gt;
wglQueryMaxSwapGroupsNV&lt;br /&gt;
wglBindSwapBarrierNV&lt;br /&gt;
wglJoinSwapGroupNV&lt;br /&gt;
wglReleaseTexImageARB&lt;br /&gt;
wglSetPbufferAttribARB&lt;br /&gt;
wglGetPixelFormatAttribivARB&lt;br /&gt;
wglBindTexImageARB&lt;br /&gt;
wglDestroyDisplayColorTableEXT&lt;br /&gt;
wglLoadDisplayColorTableEXT&lt;br /&gt;
wglBindDisplayColorTableEXT&lt;br /&gt;
wglCreateDisplayColorTableEXT&lt;br /&gt;
wglMakeContextCurrentEXT&lt;br /&gt;
wglCreatePbufferEXT&lt;br /&gt;
wglGetExtensionsStringEXT&lt;br /&gt;
wglGetCurrentReadDCEXT&lt;br /&gt;
wglQueryPbufferEXT&lt;br /&gt;
wglReleasePbufferDCEXT&lt;br /&gt;
wglDestroyPbufferEXT&lt;br /&gt;
wglGetPbufferDCEXT&lt;br /&gt;
wglGetPixelFormatAttribivEXT&lt;br /&gt;
wglGetSwapIntervalEXT&lt;br /&gt;
wglChoosePixelFormatEXT&lt;br /&gt;
wglGetPixelFormatAttribfvEXT&lt;br /&gt;
wglSetDigitalVideoParametersI3D&lt;br /&gt;
wglGetGammaTableI3D&lt;br /&gt;
wglSwapIntervalEXT&lt;br /&gt;
wglGetDigitalVideoParametersI3D&lt;br /&gt;
wglSetGammaTableParametersI3D&lt;br /&gt;
wglDisableGenlockI3D&lt;br /&gt;
wglGetGammaTableParametersI3D&lt;br /&gt;
wglSetGammaTableI3D&lt;br /&gt;
wglGenlockSourceDelayI3D&lt;br /&gt;
wglGenlockSourceEdgeI3D&lt;br /&gt;
wglEnableGenlockI3D&lt;br /&gt;
wglGenlockSampleRateI3D&lt;br /&gt;
WGL_EXT_extensions_string&lt;br /&gt;
WGL_EXT_framebuffer_sRGB&lt;br /&gt;
WGL_EXT_depth_float&lt;br /&gt;
WGL_EXT_display_color_table&lt;br /&gt;
WGL_EXT_pbuffer&lt;br /&gt;
WGL_EXT_pixel_format&lt;br /&gt;
WGL_EXT_make_current_read&lt;br /&gt;
WGL_EXT_multisample&lt;br /&gt;
WGL_I3D_digital_video_control&lt;br /&gt;
WGL_I3D_gamma&lt;br /&gt;
WGL_EXT_pixel_format_packed_float&lt;br /&gt;
WGL_EXT_swap_control&lt;br /&gt;
WGL_I3D_swap_frame_lock&lt;br /&gt;
WGL_I3D_swap_frame_usage&lt;br /&gt;
WGL_I3D_genlock&lt;br /&gt;
WGL_I3D_image_buffer&lt;br /&gt;
WGL_NV_gpu_affinity&lt;br /&gt;
WGL_NV_multisample_coverage&lt;br /&gt;
WGL_NV_copy_image&lt;br /&gt;
WGL_NV_float_buffer&lt;br /&gt;
WGL_NV_render_texture_rectangle&lt;br /&gt;
WGL_NV_swap_group&lt;br /&gt;
WGL_NV_present_video&lt;br /&gt;
WGL_NV_render_depth_texture&lt;br /&gt;
WGL_OML_sync_control&lt;br /&gt;
WGL_NV_vertex_array_range&lt;br /&gt;
WGL_NV_video_output&lt;br /&gt;
wglAllocateMemoryNV&lt;br /&gt;
wglFreeMemoryNV&lt;br /&gt;
wglQuerySwapGroupNV&lt;br /&gt;
wglResetFrameCountNV&lt;br /&gt;
wglGetVideoInfoNV&lt;br /&gt;
wglReleaseVideoDeviceNV&lt;br /&gt;
wglBindVideoImageNV&lt;br /&gt;
wglGetVideoDeviceNV&lt;br /&gt;
wglGetMscRateOML&lt;br /&gt;
wglGetSyncValuesOML&lt;br /&gt;
wglReleaseVideoImageNV&lt;br /&gt;
wglSendPbufferToVideoNV&lt;br /&gt;
wglWaitForMscOML&lt;br /&gt;
wglWaitForSbcOML&lt;br /&gt;
wglSwapBuffersMscOML&lt;br /&gt;
wglSwapLayerBuffersMscOML&lt;br /&gt;
WGL_AMD_gpu_association&lt;br /&gt;
WGL_ARB_buffer_region&lt;br /&gt;
WGL_3DFX_multisample&lt;br /&gt;
WGL_3DL_stereo_control&lt;br /&gt;
WGL_ARB_extensions_string&lt;br /&gt;
WGL_ARB_framebuffer_sRGB&lt;br /&gt;
WGL_ARB_create_context&lt;br /&gt;
WGL_ARB_create_context_profile&lt;br /&gt;
WGL_ARB_pbuffer&lt;br /&gt;
WGL_ARB_pixel_format&lt;br /&gt;
WGL_ARB_make_current_read&lt;br /&gt;
WGL_ARB_multisample&lt;br /&gt;
WGL_ATI_pixel_format_float&lt;br /&gt;
WGL_ATI_render_texture_rectangle&lt;br /&gt;
WGL_ARB_pixel_format_float&lt;br /&gt;
WGL_ARB_render_texture&lt;br /&gt;
shadow&lt;br /&gt;
*** Error(s) found in the file &amp;quot;&lt;br /&gt;
PLAY&lt;br /&gt;
graphics/graphics_*&lt;br /&gt;
graphics/&lt;br /&gt;
FPS: &lt;br /&gt;
TTF error&lt;br /&gt;
Missing/broken TTF handle: &lt;br /&gt;
No font found!&lt;br /&gt;
data/art/font.ttf&lt;br /&gt;
bring war to the world&lt;br /&gt;
provide opportunities for acts of valor&lt;br /&gt;
bring torture to the world&lt;br /&gt;
bring thralldom to the world&lt;br /&gt;
help with rescue&lt;br /&gt;
be brought to safety&lt;br /&gt;
offer condolences&lt;br /&gt;
find relative&lt;br /&gt;
vent at boss&lt;br /&gt;
make weapon&lt;br /&gt;
work request&lt;br /&gt;
insufficient work&lt;br /&gt;
going wrong direction&lt;br /&gt;
insufficient progress toward goal&lt;br /&gt;
should have reached goal&lt;br /&gt;
cry on boss&lt;br /&gt;
reunited with loved one&lt;br /&gt;
left site&lt;br /&gt;
entity no longer rules&lt;br /&gt;
arrived at location&lt;br /&gt;
arrived at person&lt;br /&gt;
true name invocation&lt;br /&gt;
adopted&lt;br /&gt;
violent disagreement&lt;br /&gt;
study&lt;br /&gt;
make a living as a warrior&lt;br /&gt;
entertain people&lt;br /&gt;
eradicate beasts&lt;br /&gt;
glorify hf&lt;br /&gt;
prefers working alone&lt;br /&gt;
become citizen&lt;br /&gt;
be with master&lt;br /&gt;
sphere alignment&lt;br /&gt;
rescued&lt;br /&gt;
&amp;lt;reason&amp;gt;&lt;br /&gt;
provide opportunities for courage&lt;br /&gt;
sow the seeds of chaos in the world&lt;br /&gt;
highlight boundaries between worlds&lt;br /&gt;
maintain balance in universe&lt;br /&gt;
great fortresses built and tested&lt;br /&gt;
because it was destined&lt;br /&gt;
liked appearance&lt;br /&gt;
bring death to the world&lt;br /&gt;
bring nightmares into reality&lt;br /&gt;
bring murder to the world&lt;br /&gt;
bring misery to the world&lt;br /&gt;
whim&lt;br /&gt;
reunited with hf&lt;br /&gt;
separated from hf&lt;br /&gt;
slayer in incident&lt;br /&gt;
hf is dead&lt;br /&gt;
produced artifact&lt;br /&gt;
produced masterwork&lt;br /&gt;
caught sneaking last stand&lt;br /&gt;
jump into existing conflict&lt;br /&gt;
nearby conflict&lt;br /&gt;
became parent&lt;br /&gt;
fell in love&lt;br /&gt;
mastered skill&lt;br /&gt;
entity cancels tribute&lt;br /&gt;
entity controls site&lt;br /&gt;
being an agreement companion&lt;br /&gt;
agreement cancelled&lt;br /&gt;
witnessed blood drinking in incident&lt;br /&gt;
stranger sneaking around&lt;br /&gt;
stranger advancing with weapon&lt;br /&gt;
kicked out of squad&lt;br /&gt;
admire owned building&lt;br /&gt;
admire building&lt;br /&gt;
listened to complaint&lt;br /&gt;
made complaint&lt;br /&gt;
viewed displayed item&lt;br /&gt;
viewed item in own display&lt;br /&gt;
admire owned arranged building&lt;br /&gt;
admire arranged building&lt;br /&gt;
had miscarriage&lt;br /&gt;
freed from prison&lt;br /&gt;
threw hauled item in tantrum&lt;br /&gt;
pet lost&lt;br /&gt;
hire on as mercenary&lt;br /&gt;
curiosity&lt;br /&gt;
prevented from leaving&lt;br /&gt;
have not performed&lt;br /&gt;
pray&lt;br /&gt;
admire architecture&lt;br /&gt;
hire on as scholar&lt;br /&gt;
hire on as performer&lt;br /&gt;
failed mood&lt;br /&gt;
cannot find artifact&lt;br /&gt;
danger&lt;br /&gt;
relax&lt;br /&gt;
unable to leave location&lt;br /&gt;
great deal of stress&lt;br /&gt;
trapped in cage&lt;br /&gt;
lack of sleep&lt;br /&gt;
as a symbol of everlasting peace&lt;br /&gt;
cement bonds of friendship&lt;br /&gt;
artifact is heirloom of family hfid&lt;br /&gt;
sanctify hf&lt;br /&gt;
part of trade negotiation&lt;br /&gt;
seek sanctuary&lt;br /&gt;
gather information&lt;br /&gt;
on a pilgrimage&lt;br /&gt;
&amp;lt;reason_id&amp;gt;&lt;br /&gt;
&amp;lt;/reason_id&amp;gt;&lt;br /&gt;
&amp;lt;/reason&amp;gt;&lt;br /&gt;
artifact is symbol of entity position&lt;br /&gt;
hf died unexpectedly&lt;br /&gt;
witnessed death in incident&lt;br /&gt;
death and injury&lt;br /&gt;
&amp;lt;circumstance&amp;gt;&lt;br /&gt;
personal punishment delayed&lt;br /&gt;
nobody to punish for failed mandate&lt;br /&gt;
request ignored&lt;br /&gt;
request approved&lt;br /&gt;
mandate only partially completed&lt;br /&gt;
mandate ignored&lt;br /&gt;
insufficient justice buildings&lt;br /&gt;
punishment of victimizer delayed&lt;br /&gt;
established as land holder&lt;br /&gt;
land holder rank increased&lt;br /&gt;
committed vandalism&lt;br /&gt;
destroyed building&lt;br /&gt;
no shirt&lt;br /&gt;
naked&lt;br /&gt;
mandate was obeyed&lt;br /&gt;
knocked out by cavein&lt;br /&gt;
ate vermin while starving&lt;br /&gt;
ate favorite animal while starving&lt;br /&gt;
ate own pet while starving&lt;br /&gt;
no shoes&lt;br /&gt;
punished somebody with tool&lt;br /&gt;
punished by beating&lt;br /&gt;
punished somebody with beating&lt;br /&gt;
beat somebody up&lt;br /&gt;
eaten rotten food&lt;br /&gt;
tired of food&lt;br /&gt;
cannot get punishment tool&lt;br /&gt;
punished by tool&lt;br /&gt;
do not have enough cabinets&lt;br /&gt;
do not have enough chests&lt;br /&gt;
good drink&lt;br /&gt;
good food&lt;br /&gt;
clothing rots away&lt;br /&gt;
tattered clothing&lt;br /&gt;
old clothing&lt;br /&gt;
spouse had miscarriage&lt;br /&gt;
long patrol&lt;br /&gt;
complaint unregistered&lt;br /&gt;
good spar&lt;br /&gt;
haunted in dreams&lt;br /&gt;
very drowsy&lt;br /&gt;
drowsy&lt;br /&gt;
sun irritated&lt;br /&gt;
sun nauseated&lt;br /&gt;
starving&lt;br /&gt;
hungry&lt;br /&gt;
dehydrated&lt;br /&gt;
thirsty&lt;br /&gt;
resting&lt;br /&gt;
rough sleep&lt;br /&gt;
suffered minor injury&lt;br /&gt;
suffered major injury&lt;br /&gt;
caught in miasma&lt;br /&gt;
caught in snow&lt;br /&gt;
caught in rain&lt;br /&gt;
caught in freakish weather&lt;br /&gt;
considering demand&lt;br /&gt;
caught in dust&lt;br /&gt;
waterfall mist&lt;br /&gt;
caught in smoke&lt;br /&gt;
reelected&lt;br /&gt;
elected&lt;br /&gt;
personal punishment reduced&lt;br /&gt;
punishment of victimizer reduced&lt;br /&gt;
drinking blood&lt;br /&gt;
tired of drink&lt;br /&gt;
attacked by zombie possible relative&lt;br /&gt;
attacked&lt;br /&gt;
drinking ichor&lt;br /&gt;
drinking goo&lt;br /&gt;
drinking vomit&lt;br /&gt;
drinking slime&lt;br /&gt;
drinking without well&lt;br /&gt;
drinking rotten&lt;br /&gt;
drinking nasty&lt;br /&gt;
drinking pus&lt;br /&gt;
slept in room&lt;br /&gt;
slept without proper room&lt;br /&gt;
view hated vermin caged&lt;br /&gt;
view favorite animal caged&lt;br /&gt;
slept on rough stone&lt;br /&gt;
slept on grass&lt;br /&gt;
slept in mud&lt;br /&gt;
slept on smooth floor&lt;br /&gt;
slept on driftwood&lt;br /&gt;
slept on dirt&lt;br /&gt;
slept on ice&lt;br /&gt;
slept on rocks&lt;br /&gt;
gained relative&lt;br /&gt;
gave birth&lt;br /&gt;
evicted&lt;br /&gt;
artwork defaced&lt;br /&gt;
gave food&lt;br /&gt;
received food&lt;br /&gt;
gave water&lt;br /&gt;
received water&lt;br /&gt;
eating without table&lt;br /&gt;
lesser has better room&lt;br /&gt;
do not have enough armor stands&lt;br /&gt;
do not have enough weapon racks&lt;br /&gt;
eating without chair&lt;br /&gt;
eating without dining room&lt;br /&gt;
eating in dining room&lt;br /&gt;
eating at crowded table&lt;br /&gt;
completed job&lt;br /&gt;
rescued somebody&lt;br /&gt;
was rescued&lt;br /&gt;
new bonded relationship&lt;br /&gt;
taxable room inaccessible&lt;br /&gt;
have inadequate protection&lt;br /&gt;
lost property to taxes&lt;br /&gt;
tax escort stole property&lt;br /&gt;
disappointed nobility&lt;br /&gt;
tax collector succeeded&lt;br /&gt;
pleased nobility&lt;br /&gt;
misinformed about taxable room&lt;br /&gt;
near hated vermin&lt;br /&gt;
new grudge&lt;br /&gt;
new buddy&lt;br /&gt;
tax collector failed&lt;br /&gt;
acquired favorite animal as pet&lt;br /&gt;
acquired item&lt;br /&gt;
pestered by flying micro vermin&lt;br /&gt;
near favorite animal&lt;br /&gt;
killed somebody in training accident&lt;br /&gt;
cleaned self with soap&lt;br /&gt;
cleaned self&lt;br /&gt;
confined&lt;br /&gt;
taught skill&lt;br /&gt;
taught scholar flag&lt;br /&gt;
learned dance form&lt;br /&gt;
learned musical form&lt;br /&gt;
citizenship petition accepted&lt;br /&gt;
residency petition accepted&lt;br /&gt;
wrote written content&lt;br /&gt;
read written content&lt;br /&gt;
make believe&lt;br /&gt;
left troupe&lt;br /&gt;
citizenship petition rejected&lt;br /&gt;
residency petition rejected&lt;br /&gt;
nightmare&lt;br /&gt;
dream&lt;br /&gt;
dream about hf&lt;br /&gt;
play with toy&lt;br /&gt;
put on quality worn item&lt;br /&gt;
improved skill&lt;br /&gt;
did ranged practice&lt;br /&gt;
did individual melee drills&lt;br /&gt;
active performance simulated instrument&lt;br /&gt;
active performance poem reciter&lt;br /&gt;
active performance storyteller&lt;br /&gt;
change personality value&lt;br /&gt;
active performance dancer&lt;br /&gt;
active performance chanter&lt;br /&gt;
active performance singer&lt;br /&gt;
active performance instrument&lt;br /&gt;
active dance form&lt;br /&gt;
active musical form&lt;br /&gt;
active poetic form&lt;br /&gt;
active story event&lt;br /&gt;
official meeting in dining room&lt;br /&gt;
official meeting in bedroom&lt;br /&gt;
met in room&lt;br /&gt;
relation chat&lt;br /&gt;
interacted with community pillar&lt;br /&gt;
have no tomb&lt;br /&gt;
have tomb&lt;br /&gt;
official meeting without room&lt;br /&gt;
animal convicted&lt;br /&gt;
dead unit convicted&lt;br /&gt;
turned child away from sanctuary&lt;br /&gt;
interacted with pet&lt;br /&gt;
body of relation rotted&lt;br /&gt;
perpetrator against family convicted&lt;br /&gt;
perpetrator convicted&lt;br /&gt;
victim convicted&lt;br /&gt;
research breakthrough&lt;br /&gt;
drinking without goblet&lt;br /&gt;
pray to hf&lt;br /&gt;
unmet needs&lt;br /&gt;
syndrome emotion&lt;br /&gt;
discuss research topic&lt;br /&gt;
ponder research topic&lt;br /&gt;
stuck on research topic&lt;br /&gt;
learned scholar flag&lt;br /&gt;
kicked out of troupe&lt;br /&gt;
saw performance in incident&lt;br /&gt;
performed in incident&lt;br /&gt;
learned poetic form&lt;br /&gt;
learned interaction&lt;br /&gt;
learned written content&lt;br /&gt;
learned skill&lt;br /&gt;
due to insufficient work&lt;br /&gt;
to help with a rescue&lt;br /&gt;
in order to be brought to safety&lt;br /&gt;
to offer condolences&lt;br /&gt;
to cry on somebody in charge&lt;br /&gt;
to vent at somebody in charge&lt;br /&gt;
that weapons be made&lt;br /&gt;
to request work&lt;br /&gt;
after arriving at the location&lt;br /&gt;
after going the wrong direction&lt;br /&gt;
as insufficient progress was made toward the goal&lt;br /&gt;
as the goal was not reached&lt;br /&gt;
after a violent disagreement&lt;br /&gt;
after being reunited with a loved one&lt;br /&gt;
after leaving the site&lt;br /&gt;
as the relevant government was no longer in control&lt;br /&gt;
in order to eradicate beasts&lt;br /&gt;
after finding &lt;br /&gt;
after invocation of the true name&lt;br /&gt;
after adoption&lt;br /&gt;
in order to flee&lt;br /&gt;
in order to study&lt;br /&gt;
in order to make a living as a warrior&lt;br /&gt;
in order to entertain people&lt;br /&gt;
in order to continue working alone&lt;br /&gt;
in order to become a citizen&lt;br /&gt;
in order to be with the master&lt;br /&gt;
in order to pursue scholarship&lt;br /&gt;
after being prevented from leaving&lt;br /&gt;
due to a lack of performances&lt;br /&gt;
in order to glorify &lt;br /&gt;
due to jealousy&lt;br /&gt;
murdered hf&lt;br /&gt;
by preserving part of body&lt;br /&gt;
item was favorite possession&lt;br /&gt;
defeated hf&lt;br /&gt;
&amp;lt;/circumstance&amp;gt;&lt;br /&gt;
claimed artifact given away&lt;br /&gt;
acquired artifact&lt;br /&gt;
historical event collection&lt;br /&gt;
to adventure&lt;br /&gt;
for an insurrection&lt;br /&gt;
&amp;lt;circumstance_id&amp;gt;&lt;br /&gt;
&amp;lt;/circumstance_id&amp;gt;&lt;br /&gt;
after pondering the ineffable subtleties of &lt;br /&gt;
due to their cosmic similarity&lt;br /&gt;
in order to be rescued&lt;br /&gt;
as a guide&lt;br /&gt;
to provide opportunities for courage to rise&lt;br /&gt;
to sow the seeds of chaos therein&lt;br /&gt;
to create a monument to the boundaries between realities&lt;br /&gt;
in order to maintain balance in the universe&lt;br /&gt;
on a whim&lt;br /&gt;
that great fortresses might be raised and tested in siege&lt;br /&gt;
that all should gaze upon a truly gruesome visage&lt;br /&gt;
that more might die&lt;br /&gt;
in order to make thralls of everyone&lt;br /&gt;
in order to make nightmares reality&lt;br /&gt;
that more might be murdered&lt;br /&gt;
that it might bathe in misery forever&lt;br /&gt;
in order to find a relative&lt;br /&gt;
that war might rage forever&lt;br /&gt;
to provide opportunities for acts of valor to be performed&lt;br /&gt;
in order that acts of torture be perpetrated&lt;br /&gt;
 was given away&lt;br /&gt;
after &lt;br /&gt;
after acquiring &lt;br /&gt;
during &lt;br /&gt;
&amp;lt;rep_buddy&amp;gt;&lt;br /&gt;
&amp;lt;/rep_buddy&amp;gt;&lt;br /&gt;
&amp;lt;rep_hero&amp;gt;&lt;br /&gt;
&amp;lt;/rep_hero&amp;gt;&lt;br /&gt;
&amp;lt;rep_bonded&amp;gt;&lt;br /&gt;
&amp;lt;/rep_bonded&amp;gt;&lt;br /&gt;
&amp;lt;rep_grudge&amp;gt;&lt;br /&gt;
&amp;lt;/rep_grudge&amp;gt;&lt;br /&gt;
&amp;lt;rep_monster&amp;gt;&lt;br /&gt;
&amp;lt;/rep_monster&amp;gt;&lt;br /&gt;
&amp;lt;rep_intruder&amp;gt;&lt;br /&gt;
&amp;lt;/rep_intruder&amp;gt;&lt;br /&gt;
&amp;lt;rep_bully&amp;gt;&lt;br /&gt;
&amp;lt;/rep_bully&amp;gt;&lt;br /&gt;
&amp;lt;rep_brigand&amp;gt;&lt;br /&gt;
&amp;lt;/rep_brigand&amp;gt;&lt;br /&gt;
&amp;lt;rep_psychopath&amp;gt;&lt;br /&gt;
&amp;lt;/rep_psychopath&amp;gt;&lt;br /&gt;
&amp;lt;rep_violent&amp;gt;&lt;br /&gt;
&amp;lt;/rep_violent&amp;gt;&lt;br /&gt;
&amp;lt;rep_storyteller&amp;gt;&lt;br /&gt;
&amp;lt;/rep_storyteller&amp;gt;&lt;br /&gt;
&amp;lt;rep_trade_partner&amp;gt;&lt;br /&gt;
&amp;lt;/rep_trade_partner&amp;gt;&lt;br /&gt;
&amp;lt;rep_bard&amp;gt;&lt;br /&gt;
&amp;lt;/rep_bard&amp;gt;&lt;br /&gt;
&amp;lt;rep_poet&amp;gt;&lt;br /&gt;
&amp;lt;/rep_poet&amp;gt;&lt;br /&gt;
to fill a role as a scholar&lt;br /&gt;
to fill a role as a performer&lt;br /&gt;
to fill a role as a mercenary&lt;br /&gt;
out of curiosity&lt;br /&gt;
in order to relax&lt;br /&gt;
in order to pray&lt;br /&gt;
in order to admire architecture&lt;br /&gt;
in order to drink&lt;br /&gt;
due to lack of sleep&lt;br /&gt;
after failing to create an artifact&lt;br /&gt;
after being unable to find an artifact&lt;br /&gt;
to experience danger&lt;br /&gt;
in order to sanctify &lt;br /&gt;
after being unable to leave a location&lt;br /&gt;
after a great deal of stress&lt;br /&gt;
after being trapped in a cage&lt;br /&gt;
as part of a trade negotiation&lt;br /&gt;
as a symbol of authority within &lt;br /&gt;
 family&lt;br /&gt;
as an heirloom of the &lt;br /&gt;
after the death of &lt;br /&gt;
in order to find sanctuary&lt;br /&gt;
to gather information&lt;br /&gt;
in order to cement the bonds of friendship&lt;br /&gt;
after a nightmare&lt;br /&gt;
after a dream&lt;br /&gt;
after dreaming of &lt;br /&gt;
after praying to &lt;br /&gt;
after murdering &lt;br /&gt;
by preserving a part of the body&lt;br /&gt;
as the item was a favorite possession&lt;br /&gt;
after defeating &lt;br /&gt;
&amp;lt;rep_information_source&amp;gt;&lt;br /&gt;
&amp;lt;/rep_information_source&amp;gt;&lt;br /&gt;
&amp;lt;rep_thief&amp;gt;&lt;br /&gt;
&amp;lt;/rep_thief&amp;gt;&lt;br /&gt;
 masterfully dyed a &lt;br /&gt;
 created a masterful &lt;br /&gt;
 constructed a masterful &lt;br /&gt;
 designed a masterful &lt;br /&gt;
added masterful bands&lt;br /&gt;
added masterful rings&lt;br /&gt;
added a masterful covering&lt;br /&gt;
added a masterful image&lt;br /&gt;
added masterful rollers&lt;br /&gt;
added a masterful handle&lt;br /&gt;
added masterful spikes&lt;br /&gt;
masterfully wrote&lt;br /&gt;
wove a masterful sewn image&lt;br /&gt;
added masterful cloth&lt;br /&gt;
added masterful thread&lt;br /&gt;
 to a &lt;br /&gt;
attached a masterful instrument piece&lt;br /&gt;
created a masterful illustration&lt;br /&gt;
a masterpiece&lt;br /&gt;
 destroyed &lt;br /&gt;
 created a masterful engraving&lt;br /&gt;
 prepared a masterful &lt;br /&gt;
 during mining&lt;br /&gt;
 during fortification carving&lt;br /&gt;
 by magma&lt;br /&gt;
 by melting&lt;br /&gt;
&amp;lt;rep_friendly&amp;gt;&lt;br /&gt;
&amp;lt;/rep_friendly&amp;gt;&lt;br /&gt;
&amp;lt;rep_dancer&amp;gt;&lt;br /&gt;
&amp;lt;/rep_dancer&amp;gt;&lt;br /&gt;
&amp;lt;rep_killer&amp;gt;&lt;br /&gt;
&amp;lt;/rep_killer&amp;gt;&lt;br /&gt;
&amp;lt;rep_hunter&amp;gt;&lt;br /&gt;
&amp;lt;/rep_hunter&amp;gt;&lt;br /&gt;
&amp;lt;rep_comrade&amp;gt;&lt;br /&gt;
&amp;lt;/rep_comrade&amp;gt;&lt;br /&gt;
&amp;lt;rep_murderer&amp;gt;&lt;br /&gt;
&amp;lt;/rep_murderer&amp;gt;&lt;br /&gt;
&amp;lt;rep_hated_group&amp;gt;&lt;br /&gt;
&amp;lt;/rep_hated_group&amp;gt;&lt;br /&gt;
&amp;lt;rep_respected_group&amp;gt;&lt;br /&gt;
&amp;lt;/rep_respected_group&amp;gt;&lt;br /&gt;
&amp;lt;rep_friendly_fighter&amp;gt;&lt;br /&gt;
&amp;lt;/rep_friendly_fighter&amp;gt;&lt;br /&gt;
&amp;lt;rep_enemy_fighter&amp;gt;&lt;br /&gt;
&amp;lt;/rep_enemy_fighter&amp;gt;&lt;br /&gt;
&amp;lt;rep_quarreler&amp;gt;&lt;br /&gt;
&amp;lt;/rep_quarreler&amp;gt;&lt;br /&gt;
&amp;lt;rep_loyal_soldier&amp;gt;&lt;br /&gt;
&amp;lt;/rep_loyal_soldier&amp;gt;&lt;br /&gt;
&amp;lt;rep_protector_of_weak&amp;gt;&lt;br /&gt;
&amp;lt;/rep_protector_of_weak&amp;gt;&lt;br /&gt;
&amp;lt;rep_flatterer&amp;gt;&lt;br /&gt;
&amp;lt;/rep_flatterer&amp;gt;&lt;br /&gt;
&amp;lt;rep_treasure_hunter&amp;gt;&lt;br /&gt;
&amp;lt;/rep_treasure_hunter&amp;gt;&lt;br /&gt;
&amp;lt;rep_knowledge_preserver&amp;gt;&lt;br /&gt;
&amp;lt;/rep_knowledge_preserver&amp;gt;&lt;br /&gt;
the attack on &lt;br /&gt;
the infiltration of &lt;br /&gt;
, undetected by &lt;br /&gt;
 slipped into &lt;br /&gt;
 and destruction of &lt;br /&gt;
the defeat of &lt;br /&gt;
 and destroyed &lt;br /&gt;
 defeated &lt;br /&gt;
 and others&lt;br /&gt;
 freed &lt;br /&gt;
 and pillaging of &lt;br /&gt;
 and pillaged &lt;br /&gt;
The new government was called &lt;br /&gt;
 in charge of &lt;br /&gt;
 and placed &lt;br /&gt;
the freeing of &lt;br /&gt;
, to be delivered from &lt;br /&gt;
 secured tribute from &lt;br /&gt;
 over &lt;br /&gt;
 and lordship of &lt;br /&gt;
 and takeover of &lt;br /&gt;
 and took over &lt;br /&gt;
's tribute from &lt;br /&gt;
the securing of &lt;br /&gt;
 slipping out of &lt;br /&gt;
 spotted the forces of &lt;br /&gt;
the rout of &lt;br /&gt;
 routed &lt;br /&gt;
 abandoned the settlement of &lt;br /&gt;
the attack of &lt;br /&gt;
 leaving &lt;br /&gt;
the detection of the forces of &lt;br /&gt;
 masterfully constructed by &lt;br /&gt;
 masterfully designed by &lt;br /&gt;
 by growing vegetation&lt;br /&gt;
 by falling debris&lt;br /&gt;
addition of a masterful image&lt;br /&gt;
 masterfully dyed with &lt;br /&gt;
 created by &lt;br /&gt;
the masterful &lt;br /&gt;
addition of masterful spikes&lt;br /&gt;
addition of masterful bands&lt;br /&gt;
addition of masterful rings&lt;br /&gt;
addition of a masterful covering&lt;br /&gt;
addition of masterful thread&lt;br /&gt;
addition of masterful rollers&lt;br /&gt;
addition of a masterful handle&lt;br /&gt;
creation of a masterful illustration&lt;br /&gt;
writing of a masterpiece&lt;br /&gt;
weaving of a masterful sewn image&lt;br /&gt;
addition of masterful cloth&lt;br /&gt;
 led the attack&lt;br /&gt;
the masterful engraving&lt;br /&gt;
 prepared by &lt;br /&gt;
addition of a masterful instrument piece&lt;br /&gt;
, the forces of &lt;br /&gt;
the attack by &lt;br /&gt;
  The defenders were led by &lt;br /&gt;
, and the defenders were led by &lt;br /&gt;
 by the forces of &lt;br /&gt;
the search of &lt;br /&gt;
 and found nothing&lt;br /&gt;
 searched &lt;br /&gt;
 as a part of &lt;br /&gt;
 finished the construction of &lt;br /&gt;
the repeal of numerous oppressive laws&lt;br /&gt;
the enactment of a series of oppressive laws&lt;br /&gt;
 constructed &lt;br /&gt;
 thrust a spire of slade up from the underworld, naming it &lt;br /&gt;
the completion of &lt;br /&gt;
 connecting &lt;br /&gt;
viewed&lt;br /&gt;
 razed &lt;br /&gt;
 replaced &lt;br /&gt;
, and established a gateway between worlds&lt;br /&gt;
the construction of &lt;br /&gt;
the creation of &lt;br /&gt;
 created &lt;br /&gt;
asked about&lt;br /&gt;
the replacement of &lt;br /&gt;
 from the underworld through the power of &lt;br /&gt;
the emergence of &lt;br /&gt;
the foundation of &lt;br /&gt;
prayer inside&lt;br /&gt;
disturbing&lt;br /&gt;
profaning&lt;br /&gt;
the razing of &lt;br /&gt;
 against&lt;br /&gt;
, an insurrection&lt;br /&gt;
inquiry after&lt;br /&gt;
viewing of&lt;br /&gt;
the local government&lt;br /&gt;
 concluded with &lt;br /&gt;
the insurrection in &lt;br /&gt;
the insurrection&lt;br /&gt;
the abandonment of &lt;br /&gt;
 withered.&lt;br /&gt;
 settlement of &lt;br /&gt;
their&lt;br /&gt;
 moved&lt;br /&gt;
 became the primary criminal organization&lt;br /&gt;
 formed&lt;br /&gt;
the withering of &lt;br /&gt;
dozens of&lt;br /&gt;
some hundred&lt;br /&gt;
hundreds&lt;br /&gt;
a multitude of&lt;br /&gt;
 the joining of &lt;br /&gt;
 joined with &lt;br /&gt;
a few&lt;br /&gt;
several&lt;br /&gt;
 regained their senses after another period of questionable judgment.&lt;br /&gt;
 regained their senses after an initial period of questionable judgment.&lt;br /&gt;
 at the settlement of &lt;br /&gt;
 merged with &lt;br /&gt;
the incorporation of &lt;br /&gt;
relocation of&lt;br /&gt;
ascendency of the criminal organization&lt;br /&gt;
the formation of &lt;br /&gt;
 lifted numerous oppressive laws from &lt;br /&gt;
 laid a series of oppressive edicts upon &lt;br /&gt;
the return to reason at the settlement of &lt;br /&gt;
 into &lt;br /&gt;
the lifting of numerous oppressive laws from &lt;br /&gt;
the proclamation of a series of oppressive edicts upon &lt;br /&gt;
 repealed numerous oppressive laws&lt;br /&gt;
 enacted a series of oppressive laws&lt;br /&gt;
ripping&lt;br /&gt;
slashing&lt;br /&gt;
smashing&lt;br /&gt;
burning away&lt;br /&gt;
an unknown peak&lt;br /&gt;
 the first to reach the summit of &lt;br /&gt;
 were&lt;br /&gt;
stabbing&lt;br /&gt;
 made a journey to &lt;br /&gt;
 escaped from &lt;br /&gt;
the climbing of &lt;br /&gt;
, which rises above &lt;br /&gt;
the journey of &lt;br /&gt;
the return of &lt;br /&gt;
the escape from &lt;br /&gt;
unknown lands&lt;br /&gt;
wild beasts&lt;br /&gt;
 tamed the &lt;br /&gt;
the carousal of&lt;br /&gt;
caroused in&lt;br /&gt;
 managed to escape from &lt;br /&gt;
.  While defeated, the latter escaped unscathed&lt;br /&gt;
 fought with &lt;br /&gt;
the taming of the &lt;br /&gt;
 eventually prevailed and &lt;br /&gt;
 despite the latter's wounds&lt;br /&gt;
 was forced to retreat from &lt;br /&gt;
's onslaught&lt;br /&gt;
 happened upon &lt;br /&gt;
 ambushed &lt;br /&gt;
 surprised &lt;br /&gt;
 was forced to make a hasty escape&lt;br /&gt;
the overthrow of &lt;br /&gt;
 crushed the insurrection in &lt;br /&gt;
 ended with the disappearance of the rebelling population&lt;br /&gt;
 overthrown&lt;br /&gt;
 launched an expedition to reclaim &lt;br /&gt;
 were taken by a mood to act against their better judgment at &lt;br /&gt;
the crushing of the insurrection against &lt;br /&gt;
the end of the insurrection in &lt;br /&gt;
the devouring of &lt;br /&gt;
 devoured &lt;br /&gt;
the reclamation of &lt;br /&gt;
the questionable judgment of &lt;br /&gt;
torn out&lt;br /&gt;
slashed off&lt;br /&gt;
slashed out&lt;br /&gt;
broken away&lt;br /&gt;
burned out&lt;br /&gt;
ripped off&lt;br /&gt;
stabbed out&lt;br /&gt;
torn off&lt;br /&gt;
ripped&lt;br /&gt;
slashed&lt;br /&gt;
smashed&lt;br /&gt;
burned away&lt;br /&gt;
tearing out&lt;br /&gt;
slashing off&lt;br /&gt;
slashing out&lt;br /&gt;
stabbed&lt;br /&gt;
burning out&lt;br /&gt;
ripping off&lt;br /&gt;
stabbing out&lt;br /&gt;
tearing off&lt;br /&gt;
a moaning spirit&lt;br /&gt;
an angry ghost&lt;br /&gt;
a violent ghost&lt;br /&gt;
a sadistic ghost&lt;br /&gt;
a troublesome poltergeist&lt;br /&gt;
an energetic poltergeist&lt;br /&gt;
a secretive poltergeist&lt;br /&gt;
a howling spirit&lt;br /&gt;
 in dragon fire&lt;br /&gt;
 burned &lt;br /&gt;
a forlorn haunt&lt;br /&gt;
a restless haunt&lt;br /&gt;
, who bled to death&lt;br /&gt;
 mortally wounded &lt;br /&gt;
 shot and killed &lt;br /&gt;
 to death&lt;br /&gt;
 beheaded &lt;br /&gt;
 to pieces&lt;br /&gt;
 hacked &lt;br /&gt;
, who suffocated&lt;br /&gt;
 left &lt;br /&gt;
 alive&lt;br /&gt;
 buried &lt;br /&gt;
 crucified &lt;br /&gt;
 to beasts&lt;br /&gt;
 fed &lt;br /&gt;
 drowned &lt;br /&gt;
 out in the air&lt;br /&gt;
 of blood&lt;br /&gt;
 drained &lt;br /&gt;
 slaughtered &lt;br /&gt;
 struck down &lt;br /&gt;
 in which the former emerged victorious&lt;br /&gt;
a scuffle between &lt;br /&gt;
 confronted &lt;br /&gt;
 cornered &lt;br /&gt;
attack on&lt;br /&gt;
 after a horrific combat&lt;br /&gt;
 after a punishing fight&lt;br /&gt;
the escape of &lt;br /&gt;
cornering of&lt;br /&gt;
happening upon&lt;br /&gt;
ambush of&lt;br /&gt;
surprising of&lt;br /&gt;
became obsessed with &lt;br /&gt;
independently discovered&lt;br /&gt;
was the very first to discover&lt;br /&gt;
confrontation of&lt;br /&gt;
came to desire to rule the world&lt;br /&gt;
began dreaming of starting a family&lt;br /&gt;
 life by any means&lt;br /&gt;
 own mortality and sought to extend &lt;br /&gt;
began dreaming of bringing peace to the world&lt;br /&gt;
began dreaming of crafting a masterwork&lt;br /&gt;
began dreaming of creating a great work of art&lt;br /&gt;
began dreaming of making a great discovery&lt;br /&gt;
began dreaming of seeing the great natural wonders of the world&lt;br /&gt;
began dreaming of falling in love&lt;br /&gt;
began dreaming of mastering a skill&lt;br /&gt;
began dreaming of becoming a legendary warrior&lt;br /&gt;
a murderous ghost&lt;br /&gt;
 once more, this time&lt;br /&gt;
 came back from the dead&lt;br /&gt;
became obsessed with an inscrutable goal&lt;br /&gt;
, struck down by &lt;br /&gt;
was banished by a &lt;br /&gt;
was banished by &lt;br /&gt;
was killed by a flying object&lt;br /&gt;
was impaled on spikes&lt;br /&gt;
died after colliding with an obstacle&lt;br /&gt;
, struck down &lt;br /&gt;
, struck down by a &lt;br /&gt;
the new dream of&lt;br /&gt;
the new desire of&lt;br /&gt;
independent discovery&lt;br /&gt;
initial discovery&lt;br /&gt;
to make a great discovery&lt;br /&gt;
to start a family&lt;br /&gt;
to rule the world&lt;br /&gt;
the new obsession of&lt;br /&gt;
to become a legendary warrior&lt;br /&gt;
to bring peace to the world&lt;br /&gt;
to craft a masterwork&lt;br /&gt;
to create a great work of art&lt;br /&gt;
with extending &lt;br /&gt;
to see the great natural wonders of the world&lt;br /&gt;
to fall in love&lt;br /&gt;
to master a skill&lt;br /&gt;
, once more,&lt;br /&gt;
 from the dead&lt;br /&gt;
with an inscrutable goal&lt;br /&gt;
 own life&lt;br /&gt;
 into a deep chasm&lt;br /&gt;
the fall of &lt;br /&gt;
 in a cage&lt;br /&gt;
the death of &lt;br /&gt;
 into a pit of spikes&lt;br /&gt;
 against an obstacle, causing immediate death&lt;br /&gt;
 threw &lt;br /&gt;
 murdered &lt;br /&gt;
was encased in cooling magma&lt;br /&gt;
was encased in cooling lava&lt;br /&gt;
solidified&lt;br /&gt;
 scared &lt;br /&gt;
burned up in magma&lt;br /&gt;
died of old age&lt;br /&gt;
fell into a deep chasm&lt;br /&gt;
was encased in ice&lt;br /&gt;
dragon fire&lt;br /&gt;
's dragon fire&lt;br /&gt;
 dragon fire&lt;br /&gt;
burned up in &lt;br /&gt;
burned up in a magma mist&lt;br /&gt;
was burned to death by a &lt;br /&gt;
 fire&lt;br /&gt;
was burned to death by &lt;br /&gt;
, slain by &lt;br /&gt;
was killed by falling rocks&lt;br /&gt;
was crushed under a collapsing ceiling&lt;br /&gt;
was crushed by a drawbridge&lt;br /&gt;
was left out in the air&lt;br /&gt;
succumbed to infection&lt;br /&gt;
, slain&lt;br /&gt;
, slain by a &lt;br /&gt;
was killed by a vehicle&lt;br /&gt;
was killed by a trap&lt;br /&gt;
was struck down&lt;br /&gt;
was drowned&lt;br /&gt;
the scuttling of &lt;br /&gt;
the slaughter of &lt;br /&gt;
the killing of &lt;br /&gt;
the feeding of &lt;br /&gt;
 by a trap&lt;br /&gt;
the murder of &lt;br /&gt;
 blood&lt;br /&gt;
the draining of &lt;br /&gt;
 after an attack by &lt;br /&gt;
the collapse of &lt;br /&gt;
 by a flying object&lt;br /&gt;
 by a vehicle&lt;br /&gt;
the vanishment of &lt;br /&gt;
 attack with &lt;br /&gt;
 after an attack&lt;br /&gt;
 after an attack by a &lt;br /&gt;
, after the death strike by &lt;br /&gt;
 with an obstacle&lt;br /&gt;
the collision of &lt;br /&gt;
the putting to rest of &lt;br /&gt;
the scaring of &lt;br /&gt;
 on spikes&lt;br /&gt;
the impalement of &lt;br /&gt;
, after the death strike by a &lt;br /&gt;
were&lt;br /&gt;
 from a great height&lt;br /&gt;
the leap of &lt;br /&gt;
 to death &lt;br /&gt;
 abducted &lt;br /&gt;
the reunion of &lt;br /&gt;
 through the efforts of &lt;br /&gt;
the dehydration of &lt;br /&gt;
the starvation of &lt;br /&gt;
the death in the dark of &lt;br /&gt;
the passing of &lt;br /&gt;
the boiling of &lt;br /&gt;
 in magma&lt;br /&gt;
the burning of &lt;br /&gt;
the drowning of &lt;br /&gt;
the heat-induced death of &lt;br /&gt;
the freezing of &lt;br /&gt;
the condensation of &lt;br /&gt;
the melting of &lt;br /&gt;
 in ice&lt;br /&gt;
 in cooling magma&lt;br /&gt;
 in cooling lava&lt;br /&gt;
the encasement of &lt;br /&gt;
 in a magma mist&lt;br /&gt;
the scalding of &lt;br /&gt;
's fire&lt;br /&gt;
 in a &lt;br /&gt;
 by falling rocks&lt;br /&gt;
 under a collapsing ceiling&lt;br /&gt;
 under a drawbridge&lt;br /&gt;
the crushing of &lt;br /&gt;
the hacking of &lt;br /&gt;
the fatal illness of &lt;br /&gt;
the mortal wounding of &lt;br /&gt;
the shooting of &lt;br /&gt;
the leaving of &lt;br /&gt;
the burial of &lt;br /&gt;
the crucifixion of &lt;br /&gt;
the beheading of &lt;br /&gt;
discarding&lt;br /&gt;
raising&lt;br /&gt;
 within &lt;br /&gt;
was entombed in&lt;br /&gt;
 prefers to work alone&lt;br /&gt;
 as the latter prefers to work alone&lt;br /&gt;
was denied an apprenticeship under&lt;br /&gt;
entombment&lt;br /&gt;
under&lt;br /&gt;
denial of apprenticeship&lt;br /&gt;
 jealousy&lt;br /&gt;
 due to &lt;br /&gt;
general suspicion&lt;br /&gt;
appearing not to age&lt;br /&gt;
 after &lt;br /&gt;
aroused general suspicion&lt;br /&gt;
began to skulk and brood&lt;br /&gt;
was possessed&lt;br /&gt;
withdrew from society&lt;br /&gt;
was taken by a fey mood&lt;br /&gt;
went berserk&lt;br /&gt;
became crazed&lt;br /&gt;
was striken by melancholy&lt;br /&gt;
was taken by a fell mood&lt;br /&gt;
the possession of&lt;br /&gt;
the withdrawal from society of&lt;br /&gt;
the fey mood of&lt;br /&gt;
stopped responding to the outside world&lt;br /&gt;
the insanity of&lt;br /&gt;
the melancholy of&lt;br /&gt;
the fell mood of&lt;br /&gt;
the dark brooding of&lt;br /&gt;
became a scout&lt;br /&gt;
began wandering&lt;br /&gt;
the abduction of &lt;br /&gt;
 was abducted&lt;br /&gt;
decided to become a thief, operating&lt;br /&gt;
decided to become a mercenary, operating&lt;br /&gt;
decided to become a baby-snatcher, operating&lt;br /&gt;
began hunting great beasts&lt;br /&gt;
stopped being a &lt;br /&gt;
became a &lt;br /&gt;
 to become a &lt;br /&gt;
gave up being a &lt;br /&gt;
 around&lt;br /&gt;
 out of&lt;br /&gt;
lost a hist fig entry&lt;br /&gt;
the hunting of great beasts&lt;br /&gt;
the scouting&lt;br /&gt;
the wandering&lt;br /&gt;
 the wilds&lt;br /&gt;
the career change from &lt;br /&gt;
the thievery&lt;br /&gt;
the mercenary operation&lt;br /&gt;
the baby-snatching&lt;br /&gt;
, based in&lt;br /&gt;
the loss of a hist fig entry&lt;br /&gt;
the giving up on being a &lt;br /&gt;
the start as a &lt;br /&gt;
was buried in&lt;br /&gt;
was discarded in&lt;br /&gt;
arose from&lt;br /&gt;
 throughout&lt;br /&gt;
stopped being the child of&lt;br /&gt;
divorced&lt;br /&gt;
stopped being the father of&lt;br /&gt;
stopped being the mother of&lt;br /&gt;
no longer imprisoned&lt;br /&gt;
was no longer imprisoned by&lt;br /&gt;
ended the romantic relationship with&lt;br /&gt;
lost the worship of&lt;br /&gt;
stopped being the owner of&lt;br /&gt;
stopped traveling with&lt;br /&gt;
stopped being the apprentice of&lt;br /&gt;
stopped being the master of&lt;br /&gt;
started working at&lt;br /&gt;
stopped being the pet of&lt;br /&gt;
lost faith in&lt;br /&gt;
stopped being the parent of&lt;br /&gt;
took up residence&lt;br /&gt;
took up residence in&lt;br /&gt;
started hanging out at&lt;br /&gt;
ruled from&lt;br /&gt;
stopped hanging out at&lt;br /&gt;
stopped ruling from&lt;br /&gt;
stopped working at&lt;br /&gt;
laired within&lt;br /&gt;
the learning of &lt;br /&gt;
 learned&lt;br /&gt;
 taught &lt;br /&gt;
moved out of&lt;br /&gt;
 changed&lt;br /&gt;
 changed &lt;br /&gt;
the moment when &lt;br /&gt;
 from the teaching of &lt;br /&gt;
moved to study in&lt;br /&gt;
fled to&lt;br /&gt;
the catatonia&lt;br /&gt;
the rampage of&lt;br /&gt;
the area around &lt;br /&gt;
fled into&lt;br /&gt;
visited&lt;br /&gt;
settled in&lt;br /&gt;
visit&lt;br /&gt;
settling&lt;br /&gt;
wandering&lt;br /&gt;
studies&lt;br /&gt;
gave birth to&lt;br /&gt;
 into&lt;br /&gt;
 into the area around&lt;br /&gt;
became romantically involved with&lt;br /&gt;
received the worship of&lt;br /&gt;
was born to&lt;br /&gt;
sired&lt;br /&gt;
began an apprenticeship under&lt;br /&gt;
became the master of&lt;br /&gt;
imprisoned&lt;br /&gt;
was imprisoned by&lt;br /&gt;
became the owner of&lt;br /&gt;
ceased being the apprentice of&lt;br /&gt;
ceased being the master of&lt;br /&gt;
began traveling with&lt;br /&gt;
became the pet of&lt;br /&gt;
began worshipping&lt;br /&gt;
became the parent of&lt;br /&gt;
was sired by&lt;br /&gt;
a former slave of&lt;br /&gt;
a former mercenary of&lt;br /&gt;
a former member of&lt;br /&gt;
a member of&lt;br /&gt;
ceased to be a &lt;br /&gt;
a claimant for &lt;br /&gt;
a worker of&lt;br /&gt;
a former prisoner of&lt;br /&gt;
was brought to the justice of&lt;br /&gt;
made peace with&lt;br /&gt;
left the service of&lt;br /&gt;
ceased to be &lt;br /&gt;
stopped working for&lt;br /&gt;
escaped from the prisons of&lt;br /&gt;
escaped from the slavery of&lt;br /&gt;
left&lt;br /&gt;
the belief of&lt;br /&gt;
the marriage of&lt;br /&gt;
the status of&lt;br /&gt;
ceased to be a claimant for &lt;br /&gt;
the apprenticeship of&lt;br /&gt;
the imprisonment of&lt;br /&gt;
the imprisonment by&lt;br /&gt;
the romantic relationship between&lt;br /&gt;
the former master-apprentice relationship of&lt;br /&gt;
the former apprenticeship of&lt;br /&gt;
the companionship of&lt;br /&gt;
the master-apprentice relationship of&lt;br /&gt;
as the owner of&lt;br /&gt;
as the parent of&lt;br /&gt;
as the child of&lt;br /&gt;
 fooled &lt;br /&gt;
the transformation of &lt;br /&gt;
 into a &lt;br /&gt;
 from a &lt;br /&gt;
compelled the creation of&lt;br /&gt;
members of &lt;br /&gt;
the impersonation of &lt;br /&gt;
 into believing &lt;br /&gt;
 with threats of violence&lt;br /&gt;
 through force of argument&lt;br /&gt;
 the position of &lt;br /&gt;
collaborated to create&lt;br /&gt;
forcible creation&lt;br /&gt;
audacious creation&lt;br /&gt;
 as a matter of course&lt;br /&gt;
, pushed by a wave of popular support&lt;br /&gt;
, as &lt;br /&gt;
 of the position of &lt;br /&gt;
popularly-supported creation&lt;br /&gt;
collaborative creation&lt;br /&gt;
 in order to extract information&lt;br /&gt;
 formed a false friendship with &lt;br /&gt;
formed a friendship&lt;br /&gt;
formed a false friendship where each used the other for information&lt;br /&gt;
 was imprisoned by&lt;br /&gt;
 was enslaved by&lt;br /&gt;
 recruited &lt;br /&gt;
 formed a friendship&lt;br /&gt;
a criminal in the eyes of&lt;br /&gt;
an enemy of&lt;br /&gt;
a mercenary for&lt;br /&gt;
the enslavement&lt;br /&gt;
the acceptance&lt;br /&gt;
the crimes&lt;br /&gt;
the rise&lt;br /&gt;
as a &lt;br /&gt;
the claim&lt;br /&gt;
the work&lt;br /&gt;
the imprisonment&lt;br /&gt;
in the eyes of&lt;br /&gt;
as an enemy of&lt;br /&gt;
into the mercenary service of&lt;br /&gt;
to the position of &lt;br /&gt;
as a former slave of&lt;br /&gt;
as a former mercenary of&lt;br /&gt;
as a former member of&lt;br /&gt;
as a member of&lt;br /&gt;
the fall of&lt;br /&gt;
the loss of status of&lt;br /&gt;
as a former prisoner of&lt;br /&gt;
the loss of heroic status of&lt;br /&gt;
the peace-making of&lt;br /&gt;
the departure of&lt;br /&gt;
the removal of&lt;br /&gt;
the end of the former enslavement of&lt;br /&gt;
the end of the former mercenary status of&lt;br /&gt;
the end of the former membership of&lt;br /&gt;
the end of the membership of&lt;br /&gt;
the end of the claim of&lt;br /&gt;
the end of work&lt;br /&gt;
the escape of&lt;br /&gt;
the end of the former imprisonment of&lt;br /&gt;
the termination of&lt;br /&gt;
over&lt;br /&gt;
the end of the imprisonment by&lt;br /&gt;
the end of the romantic relationship between&lt;br /&gt;
the loss of faith of&lt;br /&gt;
the divorce of&lt;br /&gt;
the end of the companionship of&lt;br /&gt;
the end of the master-apprentice of&lt;br /&gt;
the end of the apprenticeship of&lt;br /&gt;
the end of the imprisonment of&lt;br /&gt;
the hanging-out of&lt;br /&gt;
the seat of power of&lt;br /&gt;
the working of&lt;br /&gt;
as the pet of&lt;br /&gt;
the cease of occupation of&lt;br /&gt;
the lair of&lt;br /&gt;
the residence of&lt;br /&gt;
the false friendship of &lt;br /&gt;
the moving out of&lt;br /&gt;
the stoppage of hanging-out of&lt;br /&gt;
the removal of the seat of power of&lt;br /&gt;
the ascension&lt;br /&gt;
the status&lt;br /&gt;
the recruitment of &lt;br /&gt;
the friendship of &lt;br /&gt;
the entry&lt;br /&gt;
the selection&lt;br /&gt;
the election&lt;br /&gt;
the appointment&lt;br /&gt;
bound service&lt;br /&gt;
a journey to safety&lt;br /&gt;
a guide agreement&lt;br /&gt;
an adventure&lt;br /&gt;
because of a leadership change at the site&lt;br /&gt;
after arriving at the destination&lt;br /&gt;
because the group travelled too slowly&lt;br /&gt;
a performance tour&lt;br /&gt;
an agreement&lt;br /&gt;
after an adoption&lt;br /&gt;
after a joyous reunion&lt;br /&gt;
because the group went too far away&lt;br /&gt;
.  The ritual took place in &lt;br /&gt;
 in becoming a permanent part of the living world&lt;br /&gt;
 aided &lt;br /&gt;
an unknown party&lt;br /&gt;
 made an agreement with &lt;br /&gt;
 agreed to a parley with &lt;br /&gt;
.  The ritual involved &lt;br /&gt;
 using &lt;br /&gt;
 to work as a mercenary&lt;br /&gt;
 to entertain the citizenry&lt;br /&gt;
 to eradicate monsters&lt;br /&gt;
, becoming a resident of &lt;br /&gt;
 to oust &lt;br /&gt;
 to help rescue &lt;br /&gt;
, becoming a citizen of &lt;br /&gt;
 to study&lt;br /&gt;
 to find &lt;br /&gt;
 after being compelled to serve&lt;br /&gt;
 to live a life of adventure&lt;br /&gt;
 to entertain the world&lt;br /&gt;
from the slavery of&lt;br /&gt;
with&lt;br /&gt;
from the mercenary service of&lt;br /&gt;
from the position of &lt;br /&gt;
 rejected contact with &lt;br /&gt;
the first contact of &lt;br /&gt;
 made contact with &lt;br /&gt;
from the prisons of&lt;br /&gt;
, cementing bonds of mutual trust&lt;br /&gt;
 concluded&lt;br /&gt;
 between &lt;br /&gt;
the rejection of contact by &lt;br /&gt;
 in failure&lt;br /&gt;
 in an unsatisfactory fashion&lt;br /&gt;
 fairly&lt;br /&gt;
 with a positive outcome&lt;br /&gt;
the fair conclusion&lt;br /&gt;
the positive&lt;br /&gt;
the brilliant&lt;br /&gt;
 with miserable outcome&lt;br /&gt;
 proposed by &lt;br /&gt;
the miserable failure&lt;br /&gt;
the failure&lt;br /&gt;
the unsatisfactory conclusion&lt;br /&gt;
a citizenship agreement&lt;br /&gt;
 concluded &lt;br /&gt;
the rejection of &lt;br /&gt;
 was rejected by &lt;br /&gt;
an insurrection mission&lt;br /&gt;
a rescue mission&lt;br /&gt;
a residency agreement&lt;br /&gt;
a parley&lt;br /&gt;
animation of&lt;br /&gt;
 of the skins of&lt;br /&gt;
display on &lt;br /&gt;
construction of a gruesome sculpture from&lt;br /&gt;
They suspected the involvement of &lt;br /&gt;
 lost a diplomat at &lt;br /&gt;
horrible mutilation of&lt;br /&gt;
hanging from a &lt;br /&gt;
the voiding of agreements with &lt;br /&gt;
 voided all agreements with &lt;br /&gt;
 with the possible involvement of &lt;br /&gt;
the loss of a diplomat of &lt;br /&gt;
 and suffered great hardships&lt;br /&gt;
 and were never heard from again&lt;br /&gt;
 visited &lt;br /&gt;
, merchants from &lt;br /&gt;
ill-fated&lt;br /&gt;
.  They were greatly offended by the locals&lt;br /&gt;
.  They reported irregularities with their goods&lt;br /&gt;
.  They reported a seizure of goods&lt;br /&gt;
 visit of merchants from &lt;br /&gt;
unfortunate&lt;br /&gt;
costly&lt;br /&gt;
tragic&lt;br /&gt;
the storing of &lt;br /&gt;
the concealment of &lt;br /&gt;
 was stored&lt;br /&gt;
 was hidden in &lt;br /&gt;
the offering of &lt;br /&gt;
 was offered&lt;br /&gt;
the acquisition of &lt;br /&gt;
 was acquired&lt;br /&gt;
the conclusion of &lt;br /&gt;
 was accepted by &lt;br /&gt;
a corrupt agreement was formed&lt;br /&gt;
 in order to be brought to safety&lt;br /&gt;
the agreement between &lt;br /&gt;
the parley between &lt;br /&gt;
 to the living world&lt;br /&gt;
the permanent joining by &lt;br /&gt;
 in bound service&lt;br /&gt;
the joining of &lt;br /&gt;
 and become a citizen of &lt;br /&gt;
 and become a resident of &lt;br /&gt;
the dispute between &lt;br /&gt;
 became embroiled in a dispute over &lt;br /&gt;
the acceptance of &lt;br /&gt;
the formation of a corrupt agreement&lt;br /&gt;
the rejection of an offer of peace from &lt;br /&gt;
 rejected an offer of peace from &lt;br /&gt;
the acceptance of an offer of peace from &lt;br /&gt;
 accepted an offer of peace from &lt;br /&gt;
added to a grotesque pillar&lt;br /&gt;
added to a grisly mound&lt;br /&gt;
the body&lt;br /&gt;
the bodies&lt;br /&gt;
hung from a &lt;br /&gt;
animated&lt;br /&gt;
flayed and the skin stretched over &lt;br /&gt;
added to a gruesome sculpture&lt;br /&gt;
construction of a grotesque pillar from&lt;br /&gt;
construction of a grisly mound from&lt;br /&gt;
impalement on &lt;br /&gt;
horribly mutilated&lt;br /&gt;
the confiscation of &lt;br /&gt;
 and brought to &lt;br /&gt;
 was stolen&lt;br /&gt;
 was recovered&lt;br /&gt;
 was recovered by &lt;br /&gt;
the theft of &lt;br /&gt;
the recovery of &lt;br /&gt;
the looting of &lt;br /&gt;
a story recital&lt;br /&gt;
 held &lt;br /&gt;
the discardment of &lt;br /&gt;
 was dropped by &lt;br /&gt;
the performance&lt;br /&gt;
 held by &lt;br /&gt;
 as part of &lt;br /&gt;
there was a performance&lt;br /&gt;
a poetry competition&lt;br /&gt;
a music competition&lt;br /&gt;
a dance competition&lt;br /&gt;
a competition involving &lt;br /&gt;
a gladiatory competition&lt;br /&gt;
a wrestling competition&lt;br /&gt;
a flying race&lt;br /&gt;
a foot race&lt;br /&gt;
 including &lt;br /&gt;
 competitors&lt;br /&gt;
There were &lt;br /&gt;
there was a competition&lt;br /&gt;
The victory was shared by &lt;br /&gt;
 winners&lt;br /&gt;
Victory was spread among &lt;br /&gt;
Competing were &lt;br /&gt;
 was made a family heirloom&lt;br /&gt;
 an official symbol&lt;br /&gt;
 a symbol of &lt;br /&gt;
 was made&lt;br /&gt;
the claiming of &lt;br /&gt;
the making of &lt;br /&gt;
 was sanctified&lt;br /&gt;
 was claimed&lt;br /&gt;
 was created by &lt;br /&gt;
a poetic form&lt;br /&gt;
 into a family heirloom&lt;br /&gt;
the sanctification of &lt;br /&gt;
 was authored by &lt;br /&gt;
a work&lt;br /&gt;
a dance form&lt;br /&gt;
a musical form&lt;br /&gt;
the naming of &lt;br /&gt;
 was created&lt;br /&gt;
 received its name&lt;br /&gt;
the authoring of &lt;br /&gt;
the acquisition of a copy of &lt;br /&gt;
, keeping it within &lt;br /&gt;
 acquired a copy of &lt;br /&gt;
 made a copy of the original &lt;br /&gt;
the disappearance of &lt;br /&gt;
 was lost&lt;br /&gt;
 from&lt;br /&gt;
the original &lt;br /&gt;
 was looted&lt;br /&gt;
 was confiscated&lt;br /&gt;
the discovery of &lt;br /&gt;
 was found in &lt;br /&gt;
former apprentice&lt;br /&gt;
former master&lt;br /&gt;
traveling companion&lt;br /&gt;
apprenticeship&lt;br /&gt;
 to present&lt;br /&gt;
[C:1:0:1]Related Entities[C:7:0:0][B]&lt;br /&gt;
owner&lt;br /&gt;
former slave&lt;br /&gt;
former member&lt;br /&gt;
former mercenary&lt;br /&gt;
 until &lt;br /&gt;
claim to &lt;br /&gt;
former worker&lt;br /&gt;
worker&lt;br /&gt;
former prisoner&lt;br /&gt;
greatly respected for heroic acts&lt;br /&gt;
famous hero&lt;br /&gt;
legendary hero&lt;br /&gt;
)[R]&lt;br /&gt;
noted brawler&lt;br /&gt;
famous brawler&lt;br /&gt;
legendary brawler&lt;br /&gt;
respected for heroic acts&lt;br /&gt;
infamous intruder&lt;br /&gt;
legendary intruder&lt;br /&gt;
rumored brawler&lt;br /&gt;
known brawler&lt;br /&gt;
legendary monster&lt;br /&gt;
rumored intruder&lt;br /&gt;
known intruder&lt;br /&gt;
noted intruder&lt;br /&gt;
a procession held by &lt;br /&gt;
there was a procession&lt;br /&gt;
 held a procession&lt;br /&gt;
 was the victor.&lt;br /&gt;
 was a &lt;br /&gt;
a ceremony held by &lt;br /&gt;
there was a ceremony&lt;br /&gt;
 held a ceremony&lt;br /&gt;
 were a population within &lt;br /&gt;
 could be found within &lt;br /&gt;
.[B]&lt;br /&gt;
 was a legendary &lt;br /&gt;
 bandit gang from &lt;br /&gt;
 religion of &lt;br /&gt;
 civilization of &lt;br /&gt;
 was a&lt;br /&gt;
 centered around the worship of various beings&lt;br /&gt;
 group from &lt;br /&gt;
 collection of outcasts from &lt;br /&gt;
 performance troupe from &lt;br /&gt;
[C:3:0:1]Related Historical Figures[C:7:0:0][B]&lt;br /&gt;
 which was said to permeate &lt;br /&gt;
, a force&lt;br /&gt;
 centered around the worship of &lt;br /&gt;
casual &lt;br /&gt;
faithful &lt;br /&gt;
ardent &lt;br /&gt;
object of &lt;br /&gt;
imprisoner&lt;br /&gt;
lover&lt;br /&gt;
worship&lt;br /&gt;
dubious &lt;br /&gt;
infamous enemy fighter&lt;br /&gt;
legendary enemy fighter&lt;br /&gt;
rumored murderer&lt;br /&gt;
known murderer&lt;br /&gt;
legendary loyal soldier&lt;br /&gt;
rumored enemy fighter&lt;br /&gt;
known enemy fighter&lt;br /&gt;
noted enemy fighter&lt;br /&gt;
rumored loyal soldier&lt;br /&gt;
known loyal soldier&lt;br /&gt;
noted loyal soldier&lt;br /&gt;
famous loyal soldier&lt;br /&gt;
known fighter&lt;br /&gt;
noted fighter&lt;br /&gt;
famous fighter&lt;br /&gt;
legendary fighter&lt;br /&gt;
noted protector of the weak&lt;br /&gt;
famous protector of the weak&lt;br /&gt;
legendary protector of the weak&lt;br /&gt;
rumored fighter&lt;br /&gt;
famous preserver of knowledge&lt;br /&gt;
legendary preserver of knowledge&lt;br /&gt;
rumored protector of the weak&lt;br /&gt;
known protector of the weak&lt;br /&gt;
legendary treasure hunter&lt;br /&gt;
rumored preserver of knowledge&lt;br /&gt;
known preserver of knowledge&lt;br /&gt;
noted preserver of knowledge&lt;br /&gt;
rumored treasure hunter&lt;br /&gt;
known treasure hunter&lt;br /&gt;
noted treasure hunter&lt;br /&gt;
famous treasure hunter&lt;br /&gt;
rumored monster&lt;br /&gt;
known monster&lt;br /&gt;
noted monster&lt;br /&gt;
infamous monster&lt;br /&gt;
known brigand&lt;br /&gt;
noted brigand&lt;br /&gt;
infamous brigand&lt;br /&gt;
legendary brigand&lt;br /&gt;
noted bully&lt;br /&gt;
infamous bully&lt;br /&gt;
legendary bully&lt;br /&gt;
rumored brigand&lt;br /&gt;
infamous villain&lt;br /&gt;
legendary villain&lt;br /&gt;
rumored bully&lt;br /&gt;
known bully&lt;br /&gt;
legendary hunter&lt;br /&gt;
rumored villain&lt;br /&gt;
known villain&lt;br /&gt;
noted villain&lt;br /&gt;
rumored hunter&lt;br /&gt;
skilled hunter&lt;br /&gt;
talented hunter&lt;br /&gt;
great hunter&lt;br /&gt;
known killer&lt;br /&gt;
noted killer&lt;br /&gt;
infamous killer&lt;br /&gt;
legendary killer&lt;br /&gt;
noted murderer&lt;br /&gt;
infamous murderer&lt;br /&gt;
legendary murderer&lt;br /&gt;
rumored killer&lt;br /&gt;
a lumber agreement&lt;br /&gt;
a peace agreement&lt;br /&gt;
an unknown population&lt;br /&gt;
an empty population&lt;br /&gt;
a vague agreement&lt;br /&gt;
a trade agreement&lt;br /&gt;
the elevation of the landed nobility&lt;br /&gt;
the establishment of landed nobility&lt;br /&gt;
Many facts are still unclear to historians.  &lt;br /&gt;
It is still shrouded in mystery.  &lt;br /&gt;
Its nature is still an intriguing puzzle to the learned.  &lt;br /&gt;
Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times.  &lt;br /&gt;
HF_LINK&lt;br /&gt;
NULL artifact from dead wg inventory, skipping&lt;br /&gt;
NULL heirloom artifact&lt;br /&gt;
A few issues still trouble scholars, but the picture is fairly clear.  &lt;br /&gt;
Age of &lt;br /&gt;
Age of Three Powers&lt;br /&gt;
some vague concept&lt;br /&gt;
RANDOM_DEF_SPHERE&lt;br /&gt;
 Age&lt;br /&gt;
Age of the &lt;br /&gt;
Two Powers&lt;br /&gt;
Two &lt;br /&gt;
Twilight Age&lt;br /&gt;
Age of Legends&lt;br /&gt;
Age of Myth&lt;br /&gt;
Age of One Power&lt;br /&gt;
Age of Death&lt;br /&gt;
Golden Age&lt;br /&gt;
Age of Heroes&lt;br /&gt;
Age of Fairy Tales&lt;br /&gt;
known thief&lt;br /&gt;
noted thief&lt;br /&gt;
infamous thief&lt;br /&gt;
legendary thief&lt;br /&gt;
seat of power&lt;br /&gt;
site occ&lt;br /&gt;
[C:6:0:1]Related Sites[C:7:0:0][B]&lt;br /&gt;
rumored thief&lt;br /&gt;
early &lt;br /&gt;
late &lt;br /&gt;
hangout&lt;br /&gt;
winter&lt;br /&gt;
autumn&lt;br /&gt;
summer&lt;br /&gt;
spring&lt;br /&gt;
a road&lt;br /&gt;
an unknown site&lt;br /&gt;
an unknown civilization&lt;br /&gt;
a time before time&lt;br /&gt;
an unknown construction&lt;br /&gt;
a wall&lt;br /&gt;
a bridge&lt;br /&gt;
a tunnel&lt;br /&gt;
the depths of the world&lt;br /&gt;
an unknown artifact&lt;br /&gt;
an unknown building&lt;br /&gt;
an unknown secret&lt;br /&gt;
an unknown region&lt;br /&gt;
an unknown underground region&lt;br /&gt;
the Underworld&lt;br /&gt;
the magma sea&lt;br /&gt;
 Race&lt;br /&gt;
Air Race&lt;br /&gt;
Race&lt;br /&gt;
Poetry Competition&lt;br /&gt;
Procession&lt;br /&gt;
Gladiatory Games&lt;br /&gt;
 Throwing Competition&lt;br /&gt;
Wrestling Competition&lt;br /&gt;
Ceremony&lt;br /&gt;
Main Ceremony&lt;br /&gt;
Closing Ceremony&lt;br /&gt;
Opening Ceremony&lt;br /&gt;
, once of the Underworld.  &lt;br /&gt;
NULL artifact from wg scholar storage, skipping&lt;br /&gt;
NULL artifact from wg storage, skipping&lt;br /&gt;
&amp;lt;/id&amp;gt;&lt;br /&gt;
&amp;lt;historical_event&amp;gt;&lt;br /&gt;
I bind myself to this place.&lt;br /&gt;
&amp;lt;/seconds72&amp;gt;&lt;br /&gt;
&amp;lt;year&amp;gt;&lt;br /&gt;
&amp;lt;/year&amp;gt;&lt;br /&gt;
&amp;lt;id&amp;gt;&lt;br /&gt;
&amp;lt;attacker_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/attacker_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;field battle&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;seconds72&amp;gt;&lt;br /&gt;
&amp;lt;subregion_id&amp;gt;&lt;br /&gt;
&amp;lt;/subregion_id&amp;gt;&lt;br /&gt;
&amp;lt;defender_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/defender_civ_id&amp;gt;&lt;br /&gt;
Unknown Age&lt;br /&gt;
The world has passed into &lt;br /&gt;
Age of Emptiness&lt;br /&gt;
Age of Civilization&lt;br /&gt;
Unknown creature in &lt;br /&gt;
 Kill&lt;br /&gt;
[C:7:0:0][B]&lt;br /&gt;
 Notable Kill&lt;br /&gt;
Duel of &lt;br /&gt;
 in the wilds&lt;br /&gt;
 Other Kill&lt;br /&gt;
Unknown creature[R]&lt;br /&gt;
Purge in &lt;br /&gt;
Destruction&lt;br /&gt;
Conquest&lt;br /&gt;
Pillaging&lt;br /&gt;
 in the Wilds&lt;br /&gt;
Abduction&lt;br /&gt;
Attempted &lt;br /&gt;
Insurrection in &lt;br /&gt;
Journey&lt;br /&gt;
Rampage&lt;br /&gt;
the Wilds&lt;br /&gt;
Raid of &lt;br /&gt;
Musical Performance&lt;br /&gt;
Dance Performance&lt;br /&gt;
The Occasion&lt;br /&gt;
 Occasion of &lt;br /&gt;
Musical Competition&lt;br /&gt;
Dance Competition&lt;br /&gt;
Storytelling&lt;br /&gt;
Poetry Recital&lt;br /&gt;
&amp;lt;new_leader_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/new_leader_hfid&amp;gt;&lt;br /&gt;
&amp;lt;new_site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/new_site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;spotter_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/spotter_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;spotted leaving site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site taken over&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/attacker_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf attacked site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;leaver_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/leaver_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/civ_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site died&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf destroyed site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;attacker_hfid&amp;gt;&lt;br /&gt;
&amp;lt;first/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site retired&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;abandoned/&amp;gt;&lt;br /&gt;
&amp;lt;civ_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;created structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;builder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/builder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;created site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/old_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;replaced structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;structure_id&amp;gt;&lt;br /&gt;
&amp;lt;/structure_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;razed structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;new_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;/new_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;old_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;coords&amp;gt;&lt;br /&gt;
&amp;lt;/coords&amp;gt;&lt;br /&gt;
&amp;lt;feature_layer_id&amp;gt;&lt;br /&gt;
&amp;lt;/feature_layer_id&amp;gt;&lt;br /&gt;
&amp;lt;defender_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/defender_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;attacker_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/attacker_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;searcher_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/searcher_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity searched site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/historical_event&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;sneak into site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;result&amp;gt;found nothing&amp;lt;/result&amp;gt;&lt;br /&gt;
&amp;lt;site_id&amp;gt;&lt;br /&gt;
&amp;lt;/site_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;destroyed site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;attacked site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/freeing_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf freed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site tribute forced&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;plundered site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/holding_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;freeing_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/freeing_hfid&amp;gt;&lt;br /&gt;
&amp;lt;freeing_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;new site leader&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;rescued_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/rescued_hfid&amp;gt;&lt;br /&gt;
&amp;lt;holding_civ_id&amp;gt;&lt;br /&gt;
leadership overthrown&lt;br /&gt;
&amp;lt;outcome&amp;gt;&lt;br /&gt;
&amp;lt;target_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/target_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;unretire/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;reclaim site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/outcome&amp;gt;&lt;br /&gt;
population gone&lt;br /&gt;
&amp;lt;woundee_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/woundee_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf wounded&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;creature devoured&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;subtype&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf simple battle event&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;wounder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/wounder_hfid&amp;gt;&lt;br /&gt;
happen upon&lt;br /&gt;
ambushed&lt;br /&gt;
surprised&lt;br /&gt;
scuffle&lt;br /&gt;
2 lost after giving wounds&lt;br /&gt;
2 lost after receiving wounds&lt;br /&gt;
confront&lt;br /&gt;
corner&lt;br /&gt;
&amp;lt;group_1_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/group_1_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/subtype&amp;gt;&lt;br /&gt;
2 lost after mutual wounds&lt;br /&gt;
&amp;lt;/group_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf reach summit&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;group_2_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/group_2_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf profaned structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;hist_fig_id&amp;gt;&lt;br /&gt;
&amp;lt;/hist_fig_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf razed structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf asked about artifact&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf viewed artifact&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf prayed inside structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf disturbed structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/wcid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;created world construction&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;/artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;/site_id1&amp;gt;&lt;br /&gt;
&amp;lt;master_wcid&amp;gt;&lt;br /&gt;
&amp;lt;/master_wcid&amp;gt;&lt;br /&gt;
&amp;lt;wcid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;performance&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;site_id2&amp;gt;&lt;br /&gt;
&amp;lt;/site_id2&amp;gt;&lt;br /&gt;
&amp;lt;site_id1&amp;gt;&lt;br /&gt;
&amp;lt;schedule_id&amp;gt;&lt;br /&gt;
&amp;lt;/schedule_id&amp;gt;&lt;br /&gt;
&amp;lt;occasion_id&amp;gt;&lt;br /&gt;
&amp;lt;/occasion_id&amp;gt;&lt;br /&gt;
&amp;lt;/competitor_hfid&amp;gt;&lt;br /&gt;
&amp;lt;winner_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/winner_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;competition&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;insurrection started&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;ceremony&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;procession&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;competitor_hfid&amp;gt;&lt;br /&gt;
moaning spirit&lt;br /&gt;
angry ghost&lt;br /&gt;
violent ghost&lt;br /&gt;
sadistic ghost&lt;br /&gt;
troublesome poltergeist&lt;br /&gt;
energetic poltergeist&lt;br /&gt;
secretive poltergeist&lt;br /&gt;
howling spirit&lt;br /&gt;
&amp;lt;type&amp;gt;hf died&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;raised_before/&amp;gt;&lt;br /&gt;
forlorn haunt&lt;br /&gt;
restless haunt&lt;br /&gt;
&amp;lt;slayer_race&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_race&amp;gt;&lt;br /&gt;
&amp;lt;slayer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;slayer_item_id&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_item_id&amp;gt;&lt;br /&gt;
&amp;lt;slayer_caste&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_caste&amp;gt;&lt;br /&gt;
old age&lt;br /&gt;
&amp;lt;cause&amp;gt;&lt;br /&gt;
&amp;lt;slayer_shooter_item_id&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_shooter_item_id&amp;gt;&lt;br /&gt;
drown&lt;br /&gt;
shot&lt;br /&gt;
thirst&lt;br /&gt;
hunger&lt;br /&gt;
scuttled&lt;br /&gt;
slaughtered&lt;br /&gt;
struck&lt;br /&gt;
&amp;lt;return/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf travel&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf carouse&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;group_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;knowledge discovered&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf reunion&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf new pet&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;escape/&amp;gt;&lt;br /&gt;
&amp;lt;knowledge&amp;gt;&lt;br /&gt;
&amp;lt;/knowledge&amp;gt;&lt;br /&gt;
&amp;lt;hfid&amp;gt;&lt;br /&gt;
&amp;lt;/hfid&amp;gt;&lt;br /&gt;
&amp;lt;secret_goal&amp;gt;&lt;br /&gt;
immortality&lt;br /&gt;
&amp;lt;/secret_goal&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf gains secret goal&amp;lt;/type&amp;gt;&lt;br /&gt;
rule the world&lt;br /&gt;
start a family&lt;br /&gt;
maintain entity status&lt;br /&gt;
stay alive&lt;br /&gt;
become a legendary warrior&lt;br /&gt;
bring peace to the world&lt;br /&gt;
craft a masterwork&lt;br /&gt;
create a great work of art&lt;br /&gt;
make a great discovery&lt;br /&gt;
see the great natural sites&lt;br /&gt;
fall in love&lt;br /&gt;
master a skill&lt;br /&gt;
&amp;lt;ghost&amp;gt;&lt;br /&gt;
murderous ghost&lt;br /&gt;
&amp;lt;/ghost&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf revived&amp;lt;/type&amp;gt;&lt;br /&gt;
infection&lt;br /&gt;
solid&lt;br /&gt;
condense&lt;br /&gt;
melt&lt;br /&gt;
&amp;lt;/cause&amp;gt;&lt;br /&gt;
suicide drowned&lt;br /&gt;
suicide leaping&lt;br /&gt;
scared to death&lt;br /&gt;
&amp;lt;/snatcher_hfid&amp;gt;&lt;br /&gt;
&amp;lt;target_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/target_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf abducted&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;hfid1&amp;gt;&lt;br /&gt;
&amp;lt;/hfid1&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hfs formed reputation relationship&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;snatcher_hfid&amp;gt;&lt;br /&gt;
&amp;lt;hfid2&amp;gt;&lt;br /&gt;
&amp;lt;/hfid2&amp;gt;&lt;br /&gt;
&amp;lt;identity_id1&amp;gt;&lt;br /&gt;
&amp;lt;/identity_id1&amp;gt;&lt;br /&gt;
&amp;lt;hf_rep_1_of_2&amp;gt;&lt;br /&gt;
&amp;lt;/hf_rep_1_of_2&amp;gt;&lt;br /&gt;
&amp;lt;identity_id2&amp;gt;&lt;br /&gt;
&amp;lt;/identity_id2&amp;gt;&lt;br /&gt;
&amp;lt;/unit_type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf recruited unit type for entity&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;hf_rep_2_of_1&amp;gt;&lt;br /&gt;
&amp;lt;/hf_rep_2_of_1&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;change hf body state&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;remove hf entity link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;add hf entity link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;unit_type&amp;gt;&lt;br /&gt;
dragonfire&lt;br /&gt;
lava mist&lt;br /&gt;
lava&lt;br /&gt;
obstacle&lt;br /&gt;
cage blasted&lt;br /&gt;
chasm&lt;br /&gt;
crushed bridge&lt;br /&gt;
steam&lt;br /&gt;
vehicle&lt;br /&gt;
trap&lt;br /&gt;
blood drained&lt;br /&gt;
murdered&lt;br /&gt;
quitdead&lt;br /&gt;
put to rest&lt;br /&gt;
vanish&lt;br /&gt;
flying object&lt;br /&gt;
spikes&lt;br /&gt;
cold&lt;br /&gt;
heat&lt;br /&gt;
abandon&lt;br /&gt;
exec beheaded&lt;br /&gt;
freezing water&lt;br /&gt;
cooling magma&lt;br /&gt;
cooling lava&lt;br /&gt;
exec burned alive&lt;br /&gt;
exec drowned&lt;br /&gt;
exec buried alive&lt;br /&gt;
exec crucified&lt;br /&gt;
boil&lt;br /&gt;
exec left out in air&lt;br /&gt;
exec hacked to pieces&lt;br /&gt;
exec fed to beasts&lt;br /&gt;
&amp;lt;/state&amp;gt;&lt;br /&gt;
visiting&lt;br /&gt;
refugee&lt;br /&gt;
settled&lt;br /&gt;
&amp;lt;hfid_target&amp;gt;&lt;br /&gt;
&amp;lt;/hfid_target&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;add hf hf link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;change hf job&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;first contact&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;remove hf site link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;add hf site link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;remove hf hf link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;contacted_enid&amp;gt;&lt;br /&gt;
&amp;lt;/contacted_enid&amp;gt;&lt;br /&gt;
&amp;lt;contactor_enid&amp;gt;&lt;br /&gt;
&amp;lt;/contactor_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement concluded&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;rejector_enid&amp;gt;&lt;br /&gt;
&amp;lt;/rejector_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;first contact failed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;agreement_id&amp;gt;&lt;br /&gt;
&amp;lt;/agreement_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement formed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement rejected&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;agreement_subject_id&amp;gt;&lt;br /&gt;
&amp;lt;/agreement_subject_id&amp;gt;&lt;br /&gt;
&amp;lt;concluder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/concluder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/dispute&amp;gt;&lt;br /&gt;
&amp;lt;dispute&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site dispute&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement made&amp;lt;/type&amp;gt;&lt;br /&gt;
unburied at site&lt;br /&gt;
buried at site&lt;br /&gt;
active&lt;br /&gt;
&amp;lt;body_state&amp;gt;&lt;br /&gt;
entombed at site&lt;br /&gt;
unburied at feature layer&lt;br /&gt;
unburied at subregion&lt;br /&gt;
unburied at battlefield&lt;br /&gt;
&amp;lt;seeker_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/seeker_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf relationship denied&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/body_state&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf confronted&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/relationship&amp;gt;&lt;br /&gt;
apprentice&lt;br /&gt;
&amp;lt;relationship&amp;gt;&lt;br /&gt;
&amp;lt;reason&amp;gt;murder&amp;lt;/reason&amp;gt;&lt;br /&gt;
&amp;lt;reason&amp;gt;ageless&amp;lt;/reason&amp;gt;&lt;br /&gt;
&amp;lt;/situation&amp;gt;&lt;br /&gt;
&amp;lt;situation&amp;gt;&lt;br /&gt;
secretive&lt;br /&gt;
&amp;lt;mood&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;change hf state&amp;lt;/type&amp;gt;&lt;br /&gt;
insane&lt;br /&gt;
melancholy&lt;br /&gt;
fell&lt;br /&gt;
macabre&lt;br /&gt;
&amp;lt;state&amp;gt;&lt;br /&gt;
&amp;lt;/mood&amp;gt;&lt;br /&gt;
catatonic&lt;br /&gt;
berserk&lt;br /&gt;
&amp;lt;/claim&amp;gt;&lt;br /&gt;
holy relic&lt;br /&gt;
heirloom&lt;br /&gt;
symbol&lt;br /&gt;
&amp;lt;/form_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;poetic form created&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;position_profile_id&amp;gt;&lt;br /&gt;
&amp;lt;/position_profile_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;written content composed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;dance form created&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;musical form created&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;form_id&amp;gt;&lt;br /&gt;
&amp;lt;name_only/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact created&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;wc_id&amp;gt;&lt;br /&gt;
&amp;lt;/wc_id&amp;gt;&lt;br /&gt;
&amp;lt;/dest_structure_id&amp;gt;&lt;br /&gt;
&amp;lt;dest_site_id&amp;gt;&lt;br /&gt;
&amp;lt;/dest_site_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact copied&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/source_site_id&amp;gt;&lt;br /&gt;
&amp;lt;dest_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;/dest_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;dest_structure_id&amp;gt;&lt;br /&gt;
&amp;lt;/source_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;source_structure_id&amp;gt;&lt;br /&gt;
&amp;lt;/source_structure_id&amp;gt;&lt;br /&gt;
&amp;lt;source_site_id&amp;gt;&lt;br /&gt;
&amp;lt;/new_artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact transformed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;from_original/&amp;gt;&lt;br /&gt;
&amp;lt;source_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;entity_id_2&amp;gt;&lt;br /&gt;
&amp;lt;/entity_id_2&amp;gt;&lt;br /&gt;
&amp;lt;entity_id_1&amp;gt;&lt;br /&gt;
&amp;lt;/entity_id_1&amp;gt;&lt;br /&gt;
&amp;lt;site_id_2&amp;gt;&lt;br /&gt;
&amp;lt;/site_id_2&amp;gt;&lt;br /&gt;
&amp;lt;site_id_1&amp;gt;&lt;br /&gt;
&amp;lt;/site_id_1&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;body abused&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;diplomat lost&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;peace rejected&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;peace accepted&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/unit_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact hidden&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;merchant&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement void&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact stored&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;/hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;unit_id&amp;gt;&lt;br /&gt;
&amp;lt;giver_hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;/giver_hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact given&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact possessed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;receiver_hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;/receiver_hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;giver_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;/giver_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;claim&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact claim formed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;receiver_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;/receiver_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;skill_at_time&amp;gt;&lt;br /&gt;
&amp;lt;/skill_at_time&amp;gt;&lt;br /&gt;
&amp;lt;migrant_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;/migrant_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece dye&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece item&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece arch constructed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece arch design&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece lost&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece engraving&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece food&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece item improvement&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/teacher_hfid&amp;gt;&lt;br /&gt;
&amp;lt;student_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/student_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf learns secret&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf does interaction&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;interaction&amp;gt;&lt;br /&gt;
&amp;lt;/interaction&amp;gt;&lt;br /&gt;
&amp;lt;teacher_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/changee_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;changed creature type&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;doer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/doer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/old_race&amp;gt;&lt;br /&gt;
&amp;lt;changer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/changer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;changee_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/new_race&amp;gt;&lt;br /&gt;
&amp;lt;old_caste&amp;gt;&lt;br /&gt;
&amp;lt;/old_caste&amp;gt;&lt;br /&gt;
&amp;lt;old_race&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact lost&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;old_artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;/old_artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;new_artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;/destroyer_enid&amp;gt;&lt;br /&gt;
&amp;lt;destroyer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/destroyer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact destroyed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact recovered&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;item stolen&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact found&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;destroyer_enid&amp;gt;&lt;br /&gt;
&amp;lt;law_add&amp;gt;harsh&amp;lt;/law_add&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity law&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;injury/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact dropped&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity relocate&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity primary criminals&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity created&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;law_remove&amp;gt;harsh&amp;lt;/law_remove&amp;gt;&lt;br /&gt;
&amp;lt;/pop_number_moved&amp;gt;&lt;br /&gt;
&amp;lt;pop_race&amp;gt;&lt;br /&gt;
&amp;lt;/pop_race&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;regionpop incorporated into entity&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/pop_flid&amp;gt;&lt;br /&gt;
&amp;lt;pop_srid&amp;gt;&lt;br /&gt;
&amp;lt;/pop_srid&amp;gt;&lt;br /&gt;
&amp;lt;pop_number_moved&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity incorporated&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;join_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;/join_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;pop_flid&amp;gt;&lt;br /&gt;
&amp;lt;/defending_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;attacking_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;war_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/defending_hfid&amp;gt;&lt;br /&gt;
&amp;lt;attacking_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_hfid&amp;gt;&lt;br /&gt;
&amp;lt;defending_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_squad_race&amp;gt;&lt;br /&gt;
&amp;lt;noncom_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/noncom_hfid&amp;gt;&lt;br /&gt;
&amp;lt;defending_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_squad_number&amp;gt;&lt;br /&gt;
&amp;lt;attacking_squad_entity_pop&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_squad_entity_pop&amp;gt;&lt;br /&gt;
&amp;lt;attacking_squad_race&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_squad_site&amp;gt;&lt;br /&gt;
&amp;lt;attacking_squad_deaths&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_squad_deaths&amp;gt;&lt;br /&gt;
&amp;lt;attacking_squad_number&amp;gt;&lt;br /&gt;
&amp;lt;/defending_squad_entity_pop&amp;gt;&lt;br /&gt;
&amp;lt;defending_squad_race&amp;gt;&lt;br /&gt;
&amp;lt;/defending_squad_race&amp;gt;&lt;br /&gt;
&amp;lt;attacking_squad_site&amp;gt;&lt;br /&gt;
&amp;lt;/defending_squad_deaths&amp;gt;&lt;br /&gt;
&amp;lt;defending_squad_number&amp;gt;&lt;br /&gt;
&amp;lt;/defending_squad_number&amp;gt;&lt;br /&gt;
&amp;lt;defending_squad_entity_pop&amp;gt;&lt;br /&gt;
attacker won&lt;br /&gt;
&amp;lt;defending_squad_site&amp;gt;&lt;br /&gt;
&amp;lt;/defending_squad_site&amp;gt;&lt;br /&gt;
&amp;lt;defending_squad_deaths&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;assume identity&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;new_caste&amp;gt;&lt;br /&gt;
&amp;lt;/new_caste&amp;gt;&lt;br /&gt;
&amp;lt;new_race&amp;gt;&lt;br /&gt;
&amp;lt;identity_id&amp;gt;&lt;br /&gt;
&amp;lt;/identity_id&amp;gt;&lt;br /&gt;
&amp;lt;trickster_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/trickster_hfid&amp;gt;&lt;br /&gt;
&amp;lt;historical_event_collection&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;create entity position&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;target_enid&amp;gt;&lt;br /&gt;
&amp;lt;/target_enid&amp;gt;&lt;br /&gt;
&amp;lt;start_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/start_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;start_year&amp;gt;&lt;br /&gt;
&amp;lt;/start_year&amp;gt;&lt;br /&gt;
&amp;lt;end_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/end_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;end_year&amp;gt;&lt;br /&gt;
&amp;lt;/end_year&amp;gt;&lt;br /&gt;
&amp;lt;event&amp;gt;&lt;br /&gt;
&amp;lt;/event&amp;gt;&lt;br /&gt;
&amp;lt;eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/defender_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;aggressor_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/aggressor_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;war&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/war_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;battle&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/historical_event_collection&amp;gt;&lt;br /&gt;
&amp;lt;defender_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;pet owner&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;former apprentice&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;former master&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;companion&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;entity_link&amp;gt;&lt;br /&gt;
&amp;lt;/hf_link&amp;gt;&lt;br /&gt;
&amp;lt;link_strength&amp;gt;&lt;br /&gt;
&amp;lt;/link_strength&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;former mercenary&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;mercenary&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;former member&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;member&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;enemy&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;former prisoner&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;former slave&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;slave&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;/squad_id&amp;gt;&lt;br /&gt;
&amp;lt;entity_squad_link&amp;gt;&lt;br /&gt;
&amp;lt;/entity_link&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;criminal&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;/entity_squad_link&amp;gt;&lt;br /&gt;
&amp;lt;squad_position&amp;gt;&lt;br /&gt;
&amp;lt;/squad_position&amp;gt;&lt;br /&gt;
&amp;lt;squad_id&amp;gt;&lt;br /&gt;
&amp;lt;/entity_position_link&amp;gt;&lt;br /&gt;
&amp;lt;entity_position_link&amp;gt;&lt;br /&gt;
&amp;lt;/entity_former_squad_link&amp;gt;&lt;br /&gt;
&amp;lt;entity_former_squad_link&amp;gt;&lt;br /&gt;
&amp;lt;/entity_occupation_link&amp;gt;&lt;br /&gt;
&amp;lt;occupation_id&amp;gt;&lt;br /&gt;
&amp;lt;/occupation_id&amp;gt;&lt;br /&gt;
&amp;lt;entity_occupation_link&amp;gt;&lt;br /&gt;
&amp;lt;parent_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/parent_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;duel&amp;lt;/type&amp;gt;&lt;br /&gt;
defender won&lt;br /&gt;
&amp;lt;/attacking_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site conquered&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;ordinal&amp;gt;&lt;br /&gt;
&amp;lt;/ordinal&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;insurrection&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;defending_enid&amp;gt;&lt;br /&gt;
&amp;lt;/defending_enid&amp;gt;&lt;br /&gt;
&amp;lt;attacking_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;abduction&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;adjective&amp;gt;&lt;br /&gt;
&amp;lt;/adjective&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;purge&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;journey&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;beast attack&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;theft&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;raid&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;father&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;mother&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;hf_link&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;occasion&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;lover&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;deity&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;child&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;spouse&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;apprentice&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;master&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;imprisoner&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;prisoner&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;/holds_artifact&amp;gt;&lt;br /&gt;
&amp;lt;animated_string&amp;gt;&lt;br /&gt;
&amp;lt;/animated_string&amp;gt;&lt;br /&gt;
&amp;lt;active_interaction&amp;gt;&lt;br /&gt;
&amp;lt;/first_ageless_year&amp;gt;&lt;br /&gt;
&amp;lt;unsolved_murders&amp;gt;&lt;br /&gt;
&amp;lt;/unsolved_murders&amp;gt;&lt;br /&gt;
&amp;lt;holds_artifact&amp;gt;&lt;br /&gt;
&amp;lt;cultural_identity_reputation&amp;gt;&lt;br /&gt;
&amp;lt;first_ageless_season_count&amp;gt;&lt;br /&gt;
&amp;lt;/first_ageless_season_count&amp;gt;&lt;br /&gt;
&amp;lt;first_ageless_year&amp;gt;&lt;br /&gt;
&amp;lt;entity_reputation&amp;gt;&lt;br /&gt;
&amp;lt;/cultural_identity_reputation&amp;gt;&lt;br /&gt;
&amp;lt;cultural_identity_id&amp;gt;&lt;br /&gt;
&amp;lt;/cultural_identity_id&amp;gt;&lt;br /&gt;
&amp;lt;/used_identity_id&amp;gt;&lt;br /&gt;
&amp;lt;current_identity_id&amp;gt;&lt;br /&gt;
&amp;lt;/current_identity_id&amp;gt;&lt;br /&gt;
&amp;lt;/entity_reputation&amp;gt;&lt;br /&gt;
&amp;lt;hf_id&amp;gt;&lt;br /&gt;
&amp;lt;/hf_id&amp;gt;&lt;br /&gt;
&amp;lt;relationship_profile_hf_visual&amp;gt;&lt;br /&gt;
&amp;lt;used_identity_id&amp;gt;&lt;br /&gt;
&amp;lt;last_meet_year&amp;gt;&lt;br /&gt;
&amp;lt;/last_meet_year&amp;gt;&lt;br /&gt;
&amp;lt;meet_count&amp;gt;&lt;br /&gt;
&amp;lt;/meet_count&amp;gt;&lt;br /&gt;
&amp;lt;known_identity_id&amp;gt;&lt;br /&gt;
&amp;lt;/known_identity_id&amp;gt;&lt;br /&gt;
&amp;lt;last_meet_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/last_meet_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/entity_former_position_link&amp;gt;&lt;br /&gt;
&amp;lt;entity_former_position_link&amp;gt;&lt;br /&gt;
&amp;lt;/entity_former_occupation_link&amp;gt;&lt;br /&gt;
&amp;lt;entity_former_occupation_link&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;hangout&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;seat of power&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;occupation&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;site_link&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;home site underground&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;lair&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;home site building&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;home structure&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;/site_link&amp;gt;&lt;br /&gt;
&amp;lt;sub_id&amp;gt;&lt;br /&gt;
&amp;lt;/sub_id&amp;gt;&lt;br /&gt;
&amp;lt;link_type&amp;gt;home saved zone&amp;lt;/link_type&amp;gt;&lt;br /&gt;
&amp;lt;/skill&amp;gt;&lt;br /&gt;
&amp;lt;hf_skill&amp;gt;&lt;br /&gt;
&amp;lt;/sphere&amp;gt;&lt;br /&gt;
&amp;lt;sphere&amp;gt;&lt;br /&gt;
&amp;lt;/hf_skill&amp;gt;&lt;br /&gt;
&amp;lt;total_ip&amp;gt;&lt;br /&gt;
&amp;lt;/total_ip&amp;gt;&lt;br /&gt;
&amp;lt;skill&amp;gt;&lt;br /&gt;
&amp;lt;/goal&amp;gt;&lt;br /&gt;
&amp;lt;goal&amp;gt;immortality&amp;lt;/goal&amp;gt;&lt;br /&gt;
&amp;lt;journey_pet&amp;gt;&lt;br /&gt;
&amp;lt;/journey_pet&amp;gt;&lt;br /&gt;
&amp;lt;/active_interaction&amp;gt;&lt;br /&gt;
&amp;lt;interaction_knowledge&amp;gt;&lt;br /&gt;
&amp;lt;/interaction_knowledge&amp;gt;&lt;br /&gt;
&amp;lt;goal&amp;gt;&lt;br /&gt;
associated with &lt;br /&gt;
&amp;lt;relationship_profile_hf_identity&amp;gt;&lt;br /&gt;
&amp;lt;/relationship_profile_hf_historical&amp;gt;&lt;br /&gt;
&amp;lt;relationship_profile_hf_historical&amp;gt;&lt;br /&gt;
&amp;lt;/relationship_profile_hf_visual&amp;gt;&lt;br /&gt;
world view filter not set (adjust ci ps)&lt;br /&gt;
NULL artifact from dead post-wg inventory, skipping&lt;br /&gt;
&amp;lt;/relationship_profile_hf_identity&amp;gt;&lt;br /&gt;
a deity&lt;br /&gt;
This nameless being&lt;br /&gt;
[NOUN]&lt;br /&gt;
world view filter not set (moderate private opinion)&lt;br /&gt;
 born in &lt;br /&gt;
, animated by unknown forces&lt;br /&gt;
a force&lt;br /&gt;
 that occurs in the myths of &lt;br /&gt;
The identity of &lt;br /&gt;
 was the &lt;br /&gt;
 is the &lt;br /&gt;
 of unknown parentage&lt;br /&gt;
 the only one of &lt;br /&gt;
 one of the first of &lt;br /&gt;
 the first of &lt;br /&gt;
 has been lost to time&lt;br /&gt;
of divine parentage and possessed of unnatural gifts.  &lt;br /&gt;
Although accounts vary, it is universally agreed that &lt;br /&gt;
 kind&lt;br /&gt;
 one of the only ones of &lt;br /&gt;
 was most often depicted as a &lt;br /&gt;
 most often takes the form of a &lt;br /&gt;
guided by forces unknown.  &lt;br /&gt;
chosen by fate as the vanguard of destiny.  &lt;br /&gt;
SHADER&lt;br /&gt;
2DASYNC&lt;br /&gt;
2DHW&lt;br /&gt;
2DSW&lt;br /&gt;
GRAPHICS_WINDOWEDX&lt;br /&gt;
GRAPHICS_FULLFONT&lt;br /&gt;
GRAPHICS_FONT&lt;br /&gt;
SINGLE_BUFFER&lt;br /&gt;
GRAPHICS_BLACK_SPACE&lt;br /&gt;
GRAPHICS_FULLSCREENY&lt;br /&gt;
GRAPHICS_FULLSCREENX&lt;br /&gt;
GRAPHICS_WINDOWEDY&lt;br /&gt;
VSYNC&lt;br /&gt;
MOUSE&lt;br /&gt;
ZOOM_SPEED&lt;br /&gt;
BLACK_SPACE&lt;br /&gt;
HIGH&lt;br /&gt;
REALTIME&lt;br /&gt;
PRIORITY&lt;br /&gt;
ARB_SYNC&lt;br /&gt;
TEXTURE_PARAM&lt;br /&gt;
IDLE&lt;br /&gt;
BELOW_NORMAL&lt;br /&gt;
ABOVE_NORMAL&lt;br /&gt;
MOUSE_PICTURE&lt;br /&gt;
TOPMOST&lt;br /&gt;
LINEAR&lt;br /&gt;
INTRO&lt;br /&gt;
WINDOWED&lt;br /&gt;
G_FPS_CAP&lt;br /&gt;
FPS_CAP&lt;br /&gt;
data/art/curses_640x300.png&lt;br /&gt;
data/art/&lt;br /&gt;
FONT&lt;br /&gt;
TRUETYPE&lt;br /&gt;
data/init/init.txt&lt;br /&gt;
RESIZABLE&lt;br /&gt;
WINDOWEDY&lt;br /&gt;
WINDOWEDX&lt;br /&gt;
FULLFONT&lt;br /&gt;
PROMPT&lt;br /&gt;
PARTIAL&lt;br /&gt;
FULLSCREENY&lt;br /&gt;
FULLSCREENX&lt;br /&gt;
TEXT&lt;br /&gt;
Using only 2D (Click no) is more reliable, but means you lose features and, often, speed. Edit data/init/init.txt PRINT_MODE to avoid this dialog box.&lt;br /&gt;
Use OpenGL?&lt;br /&gt;
ACCUM_BUFFER&lt;br /&gt;
FRAME_BUFFER&lt;br /&gt;
Text mode not supported on your platform, using 2D&lt;br /&gt;
DGRAY_B&lt;br /&gt;
DGRAY_G&lt;br /&gt;
DGRAY_R&lt;br /&gt;
LGRAY_B&lt;br /&gt;
LGREEN_R&lt;br /&gt;
LBLUE_B&lt;br /&gt;
LBLUE_G&lt;br /&gt;
LBLUE_R&lt;br /&gt;
LCYAN_G&lt;br /&gt;
LCYAN_R&lt;br /&gt;
LGREEN_B&lt;br /&gt;
LGREEN_G&lt;br /&gt;
LRED_B&lt;br /&gt;
LRED_G&lt;br /&gt;
LRED_R&lt;br /&gt;
LCYAN_B&lt;br /&gt;
YELLOW_R&lt;br /&gt;
LMAGENTA_B&lt;br /&gt;
LMAGENTA_G&lt;br /&gt;
LMAGENTA_R&lt;br /&gt;
WHITE_G&lt;br /&gt;
WHITE_R&lt;br /&gt;
YELLOW_B&lt;br /&gt;
YELLOW_G&lt;br /&gt;
Run in Fullscreen Mode?  You can set your preferences in data\init\init.txt.&lt;br /&gt;
Unless you've changed your bindings, you can press F11 to toggle this setting any time.&lt;br /&gt;
Start FullScreen?&lt;br /&gt;
WHITE_B&lt;br /&gt;
KEY_REPEAT_ACCEL_LIMIT&lt;br /&gt;
KEY_REPEAT_MS&lt;br /&gt;
KEY_HOLD_MS&lt;br /&gt;
VOLUME&lt;br /&gt;
COMPRESSED_SAVES&lt;br /&gt;
RECENTER_INTERFACE_SHUTDOWN_MS&lt;br /&gt;
MACRO_MS&lt;br /&gt;
KEY_REPEAT_ACCEL_START&lt;br /&gt;
BLACK_B&lt;br /&gt;
BLACK_G&lt;br /&gt;
BLACK_R&lt;br /&gt;
data/init/colors.txt&lt;br /&gt;
GREEN_R&lt;br /&gt;
BLUE_B&lt;br /&gt;
BLUE_G&lt;br /&gt;
BLUE_R&lt;br /&gt;
CYAN_G&lt;br /&gt;
CYAN_R&lt;br /&gt;
GREEN_B&lt;br /&gt;
GREEN_G&lt;br /&gt;
RED_B&lt;br /&gt;
RED_G&lt;br /&gt;
RED_R&lt;br /&gt;
CYAN_B&lt;br /&gt;
BROWN_R&lt;br /&gt;
MAGENTA_B&lt;br /&gt;
MAGENTA_G&lt;br /&gt;
MAGENTA_R&lt;br /&gt;
LGRAY_G&lt;br /&gt;
LGRAY_R&lt;br /&gt;
BROWN_B&lt;br /&gt;
BROWN_G&lt;br /&gt;
.ogg&lt;br /&gt;
: Start recording (active record is erased, stops when you return here)&lt;br /&gt;
  Moving Records  &lt;br /&gt;
data/movies/&lt;br /&gt;
: Load a moving record&lt;br /&gt;
: Save the active moving record (you will be prompted for a name)&lt;br /&gt;
: Play the active moving record&lt;br /&gt;
data/sound/&lt;br /&gt;
data/movies/last_record.cmv&lt;br /&gt;
data/movies/*.cmv&lt;br /&gt;
.cmv&lt;br /&gt;
a secret identity&lt;br /&gt;
SYN_INGESTED&lt;br /&gt;
SYN_NO_HOSPITAL&lt;br /&gt;
*** Error(s) finalizing the interaction &lt;br /&gt;
SYN_INJECTED&lt;br /&gt;
SYN_CONTACT&lt;br /&gt;
SYN_INHALED&lt;br /&gt;
REGION&lt;br /&gt;
UNDERGROUND_SPECIAL&lt;br /&gt;
SECRET&lt;br /&gt;
DISTURBANCE&lt;br /&gt;
interaction_layer&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
[INTERACTION:&lt;br /&gt;
I_SOURCE&lt;br /&gt;
LOCATION&lt;br /&gt;
Unrecognized Interaction Target Type: &lt;br /&gt;
I_EFFECT&lt;br /&gt;
ANIMATE&lt;br /&gt;
INGESTION&lt;br /&gt;
CREATURE_ACTION&lt;br /&gt;
Unrecognized Interaction Source Type: &lt;br /&gt;
I_TARGET&lt;br /&gt;
MATERIAL_EMISSION&lt;br /&gt;
Unrecognized Interaction Effect Type: &lt;br /&gt;
Unrecognized Interaction Token: &lt;br /&gt;
IS_HIST_STRING_1&lt;br /&gt;
RESURRECT&lt;br /&gt;
ADD_SYNDROME&lt;br /&gt;
HIDE&lt;br /&gt;
CONTACT&lt;br /&gt;
IE_LOCATION&lt;br /&gt;
IE_ARENA_NAME&lt;br /&gt;
IE_GRIME_LEVEL&lt;br /&gt;
IE_SYNDROME_TAG&lt;br /&gt;
CONTEXT_MATERIAL&lt;br /&gt;
IE_TARGET&lt;br /&gt;
IE_INTERMITTENT&lt;br /&gt;
IE_IMMEDIATE&lt;br /&gt;
IT_IMMUNE_CLASS&lt;br /&gt;
IT_REQUIRES&lt;br /&gt;
HAS_BLOOD&lt;br /&gt;
MORTAL&lt;br /&gt;
Target Token not found &lt;br /&gt;
IT_AFFECTED_CREATURE&lt;br /&gt;
IT_AFFECTED_CLASS&lt;br /&gt;
IT_IMMUNE_CREATURE&lt;br /&gt;
Unrecognized IT_REQUIRES token: &lt;br /&gt;
IT_FORBIDDEN&lt;br /&gt;
Unrecognized IT_FORBIDDEN token: &lt;br /&gt;
IT_CANNOT_TARGET_IF_ALREADY_AFFECTED&lt;br /&gt;
NO_AGING&lt;br /&gt;
STERILE&lt;br /&gt;
FIT_FOR_ANIMATION&lt;br /&gt;
FIT_FOR_RESURRECTION&lt;br /&gt;
Unrecognized corpse target immune creature token: &lt;br /&gt;
IT_CANNOT_HAVE_SYNDROME_CLASS&lt;br /&gt;
Unrecognized corpse target affected caste token: &lt;br /&gt;
Unrecognized corpse target affected creature token: &lt;br /&gt;
Unrecognized corpse target immune caste token: &lt;br /&gt;
IS_REGION&lt;br /&gt;
ANY_TERRAIN&lt;br /&gt;
NORMAL_ALLOWED&lt;br /&gt;
EVIL_ALLOWED&lt;br /&gt;
IS_HIST_STRING_2&lt;br /&gt;
IS_FREQUENCY&lt;br /&gt;
IS_NAME&lt;br /&gt;
IS_USAGE_HINT&lt;br /&gt;
SAVAGE_ONLY&lt;br /&gt;
IS_SPHERE&lt;br /&gt;
IS_SECRET_GOAL&lt;br /&gt;
IS_SECRET&lt;br /&gt;
GOOD_ALLOWED&lt;br /&gt;
SAVAGE_ALLOWED&lt;br /&gt;
EVIL_ONLY&lt;br /&gt;
GOOD_ONLY&lt;br /&gt;
Interaction Source IS_SECRET token not found &lt;br /&gt;
IT_LOCATION&lt;br /&gt;
CONTEXT_REGION&lt;br /&gt;
CONTEXT_CREATURE&lt;br /&gt;
SUPERNATURAL_LEARNING_POSSIBLE&lt;br /&gt;
MUNDANE_RESEARCH_POSSIBLE&lt;br /&gt;
MUNDANE_TEACHING_POSSIBLE&lt;br /&gt;
MUNDANE_RECORDING_POSSIBLE&lt;br /&gt;
IT_LOCATION token not valid &lt;br /&gt;
IT_MANUAL_INPUT&lt;br /&gt;
IT_MATERIAL&lt;br /&gt;
FLOW&lt;br /&gt;
CONTEXT_ITEM&lt;br /&gt;
CONTEXT_BP&lt;br /&gt;
CONTEXT_LOCATION&lt;br /&gt;
CONTEXT_CREATURE_OR_LOCATION&lt;br /&gt;
This is a stack of&lt;br /&gt;
 bundles of&lt;br /&gt;
This is a bundle of&lt;br /&gt;
 well-prepared&lt;br /&gt;
 (copy)&lt;br /&gt;
This is&lt;br /&gt;
 superior quality&lt;br /&gt;
 exceptional&lt;br /&gt;
 masterful&lt;br /&gt;
 created by an unknown artisan&lt;br /&gt;
 finely-prepared&lt;br /&gt;
 superiorly prepared&lt;br /&gt;
 exceptional prepared&lt;br /&gt;
 masterfully prepared&lt;br /&gt;
The ingredients are &lt;br /&gt;
well-&lt;br /&gt;
finely &lt;br /&gt;
superiorly &lt;br /&gt;
All &lt;br /&gt;
craftsman&lt;br /&gt;
ship is of the highest quality.  &lt;br /&gt;
It is sized for &lt;br /&gt;
It is &lt;br /&gt;
encrusted with&lt;br /&gt;
studded with&lt;br /&gt;
decorated with&lt;br /&gt;
exceptionally &lt;br /&gt;
masterfully &lt;br /&gt;
minced &lt;br /&gt;
cooked &lt;br /&gt;
 gains possession of the &lt;br /&gt;
 remains stuck in &lt;br /&gt;
 maintains possession of the &lt;br /&gt;
This object is threadbare.  &lt;br /&gt;
This object is in tatters.  &lt;br /&gt;
This object is heavily worn.  &lt;br /&gt;
This object is mangled.  &lt;br /&gt;
You've lost possession of the &lt;br /&gt;
TALLOW&lt;br /&gt;
null item load -- type: &lt;br /&gt;
You gain possession of the &lt;br /&gt;
 remains stuck in your &lt;br /&gt;
You maintain possession of the &lt;br /&gt;
 is torn from your &lt;br /&gt;
partial remains&lt;br /&gt;
mutilated &lt;br /&gt;
your &lt;br /&gt;
Seed&lt;br /&gt;
mangled &lt;br /&gt;
material&lt;br /&gt;
partial &lt;br /&gt;
skeleton&lt;br /&gt;
 Barrel&lt;br /&gt;
Coin&lt;br /&gt;
Bar/Block&lt;br /&gt;
Cheese&lt;br /&gt;
Spice&lt;br /&gt;
Mill&lt;br /&gt;
Rendered Fat&lt;br /&gt;
exceptionally prepared &lt;br /&gt;
masterfully prepared &lt;br /&gt;
well-crafted &lt;br /&gt;
finely-crafted &lt;br /&gt;
glazed with&lt;br /&gt;
well-prepared &lt;br /&gt;
finely-prepared &lt;br /&gt;
superior quality &lt;br /&gt;
 are made from &lt;br /&gt;
 is made from &lt;br /&gt;
The handle is made from &lt;br /&gt;
The rollers are made from &lt;br /&gt;
exceptionally worked &lt;br /&gt;
masterfully worked &lt;br /&gt;
 by an unknown artist&lt;br /&gt;
encircled with bands of &lt;br /&gt;
There is writing on this item which you have not read.&lt;br /&gt;
There is writing on this item, but you cannot read.&lt;br /&gt;
You have not read this book.&lt;br /&gt;
There is writing in the book, but you cannot read.&lt;br /&gt;
This object &lt;br /&gt;
is adorned with hanging rings of &lt;br /&gt;
menaces with spikes of &lt;br /&gt;
It is made from &lt;br /&gt;
The slab reads &amp;quot;&lt;br /&gt;
There is writing on the slab, but you cannot read.&lt;br /&gt;
This object is showing some wear.  &lt;br /&gt;
The thread is &lt;br /&gt;
gray&lt;br /&gt;
superbly &lt;br /&gt;
colored&lt;br /&gt;
Burned to death&lt;br /&gt;
Scalded to death&lt;br /&gt;
Burned up in a magma mist&lt;br /&gt;
Crushed by a drawbridge&lt;br /&gt;
Burned up in magma&lt;br /&gt;
Burned up in &lt;br /&gt;
Burned to death by &lt;br /&gt;
Burned to death by a &lt;br /&gt;
Succumbed to infection&lt;br /&gt;
Suffocated&lt;br /&gt;
Hacked to pieces&lt;br /&gt;
Beheaded&lt;br /&gt;
Crushed under a collapsing ceiling&lt;br /&gt;
Killed by falling rocks&lt;br /&gt;
Shot and killed&lt;br /&gt;
Bled to death&lt;br /&gt;
Fed to beasts&lt;br /&gt;
Struck down&lt;br /&gt;
Slaughtered&lt;br /&gt;
Scuttled&lt;br /&gt;
Crucified&lt;br /&gt;
Buried alive&lt;br /&gt;
Left out in the air&lt;br /&gt;
Burned alive&lt;br /&gt;
Killed by a flying object&lt;br /&gt;
Vanished&lt;br /&gt;
Collapsed&lt;br /&gt;
Put to rest&lt;br /&gt;
Drained of blood&lt;br /&gt;
Murdered&lt;br /&gt;
Killed by a trap&lt;br /&gt;
Killed by a vehicle&lt;br /&gt;
masterful &lt;br /&gt;
 cloth&lt;br /&gt;
 woven by &lt;br /&gt;
NULL inventory item on load: id #&lt;br /&gt;
 Bin&lt;br /&gt;
shared&lt;br /&gt;
aquarium&lt;br /&gt;
exceptional &lt;br /&gt;
In memory of&lt;br /&gt;
 / Born &lt;br /&gt;
Went missing&lt;br /&gt;
NULL inventory pointer on load&lt;br /&gt;
Slayer&lt;br /&gt;
Unknown creature&lt;br /&gt;
 kill&lt;br /&gt;
Died in the heat&lt;br /&gt;
Encased in cooling lava&lt;br /&gt;
Encased in cooling magma&lt;br /&gt;
Encased in ice&lt;br /&gt;
Boiled&lt;br /&gt;
Melted&lt;br /&gt;
Condensed&lt;br /&gt;
Solidified&lt;br /&gt;
Died in the dark&lt;br /&gt;
Starved to death&lt;br /&gt;
Died of thirst&lt;br /&gt;
Drowned&lt;br /&gt;
Froze to death&lt;br /&gt;
Died in a cage&lt;br /&gt;
Fell into a deep chasm&lt;br /&gt;
Died peacefully&lt;br /&gt;
overflows with sadness&lt;br /&gt;
is depressing&lt;br /&gt;
has a touch of melancholy&lt;br /&gt;
is thoroughly organized&lt;br /&gt;
gets off track from time to time&lt;br /&gt;
bubbles over with cheerfulness&lt;br /&gt;
is quite cheerful&lt;br /&gt;
is fairly cheerful&lt;br /&gt;
is a bit stiff&lt;br /&gt;
is completely serious&lt;br /&gt;
has a very serious tone&lt;br /&gt;
is reasonably serious&lt;br /&gt;
is clearly organized&lt;br /&gt;
is organized&lt;br /&gt;
is thoroughly mechanical&lt;br /&gt;
is very rigid&lt;br /&gt;
skips around a lot&lt;br /&gt;
occasionally changes topic abruptly&lt;br /&gt;
uses only artful words and phrases selected with care&lt;br /&gt;
is throughout ornate and refined&lt;br /&gt;
artfully flashes through seemingly disjoint topics&lt;br /&gt;
breaks sharply between topics with regularity&lt;br /&gt;
has some particularly crisp changes in topic&lt;br /&gt;
is utterly disjointed&lt;br /&gt;
drives forward relentlessly&lt;br /&gt;
is full of force&lt;br /&gt;
is forceful&lt;br /&gt;
is a comedy treasure trove&lt;br /&gt;
has rare but particularly exquisite turns of phrase&lt;br /&gt;
is excessively ornate&lt;br /&gt;
is quite florid&lt;br /&gt;
is somewhat showy&lt;br /&gt;
Died &lt;br /&gt;
Died after colliding with an obstacle&lt;br /&gt;
Impaled on spikes&lt;br /&gt;
Scared to death&lt;br /&gt;
Leapt from a great height&lt;br /&gt;
Loving &lt;br /&gt;
Devoted &lt;br /&gt;
father and husband&lt;br /&gt;
mother and wife&lt;br /&gt;
Creator of &lt;br /&gt;
Slayer of&lt;br /&gt;
Slayer of &lt;br /&gt;
Hunter of &lt;br /&gt;
 wood&lt;br /&gt;
 fabric&lt;br /&gt;
Admirer of &lt;br /&gt;
Friend of &lt;br /&gt;
parent and spouse&lt;br /&gt;
United with &lt;br /&gt;
At one with &lt;br /&gt;
Lover of &lt;br /&gt;
moves quickly from subject to subject&lt;br /&gt;
takes frequent interesting tangents&lt;br /&gt;
hopelessly meanders&lt;br /&gt;
meanders somewhat&lt;br /&gt;
The color &lt;br /&gt;
 made &lt;br /&gt;
 happy&lt;br /&gt;
rapidly shifts between topics&lt;br /&gt;
careens forward as a rant&lt;br /&gt;
tumbles out almost as a rant at times&lt;br /&gt;
is a completely unhinged rant&lt;br /&gt;
is a rant more or less&lt;br /&gt;
is a reservoir of amusingly clever quips&lt;br /&gt;
is refreshingly witty&lt;br /&gt;
has its moments of cleverness&lt;br /&gt;
is an awe-inspiring wild rant&lt;br /&gt;
It concerns &lt;br /&gt;
The work has no particular subject.  &lt;br /&gt;
The writing conveys a moral lesson regarding &lt;br /&gt;
The overall text emphasizes &lt;br /&gt;
descends to a rant in places&lt;br /&gt;
It asks the question, &amp;quot;What if &lt;br /&gt;
 had unfolded differently?&amp;quot;  &lt;br /&gt;
It concerns the lineage of &lt;br /&gt;
 and it &lt;br /&gt;
Overall, the information is compiled masterfully&lt;br /&gt;
Overall, the splendid source of information&lt;br /&gt;
Overall, this is a great source of information&lt;br /&gt;
For lyrics, the composer has selected &lt;br /&gt;
For musical accompaniment, the choreographer has selected &lt;br /&gt;
The writing &lt;br /&gt;
 yet it &lt;br /&gt;
Overall, the poetry is inspired&lt;br /&gt;
Overall, the poetry is great&lt;br /&gt;
Overall, the poetry is passable&lt;br /&gt;
Overall, the poetry is not awful, but not very good either&lt;br /&gt;
Overall, this is a good source of information&lt;br /&gt;
Overall, the information is not compiled very well&lt;br /&gt;
Overall, this is a terrible compilation of information&lt;br /&gt;
Overall, the poetry is masterful&lt;br /&gt;
tries and fails to be funny at times&lt;br /&gt;
is artfully suffused with what would otherwise be childish and immature material&lt;br /&gt;
contains a deft use throughout of what might be considered immature material&lt;br /&gt;
manages an artful inclusion here and there of childish material&lt;br /&gt;
is quite humorous&lt;br /&gt;
has a touch of humor&lt;br /&gt;
is littered with terrible jokes inartfully told&lt;br /&gt;
has poorly-executed humor&lt;br /&gt;
artfully indulges the author's fancies&lt;br /&gt;
contains some asides related to the author's preferences&lt;br /&gt;
is stunningly self-indulgent&lt;br /&gt;
is quite self-indulgent&lt;br /&gt;
is absolutely puerile&lt;br /&gt;
is very childish&lt;br /&gt;
is a bit immature&lt;br /&gt;
indulges the author's every whim&lt;br /&gt;
is clear evidence of a compassionate being&lt;br /&gt;
is very compassionate&lt;br /&gt;
gives a feeling of compassion here and there&lt;br /&gt;
is as vicious as can be&lt;br /&gt;
is somewhat self-indulgent&lt;br /&gt;
could only have been produced by a merciful spirit&lt;br /&gt;
is quite touching&lt;br /&gt;
shows a hint of tenderness&lt;br /&gt;
is fairly crisp&lt;br /&gt;
is a pit of bitter scorn&lt;br /&gt;
is quite mocking in tone&lt;br /&gt;
contains the occasional biting remark&lt;br /&gt;
is quite cruel&lt;br /&gt;
has a hint of viciousness to it&lt;br /&gt;
is a monument to concision&lt;br /&gt;
is very concise&lt;br /&gt;
essay&lt;br /&gt;
dialog&lt;br /&gt;
comparative biography&lt;br /&gt;
biographical dictionary&lt;br /&gt;
biography&lt;br /&gt;
autobiography&lt;br /&gt;
poem&lt;br /&gt;
letter&lt;br /&gt;
alternate history&lt;br /&gt;
treatise on technological evolution&lt;br /&gt;
dictionary&lt;br /&gt;
star chart&lt;br /&gt;
genealogy&lt;br /&gt;
encyclopedia&lt;br /&gt;
cultural history&lt;br /&gt;
cultural comparison&lt;br /&gt;
The written portion consists of &lt;br /&gt;
 page &lt;br /&gt;
untitled &lt;br /&gt;
star catalogue&lt;br /&gt;
atlas&lt;br /&gt;
 entitled &lt;br /&gt;
, authored by &lt;br /&gt;
Overall, the composition is passable&lt;br /&gt;
Overall, the composition is not awful, but not very good either&lt;br /&gt;
Overall, the composition is atrocious&lt;br /&gt;
Overall, the choreography is masterful&lt;br /&gt;
Overall, the poetry is very, very bad&lt;br /&gt;
Overall, the composition is masterful&lt;br /&gt;
Overall, the composition is inspired&lt;br /&gt;
Overall, the composition is great&lt;br /&gt;
Overall, the choreography is just terrible&lt;br /&gt;
Overall, the prose is masterful&lt;br /&gt;
Overall, the prose is splendid&lt;br /&gt;
Overall, the prose is great&lt;br /&gt;
Overall, the choreography is inspired&lt;br /&gt;
Overall, the choreography is great&lt;br /&gt;
Overall, the choreography is passable&lt;br /&gt;
Overall, the choreography is not awful, but not very good either&lt;br /&gt;
The work has &lt;br /&gt;
 chapters.  &lt;br /&gt;
 chapter&lt;br /&gt;
 covers &lt;br /&gt;
Overall, the prose is passable&lt;br /&gt;
Overall, the prose is not awful, but not very good either&lt;br /&gt;
Overall, the prose is amateurish at best&lt;br /&gt;
The work has a single chapter.  &lt;br /&gt;
manual&lt;br /&gt;
chronicle&lt;br /&gt;
short story&lt;br /&gt;
novel&lt;br /&gt;
There used to be writing on the item.  &lt;br /&gt;
Written on the item is &lt;br /&gt;
an untitled&lt;br /&gt;
ITEM_SIEGEAMMO&lt;br /&gt;
ITEM_GLOVES&lt;br /&gt;
ITEM_SHOES&lt;br /&gt;
ITEM_SHIELD&lt;br /&gt;
ITEM_INSTRUMENT&lt;br /&gt;
ITEM_TRAPCOMP&lt;br /&gt;
ITEM_ARMOR&lt;br /&gt;
ITEM_AMMO&lt;br /&gt;
SIZE&lt;br /&gt;
WEIGHT&lt;br /&gt;
SHOOT_FORCE&lt;br /&gt;
SHOOT_MAXVEL&lt;br /&gt;
ITEM_HELM&lt;br /&gt;
ITEM_PANTS&lt;br /&gt;
ITEM_FOOD&lt;br /&gt;
ADJECTIVE&lt;br /&gt;
TRAINING&lt;br /&gt;
MATERIAL_SIZE&lt;br /&gt;
EDGE&lt;br /&gt;
: Did not find token following NAME&lt;br /&gt;
RANGED&lt;br /&gt;
TWO_HANDED&lt;br /&gt;
MINIMUM_SIZE&lt;br /&gt;
CAN_STONE&lt;br /&gt;
WOOD_MAT&lt;br /&gt;
METAL_MAT&lt;br /&gt;
METAL_WEAPON_MAT&lt;br /&gt;
NO_DEFAULT_IMPROVEMENTS&lt;br /&gt;
: Did not find plural token following NAME&lt;br /&gt;
SHEET_MAT&lt;br /&gt;
SOFT_MAT&lt;br /&gt;
HARD_MAT&lt;br /&gt;
BOLT&lt;br /&gt;
ITEM_WEAPON&lt;br /&gt;
ITEM_TOY&lt;br /&gt;
ITEM_TOOL&lt;br /&gt;
PITCH_CHOICE STOPPING_FRET missing second part token&lt;br /&gt;
PITCH_CHOICE STOPPING_AGAINST_BODY missing second part token&lt;br /&gt;
PITCH_CHOICE PITCH_CHOICE_METHOD_FOOT_PEDALS missing second part token&lt;br /&gt;
TUNING&lt;br /&gt;
SOUND_PRODUCTION missing first part token&lt;br /&gt;
SOUND_PRODUCTION missing second part token&lt;br /&gt;
PITCH_CHOICE&lt;br /&gt;
PITCH_CHOICE missing first part token&lt;br /&gt;
HARD&lt;br /&gt;
BARRED&lt;br /&gt;
SCALED&lt;br /&gt;
SHAPED&lt;br /&gt;
HITS&lt;br /&gt;
IS_SCREW&lt;br /&gt;
IS_SPIKE&lt;br /&gt;
SOFT&lt;br /&gt;
LAYER_SIZE&lt;br /&gt;
LAYER_PERMIT&lt;br /&gt;
OVER&lt;br /&gt;
UNDER&lt;br /&gt;
CHAIN_METAL_TEXT&lt;br /&gt;
STRUCTURAL_ELASTICITY_WOVEN_THREAD&lt;br /&gt;
STRUCTURAL_ELASTICITY_CHAIN_METAL&lt;br /&gt;
STRUCTURAL_ELASTICITY_CHAIN_ALL&lt;br /&gt;
ARMORLEVEL&lt;br /&gt;
UBSTEP&lt;br /&gt;
LBSTEP&lt;br /&gt;
COVER&lt;br /&gt;
COVERAGE&lt;br /&gt;
PREPLURAL&lt;br /&gt;
MATERIAL_PLACEHOLDER&lt;br /&gt;
FURNITURE&lt;br /&gt;
LEATHER_MAT&lt;br /&gt;
SILK_MAT&lt;br /&gt;
THREAD_PLANT_MAT&lt;br /&gt;
NO_DEFAULT_JOB&lt;br /&gt;
INCOMPLETE_ITEM&lt;br /&gt;
UNIMPROVABLE&lt;br /&gt;
INVERTED_TILE&lt;br /&gt;
BONE_MAT&lt;br /&gt;
: Did not find token following VALUE&lt;br /&gt;
: Did not find token following TILE&lt;br /&gt;
TOOL_USE&lt;br /&gt;
GLASS_MAT&lt;br /&gt;
CERAMIC_MAT&lt;br /&gt;
STONE_MAT&lt;br /&gt;
SHELL_MAT&lt;br /&gt;
TIMBRE&lt;br /&gt;
REGISTER&lt;br /&gt;
INDEFINITE_PITCH&lt;br /&gt;
PLACED_AS_BUILDING&lt;br /&gt;
: Did not find token following TOOL_USE&lt;br /&gt;
CONTAINER_CAPACITY&lt;br /&gt;
DEFAULT_IMPROVEMENT&lt;br /&gt;
MUSIC_SKILL&lt;br /&gt;
PITCH_RANGE&lt;br /&gt;
VOLUME_mB&lt;br /&gt;
SOUND_PRODUCTION&lt;br /&gt;
SOUND_PRODUCTION missing part token&lt;br /&gt;
DOMINANT_MATERIAL_PIECE&lt;br /&gt;
ALWAYS_PLURAL&lt;br /&gt;
ALWAYS_SINGULAR&lt;br /&gt;
: unrecognized INSTRUMENT PIECE tag &lt;br /&gt;
LEVEL&lt;br /&gt;
SELF&lt;br /&gt;
did not find instrument piece &lt;br /&gt;
, setting index to zero&lt;br /&gt;
METAL_ARMOR_LEVELS&lt;br /&gt;
CLASS&lt;br /&gt;
UPSTEP&lt;br /&gt;
BLOCKCHANCE&lt;br /&gt;
[ITEM_&lt;br /&gt;
did not find tool with index &lt;br /&gt;
 for instrument piece &lt;br /&gt;
item_layer&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
Stop Bleeding&lt;br /&gt;
DOUBLE TAGGED ITEM: &lt;br /&gt;
Remove Rotten Tissue&lt;br /&gt;
Repair Compound Fracture&lt;br /&gt;
Prepare a Raw Fish&lt;br /&gt;
Catch Live Land Animal&lt;br /&gt;
Process Plants&lt;br /&gt;
Mill Plants&lt;br /&gt;
Destroy Building&lt;br /&gt;
Construct Building&lt;br /&gt;
Catch Live Fish&lt;br /&gt;
Butcher an Animal&lt;br /&gt;
Process Plants (Vial)&lt;br /&gt;
Make Cheese&lt;br /&gt;
Make Lye&lt;br /&gt;
Process Plants (Barrel)&lt;br /&gt;
Animal&lt;br /&gt;
Milk &lt;br /&gt;
Spin Thread&lt;br /&gt;
Shear &lt;br /&gt;
Extract from Plants&lt;br /&gt;
Prepare Lavish Meal&lt;br /&gt;
Extract from Land Animal&lt;br /&gt;
Extract from Raw Fish&lt;br /&gt;
Make Potash From Ash&lt;br /&gt;
Make Potash From Lye&lt;br /&gt;
Prepare Fine Meal&lt;br /&gt;
Prepare Easy Meal&lt;br /&gt;
Mint &lt;br /&gt;
 Gem&lt;br /&gt;
Cut &lt;br /&gt;
 Coins&lt;br /&gt;
 Earring&lt;br /&gt;
 Ring&lt;br /&gt;
Make Large &lt;br /&gt;
 Bracelet&lt;br /&gt;
Collect Sand&lt;br /&gt;
 With &lt;br /&gt;
Construct &lt;br /&gt;
Collect Clay&lt;br /&gt;
Decorate With &lt;br /&gt;
 (Engrave Memorial)&lt;br /&gt;
Encrust &lt;br /&gt;
Stud With &lt;br /&gt;
Construct Traction Bench&lt;br /&gt;
 Grate&lt;br /&gt;
 Crutch&lt;br /&gt;
 Splint&lt;br /&gt;
Make Raw &lt;br /&gt;
 Blocks&lt;br /&gt;
 Hatch Cover&lt;br /&gt;
 Portal&lt;br /&gt;
 Waterskin&lt;br /&gt;
 Cage&lt;br /&gt;
 Flask&lt;br /&gt;
 Vial&lt;br /&gt;
Forge &lt;br /&gt;
 Box&lt;br /&gt;
 Terrarium&lt;br /&gt;
Make Totem&lt;br /&gt;
Release Small Creature&lt;br /&gt;
Release Pet&lt;br /&gt;
Recover Pet&lt;br /&gt;
Handle Small Creature&lt;br /&gt;
a Large Animal&lt;br /&gt;
Handle &lt;br /&gt;
Release &lt;br /&gt;
Unchain Pet&lt;br /&gt;
Pen/Pasture &lt;br /&gt;
Pit/Pond Small Animal&lt;br /&gt;
Drain Aquarium&lt;br /&gt;
Pen/Pasture Small Animal&lt;br /&gt;
Put Item on Display&lt;br /&gt;
Cage &lt;br /&gt;
Pit/Pond &lt;br /&gt;
Cage Small Animal&lt;br /&gt;
Chain &lt;br /&gt;
Trade at Depot&lt;br /&gt;
Slaughter &lt;br /&gt;
Put In Chains&lt;br /&gt;
Fill Pond&lt;br /&gt;
Fill Aquarium&lt;br /&gt;
Update Stockpile Records&lt;br /&gt;
Manage Work Orders&lt;br /&gt;
 Amulet&lt;br /&gt;
 Figurine&lt;br /&gt;
 Crown&lt;br /&gt;
 Scepter&lt;br /&gt;
Unchain&lt;br /&gt;
Geld &lt;br /&gt;
Tame a Small Animal&lt;br /&gt;
Tame &lt;br /&gt;
Weave Metal Cloth&lt;br /&gt;
Collect Webs&lt;br /&gt;
Weave Yarn into Cloth&lt;br /&gt;
Weave Thread into Silk&lt;br /&gt;
Dye Cloth&lt;br /&gt;
Dye Thread&lt;br /&gt;
 Image&lt;br /&gt;
Sew &lt;br /&gt;
Pull the Lever&lt;br /&gt;
Fertilize Field&lt;br /&gt;
Carve Fortification&lt;br /&gt;
Link a Building to Trigger&lt;br /&gt;
 (Dyed Only)&lt;br /&gt;
Weave Thread into Cloth&lt;br /&gt;
Plant Seeds&lt;br /&gt;
Harvest Plants&lt;br /&gt;
Carve Downward Staircase&lt;br /&gt;
Carve Upward Staircase&lt;br /&gt;
Carve Ramp&lt;br /&gt;
Carve Up/Down Staircase&lt;br /&gt;
Detail Floor&lt;br /&gt;
Detail Wall&lt;br /&gt;
Remove Stairs/Ramps&lt;br /&gt;
Carve Track&lt;br /&gt;
Bring Item to Depot&lt;br /&gt;
Clean Self&lt;br /&gt;
Get Provisions&lt;br /&gt;
Fell Tree&lt;br /&gt;
Dig Channel&lt;br /&gt;
Bring Item to Shop&lt;br /&gt;
Gather Plants&lt;br /&gt;
 Pipe Section&lt;br /&gt;
 Tube&lt;br /&gt;
 Backpack&lt;br /&gt;
 Bucket&lt;br /&gt;
 Mug&lt;br /&gt;
 Cup&lt;br /&gt;
 Toy&lt;br /&gt;
 Goblet&lt;br /&gt;
 Catapult Parts&lt;br /&gt;
Construct&lt;br /&gt;
 Ballista Parts&lt;br /&gt;
 Mechanisms&lt;br /&gt;
Bait Trap with &lt;br /&gt;
 Quiver&lt;br /&gt;
Assemble &lt;br /&gt;
 Ballista Arrow Head&lt;br /&gt;
 to Hunt&lt;br /&gt;
Train &lt;br /&gt;
 for War&lt;br /&gt;
Hunting Animal&lt;br /&gt;
 Bed&lt;br /&gt;
 Anvil&lt;br /&gt;
 Millstone&lt;br /&gt;
 Quern&lt;br /&gt;
 Ore&lt;br /&gt;
Smelt &lt;br /&gt;
Extract Metal Strands&lt;br /&gt;
Melt a Metal Object&lt;br /&gt;
Make Charcoal&lt;br /&gt;
War Animal&lt;br /&gt;
Reaction&lt;br /&gt;
Make Ash&lt;br /&gt;
Report Crime&lt;br /&gt;
No Job&lt;br /&gt;
Starting Fist Fight&lt;br /&gt;
Hunt&lt;br /&gt;
Sleep&lt;br /&gt;
Fill Waterskin&lt;br /&gt;
Cause Trouble&lt;br /&gt;
Kidnap&lt;br /&gt;
Attend Party&lt;br /&gt;
Go Shopping&lt;br /&gt;
Store Item in Vehicle&lt;br /&gt;
Store Owned Item&lt;br /&gt;
Collect Taxes&lt;br /&gt;
Hunt for Small Creature&lt;br /&gt;
Return Kill&lt;br /&gt;
Guard Tax Collector&lt;br /&gt;
Fire Catapult&lt;br /&gt;
Load Ballista&lt;br /&gt;
Load Cage Trap&lt;br /&gt;
Fire Ballista&lt;br /&gt;
Strange Mood&lt;br /&gt;
Pickup Equipment&lt;br /&gt;
Load Catapult&lt;br /&gt;
Clean Trap&lt;br /&gt;
Load Weapon Trap&lt;br /&gt;
Load Stone Trap&lt;br /&gt;
SEC_SELECT&lt;br /&gt;
SELECT&lt;br /&gt;
CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
LEAVESCREEN_ALL&lt;br /&gt;
WORLD_PARAM_ADD&lt;br /&gt;
TOGGLE_FULLSCREEN&lt;br /&gt;
SELECT_ALL&lt;br /&gt;
DESELECT&lt;br /&gt;
LEAVESCREEN&lt;br /&gt;
DESELECT_ALL&lt;br /&gt;
SETUP_LOCAL_Y_UP&lt;br /&gt;
SETUP_NOTES_ADOPT_SYMBOL&lt;br /&gt;
SETUP_LOCAL_X_UP&lt;br /&gt;
SETUP_LOCAL_Y_DOWN&lt;br /&gt;
SETUP_NOTES_TAKE_NOTES&lt;br /&gt;
SETUP_NOTES&lt;br /&gt;
SETUP_NOTES_CHANGE_SYMBOL_SELECTION&lt;br /&gt;
SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
SETUP_BIOME_1&lt;br /&gt;
SETUP_LOCAL_X_MDOWN&lt;br /&gt;
SETUP_BIOME_3&lt;br /&gt;
SETUP_BIOME_2&lt;br /&gt;
SETUP_LOCAL_Y_MUP&lt;br /&gt;
SETUP_LOCAL_X_DOWN&lt;br /&gt;
SETUP_LOCAL_X_MUP&lt;br /&gt;
SETUP_LOCAL_Y_MDOWN&lt;br /&gt;
SETUP_BIOME_9&lt;br /&gt;
SETUP_BIOME_8&lt;br /&gt;
CHOOSE_NAME_CLEAR&lt;br /&gt;
CHOOSE_NAME_RANDOM&lt;br /&gt;
SETUP_BIOME_5&lt;br /&gt;
SETUP_BIOME_4&lt;br /&gt;
SETUP_BIOME_7&lt;br /&gt;
SETUP_BIOME_6&lt;br /&gt;
ITEM_DUMP&lt;br /&gt;
ITEM_MELT&lt;br /&gt;
HELP&lt;br /&gt;
ITEM_HIDE&lt;br /&gt;
CHOOSE_NAME_FIRST&lt;br /&gt;
CHOOSE_NAME_TYPE&lt;br /&gt;
ITEM_FORBID&lt;br /&gt;
ITEM_DESCRIPTION&lt;br /&gt;
WORLD_PARAM_SEED_RANDOM&lt;br /&gt;
WORLD_PARAM_NAME_ENTER&lt;br /&gt;
WORLD_PARAM_LOAD&lt;br /&gt;
WORLD_PARAM_SEED_ENTER&lt;br /&gt;
WORLD_PARAM_DELETE&lt;br /&gt;
WORLD_PARAM_COPY&lt;br /&gt;
WORLD_PARAM_NAME_RANDOM&lt;br /&gt;
WORLD_PARAM_TITLE&lt;br /&gt;
WORLD_PARAM_SET&lt;br /&gt;
WORLD_PARAM_DIM_Y_DOWN&lt;br /&gt;
WORLD_PARAM_DECREASE&lt;br /&gt;
WORLD_PARAM_INCREASE&lt;br /&gt;
WORLD_PARAM_DIM_X_UP&lt;br /&gt;
WORLD_PARAM_SAVE&lt;br /&gt;
WORLD_PARAM_DIM_Y_UP&lt;br /&gt;
WORLD_PARAM_DIM_X_DOWN&lt;br /&gt;
WORLD_PARAM_REJECT_ALLOW_THIS&lt;br /&gt;
WORLD_PARAM_REJECT_ABORT&lt;br /&gt;
WORLD_GEN_CONTINUE&lt;br /&gt;
WORLD_PARAM_REJECT_ALLOW_ALL&lt;br /&gt;
WORLD_PARAM_NULLIFY&lt;br /&gt;
WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
WORLD_PARAM_REJECT_CONTINUE&lt;br /&gt;
WORLD_PARAM_PRESET&lt;br /&gt;
SETUP_SYMBOL&lt;br /&gt;
SETUP_NAME_GROUP&lt;br /&gt;
SETUP_FIND&lt;br /&gt;
SETUP_RECLAIM&lt;br /&gt;
WORLD_GEN_ABORT&lt;br /&gt;
WORLD_GEN_USE&lt;br /&gt;
SETUP_NAME_FORT&lt;br /&gt;
SETUP_EMBARK&lt;br /&gt;
A_MOVE_S&lt;br /&gt;
A_MOVE_N&lt;br /&gt;
A_MOVE_W&lt;br /&gt;
A_MOVE_E&lt;br /&gt;
CURSOR_UP_Z_AUX&lt;br /&gt;
CURSOR_DOWN_Z&lt;br /&gt;
A_RETURN_TO_ARENA&lt;br /&gt;
CURSOR_DOWN_Z_AUX&lt;br /&gt;
A_CARE_MOVE_N&lt;br /&gt;
A_MOVE_SAME_SQUARE&lt;br /&gt;
A_CARE_MOVE_E&lt;br /&gt;
A_CARE_MOVE_S&lt;br /&gt;
A_MOVE_NE&lt;br /&gt;
A_MOVE_NW&lt;br /&gt;
A_MOVE_SE&lt;br /&gt;
A_MOVE_SW&lt;br /&gt;
A_CARE_MOVE_UPDOWN&lt;br /&gt;
A_CARE_MOVE_SE&lt;br /&gt;
A_MOVE_S_UP&lt;br /&gt;
A_MOVE_N_UP&lt;br /&gt;
A_CARE_MOVE_NW&lt;br /&gt;
A_CARE_MOVE_W&lt;br /&gt;
A_CARE_MOVE_SW&lt;br /&gt;
A_CARE_MOVE_NE&lt;br /&gt;
A_MOVE_SE_UP&lt;br /&gt;
A_MOVE_SW_UP&lt;br /&gt;
A_MOVE_N_DOWN&lt;br /&gt;
A_MOVE_UP&lt;br /&gt;
A_MOVE_W_UP&lt;br /&gt;
A_MOVE_E_UP&lt;br /&gt;
A_MOVE_NE_UP&lt;br /&gt;
A_MOVE_NW_UP&lt;br /&gt;
STANDARDSCROLL_LEFT&lt;br /&gt;
SEC_CHANGETAB&lt;br /&gt;
STANDARDSCROLL_UP&lt;br /&gt;
STANDARDSCROLL_RIGHT&lt;br /&gt;
OPTIONS&lt;br /&gt;
MOVIES&lt;br /&gt;
CHANGETAB&lt;br /&gt;
OPTION_EXPORT&lt;br /&gt;
SECONDSCROLL_PAGEUP&lt;br /&gt;
SECONDSCROLL_DOWN&lt;br /&gt;
CURSOR_UP&lt;br /&gt;
SECONDSCROLL_PAGEDOWN&lt;br /&gt;
STANDARDSCROLL_PAGEUP&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
SECONDSCROLL_UP&lt;br /&gt;
STANDARDSCROLL_PAGEDOWN&lt;br /&gt;
CURSOR_DOWNLEFT&lt;br /&gt;
CURSOR_UPRIGHT&lt;br /&gt;
CURSOR_UP_FAST&lt;br /&gt;
CURSOR_DOWNRIGHT&lt;br /&gt;
CURSOR_LEFT&lt;br /&gt;
CURSOR_DOWN&lt;br /&gt;
CURSOR_UPLEFT&lt;br /&gt;
CURSOR_RIGHT&lt;br /&gt;
CURSOR_DOWNLEFT_FAST&lt;br /&gt;
CURSOR_UPRIGHT_FAST&lt;br /&gt;
CURSOR_UP_Z&lt;br /&gt;
CURSOR_DOWNRIGHT_FAST&lt;br /&gt;
CURSOR_LEFT_FAST&lt;br /&gt;
CURSOR_DOWN_FAST&lt;br /&gt;
CURSOR_UPLEFT_FAST&lt;br /&gt;
CURSOR_RIGHT_FAST&lt;br /&gt;
CIV_RAID&lt;br /&gt;
IMAGE_CREATOR_DONE&lt;br /&gt;
CIV_REMOVE_MISSION&lt;br /&gt;
CIV_CENTER_ON_FORT&lt;br /&gt;
CUSTOMIZE_UNIT_PROFNAME&lt;br /&gt;
CUSTOMIZE_UNIT_NICKNAME&lt;br /&gt;
IMAGE_CREATOR_NAME&lt;br /&gt;
IMAGE_CREATOR_FILTER&lt;br /&gt;
CIV_PEOPLE&lt;br /&gt;
CIV_NEWS&lt;br /&gt;
CIV_CIVS&lt;br /&gt;
CIV_ARTIFACTS&lt;br /&gt;
CIV_RECOVER&lt;br /&gt;
CIV_RESCUE&lt;br /&gt;
CIV_MISSIONS&lt;br /&gt;
CIV_WORLD&lt;br /&gt;
A_WAIT&lt;br /&gt;
A_SLEEP_DAWN&lt;br /&gt;
A_ATTACK&lt;br /&gt;
A_SHORT_WAIT&lt;br /&gt;
A_SLEEP&lt;br /&gt;
A_CLEAR_ANNOUNCEMENTS&lt;br /&gt;
A_SLEEP_WAIT&lt;br /&gt;
A_SLEEP_SLEEP&lt;br /&gt;
CHARGE_ATTACK&lt;br /&gt;
PRECISE_ATTACK&lt;br /&gt;
A_LOOK&lt;br /&gt;
MULTI_ATTACK&lt;br /&gt;
QUICK_ATTACK&lt;br /&gt;
A_ATTACK_CONFIRM&lt;br /&gt;
WILD_ATTACK&lt;br /&gt;
HEAVY_ATTACK&lt;br /&gt;
A_MOVE_SW_DOWN&lt;br /&gt;
A_MOVE_NE_DOWN&lt;br /&gt;
A_MOVE_DOWN&lt;br /&gt;
A_MOVE_SE_DOWN&lt;br /&gt;
A_MOVE_E_DOWN&lt;br /&gt;
A_MOVE_S_DOWN&lt;br /&gt;
A_MOVE_NW_DOWN&lt;br /&gt;
A_MOVE_W_DOWN&lt;br /&gt;
LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
LEGENDS_EXPORT_XML&lt;br /&gt;
LEGENDS_STRING_FILTER&lt;br /&gt;
LEGENDS_TOGGLE_CIVSITE&lt;br /&gt;
A_MOVE_DOWN_AUX&lt;br /&gt;
A_MOVE_UP_AUX&lt;br /&gt;
LEGENDS_EXPORT_MAP&lt;br /&gt;
WORLDGEN_EXPORT_MAP&lt;br /&gt;
A_STATUS_CUSTOMIZE&lt;br /&gt;
A_STATUS_WRESTLE&lt;br /&gt;
A_STATUS_HEALTH&lt;br /&gt;
A_STATUS_KILLS&lt;br /&gt;
A_COMBAT_DODGE&lt;br /&gt;
A_COMBAT_ATTACK&lt;br /&gt;
A_STATUS&lt;br /&gt;
A_COMBAT_CHARGEDEF&lt;br /&gt;
UNITVIEW_RELATIONSHIPS_ZOOM&lt;br /&gt;
UNITVIEW_RELATIONSHIPS&lt;br /&gt;
UNITVIEW_KILLS&lt;br /&gt;
UNITVIEW_RELATIONSHIPS_VIEW&lt;br /&gt;
A_STATUS_DESC&lt;br /&gt;
A_STATUS_ATT_SKILL&lt;br /&gt;
UNITVIEW_HEALTH&lt;br /&gt;
UNITVIEW_CUSTOMIZE&lt;br /&gt;
ADV_CONSTRUCTION_BUILDING&lt;br /&gt;
ADV_CONSTRUCTION_CONSTRUCTION&lt;br /&gt;
ADV_CONSTRUCTION_WORK_MENU&lt;br /&gt;
ADV_CONSTRUCTION_ZONE&lt;br /&gt;
ADV_CONSTRUCTION_REMOVE_PLANS&lt;br /&gt;
ADV_CONSTRUCTION_STAIR_UPDOWN&lt;br /&gt;
ADV_CONSTRUCTION_MATERIAL&lt;br /&gt;
ADV_CONSTRUCTION_REMOVE_EXISTING&lt;br /&gt;
A_INV_REMOVE&lt;br /&gt;
A_INV_LOOK&lt;br /&gt;
A_INV_EATDRINK&lt;br /&gt;
A_INV_WEAR&lt;br /&gt;
ADV_CONSTRUCTION_YOU_WORK&lt;br /&gt;
ADV_CONSTRUCTION_NAME_SITE&lt;br /&gt;
A_COMPOSE_FILTER&lt;br /&gt;
ADV_CONSTRUCTION_START&lt;br /&gt;
A_ANNOUNCEMENTS&lt;br /&gt;
A_SHOOT&lt;br /&gt;
A_MOVEMENT&lt;br /&gt;
A_COMBAT&lt;br /&gt;
A_INV_DROP&lt;br /&gt;
A_INV_PUTIN&lt;br /&gt;
A_THROW&lt;br /&gt;
A_GROUND&lt;br /&gt;
A_BUILDING&lt;br /&gt;
A_COMPANIONS&lt;br /&gt;
A_TRAVEL_SLEEP&lt;br /&gt;
A_TRAVEL&lt;br /&gt;
A_SNEAK&lt;br /&gt;
A_MOVEMENT_SWIM&lt;br /&gt;
A_CENTER&lt;br /&gt;
A_SPEED_SNEAK&lt;br /&gt;
A_FRESHEST_TRACK&lt;br /&gt;
A_DISPLAY_TRACKS&lt;br /&gt;
A_JUMP&lt;br /&gt;
A_INV_DRAW_WEAPON&lt;br /&gt;
A_ODOR&lt;br /&gt;
A_SEARCH&lt;br /&gt;
A_YIELD&lt;br /&gt;
A_DISPLAY_ODOR&lt;br /&gt;
A_ASSUME_IDENTITY_ORIGIN&lt;br /&gt;
A_ASSUME_IDENTITY_NAME&lt;br /&gt;
A_ASSUME_IDENTITY_WORSHIP&lt;br /&gt;
A_ASSUME_IDENTITY_PROFESSION&lt;br /&gt;
A_TALK&lt;br /&gt;
A_HOLD&lt;br /&gt;
A_ASSUME_IDENTITY_NONE&lt;br /&gt;
A_ASSUME_IDENTITY_NEW&lt;br /&gt;
A_ACTION_POWER&lt;br /&gt;
A_ACTION_ABILITY&lt;br /&gt;
A_ACTION_WRITE&lt;br /&gt;
A_ACTION_COMPOSE&lt;br /&gt;
A_ACTION&lt;br /&gt;
A_INTERACT&lt;br /&gt;
A_ACTION_BUTCHER&lt;br /&gt;
A_ACTION_CREATE&lt;br /&gt;
ADV_CONSTRUCTION_ZONE_RECT&lt;br /&gt;
ADV_CONSTRUCTION_ZONE_DELETE&lt;br /&gt;
ADV_CONSTRUCTION_ZONE_REMOVE_RECT&lt;br /&gt;
ADV_CONSTRUCTION_ZONE_FLOW&lt;br /&gt;
ADV_CONSTRUCTION_ZONE_NEW&lt;br /&gt;
A_CONSTRUCTION&lt;br /&gt;
ADV_CONSTRUCTION_ZONE_ASSIGN&lt;br /&gt;
ADV_CONSTRUCTION_ZONE_EDIT&lt;br /&gt;
SEC_OPTION12&lt;br /&gt;
SEC_OPTION11&lt;br /&gt;
SEC_OPTION14&lt;br /&gt;
SEC_OPTION13&lt;br /&gt;
SEC_OPTION8&lt;br /&gt;
SEC_OPTION7&lt;br /&gt;
SEC_OPTION10&lt;br /&gt;
SEC_OPTION9&lt;br /&gt;
SEC_OPTION20&lt;br /&gt;
SEC_OPTION19&lt;br /&gt;
HOTKEY_MAKE_CHARCOAL&lt;br /&gt;
HOTKEY_MAKE_ASH&lt;br /&gt;
SEC_OPTION16&lt;br /&gt;
SEC_OPTION15&lt;br /&gt;
SEC_OPTION18&lt;br /&gt;
SEC_OPTION17&lt;br /&gt;
HOTKEY_COLLECT_CLAY&lt;br /&gt;
HOTKEY_COLLECT_SAND&lt;br /&gt;
HOTKEY_GLASS_ARMORSTAND&lt;br /&gt;
HOTKEY_GLASS_ROUGH&lt;br /&gt;
HOTKEY_GLASS_GREEN&lt;br /&gt;
HOTKEY_MELT_OBJECT&lt;br /&gt;
HOTKEY_GLASS_CRYSTAL&lt;br /&gt;
HOTKEY_GLASS_CLEAR&lt;br /&gt;
HOTKEY_GLASS_GRATE&lt;br /&gt;
HOTKEY_GLASS_HATCH_COVER&lt;br /&gt;
HOTKEY_GLASS_TOY&lt;br /&gt;
HOTKEY_GLASS_GOBLET&lt;br /&gt;
HOTKEY_GLASS_CABINET&lt;br /&gt;
HOTKEY_GLASS_BOX&lt;br /&gt;
HOTKEY_GLASS_FLOODGATE&lt;br /&gt;
HOTKEY_GLASS_COFFIN&lt;br /&gt;
A_STANCE&lt;br /&gt;
A_TEMPERATURE&lt;br /&gt;
OPTION2&lt;br /&gt;
OPTION1&lt;br /&gt;
A_TRAVEL_HIDE_INSTRUCTIONS&lt;br /&gt;
A_TRAVEL_MAP&lt;br /&gt;
A_WEATHER&lt;br /&gt;
A_DATE&lt;br /&gt;
OPTION8&lt;br /&gt;
OPTION7&lt;br /&gt;
OPTION10&lt;br /&gt;
OPTION9&lt;br /&gt;
OPTION4&lt;br /&gt;
OPTION3&lt;br /&gt;
OPTION6&lt;br /&gt;
OPTION5&lt;br /&gt;
OPTION16&lt;br /&gt;
OPTION15&lt;br /&gt;
OPTION18&lt;br /&gt;
OPTION17&lt;br /&gt;
OPTION12&lt;br /&gt;
OPTION11&lt;br /&gt;
OPTION14&lt;br /&gt;
OPTION13&lt;br /&gt;
SEC_OPTION4&lt;br /&gt;
SEC_OPTION3&lt;br /&gt;
SEC_OPTION6&lt;br /&gt;
SEC_OPTION5&lt;br /&gt;
OPTION20&lt;br /&gt;
OPTION19&lt;br /&gt;
SEC_OPTION2&lt;br /&gt;
SEC_OPTION1&lt;br /&gt;
HOTKEY_LEATHER_QUIVER&lt;br /&gt;
HOTKEY_LEATHER_BACKPACK&lt;br /&gt;
HOTKEY_CLOTHES_MAT_PLANT&lt;br /&gt;
HOTKEY_LEATHER_IMAGE&lt;br /&gt;
HOTKEY_LEATHER_FLASK&lt;br /&gt;
HOTKEY_LEATHER_BOX&lt;br /&gt;
HOTKEY_LEATHER_CLOAK&lt;br /&gt;
HOTKEY_LEATHER_SHIRT&lt;br /&gt;
HOTKEY_CLOTHES_CHAIN&lt;br /&gt;
HOTKEY_CLOTHES_BOX&lt;br /&gt;
HOTKEY_CRAFTS_MAT_STONE&lt;br /&gt;
HOTKEY_CLOTHES_IMAGE&lt;br /&gt;
HOTKEY_CLOTHES_MAT_YARN&lt;br /&gt;
HOTKEY_CLOTHES_MAT_SILK&lt;br /&gt;
HOTKEY_CLOTHES_CLOAK&lt;br /&gt;
HOTKEY_CLOTHES_SHIRT&lt;br /&gt;
HOTKEY_CRAFTS_DEC_PEARL&lt;br /&gt;
HOTKEY_CRAFTS_DEC_HORN&lt;br /&gt;
HOTKEY_CRAFTS_CLOTH&lt;br /&gt;
HOTKEY_CRAFTS_TOTEM&lt;br /&gt;
HOTKEY_CRAFTS_DEC_BONE&lt;br /&gt;
HOTKEY_CRAFTS_MAT_WOOD&lt;br /&gt;
HOTKEY_CRAFTS_DEC_TOOTH&lt;br /&gt;
HOTKEY_CRAFTS_DEC_SHELL&lt;br /&gt;
HOTKEY_CRAFTS_SHELL&lt;br /&gt;
HOTKEY_CRAFTS_SEL_SHELL&lt;br /&gt;
HOTKEY_CRAFTS_HORN&lt;br /&gt;
HOTKEY_CRAFTS_TOOTH&lt;br /&gt;
HOTKEY_CRAFTS_YARN&lt;br /&gt;
HOTKEY_CRAFTS_SILK&lt;br /&gt;
HOTKEY_CRAFTS_SEL_BONE&lt;br /&gt;
HOTKEY_CRAFTS_SEL_WOOD&lt;br /&gt;
HOTKEY_GLASS_BLOCKS&lt;br /&gt;
HOTKEY_GLASS_CHAIR&lt;br /&gt;
HOTKEY_GLASS_WEAPONRACK&lt;br /&gt;
HOTKEY_GLASS_FLASK&lt;br /&gt;
HOTKEY_GLASS_STATUE&lt;br /&gt;
HOTKEY_GLASS_DOOR&lt;br /&gt;
HOTKEY_GLASS_CAGE&lt;br /&gt;
HOTKEY_GLASS_TABLE&lt;br /&gt;
HOTKEY_CARPENTER_BLOCKS&lt;br /&gt;
HOTKEY_CARPENTER_BARREL&lt;br /&gt;
HOTKEY_CARPENTER_TRAP_ANIMAL&lt;br /&gt;
HOTKEY_CARPENTER_BUCKET&lt;br /&gt;
HOTKEY_ASHERY_LYE&lt;br /&gt;
HOTKEY_GLASS_WINDOW&lt;br /&gt;
HOTKEY_ASHERY_POTASH_DIRECT&lt;br /&gt;
HOTKEY_ASHERY_POTASH&lt;br /&gt;
HOTKEY_CARPENTER_DOOR&lt;br /&gt;
HOTKEY_CARPENTER_COFFIN&lt;br /&gt;
HOTKEY_CARPENTER_HATCH_COVER&lt;br /&gt;
HOTKEY_CARPENTER_FLOODGATE&lt;br /&gt;
HOTKEY_CARPENTER_ARMORSTAND&lt;br /&gt;
HOTKEY_CARPENTER_CAGE&lt;br /&gt;
HOTKEY_CARPENTER_CHAIR&lt;br /&gt;
HOTKEY_CARPENTER_BED&lt;br /&gt;
HOTKEY_CARPENTER_TABLE&lt;br /&gt;
HOTKEY_CARPENTER_WEAPONRACK&lt;br /&gt;
HOTKEY_SIEGE_CATAPULT&lt;br /&gt;
HOTKEY_SIEGE_BALLISTA&lt;br /&gt;
HOTKEY_CARPENTER_CABINET&lt;br /&gt;
HOTKEY_CARPENTER_GRATE&lt;br /&gt;
HOTKEY_CARPENTER_BOX&lt;br /&gt;
HOTKEY_CARPENTER_BIN&lt;br /&gt;
HOTKEY_BUILDING_TABLE&lt;br /&gt;
HOTKEY_BUILDING_STATUE&lt;br /&gt;
HOTKEY_BUILDING_ROAD_PAVED&lt;br /&gt;
HOTKEY_BUILDING_ROAD_DIRT&lt;br /&gt;
HOTKEY_BUILDING_KENNEL&lt;br /&gt;
HOTKEY_BUILDING_BOX&lt;br /&gt;
HOTKEY_BUILDING_WEAPONRACK&lt;br /&gt;
HOTKEY_BUILDING_FARMPLOT&lt;br /&gt;
HOTKEY_BUILDING_WINDOW_GLASS&lt;br /&gt;
HOTKEY_BUILDING_FURNACE&lt;br /&gt;
HOTKEY_BUILDING_SHOP&lt;br /&gt;
HOTKEY_BUILDING_WINDOW_GEM&lt;br /&gt;
HOTKEY_BUILDING_WELL&lt;br /&gt;
HOTKEY_BUILDING_BRIDGE&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP&lt;br /&gt;
HOTKEY_BUILDING_SIEGEENGINE&lt;br /&gt;
HOTKEY_BUILDING_MACHINE&lt;br /&gt;
HOTKEY_BUILDING_TRAP&lt;br /&gt;
HOTKEY_BUILDING_SUPPORT&lt;br /&gt;
HOTKEY_BUILDING_INSTRUMENT&lt;br /&gt;
HOTKEY_BUILDING_CHAIN&lt;br /&gt;
HOTKEY_BUILDING_ANIMALTRAP&lt;br /&gt;
HOTKEY_BUILDING_TRADEDEPOT&lt;br /&gt;
HOTKEY_BUILDING_CAGE&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_ROLLERS&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_SCREW_PUMP&lt;br /&gt;
HOTKEY_BUILDING_ARCHERYTARGET&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_WINDMILL&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_WATER_WHEEL&lt;br /&gt;
HOTKEY_CRAFTS_MAT_GOBLET&lt;br /&gt;
HOTKEY_CRAFTS_MAT_CRAFTS&lt;br /&gt;
HOTKEY_SMITH_WEAPON&lt;br /&gt;
HOTKEY_CRAFTS_MAT_TOY&lt;br /&gt;
HOTKEY_CRAFTS_BONE&lt;br /&gt;
HOTKEY_CRAFTS_PEARL&lt;br /&gt;
HOTKEY_CRAFTS_SLAB&lt;br /&gt;
HOTKEY_CRAFTS_LEATHER&lt;br /&gt;
HOTKEY_SMITH_METAL&lt;br /&gt;
HOTKEY_SMITH_OTHER&lt;br /&gt;
HOTKEY_BUILDING_BED&lt;br /&gt;
HOTKEY_BUILDING_ARMORSTAND&lt;br /&gt;
HOTKEY_SMITH_FURNITURE&lt;br /&gt;
HOTKEY_SMITH_ARMOR&lt;br /&gt;
HOTKEY_SMITH_TRAP&lt;br /&gt;
HOTKEY_SMITH_SIEGE&lt;br /&gt;
HOTKEY_BUILDING_DISPLAY_FURNITURE&lt;br /&gt;
HOTKEY_BUILDING_HIVE&lt;br /&gt;
HOTKEY_BUILDING_COFFIN&lt;br /&gt;
HOTKEY_BUILDING_CHAIR&lt;br /&gt;
HOTKEY_BUILDING_SLAB&lt;br /&gt;
HOTKEY_BUILDING_TRACTION_BENCH&lt;br /&gt;
HOTKEY_BUILDING_BOOKCASE&lt;br /&gt;
HOTKEY_BUILDING_NEST_BOX&lt;br /&gt;
HOTKEY_BUILDING_BARS_VERTICAL&lt;br /&gt;
HOTKEY_BUILDING_GRATE_FLOOR&lt;br /&gt;
HOTKEY_BUILDING_CABINET&lt;br /&gt;
HOTKEY_BUILDING_BARS_FLOOR&lt;br /&gt;
HOTKEY_BUILDING_FLOODGATE&lt;br /&gt;
HOTKEY_BUILDING_DOOR&lt;br /&gt;
HOTKEY_BUILDING_GRATE_WALL&lt;br /&gt;
HOTKEY_BUILDING_HATCH&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_KITCHEN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_FARMER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_ASHERY&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_FISHERY&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_SIEGE&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_STILL&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_MECHANIC&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_GLASS_LAVA&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA&lt;br /&gt;
HIVE_INSTALL_COLONY&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_KILN_LAVA&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_SMELTER&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_WOOD&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_KILN&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_GLASS&lt;br /&gt;
D_HOTKEY1&lt;br /&gt;
D_HOT_KEYS&lt;br /&gt;
D_HOTKEY3&lt;br /&gt;
D_HOTKEY2&lt;br /&gt;
D_ONESTEP&lt;br /&gt;
HIVE_GATHER_PRODUCTS&lt;br /&gt;
D_DEPOT&lt;br /&gt;
D_PAUSE&lt;br /&gt;
D_HOTKEY9&lt;br /&gt;
D_HOTKEY8&lt;br /&gt;
D_HOTKEY11&lt;br /&gt;
D_HOTKEY10&lt;br /&gt;
D_HOTKEY5&lt;br /&gt;
D_HOTKEY4&lt;br /&gt;
D_HOTKEY7&lt;br /&gt;
D_HOTKEY6&lt;br /&gt;
HOTKEY_BUILDING_TRAP_TRIGGER&lt;br /&gt;
HOTKEY_BUILDING_TRAP_LEVER&lt;br /&gt;
HOTKEY_BUILDING_TRAP_SPIKE&lt;br /&gt;
HOTKEY_BUILDING_TRAP_CAGE&lt;br /&gt;
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT&lt;br /&gt;
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA&lt;br /&gt;
HOTKEY_BUILDING_TRAP_WEAPON&lt;br /&gt;
HOTKEY_BUILDING_TRAP_STONE&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_RAMP&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_FLOOR&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_WALL&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_LOOM&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_MILLSTONE&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_BOWYER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_CLOTHES&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_TRACK_STOP&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_TRACK&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_QUERN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_LEATHER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_BUTCHER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_MASON&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_TANNER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_METALSMITH&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_CARPENTER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_JEWELER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_LAVAMILL&lt;br /&gt;
D_MILITARY_SUPPLIES_FOOD_DOWN&lt;br /&gt;
D_MILITARY_SUPPLIES_WATER_UP&lt;br /&gt;
D_MILITARY_AMMUNITION&lt;br /&gt;
D_MILITARY_SUPPLIES_FOOD_UP&lt;br /&gt;
D_MILITARY_UNIFORMS&lt;br /&gt;
D_MILITARY_EQUIP_PRIORITY&lt;br /&gt;
D_MILITARY_SUPPLIES_WATER_DOWN&lt;br /&gt;
D_MILITARY_SUPPLIES&lt;br /&gt;
D_MILITARY_AMMUNITION_RAISE_AMOUNT_LOTS&lt;br /&gt;
D_MILITARY_AMMUNITION_LOWER_AMOUNT_LOTS&lt;br /&gt;
D_MILITARY_AMMUNITION_COMBAT&lt;br /&gt;
D_MILITARY_AMMUNITION_MATERIAL&lt;br /&gt;
D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
D_MILITARY_AMMUNITION_ADD_ITEM&lt;br /&gt;
D_MILITARY_AMMUNITION_RAISE_AMOUNT&lt;br /&gt;
D_MILITARY_AMMUNITION_LOWER_AMOUNT&lt;br /&gt;
D_MILITARY_NAME_UNIFORM&lt;br /&gt;
D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
D_MILITARY_ADD_ARMOR&lt;br /&gt;
D_MILITARY_NAME_SQUAD&lt;br /&gt;
D_MILITARY_TRAINING&lt;br /&gt;
D_MILITARY_AMMUNITION_TRAINING&lt;br /&gt;
D_MILITARY_ADD_UNIFORM&lt;br /&gt;
D_MILITARY_SCHEDULE&lt;br /&gt;
D_MILITARY_ADD_WEAPON&lt;br /&gt;
D_MILITARY_ADD_SHIELD&lt;br /&gt;
D_MILITARY_ADD_COLOR&lt;br /&gt;
D_MILITARY_ADD_MATERIAL&lt;br /&gt;
D_MILITARY_ADD_HELM&lt;br /&gt;
D_MILITARY_ADD_PANTS&lt;br /&gt;
D_MILITARY_ADD_BOOTS&lt;br /&gt;
D_MILITARY_ADD_GLOVES&lt;br /&gt;
D_HOTKEY_CHANGE_NAME&lt;br /&gt;
D_HOTKEY16&lt;br /&gt;
D_ANNOUNCE&lt;br /&gt;
D_HOTKEY_ZOOM&lt;br /&gt;
D_HOTKEY13&lt;br /&gt;
D_HOTKEY12&lt;br /&gt;
D_HOTKEY15&lt;br /&gt;
D_HOTKEY14&lt;br /&gt;
D_NOBLES&lt;br /&gt;
D_ARTLIST&lt;br /&gt;
D_PETITIONS&lt;br /&gt;
D_ORDERS&lt;br /&gt;
D_BUILDING&lt;br /&gt;
D_REPORTS&lt;br /&gt;
D_DESIGNATE&lt;br /&gt;
D_CIVLIST&lt;br /&gt;
D_MILITARY_CANCEL_ORDERS&lt;br /&gt;
D_MILITARY_CREATE_SUB_SQUAD&lt;br /&gt;
D_MILITARY_ALERTS&lt;br /&gt;
D_MILITARY_POSITIONS&lt;br /&gt;
D_MILITARY&lt;br /&gt;
D_LOCATIONS&lt;br /&gt;
D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
D_MILITARY_CREATE_SQUAD&lt;br /&gt;
D_MILITARY_EQUIP&lt;br /&gt;
D_MILITARY_ALERTS_SET_RETAIN&lt;br /&gt;
D_MILITARY_EQUIP_UNIFORM&lt;br /&gt;
D_MILITARY_EQUIP_CUSTOMIZE&lt;br /&gt;
D_MILITARY_ALERTS_DELETE&lt;br /&gt;
D_MILITARY_ALERTS_ADD&lt;br /&gt;
D_MILITARY_ALERTS_NAME&lt;br /&gt;
D_MILITARY_ALERTS_SET&lt;br /&gt;
D_CIVZONE&lt;br /&gt;
D_STOCKPILES&lt;br /&gt;
D_JOBLIST&lt;br /&gt;
D_VIEWUNIT&lt;br /&gt;
D_SQUAD_SCH_COPY_ORDERS&lt;br /&gt;
D_SQUAD_SCH_CANCEL_ORDER&lt;br /&gt;
D_SQUAD_SCH_MS_NAME&lt;br /&gt;
D_SQUAD_SCH_PASTE_ORDERS&lt;br /&gt;
D_HAULING_REMOVE&lt;br /&gt;
D_HAULING_NEW_STOP&lt;br /&gt;
D_HAULING_VEHICLE&lt;br /&gt;
D_HAULING_PROMOTE&lt;br /&gt;
D_LOOK&lt;br /&gt;
D_UNITLIST&lt;br /&gt;
D_HAULING_NEW_ROUTE&lt;br /&gt;
D_HAULING&lt;br /&gt;
D_HAULING_STOP_SL_TAKE_GIVE&lt;br /&gt;
D_HAULING_STOP_SL_SELECT_PILE&lt;br /&gt;
D_HAULING_STOP_LC_MODE&lt;br /&gt;
D_HAULING_STOP_LC_DIR&lt;br /&gt;
D_HAULING_STOP_NEW_DEPART&lt;br /&gt;
D_HAULING_NICKNAME&lt;br /&gt;
D_HAULING_STOP_REMOVE&lt;br /&gt;
D_HAULING_STOP_NEW_LINK&lt;br /&gt;
D_HAULING_STOP_LC_DESIRED_TOTAL&lt;br /&gt;
D_HAULING_STOP_LC_MORE_LESS&lt;br /&gt;
D_HAULING_STOP_LC_ADVANCED&lt;br /&gt;
D_HAULING_STOP_LC_CHANGE&lt;br /&gt;
D_HAULING_STOP_LC_TIMER_DOWN&lt;br /&gt;
D_HAULING_STOP_LC_TIMER_UP&lt;br /&gt;
D_HAULING_STOP_LC_FULLNESS_DOWN&lt;br /&gt;
D_HAULING_STOP_LC_FULLNESS_UP&lt;br /&gt;
RECENTER_ON_LEVER&lt;br /&gt;
BUILDINGLIST_ZOOM_Q&lt;br /&gt;
LOCATION_NEW&lt;br /&gt;
ASSIGN_LOCATION&lt;br /&gt;
D_MILITARY_EXACT_MATCH&lt;br /&gt;
D_MILITARY_REPLACE_CLOTHING&lt;br /&gt;
BUILDINGLIST_ZOOM_T&lt;br /&gt;
D_ROOMS&lt;br /&gt;
LOCATION_RENAME&lt;br /&gt;
LOCATION_MAIN_HALL&lt;br /&gt;
LOCATION_RESTRICTION&lt;br /&gt;
LOCATION_DETAILS&lt;br /&gt;
LOCATION_INN_TAVERN&lt;br /&gt;
LOCATION_RETIRE&lt;br /&gt;
LOCATION_LIBRARY&lt;br /&gt;
LOCATION_TEMPLE&lt;br /&gt;
D_SQUADS_KILL_LIST&lt;br /&gt;
D_SQUADS_KILL&lt;br /&gt;
D_SQUADS_SCHEDULE&lt;br /&gt;
D_SQUADS_KILL_RECT&lt;br /&gt;
LOCATION_SET_NUMBER_2&lt;br /&gt;
LOCATION_SET_NUMBER_1&lt;br /&gt;
D_SQUADS_MOVE&lt;br /&gt;
D_SQUADS&lt;br /&gt;
D_SQUAD_SCH_CIVILIAN_UNIFORM&lt;br /&gt;
D_SQUAD_SCH_SLEEP&lt;br /&gt;
D_SQUAD_SCH_EDIT_ORDER&lt;br /&gt;
D_SQUAD_SCH_GIVE_ORDER&lt;br /&gt;
D_SQUADS_ALERT&lt;br /&gt;
D_SQUADS_CANCEL_ORDER&lt;br /&gt;
D_SQUADS_CENTER&lt;br /&gt;
D_SQUADS_SELECT_INDIVIDUALS&lt;br /&gt;
D_LOOK_FOLLOW&lt;br /&gt;
D_LOOK_HIDE&lt;br /&gt;
D_LOOK_ARENA_ADV_MODE&lt;br /&gt;
D_LOOK_ARENA_CREATURE&lt;br /&gt;
D_LOOK_FORBID&lt;br /&gt;
D_BITEM_MELT&lt;br /&gt;
D_LOOK_MELT&lt;br /&gt;
D_LOOK_DUMP&lt;br /&gt;
ARENA_CREATURE_BLANK_LIST&lt;br /&gt;
ARENA_CREATURE_NEW_ITEM&lt;br /&gt;
ARENA_CREATURE_UNDEAD&lt;br /&gt;
ARENA_CREATURE_REMOVE_ITEM&lt;br /&gt;
D_LOOK_ARENA_MAGMA&lt;br /&gt;
D_LOOK_ARENA_WATER&lt;br /&gt;
ARENA_CREATURE_SIDE_UP&lt;br /&gt;
ARENA_CREATURE_SIDE_DOWN&lt;br /&gt;
ARENA_WEATHER_SNOW&lt;br /&gt;
ARENA_WEATHER&lt;br /&gt;
ARENA_WEATHER_CLEAR_SPATTER&lt;br /&gt;
ARENA_WEATHER_MUD&lt;br /&gt;
ARENA_CONFLICT_STATE_1&lt;br /&gt;
ARENA_CREATURE_STRING&lt;br /&gt;
ARENA_MORALE&lt;br /&gt;
ARENA_CONFLICT_STATE_2&lt;br /&gt;
A_CUST_NAME&lt;br /&gt;
A_ENTER_NAME&lt;br /&gt;
A_RANDOM_APPEARANCE&lt;br /&gt;
A_RANDOM_NAME&lt;br /&gt;
ARENA_TREE_FILTER&lt;br /&gt;
D_LOOK_ARENA_TREE&lt;br /&gt;
D_LOOK_ARENA_MOUNT&lt;br /&gt;
ARENA_TREE_AGE&lt;br /&gt;
D_BURROWS_WORKSHOP_LIMIT&lt;br /&gt;
D_BURROWS_ADD_UNIT&lt;br /&gt;
D_BURROWS_NAME&lt;br /&gt;
D_BURROWS_CENTER&lt;br /&gt;
D_BURROWS_ADD&lt;br /&gt;
D_BURROWS&lt;br /&gt;
D_BURROWS_DEFINE&lt;br /&gt;
D_BURROWS_DELETE&lt;br /&gt;
D_NOTE_DELETE&lt;br /&gt;
D_NOTE_PLACE&lt;br /&gt;
D_NOTE_ENTER&lt;br /&gt;
D_NOTE_NAME&lt;br /&gt;
D_BURROWS_BRUSH&lt;br /&gt;
D_BURROWS_CHANGE_SELECTION&lt;br /&gt;
D_NOTE&lt;br /&gt;
D_BURROWS_REMOVE&lt;br /&gt;
D_NOTE_ROUTE_EDIT&lt;br /&gt;
D_NOTE_ROUTE_ADD&lt;br /&gt;
D_NOTE_ROUTE_CENTER&lt;br /&gt;
D_NOTE_ROUTE_DELETE&lt;br /&gt;
D_NOTE_CHANGE_SELECTION&lt;br /&gt;
D_NOTE_ADOPT_SYMBOL&lt;br /&gt;
D_NOTE_ROUTE&lt;br /&gt;
D_NOTE_POINTS&lt;br /&gt;
D_BITEM_FORBID&lt;br /&gt;
D_BUILDITEM&lt;br /&gt;
D_BITEM_HIDE&lt;br /&gt;
D_BITEM_DUMP&lt;br /&gt;
D_BUILDJOB&lt;br /&gt;
D_NOTE_ROUTE_NAME&lt;br /&gt;
D_STATUS_OVERALL_HEALTH_RECENTER&lt;br /&gt;
D_STATUS&lt;br /&gt;
ORDERS_REFUSE_DUMP_SHELL&lt;br /&gt;
ORDERS_REFUSE_DUMP_BONE&lt;br /&gt;
ORDERS_REFUSE_DUMP_STRAND_TISSUE&lt;br /&gt;
ORDERS_REFUSE_DUMP_OTHER&lt;br /&gt;
ORDERS_REFUSE_DUMP_CORPSE&lt;br /&gt;
ORDERS_REFUSE_OUTSIDE_VERMIN&lt;br /&gt;
ORDERS_REFUSE_DUMP_SKIN&lt;br /&gt;
ORDERS_REFUSE_DUMP_SKULL&lt;br /&gt;
ORDERS_GATHER_STONE&lt;br /&gt;
ORDERS_REFUSE&lt;br /&gt;
ORDERS_ALL_HARVEST&lt;br /&gt;
ORDERS_GATHER_WOOD&lt;br /&gt;
ORDERS_GATHER_ANIMALS&lt;br /&gt;
ORDERS_GATHER_FURNITURE&lt;br /&gt;
ORDERS_GATHER_BODIES&lt;br /&gt;
ORDERS_GATHER_FOOD&lt;br /&gt;
ORDERS_WORKSHOP&lt;br /&gt;
ORDERS_DYED_CLOTH&lt;br /&gt;
ORDERS_SLAUGHTER&lt;br /&gt;
ORDERS_COLLECT_WEB&lt;br /&gt;
ORDERS_MIXFOODS&lt;br /&gt;
ORDERS_SAMEPILE&lt;br /&gt;
ORDERS_LOOM&lt;br /&gt;
ORDERS_EXCEPTIONS&lt;br /&gt;
ORDERS_AUTO_SMELTER&lt;br /&gt;
ORDERS_AUTO_KILN&lt;br /&gt;
ORDERS_ZONE&lt;br /&gt;
ORDERS_AUTO_OTHER&lt;br /&gt;
ORDERS_TAN&lt;br /&gt;
ORDERS_BUTCHER&lt;br /&gt;
ORDERS_AUTO_KITCHEN&lt;br /&gt;
ORDERS_AUTO_FISHERY&lt;br /&gt;
A_END_TRAVEL&lt;br /&gt;
A_CHANGE_GENDER&lt;br /&gt;
A_LOG&lt;br /&gt;
A_TRAVEL_CLOUDS&lt;br /&gt;
A_RANDOM_PERSONALITY&lt;br /&gt;
A_RANDOM_APPEARANCE_FULL&lt;br /&gt;
A_CHANGE_DREAM&lt;br /&gt;
A_CUSTOM_PERSONALITY&lt;br /&gt;
A_LOG_FEATURE_LAYERS&lt;br /&gt;
A_LOG_SUBREGIONS&lt;br /&gt;
A_LOG_AGREEMENTS&lt;br /&gt;
A_LOG_PEOPLE&lt;br /&gt;
A_LOG_TASKS&lt;br /&gt;
A_TRAVEL_LOG&lt;br /&gt;
A_LOG_SITES&lt;br /&gt;
A_LOG_ENTITIES&lt;br /&gt;
A_LOG_ZOOM_SELECTED&lt;br /&gt;
A_LOG_ZOOM_CURRENT_LOCATION&lt;br /&gt;
A_LOG_MAP&lt;br /&gt;
A_LOG_LINE&lt;br /&gt;
A_LOG_BESTIARY&lt;br /&gt;
A_LOG_EVENTS&lt;br /&gt;
A_LOG_FILTER&lt;br /&gt;
A_LOG_ARTIFACTS&lt;br /&gt;
ORDERS_FORBID_OTHER_ITEMS&lt;br /&gt;
ORDERS_FORBID_OTHER_CORPSE&lt;br /&gt;
ORDERS_REFUSE_OUTSIDE&lt;br /&gt;
ORDERS_REFUSE_GATHER&lt;br /&gt;
ORDERS_FORBID_PROJECTILE&lt;br /&gt;
ORDERS_AUTOFORBID&lt;br /&gt;
ORDERS_FORBID_YOUR_ITEMS&lt;br /&gt;
ORDERS_FORBID_YOUR_CORPSE&lt;br /&gt;
HOTKEY_MILL_MILL&lt;br /&gt;
HOTKEY_FARMER_SPIN_THREAD&lt;br /&gt;
HOTKEY_KENNEL_TAME_VERMIN&lt;br /&gt;
HOTKEY_KENNEL_CATCH_VERMIN&lt;br /&gt;
HOTKEY_FARMER_CHEESE&lt;br /&gt;
HOTKEY_FARMER_PROCESS_BARREL&lt;br /&gt;
HOTKEY_FARMER_SHEAR_CREATURE&lt;br /&gt;
HOTKEY_FARMER_MILK&lt;br /&gt;
HOTKEY_BUTCHER_CATCH&lt;br /&gt;
HOTKEY_BUTCHER_EXTRACT&lt;br /&gt;
HOTKEY_DYER_THREAD&lt;br /&gt;
HOTKEY_TANNER_TAN&lt;br /&gt;
HOTKEY_FISHERY_EXTRACT&lt;br /&gt;
HOTKEY_FISHERY_PROCESS&lt;br /&gt;
HOTKEY_BUTCHER_BUTCHER&lt;br /&gt;
HOTKEY_FISHERY_CATCH&lt;br /&gt;
HOTKEY_JEWELER_ENCRUST&lt;br /&gt;
HOTKEY_JEWELER_CUT&lt;br /&gt;
HOTKEY_MECHANIC_TRACTION_BENCH&lt;br /&gt;
HOTKEY_MECHANIC_PARTS&lt;br /&gt;
HOTKEY_JEWELER_FURNITURE&lt;br /&gt;
HOTKEY_DYER_CLOTH&lt;br /&gt;
HOTKEY_JEWELER_AMMO&lt;br /&gt;
HOTKEY_JEWELER_FINISHED&lt;br /&gt;
HOTKEY_MASON_FLOODGATE&lt;br /&gt;
HOTKEY_MASON_DOOR&lt;br /&gt;
HOTKEY_MASON_GRATE&lt;br /&gt;
HOTKEY_MASON_HATCH_COVER&lt;br /&gt;
HOTKEY_MASON_BLOCKS&lt;br /&gt;
HOTKEY_MASON_ARMORSTAND&lt;br /&gt;
HOTKEY_MASON_COFFIN&lt;br /&gt;
HOTKEY_MASON_CHAIR&lt;br /&gt;
SAVE_BINDINGS&lt;br /&gt;
MENU_CONFIRM&lt;br /&gt;
KEYBINDING_COMPLETE&lt;br /&gt;
LOAD_BINDINGS&lt;br /&gt;
ORDERS_ZONE_FISHING&lt;br /&gt;
ORDERS_ZONE_DRINKING&lt;br /&gt;
SUSPENDBUILDING&lt;br /&gt;
DESTROYBUILDING&lt;br /&gt;
RECORD_MACRO&lt;br /&gt;
MACRO_BREAK&lt;br /&gt;
SAVE_MACRO&lt;br /&gt;
PLAY_MACRO&lt;br /&gt;
ZOOM_OUT&lt;br /&gt;
ZOOM_IN&lt;br /&gt;
ZOOM_RESET&lt;br /&gt;
ZOOM_TOGGLE&lt;br /&gt;
HOTKEY_LOOM_WEAVE_CLOTH&lt;br /&gt;
HOTKEY_LOOM_COLLECT_SILK&lt;br /&gt;
HOTKEY_LOOM_WEAVE_YARN&lt;br /&gt;
HOTKEY_LOOM_WEAVE_SILK&lt;br /&gt;
HOTKEY_ALCHEMIST_SOAP&lt;br /&gt;
LOAD_MACRO&lt;br /&gt;
HOTKEY_STILL_EXTRACT&lt;br /&gt;
HOTKEY_STILL_BREW&lt;br /&gt;
HOTKEY_FARMER_PROCESS&lt;br /&gt;
HOTKEY_KITCHEN_RENDER_FAT&lt;br /&gt;
HOTKEY_FARMER_PROCESS_BAG&lt;br /&gt;
HOTKEY_FARMER_PROCESS_VIAL&lt;br /&gt;
HOTKEY_KITCHEN_COOK_2&lt;br /&gt;
HOTKEY_LOOM_WEAVE_METAL&lt;br /&gt;
HOTKEY_KITCHEN_COOK_4&lt;br /&gt;
HOTKEY_KITCHEN_COOK_3&lt;br /&gt;
BUILDJOB_TARGET_UP&lt;br /&gt;
BUILDJOB_TARGET_DOWN&lt;br /&gt;
BUILDJOB_TARGET_LEFT&lt;br /&gt;
BUILDJOB_TARGET_RIGHT&lt;br /&gt;
BUILDJOB_WELL_SIZE&lt;br /&gt;
BUILDJOB_WELL_FREE&lt;br /&gt;
BUILDJOB_TARGET_SIZE&lt;br /&gt;
BUILDJOB_TARGET_FREE&lt;br /&gt;
BUILDJOB_CAGE_SIZE&lt;br /&gt;
BUILDJOB_CAGE_FREE&lt;br /&gt;
BUILDJOB_CAGE_WATER&lt;br /&gt;
BUILDJOB_CAGE_ASSIGN_OCC&lt;br /&gt;
BUILDJOB_STATUE_FREE&lt;br /&gt;
BUILDJOB_STATUE_ASSIGN&lt;br /&gt;
BUILDJOB_CAGE_JUSTICE&lt;br /&gt;
BUILDJOB_STATUE_SIZE&lt;br /&gt;
BUILDJOB_CHAIN_SIZE&lt;br /&gt;
BUILDJOB_CHAIN_FREE&lt;br /&gt;
BUILDJOB_SIEGE_ORIENT&lt;br /&gt;
BUILDJOB_SIEGE_FIRING&lt;br /&gt;
BUILDJOB_CHAIN_ASSIGN_OCC&lt;br /&gt;
BUILDJOB_CAGE_ASSIGN&lt;br /&gt;
BUILDJOB_CHAIN_ASSIGN&lt;br /&gt;
BUILDJOB_CHAIN_JUSTICE&lt;br /&gt;
BUILDJOB_COFFIN_SIZE&lt;br /&gt;
BUILDJOB_COFFIN_FREE&lt;br /&gt;
BUILDJOB_COFFIN_CIV&lt;br /&gt;
BUILDJOB_COFFIN_BURIAL&lt;br /&gt;
BUILDJOB_DOOR_LOCK&lt;br /&gt;
BUILDJOB_DOOR_INTERNAL&lt;br /&gt;
BUILDJOB_COFFIN_ASSIGN&lt;br /&gt;
BUILDJOB_DOOR_AJAR&lt;br /&gt;
HOTKEY_MASON_TABLE&lt;br /&gt;
HOTKEY_MASON_MILLSTONE&lt;br /&gt;
HOTKEY_MASON_SLAB&lt;br /&gt;
HOTKEY_MASON_WEAPONRACK&lt;br /&gt;
HOTKEY_MASON_BOX&lt;br /&gt;
HOTKEY_MASON_CABINET&lt;br /&gt;
HOTKEY_MASON_QUERN&lt;br /&gt;
HOTKEY_MASON_STATUE&lt;br /&gt;
HOTKEY_TRAP_HATCH&lt;br /&gt;
HOTKEY_TRAP_SPIKE&lt;br /&gt;
HOTKEY_TRAP_GRATE_FLOOR&lt;br /&gt;
HOTKEY_TRAP_GRATE_WALL&lt;br /&gt;
HOTKEY_TRAP_GEAR_ASSEMBLY&lt;br /&gt;
HOTKEY_TRAP_BRIDGE&lt;br /&gt;
HOTKEY_TRAP_FLOODGATE&lt;br /&gt;
HOTKEY_TRAP_DOOR&lt;br /&gt;
HOTKEY_TRAP_PULL_LEVER&lt;br /&gt;
HOTKEY_TRAP_CAGE&lt;br /&gt;
BUILDJOB_ADD&lt;br /&gt;
HOTKEY_TRAP_TRACK_STOP&lt;br /&gt;
HOTKEY_TRAP_BARS_FLOOR&lt;br /&gt;
HOTKEY_TRAP_BARS_VERTICAL&lt;br /&gt;
HOTKEY_TRAP_CHAIN&lt;br /&gt;
HOTKEY_TRAP_SUPPORT&lt;br /&gt;
BUILDJOB_WORKSHOP_PROFILE&lt;br /&gt;
BUILDJOB_SUSPEND&lt;br /&gt;
BUILDJOB_DETAILS_FILTER&lt;br /&gt;
BUILDJOB_DETAILS&lt;br /&gt;
BUILDJOB_PROMOTE&lt;br /&gt;
BUILDJOB_CANCEL&lt;br /&gt;
BUILDJOB_REPEAT&lt;br /&gt;
BUILDJOB_NOW&lt;br /&gt;
BUILDJOB_STOCKPILE_GIVE_TO&lt;br /&gt;
BUILDJOB_STOCKPILE_LINK_ANYWHERE&lt;br /&gt;
BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
BUILDJOB_STOCKPILE_WHEELBARROW&lt;br /&gt;
BUILDJOB_FARM_AUTUMN&lt;br /&gt;
BUILDJOB_FARM_SUMMER&lt;br /&gt;
BUILDJOB_STOCKPILE_MASTER&lt;br /&gt;
BUILDJOB_FARM_WINTER&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_UP&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_MAX&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_ZERO&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_DOWN&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_UP&lt;br /&gt;
BUILDJOB_STOCKPILE_SETTINGS&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_ZERO&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_DOWN&lt;br /&gt;
BUILDJOB_RACK_MAT_STEEL&lt;br /&gt;
BUILDJOB_RACK_MAT_IRON&lt;br /&gt;
BUILDJOB_RACK_MAT_METAL&lt;br /&gt;
BUILDJOB_RACK_MAT_WOOD&lt;br /&gt;
BUILDJOB_RACK_MAT_BONE&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_MAX&lt;br /&gt;
BUILDJOB_RACK_MAT_COPPER&lt;br /&gt;
BUILDJOB_RACK_MAT_BRONZE&lt;br /&gt;
BUILDJOB_STAND_MAT_IRON&lt;br /&gt;
BUILDJOB_STAND_MAT_STEEL&lt;br /&gt;
BUILDJOB_STAND_MAT_METAL&lt;br /&gt;
BUILDJOB_STAND_MAT_WOOD&lt;br /&gt;
BUILDJOB_STAND_MAT_LEATHER&lt;br /&gt;
BUILDJOB_STAND_MAT_BONE&lt;br /&gt;
BUILDJOB_STAND_MAT_BRONZE&lt;br /&gt;
BUILDJOB_STAND_MAT_COPPER&lt;br /&gt;
BUILDJOB_TABLE_HALL&lt;br /&gt;
BUILDJOB_TABLE_ASSIGN&lt;br /&gt;
BUILDJOB_TABLE_SIZE&lt;br /&gt;
BUILDJOB_TABLE_FREE&lt;br /&gt;
BUILDJOB_CHAIR_ASSIGN&lt;br /&gt;
BUILDJOB_COFFIN_PET&lt;br /&gt;
BUILDJOB_CHAIR_SIZE&lt;br /&gt;
BUILDJOB_CHAIR_FREE&lt;br /&gt;
BUILDJOB_BED_SIZE&lt;br /&gt;
BUILDJOB_BED_RENT&lt;br /&gt;
BUILDJOB_BED_SLEEP&lt;br /&gt;
BUILDJOB_BED_NAME&lt;br /&gt;
BUILDJOB_BED_FREE&lt;br /&gt;
BUILDJOB_BED_ASSIGN&lt;br /&gt;
BUILDJOB_BED_DORMITORY&lt;br /&gt;
BUILDJOB_BED_BARRACKS&lt;br /&gt;
BUILDJOB_DEPOT_TRADE&lt;br /&gt;
BUILDJOB_DEPOT_BRING&lt;br /&gt;
BUILDJOB_DEPOT_BROKER_ONLY&lt;br /&gt;
BUILDJOB_DEPOT_REQUEST_TRADER&lt;br /&gt;
BUILDJOB_BED_INDIV_EQ&lt;br /&gt;
BUILDJOB_BED_TRAIN&lt;br /&gt;
BUILDJOB_BED_POSITION&lt;br /&gt;
BUILDJOB_BED_SQUAD_EQ&lt;br /&gt;
BUILDJOB_FARM_FERTILIZE&lt;br /&gt;
BUILDJOB_FARM_FALLOW&lt;br /&gt;
BUILDJOB_FARM_SPRING&lt;br /&gt;
BUILDJOB_FARM_SEASFERT&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_MEAT&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_NONE&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_GEM&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_FISH&lt;br /&gt;
TRADE_VIEW&lt;br /&gt;
A_BARTER_SHOW&lt;br /&gt;
TRADE_OFFER&lt;br /&gt;
TRADE_TRADE&lt;br /&gt;
A_BARTER_CURRENCY_1&lt;br /&gt;
A_BARTER_VIEW&lt;br /&gt;
A_BARTER_TRADE&lt;br /&gt;
A_BARTER_CURRENCY_2&lt;br /&gt;
STORES_DUMP&lt;br /&gt;
STORES_MELT&lt;br /&gt;
MILITARY_ACTIVATE&lt;br /&gt;
STORES_HIDE&lt;br /&gt;
STORES_VIEW&lt;br /&gt;
TRADE_SEIZE&lt;br /&gt;
STORES_FORBID&lt;br /&gt;
STORES_ZOOM&lt;br /&gt;
UNITJOB_ZOOM_CRE&lt;br /&gt;
UNITJOB_REMOVE_CRE&lt;br /&gt;
UNITJOB_VIEW_UNIT&lt;br /&gt;
UNITJOB_ZOOM_BUILD&lt;br /&gt;
MILITARY_WEAPON&lt;br /&gt;
MILITARY_VIEW&lt;br /&gt;
ANNOUNCE_ZOOM&lt;br /&gt;
MILITARY_ZOOM&lt;br /&gt;
MANAGER_MAX&lt;br /&gt;
MANAGER_PROMOTE&lt;br /&gt;
MANAGER_CONDITIONS&lt;br /&gt;
MANAGER_WAGES&lt;br /&gt;
UNITJOB_MANAGER&lt;br /&gt;
UNITJOB_VIEW_JOB&lt;br /&gt;
MANAGER_REMOVE&lt;br /&gt;
MANAGER_NEW_ORDER&lt;br /&gt;
BUILDJOB_RACKSTAND_DEFAULTS1&lt;br /&gt;
BUILDJOB_RACKSTAND_MAT&lt;br /&gt;
BUILDJOB_RACKSTAND_DEFAULTS2&lt;br /&gt;
BUILDJOB_RACKSTAND_KILL1&lt;br /&gt;
BUILDJOB_RACKSTAND_FREE&lt;br /&gt;
BUILDJOB_RACKSTAND_ASSIGN&lt;br /&gt;
BUILDJOB_RACKSTAND_ITEM&lt;br /&gt;
BUILDJOB_RACKSTAND_SIZE&lt;br /&gt;
STOCKPILE_SETTINGS_PERMIT_ALL&lt;br /&gt;
STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
STOCKPILE_SETTINGS_PERMIT_SUB&lt;br /&gt;
STOCKPILE_SETTINGS_FORBID_ALL&lt;br /&gt;
BUILDJOB_DISPLAY_FURNITURE_SET&lt;br /&gt;
BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
STOCKPILE_SETTINGS_ENABLE&lt;br /&gt;
BUILDJOB_DISPLAY_FURNITURE_CANCEL&lt;br /&gt;
MOVIE_SAVE&lt;br /&gt;
MOVIE_PLAY&lt;br /&gt;
ASSIGNTRADE_VIEW&lt;br /&gt;
MOVIE_LOAD&lt;br /&gt;
STOCKPILE_SETTINGS_SPECIFIC1&lt;br /&gt;
STOCKPILE_SETTINGS_FORBID_SUB&lt;br /&gt;
MOVIE_RECORD&lt;br /&gt;
STOCKPILE_SETTINGS_SPECIFIC2&lt;br /&gt;
NOBLELIST_SETTINGS&lt;br /&gt;
NOBLELIST_REPLACE&lt;br /&gt;
NOBLELIST_VIEW_CANDIDATE&lt;br /&gt;
NOBLELIST_CAPITAL&lt;br /&gt;
ASSIGNTRADE_EXCLUDE_PROHIBITED&lt;br /&gt;
ASSIGNTRADE_STRING&lt;br /&gt;
ASSIGNTRADE_SORT&lt;br /&gt;
ASSIGNTRADE_PENDING&lt;br /&gt;
CIVZONE_FISH&lt;br /&gt;
CIVZONE_WATER_SOURCE&lt;br /&gt;
CIVZONE_DUMP&lt;br /&gt;
CIVZONE_GATHER&lt;br /&gt;
CIVZONE_GATHER_OPTIONS_PICK_TREES&lt;br /&gt;
CIVZONE_GATHER_OPTIONS&lt;br /&gt;
CIVZONE_GATHER_OPTIONS_GATHER_FALLEN&lt;br /&gt;
CIVZONE_GATHER_OPTIONS_PICK_SHRUBS&lt;br /&gt;
CIVZONE_MEETING&lt;br /&gt;
CIVZONE_ACTIVE&lt;br /&gt;
CIVZONE_POND_WATER&lt;br /&gt;
CIVZONE_ANIMAL_TRAINING&lt;br /&gt;
CIVZONE_HOSPITAL&lt;br /&gt;
CIVZONE_POND&lt;br /&gt;
CIVZONE_CLAY_COLLECT&lt;br /&gt;
CIVZONE_SAND_COLLECT&lt;br /&gt;
STOCKPILE_ARMOR&lt;br /&gt;
STOCKPILE_WEAPON&lt;br /&gt;
STOCKPILE_CUSTOM_SETTINGS&lt;br /&gt;
STOCKPILE_CUSTOM&lt;br /&gt;
CIVZONE_PEN_OPTIONS&lt;br /&gt;
CIVZONE_PEN&lt;br /&gt;
STOCKPILE_FOOD&lt;br /&gt;
STOCKPILE_ANIMAL&lt;br /&gt;
STOCKPILE_GEM&lt;br /&gt;
STOCKPILE_STONE&lt;br /&gt;
STOCKPILE_CLOTH&lt;br /&gt;
STOCKPILE_BARBLOCK&lt;br /&gt;
STOCKPILE_GRAVEYARD&lt;br /&gt;
STOCKPILE_FURNITURE&lt;br /&gt;
STOCKPILE_WOOD&lt;br /&gt;
STOCKPILE_REFUSE&lt;br /&gt;
WORK_ORDER_CONDITION_ITEM_TRAITS&lt;br /&gt;
WORK_ORDER_CONDITION_ITEM_MATERIAL&lt;br /&gt;
WORK_ORDER_CONDITION_ITEM_NUMBER&lt;br /&gt;
WORK_ORDER_CONDITION_ITEM_INEQUALITY&lt;br /&gt;
WORK_ORDER_CONDITION_ADD_ITEM&lt;br /&gt;
MANAGER_DETAILS&lt;br /&gt;
WORK_ORDER_CONDITION_ITEM_TYPE&lt;br /&gt;
WORK_ORDER_CONDITION_ADD_ORDER&lt;br /&gt;
PET_GELD&lt;br /&gt;
PET_BUTCHER&lt;br /&gt;
ANIMAL_WAR_TRAINING&lt;br /&gt;
ANIMAL_SELECT_TRAINER&lt;br /&gt;
WORK_ORDER_CONDITION_ORDER_ACTIVATION&lt;br /&gt;
WORK_ORDER_CONDITION_DELETE&lt;br /&gt;
WORK_ORDER_CONDITION_PRODUCTS&lt;br /&gt;
WORK_ORDER_CONDITION_REAGENTS&lt;br /&gt;
SETUPGAME_CUSTOMIZE_UNIT&lt;br /&gt;
SETUPGAME_VIEW&lt;br /&gt;
SETUPGAME_SAVE_PROFILE_ABORT&lt;br /&gt;
SETUPGAME_SAVE_PROFILE&lt;br /&gt;
KITCHEN_COOK&lt;br /&gt;
ANIMAL_HUNTING_TRAINING&lt;br /&gt;
SETUPGAME_NEW&lt;br /&gt;
KITCHEN_BREW&lt;br /&gt;
CIVZONE_NEXT&lt;br /&gt;
CIVZONE_SHAPE&lt;br /&gt;
CIVZONE_HOSPITAL_OPTIONS&lt;br /&gt;
CIVZONE_POND_OPTIONS&lt;br /&gt;
SETUPGAME_VIEW_PROFILE_PROBLEMS&lt;br /&gt;
SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
CIVZONE_REMOVE_ZONE&lt;br /&gt;
CIVZONE_REMOVE&lt;br /&gt;
DESIGNATE_TRACK&lt;br /&gt;
DESIGNATE_FORTIFY&lt;br /&gt;
DESIGNATE_STANDARD_MARKER&lt;br /&gt;
DESIGNATE_TOGGLE_ENGRAVING&lt;br /&gt;
DESIGNATE_SMOOTH&lt;br /&gt;
DESIGNATE_PLANTS&lt;br /&gt;
DESIGNATE_DETAILS&lt;br /&gt;
DESIGNATE_ENGRAVE&lt;br /&gt;
BUILDING_DIM_Y_DOWN&lt;br /&gt;
BUILDING_DIM_Y_UP&lt;br /&gt;
BUILDING_DIM_X_DOWN&lt;br /&gt;
BUILDING_DIM_X_UP&lt;br /&gt;
DESIGNATE_TOGGLE_MARKER&lt;br /&gt;
DESIGNATE_MINE_MODE&lt;br /&gt;
DESIGNATE_REMOVE_CONSTRUCTION&lt;br /&gt;
DESIGNATE_UNDO&lt;br /&gt;
BUILDING_VIEW_ITEM&lt;br /&gt;
BUILDING_ORIENT_NONE&lt;br /&gt;
BUILDING_EXPAND_CONTRACT&lt;br /&gt;
BUILDING_ADVANCE_STAGE&lt;br /&gt;
BUILDING_ORIENT_LEFT&lt;br /&gt;
BUILDING_ORIENT_UP&lt;br /&gt;
BUILDING_ORIENT_DOWN&lt;br /&gt;
BUILDING_ORIENT_RIGHT&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_MAGMA&lt;br /&gt;
BUILDING_TRIGGER_MAX_WATER_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MIN_MAGMA_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MIN_MAGMA_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_WATER_UP&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_WATER&lt;br /&gt;
BUILDING_TRIGGER_MAX_WATER_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_WATER_DOWN&lt;br /&gt;
STOCKPILE_NONE&lt;br /&gt;
STOCKPILE_SHEET&lt;br /&gt;
DESIGNATE_CLAIM&lt;br /&gt;
DESIGNATE_BITEM&lt;br /&gt;
STOCKPILE_AMMO&lt;br /&gt;
STOCKPILE_LEATHER&lt;br /&gt;
STOCKPILE_FINISHED&lt;br /&gt;
STOCKPILE_COINS&lt;br /&gt;
DESIGNATE_HIDE&lt;br /&gt;
DESIGNATE_NO_DUMP&lt;br /&gt;
DESIGNATE_TRAFFIC&lt;br /&gt;
DESIGNATE_NO_HIDE&lt;br /&gt;
DESIGNATE_MELT&lt;br /&gt;
DESIGNATE_UNCLAIM&lt;br /&gt;
DESIGNATE_DUMP&lt;br /&gt;
DESIGNATE_NO_MELT&lt;br /&gt;
DESIGNATE_TRAFFIC_DECREASE_WEIGHT&lt;br /&gt;
DESIGNATE_TRAFFIC_INCREASE_WEIGHT&lt;br /&gt;
DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE&lt;br /&gt;
DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE&lt;br /&gt;
DESIGNATE_TRAFFIC_NORMAL&lt;br /&gt;
DESIGNATE_TRAFFIC_HIGH&lt;br /&gt;
DESIGNATE_TRAFFIC_RESTRICTED&lt;br /&gt;
DESIGNATE_TRAFFIC_LOW&lt;br /&gt;
DESIGNATE_RAMP&lt;br /&gt;
DESIGNATE_STAIR_UPDOWN&lt;br /&gt;
DESIGNATE_CHOP&lt;br /&gt;
DESIGNATE_CHANNEL&lt;br /&gt;
DESIGNATE_DIG_REMOVE_STAIRS_RAMPS&lt;br /&gt;
DESIGNATE_DIG&lt;br /&gt;
DESIGNATE_STAIR_DOWN&lt;br /&gt;
DESIGNATE_STAIR_UP&lt;br /&gt;
UNITVIEW_PRF_NEW_SQUAD&lt;br /&gt;
UNITVIEW_PRF_VIEW&lt;br /&gt;
UNITVIEW_PRF_NAME_CURRENT_SQUAD&lt;br /&gt;
UNITVIEW_PRF_REMOVE_FROM_SQUAD&lt;br /&gt;
UNITVIEW_GEN_MISC&lt;br /&gt;
UNITVIEW_GEN_LABOR&lt;br /&gt;
UNITVIEW_PRF_PET&lt;br /&gt;
UNITVIEW_PRF_PROF&lt;br /&gt;
STRING_A003&lt;br /&gt;
STRING_A002&lt;br /&gt;
STRING_A005&lt;br /&gt;
STRING_A004&lt;br /&gt;
UNITVIEW_PRF_OCCUPATION&lt;br /&gt;
UNITVIEW_PRF_NAME_SELECTED_SQUAD&lt;br /&gt;
STRING_A001&lt;br /&gt;
STRING_A000&lt;br /&gt;
STRING_A011&lt;br /&gt;
STRING_A010&lt;br /&gt;
STRING_A013&lt;br /&gt;
STRING_A012&lt;br /&gt;
STRING_A007&lt;br /&gt;
STRING_A006&lt;br /&gt;
STRING_A009&lt;br /&gt;
STRING_A008&lt;br /&gt;
STRING_A019&lt;br /&gt;
STRING_A018&lt;br /&gt;
STRING_A021&lt;br /&gt;
STRING_A020&lt;br /&gt;
STRING_A015&lt;br /&gt;
STRING_A014&lt;br /&gt;
STRING_A017&lt;br /&gt;
STRING_A016&lt;br /&gt;
BUILDING_TRIGGER_MAX_TRACK_CART_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MIN_TRACK_CART_UP&lt;br /&gt;
BUILDING_ROLLERS_SPEED_UP&lt;br /&gt;
BUILDING_TRIGGER_MAX_TRACK_CART_UP&lt;br /&gt;
BUILDING_TRIGGER_MAX_MAGMA_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MAX_MAGMA_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_TRACK_CART_DOWN&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_TRACK_CART&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_LOCALS&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_CREATURE&lt;br /&gt;
BUILDING_TRIGGER_MIN_SIZE_UP&lt;br /&gt;
BUILDING_TRIGGER_RESETS&lt;br /&gt;
BUILDING_TRACK_STOP_FRICTION_UP&lt;br /&gt;
BUILDING_ROLLERS_SPEED_DOWN&lt;br /&gt;
BUILDING_TRACK_STOP_DUMP&lt;br /&gt;
BUILDING_TRACK_STOP_FRICTION_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MAX_SIZE_UP_PLUS&lt;br /&gt;
BUILDING_TRIGGER_MIN_SIZE_DOWN_PLUS&lt;br /&gt;
UNITVIEW_GEN&lt;br /&gt;
BUILDING_TRIGGER_MAX_SIZE_DOWN_PLUS&lt;br /&gt;
BUILDING_TRIGGER_MAX_SIZE_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_SIZE_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MIN_SIZE_UP_PLUS&lt;br /&gt;
BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
UNITVIEW_SLAUGHTER&lt;br /&gt;
UNITVIEW_NEXT&lt;br /&gt;
UNITVIEW_GEN_COMBAT&lt;br /&gt;
UNITVIEW_GELD&lt;br /&gt;
UNITVIEW_PRF&lt;br /&gt;
UNITVIEW_INV&lt;br /&gt;
UNITVIEW_FOLLOW&lt;br /&gt;
UNITVIEW_WND&lt;br /&gt;
STRING_A059&lt;br /&gt;
STRING_A058&lt;br /&gt;
STRING_A061&lt;br /&gt;
STRING_A060&lt;br /&gt;
STRING_A055&lt;br /&gt;
STRING_A054&lt;br /&gt;
STRING_A057&lt;br /&gt;
STRING_A056&lt;br /&gt;
STRING_A067&lt;br /&gt;
STRING_A066&lt;br /&gt;
STRING_A069&lt;br /&gt;
STRING_A068&lt;br /&gt;
STRING_A063&lt;br /&gt;
STRING_A062&lt;br /&gt;
STRING_A065&lt;br /&gt;
STRING_A064&lt;br /&gt;
STRING_A075&lt;br /&gt;
STRING_A074&lt;br /&gt;
STRING_A077&lt;br /&gt;
STRING_A076&lt;br /&gt;
STRING_A071&lt;br /&gt;
STRING_A070&lt;br /&gt;
STRING_A073&lt;br /&gt;
STRING_A072&lt;br /&gt;
STRING_A083&lt;br /&gt;
STRING_A082&lt;br /&gt;
STRING_A085&lt;br /&gt;
STRING_A084&lt;br /&gt;
STRING_A079&lt;br /&gt;
STRING_A078&lt;br /&gt;
STRING_A081&lt;br /&gt;
STRING_A080&lt;br /&gt;
STRING_A027&lt;br /&gt;
STRING_A026&lt;br /&gt;
STRING_A029&lt;br /&gt;
STRING_A028&lt;br /&gt;
STRING_A023&lt;br /&gt;
STRING_A022&lt;br /&gt;
STRING_A025&lt;br /&gt;
STRING_A024&lt;br /&gt;
STRING_A035&lt;br /&gt;
STRING_A034&lt;br /&gt;
STRING_A037&lt;br /&gt;
STRING_A036&lt;br /&gt;
STRING_A031&lt;br /&gt;
STRING_A030&lt;br /&gt;
STRING_A033&lt;br /&gt;
STRING_A032&lt;br /&gt;
STRING_A043&lt;br /&gt;
STRING_A042&lt;br /&gt;
STRING_A045&lt;br /&gt;
STRING_A044&lt;br /&gt;
STRING_A039&lt;br /&gt;
STRING_A038&lt;br /&gt;
STRING_A041&lt;br /&gt;
STRING_A040&lt;br /&gt;
STRING_A051&lt;br /&gt;
STRING_A050&lt;br /&gt;
STRING_A053&lt;br /&gt;
STRING_A052&lt;br /&gt;
STRING_A047&lt;br /&gt;
STRING_A046&lt;br /&gt;
STRING_A049&lt;br /&gt;
STRING_A048&lt;br /&gt;
STRING_A123&lt;br /&gt;
STRING_A122&lt;br /&gt;
STRING_A125&lt;br /&gt;
STRING_A124&lt;br /&gt;
STRING_A119&lt;br /&gt;
STRING_A118&lt;br /&gt;
STRING_A121&lt;br /&gt;
STRING_A120&lt;br /&gt;
STRING_A132&lt;br /&gt;
STRING_A131&lt;br /&gt;
STRING_A134&lt;br /&gt;
STRING_A133&lt;br /&gt;
STRING_A128&lt;br /&gt;
STRING_A126&lt;br /&gt;
STRING_A130&lt;br /&gt;
STRING_A129&lt;br /&gt;
STRING_A140&lt;br /&gt;
STRING_A139&lt;br /&gt;
STRING_A142&lt;br /&gt;
STRING_A141&lt;br /&gt;
STRING_A136&lt;br /&gt;
STRING_A135&lt;br /&gt;
STRING_A138&lt;br /&gt;
STRING_A137&lt;br /&gt;
STRING_A148&lt;br /&gt;
STRING_A147&lt;br /&gt;
STRING_A150&lt;br /&gt;
STRING_A149&lt;br /&gt;
STRING_A144&lt;br /&gt;
STRING_A143&lt;br /&gt;
STRING_A146&lt;br /&gt;
STRING_A145&lt;br /&gt;
STRING_A091&lt;br /&gt;
STRING_A090&lt;br /&gt;
STRING_A093&lt;br /&gt;
STRING_A092&lt;br /&gt;
STRING_A087&lt;br /&gt;
STRING_A086&lt;br /&gt;
STRING_A089&lt;br /&gt;
STRING_A088&lt;br /&gt;
STRING_A099&lt;br /&gt;
STRING_A098&lt;br /&gt;
STRING_A101&lt;br /&gt;
STRING_A100&lt;br /&gt;
STRING_A095&lt;br /&gt;
STRING_A094&lt;br /&gt;
STRING_A097&lt;br /&gt;
STRING_A096&lt;br /&gt;
STRING_A107&lt;br /&gt;
STRING_A106&lt;br /&gt;
STRING_A109&lt;br /&gt;
STRING_A108&lt;br /&gt;
STRING_A103&lt;br /&gt;
STRING_A102&lt;br /&gt;
STRING_A105&lt;br /&gt;
STRING_A104&lt;br /&gt;
STRING_A115&lt;br /&gt;
STRING_A114&lt;br /&gt;
STRING_A117&lt;br /&gt;
STRING_A116&lt;br /&gt;
STRING_A111&lt;br /&gt;
STRING_A110&lt;br /&gt;
STRING_A113&lt;br /&gt;
STRING_A112&lt;br /&gt;
STRING_A188&lt;br /&gt;
STRING_A187&lt;br /&gt;
STRING_A190&lt;br /&gt;
STRING_A189&lt;br /&gt;
STRING_A184&lt;br /&gt;
STRING_A183&lt;br /&gt;
STRING_A186&lt;br /&gt;
STRING_A185&lt;br /&gt;
STRING_A196&lt;br /&gt;
STRING_A195&lt;br /&gt;
STRING_A198&lt;br /&gt;
STRING_A197&lt;br /&gt;
STRING_A192&lt;br /&gt;
STRING_A191&lt;br /&gt;
STRING_A194&lt;br /&gt;
STRING_A193&lt;br /&gt;
STRING_A204&lt;br /&gt;
STRING_A203&lt;br /&gt;
STRING_A206&lt;br /&gt;
STRING_A205&lt;br /&gt;
STRING_A200&lt;br /&gt;
STRING_A199&lt;br /&gt;
STRING_A202&lt;br /&gt;
STRING_A201&lt;br /&gt;
STRING_A212&lt;br /&gt;
STRING_A211&lt;br /&gt;
STRING_A214&lt;br /&gt;
STRING_A213&lt;br /&gt;
STRING_A208&lt;br /&gt;
STRING_A207&lt;br /&gt;
STRING_A210&lt;br /&gt;
STRING_A209&lt;br /&gt;
STRING_A156&lt;br /&gt;
STRING_A155&lt;br /&gt;
STRING_A158&lt;br /&gt;
STRING_A157&lt;br /&gt;
STRING_A152&lt;br /&gt;
STRING_A151&lt;br /&gt;
STRING_A154&lt;br /&gt;
STRING_A153&lt;br /&gt;
STRING_A164&lt;br /&gt;
STRING_A163&lt;br /&gt;
STRING_A166&lt;br /&gt;
STRING_A165&lt;br /&gt;
STRING_A160&lt;br /&gt;
STRING_A159&lt;br /&gt;
STRING_A162&lt;br /&gt;
STRING_A161&lt;br /&gt;
STRING_A172&lt;br /&gt;
STRING_A171&lt;br /&gt;
STRING_A174&lt;br /&gt;
STRING_A173&lt;br /&gt;
STRING_A168&lt;br /&gt;
STRING_A167&lt;br /&gt;
STRING_A170&lt;br /&gt;
STRING_A169&lt;br /&gt;
STRING_A180&lt;br /&gt;
STRING_A179&lt;br /&gt;
STRING_A182&lt;br /&gt;
STRING_A181&lt;br /&gt;
STRING_A176&lt;br /&gt;
STRING_A175&lt;br /&gt;
STRING_A178&lt;br /&gt;
STRING_A177&lt;br /&gt;
STRING_A252&lt;br /&gt;
STRING_A251&lt;br /&gt;
STRING_A254&lt;br /&gt;
STRING_A253&lt;br /&gt;
STRING_A248&lt;br /&gt;
STRING_A247&lt;br /&gt;
STRING_A250&lt;br /&gt;
STRING_A249&lt;br /&gt;
CUSTOM_E&lt;br /&gt;
CUSTOM_D&lt;br /&gt;
CUSTOM_G&lt;br /&gt;
CUSTOM_F&lt;br /&gt;
CUSTOM_A&lt;br /&gt;
STRING_A255&lt;br /&gt;
CUSTOM_C&lt;br /&gt;
CUSTOM_B&lt;br /&gt;
CUSTOM_M&lt;br /&gt;
CUSTOM_L&lt;br /&gt;
CUSTOM_O&lt;br /&gt;
CUSTOM_N&lt;br /&gt;
CUSTOM_I&lt;br /&gt;
CUSTOM_H&lt;br /&gt;
CUSTOM_K&lt;br /&gt;
CUSTOM_J&lt;br /&gt;
CUSTOM_U&lt;br /&gt;
CUSTOM_T&lt;br /&gt;
CUSTOM_W&lt;br /&gt;
CUSTOM_V&lt;br /&gt;
CUSTOM_Q&lt;br /&gt;
CUSTOM_P&lt;br /&gt;
CUSTOM_S&lt;br /&gt;
CUSTOM_R&lt;br /&gt;
STRING_A220&lt;br /&gt;
STRING_A219&lt;br /&gt;
STRING_A222&lt;br /&gt;
STRING_A221&lt;br /&gt;
STRING_A216&lt;br /&gt;
STRING_A215&lt;br /&gt;
STRING_A218&lt;br /&gt;
STRING_A217&lt;br /&gt;
STRING_A228&lt;br /&gt;
STRING_A227&lt;br /&gt;
STRING_A230&lt;br /&gt;
STRING_A229&lt;br /&gt;
STRING_A224&lt;br /&gt;
STRING_A223&lt;br /&gt;
STRING_A226&lt;br /&gt;
STRING_A225&lt;br /&gt;
STRING_A236&lt;br /&gt;
STRING_A235&lt;br /&gt;
STRING_A238&lt;br /&gt;
STRING_A237&lt;br /&gt;
STRING_A232&lt;br /&gt;
STRING_A231&lt;br /&gt;
STRING_A234&lt;br /&gt;
STRING_A233&lt;br /&gt;
STRING_A244&lt;br /&gt;
STRING_A243&lt;br /&gt;
STRING_A246&lt;br /&gt;
STRING_A245&lt;br /&gt;
STRING_A240&lt;br /&gt;
STRING_A239&lt;br /&gt;
STRING_A242&lt;br /&gt;
STRING_A241&lt;br /&gt;
CUSTOM_CTRL_I&lt;br /&gt;
CUSTOM_CTRL_H&lt;br /&gt;
CUSTOM_CTRL_K&lt;br /&gt;
CUSTOM_CTRL_J&lt;br /&gt;
CUSTOM_CTRL_E&lt;br /&gt;
CUSTOM_CTRL_D&lt;br /&gt;
CUSTOM_CTRL_G&lt;br /&gt;
CUSTOM_CTRL_F&lt;br /&gt;
CUSTOM_CTRL_Q&lt;br /&gt;
CUSTOM_CTRL_P&lt;br /&gt;
CUSTOM_CTRL_S&lt;br /&gt;
CUSTOM_CTRL_R&lt;br /&gt;
CUSTOM_CTRL_M&lt;br /&gt;
CUSTOM_CTRL_L&lt;br /&gt;
CUSTOM_CTRL_O&lt;br /&gt;
CUSTOM_CTRL_N&lt;br /&gt;
CUSTOM_CTRL_Y&lt;br /&gt;
CUSTOM_CTRL_X&lt;br /&gt;
CUSTOM_ALT_A&lt;br /&gt;
CUSTOM_CTRL_Z&lt;br /&gt;
CUSTOM_CTRL_U&lt;br /&gt;
CUSTOM_CTRL_T&lt;br /&gt;
CUSTOM_CTRL_W&lt;br /&gt;
CUSTOM_CTRL_V&lt;br /&gt;
CUSTOM_ALT_G&lt;br /&gt;
CUSTOM_ALT_F&lt;br /&gt;
CUSTOM_ALT_I&lt;br /&gt;
CUSTOM_ALT_H&lt;br /&gt;
CUSTOM_ALT_C&lt;br /&gt;
CUSTOM_ALT_B&lt;br /&gt;
CUSTOM_ALT_E&lt;br /&gt;
CUSTOM_ALT_D&lt;br /&gt;
CUSTOM_SHIFT_C&lt;br /&gt;
CUSTOM_SHIFT_B&lt;br /&gt;
CUSTOM_SHIFT_E&lt;br /&gt;
CUSTOM_SHIFT_D&lt;br /&gt;
CUSTOM_Y&lt;br /&gt;
CUSTOM_X&lt;br /&gt;
CUSTOM_SHIFT_A&lt;br /&gt;
CUSTOM_Z&lt;br /&gt;
CUSTOM_SHIFT_K&lt;br /&gt;
CUSTOM_SHIFT_J&lt;br /&gt;
CUSTOM_SHIFT_M&lt;br /&gt;
CUSTOM_SHIFT_L&lt;br /&gt;
CUSTOM_SHIFT_G&lt;br /&gt;
CUSTOM_SHIFT_F&lt;br /&gt;
CUSTOM_SHIFT_I&lt;br /&gt;
CUSTOM_SHIFT_H&lt;br /&gt;
CUSTOM_SHIFT_S&lt;br /&gt;
CUSTOM_SHIFT_R&lt;br /&gt;
CUSTOM_SHIFT_U&lt;br /&gt;
CUSTOM_SHIFT_T&lt;br /&gt;
CUSTOM_SHIFT_O&lt;br /&gt;
CUSTOM_SHIFT_N&lt;br /&gt;
CUSTOM_SHIFT_Q&lt;br /&gt;
CUSTOM_SHIFT_P&lt;br /&gt;
CUSTOM_CTRL_A&lt;br /&gt;
CUSTOM_SHIFT_Z&lt;br /&gt;
CUSTOM_CTRL_C&lt;br /&gt;
CUSTOM_CTRL_B&lt;br /&gt;
CUSTOM_SHIFT_W&lt;br /&gt;
CUSTOM_SHIFT_V&lt;br /&gt;
CUSTOM_SHIFT_Y&lt;br /&gt;
CUSTOM_SHIFT_X&lt;br /&gt;
World Param: Seed, Enter&lt;br /&gt;
World Param: Seed, Random&lt;br /&gt;
World Param: Save&lt;br /&gt;
World Param: Load&lt;br /&gt;
World Param: Title&lt;br /&gt;
World Param: Delete&lt;br /&gt;
World Param: Name, Enter&lt;br /&gt;
World Param: Name, Random&lt;br /&gt;
World Param: Increase Parameter&lt;br /&gt;
World Param: Enter Advanced Parameters&lt;br /&gt;
World Param: Enter Value&lt;br /&gt;
World Param: Decrease Parameter&lt;br /&gt;
World Param: Dim X, Down&lt;br /&gt;
World Param: Dim X, Up&lt;br /&gt;
World Param: Dim Y, Down&lt;br /&gt;
World Param: Dim Y, Up&lt;br /&gt;
World Param: Reject, Allow All&lt;br /&gt;
World Param: Reject, Allow This&lt;br /&gt;
World Generation: Use&lt;br /&gt;
World Generation: Continue&lt;br /&gt;
World Param: Set Presets&lt;br /&gt;
World Param: Nullify Parameter&lt;br /&gt;
World Param: Reject, Abort&lt;br /&gt;
World Param: Reject, Continue&lt;br /&gt;
Setup game: Reclaim&lt;br /&gt;
Setup game: Symbol&lt;br /&gt;
Setup game: Notes&lt;br /&gt;
Setup game: Find&lt;br /&gt;
Setup game: Embark&lt;br /&gt;
World Generation: Abort&lt;br /&gt;
Setup game: Name Group&lt;br /&gt;
Setup game: Name Fort&lt;br /&gt;
CUSTOM_ALT_O&lt;br /&gt;
CUSTOM_ALT_N&lt;br /&gt;
CUSTOM_ALT_Q&lt;br /&gt;
CUSTOM_ALT_P&lt;br /&gt;
CUSTOM_ALT_K&lt;br /&gt;
CUSTOM_ALT_J&lt;br /&gt;
CUSTOM_ALT_M&lt;br /&gt;
CUSTOM_ALT_L&lt;br /&gt;
CUSTOM_ALT_W&lt;br /&gt;
CUSTOM_ALT_V&lt;br /&gt;
CUSTOM_ALT_Y&lt;br /&gt;
CUSTOM_ALT_X&lt;br /&gt;
CUSTOM_ALT_S&lt;br /&gt;
CUSTOM_ALT_R&lt;br /&gt;
CUSTOM_ALT_U&lt;br /&gt;
CUSTOM_ALT_T&lt;br /&gt;
Select&lt;br /&gt;
PREFIX&lt;br /&gt;
Deselect&lt;br /&gt;
Secondary Select&lt;br /&gt;
FPS_UP&lt;br /&gt;
CUSTOM_ALT_Z&lt;br /&gt;
TOGGLE_TTF&lt;br /&gt;
FPS_DOWN&lt;br /&gt;
Toggle Fullscreen&lt;br /&gt;
Close mega announcement&lt;br /&gt;
World Param: Copy&lt;br /&gt;
World Param: Add&lt;br /&gt;
Deselect All&lt;br /&gt;
Select all&lt;br /&gt;
Leave all screens&lt;br /&gt;
Leave screen&lt;br /&gt;
Move selector down&lt;br /&gt;
Move selector up&lt;br /&gt;
Move selector right&lt;br /&gt;
Move selector left&lt;br /&gt;
Movies&lt;br /&gt;
Help&lt;br /&gt;
Change tab or highlight selection, secondary&lt;br /&gt;
Change tab or highlight selection&lt;br /&gt;
Page secondary selector down&lt;br /&gt;
Page secondary selector up&lt;br /&gt;
Move view/cursor down&lt;br /&gt;
Move view/cursor up&lt;br /&gt;
Page selector down&lt;br /&gt;
Page selector up&lt;br /&gt;
Move secondary selector down&lt;br /&gt;
Move secondary selector up&lt;br /&gt;
Move view/cursor down and right&lt;br /&gt;
Move view/cursor down and left&lt;br /&gt;
Move view/cursor down, fast&lt;br /&gt;
Move view/cursor up, fast&lt;br /&gt;
Move view/cursor right&lt;br /&gt;
Move view/cursor left&lt;br /&gt;
Move view/cursor up and right&lt;br /&gt;
Move view/cursor up and left&lt;br /&gt;
Move view/cursor down and right, fast&lt;br /&gt;
Move view/cursor down and left, fast&lt;br /&gt;
Move view/cursor down (z)&lt;br /&gt;
Move view/cursor up (z)&lt;br /&gt;
Move view/cursor right, fast&lt;br /&gt;
Move view/cursor left, fast&lt;br /&gt;
Move view/cursor up and right, fast&lt;br /&gt;
Move view/cursor up and left, fast&lt;br /&gt;
Setup game: Resize Local Y Down&lt;br /&gt;
Setup game: Resize Local Y Up&lt;br /&gt;
Setup game: Resize Local X Down&lt;br /&gt;
Setup game: Resize Local X Up&lt;br /&gt;
Setup game: Notes, Delete Note&lt;br /&gt;
Setup game: Notes, New Note&lt;br /&gt;
Setup game: Notes, Adopt Symbol&lt;br /&gt;
Setup game: Notes, Change Symbol Selection&lt;br /&gt;
Setup game: View Biome 2&lt;br /&gt;
Setup game: View Biome 1&lt;br /&gt;
Setup game: View Biome 4&lt;br /&gt;
Setup game: View Biome 3&lt;br /&gt;
Setup game: Move Local Y Down&lt;br /&gt;
Setup game: Move Local Y Up&lt;br /&gt;
Setup game: Move Local X Down&lt;br /&gt;
Setup game: Move Local X Up&lt;br /&gt;
Choose name: Random&lt;br /&gt;
Setup game: View Biome 9&lt;br /&gt;
Choose name: Type&lt;br /&gt;
Choose name: Clear&lt;br /&gt;
Setup game: View Biome 6&lt;br /&gt;
Setup game: View Biome 5&lt;br /&gt;
Setup game: View Biome 8&lt;br /&gt;
Setup game: View Biome 7&lt;br /&gt;
View item: Hide&lt;br /&gt;
View item: Dump&lt;br /&gt;
Options, Export Local Image&lt;br /&gt;
Main menu&lt;br /&gt;
View item: Description&lt;br /&gt;
Choose name: First&lt;br /&gt;
View item: Melt&lt;br /&gt;
View item: Forbid&lt;br /&gt;
Adventure: move southeast/down&lt;br /&gt;
Adventure: move southwest/down&lt;br /&gt;
Adventure: move up, aux&lt;br /&gt;
Adventure: move down&lt;br /&gt;
Adventure: move west/down&lt;br /&gt;
Adventure: move east/down&lt;br /&gt;
Adventure: move northeast/down&lt;br /&gt;
Adventure: move northwest/down&lt;br /&gt;
Legends: Civ/Site&lt;br /&gt;
Legends: Export Detailed Map&lt;br /&gt;
Adventure: Combat, Attack Mode&lt;br /&gt;
Legends: String filter&lt;br /&gt;
World Gen: Export Map&lt;br /&gt;
Adventure: move down, aux&lt;br /&gt;
Legends: Export XML&lt;br /&gt;
Legends: Export Map&lt;br /&gt;
Adventure: Status, Kills&lt;br /&gt;
Adventure: Status, Customize&lt;br /&gt;
Adventure: Status, Att/Skills&lt;br /&gt;
Adventure: Status, Health&lt;br /&gt;
Adventure: Combat, Charge Defend Mode&lt;br /&gt;
Adventure: Combat, Dodge Mode&lt;br /&gt;
Adventure: Status, Close Combat&lt;br /&gt;
Adventure: Status&lt;br /&gt;
Unit View, Relationships, View&lt;br /&gt;
Unit View, Relationships, Zoom&lt;br /&gt;
Customize Unit, Nickname&lt;br /&gt;
Unit View, Kills&lt;br /&gt;
Unit View, Customize&lt;br /&gt;
Adventure: Status, Desc&lt;br /&gt;
Unit View, Relationships&lt;br /&gt;
Unit View, Health&lt;br /&gt;
Adventure: move east&lt;br /&gt;
Adventure: move south&lt;br /&gt;
Adventure: move northwest&lt;br /&gt;
Adventure: move west&lt;br /&gt;
Move view/cursor down (z), aux&lt;br /&gt;
Move view/cursor up (z), aux&lt;br /&gt;
Adventure: move north&lt;br /&gt;
Adventure: return to arena&lt;br /&gt;
Adventure: careful move south up/down&lt;br /&gt;
Adventure: careful move north up/down&lt;br /&gt;
Adventure: careful move west up/down&lt;br /&gt;
Adventure: careful move east up/down&lt;br /&gt;
Adventure: move southwest&lt;br /&gt;
Adventure: move northeast&lt;br /&gt;
Adventure: move same square&lt;br /&gt;
Adventure: move southeast&lt;br /&gt;
Adventure: move north/up&lt;br /&gt;
Adventure: careful move up/down&lt;br /&gt;
Adventure: move east/up&lt;br /&gt;
Adventure: move south/up&lt;br /&gt;
Adventure: careful move northeast up/down&lt;br /&gt;
Adventure: careful move northwest up/down&lt;br /&gt;
Adventure: careful move southeast up/down&lt;br /&gt;
Adventure: careful move southwest up/down&lt;br /&gt;
Adventure: move up&lt;br /&gt;
Adventure: move southeast/up&lt;br /&gt;
Adventure: move south/down&lt;br /&gt;
Adventure: move north/down&lt;br /&gt;
Adventure: move northwest/up&lt;br /&gt;
Adventure: move west/up&lt;br /&gt;
Adventure: move southwest/up&lt;br /&gt;
Adventure: move northeast/up&lt;br /&gt;
Adventure: Inv. Draw Weapon&lt;br /&gt;
Adventure: Freshest Track&lt;br /&gt;
Adventure: Hold/Hang (Climb)&lt;br /&gt;
Adventure: Jump&lt;br /&gt;
Adventure: Display Strongest Odor&lt;br /&gt;
Adventure: Describe Odor&lt;br /&gt;
Adventure: Display Tracks&lt;br /&gt;
Adventure: Yield&lt;br /&gt;
Adventure: Assume Identity, Profession&lt;br /&gt;
Adventure: Assume Identity, Origin&lt;br /&gt;
Adventure: Inv. Interact&lt;br /&gt;
Adventure: Assume Identity, Worship&lt;br /&gt;
Adventure: Assume Identity, New&lt;br /&gt;
Adventure: Talk&lt;br /&gt;
Adventure: Assume Identity, Name&lt;br /&gt;
Adventure: Assume Identity, None&lt;br /&gt;
Adventure: Misc. Action, Compose&lt;br /&gt;
Adventure: Misc. Action, Power&lt;br /&gt;
Adventure: Construction&lt;br /&gt;
Adventure: Misc. Action, Write&lt;br /&gt;
Adventure: Misc. Action, Create&lt;br /&gt;
Adventure: Misc. Action&lt;br /&gt;
Adventure: Misc. Action, Ability&lt;br /&gt;
Adventure: Misc. Action, Butcher&lt;br /&gt;
Adventure: Construction, Zone Flow&lt;br /&gt;
Adventure: Construction, Zone Rect&lt;br /&gt;
Adventure: Construction, Stair Up/down&lt;br /&gt;
Adventure: Construction, Remove Zone Rect&lt;br /&gt;
Adventure: Construction, Edit Zone&lt;br /&gt;
Adventure: Construction, New Zone&lt;br /&gt;
Adventure: Construction, Delete Zone&lt;br /&gt;
Adventure: Construction, Assign Zone&lt;br /&gt;
World: Center on Fort&lt;br /&gt;
World: Raid&lt;br /&gt;
World: Rescue Person&lt;br /&gt;
World: Remove Mission&lt;br /&gt;
Image Creator: Filter&lt;br /&gt;
Customize Unit, Profession&lt;br /&gt;
Image Creator: Done&lt;br /&gt;
Image Creator: Name&lt;br /&gt;
World: Artifacts&lt;br /&gt;
World: People&lt;br /&gt;
Adventure: Clear announcements&lt;br /&gt;
World: Civilizations&lt;br /&gt;
World: World Map&lt;br /&gt;
World: Recover Artifact&lt;br /&gt;
World: News and Rumors&lt;br /&gt;
World: Missions&lt;br /&gt;
Adventure: Wait One Instant&lt;br /&gt;
Adventure: Wait Ten Instants&lt;br /&gt;
Adventure: Attack, Confirm&lt;br /&gt;
Adventure: Attack&lt;br /&gt;
Adventure: Sleep, Sleep&lt;br /&gt;
Adventure: Sleep&lt;br /&gt;
Adventure: Sleep, Dawn&lt;br /&gt;
Adventure: Sleep, Wait&lt;br /&gt;
Adventure: Attack, Multi&lt;br /&gt;
Adventure: Attack, Charge&lt;br /&gt;
Adventure: Search&lt;br /&gt;
Adventure: Look&lt;br /&gt;
Adventure: Attack, Heavy&lt;br /&gt;
Adventure: Attack, Quick&lt;br /&gt;
Adventure: Attack, Precise&lt;br /&gt;
Adventure: Attack, Wild&lt;br /&gt;
Option 1&lt;br /&gt;
Adventure: Change Stance&lt;br /&gt;
Option 3&lt;br /&gt;
Option 2&lt;br /&gt;
Adventure: Get Date&lt;br /&gt;
Adventure: Travel, Hide Instructions&lt;br /&gt;
Adventure: Get Temperature&lt;br /&gt;
Adventure: Get Weather&lt;br /&gt;
Option 9&lt;br /&gt;
Option 8&lt;br /&gt;
Option 11&lt;br /&gt;
Option 10&lt;br /&gt;
Option 5&lt;br /&gt;
Option 4&lt;br /&gt;
Option 7&lt;br /&gt;
Option 6&lt;br /&gt;
Option 17&lt;br /&gt;
Option 16&lt;br /&gt;
Option 19&lt;br /&gt;
Option 18&lt;br /&gt;
Option 13&lt;br /&gt;
Option 12&lt;br /&gt;
Option 15&lt;br /&gt;
Option 14&lt;br /&gt;
Secondary Option 5&lt;br /&gt;
Secondary Option 4&lt;br /&gt;
Secondary Option 7&lt;br /&gt;
Secondary Option 6&lt;br /&gt;
Secondary Option 1&lt;br /&gt;
Option 20&lt;br /&gt;
Secondary Option 3&lt;br /&gt;
Secondary Option 2&lt;br /&gt;
Adventure: Construction, Zones&lt;br /&gt;
Adventure: Construction, Buildings&lt;br /&gt;
Adventure: Construction, Name Site&lt;br /&gt;
Adventure: Construction, Work Menu&lt;br /&gt;
Adventure: Construction, Remove Existing&lt;br /&gt;
Adventure: Construction, Remove Plans&lt;br /&gt;
Adventure: Construction, Constructions&lt;br /&gt;
Adventure: Construction, Material&lt;br /&gt;
Adventure: Inv. Wear&lt;br /&gt;
Adventure: Inv. Remove&lt;br /&gt;
Adventure: Inv. Put In&lt;br /&gt;
Adventure: Inv. Eat/Drink&lt;br /&gt;
Adventure: Construction, Start&lt;br /&gt;
Adventure: Construction, You Work&lt;br /&gt;
Adventure: Inv. Look&lt;br /&gt;
Adventure: Compose, Filter&lt;br /&gt;
Adventure: Combat Options&lt;br /&gt;
Adventure: Announcements&lt;br /&gt;
Adventure: Movement Options, Swim&lt;br /&gt;
Adventure: Movement Options&lt;br /&gt;
Adventure: Get/Ground&lt;br /&gt;
Adventure: Inv. Drop&lt;br /&gt;
Adventure: Fire&lt;br /&gt;
Adventure: Throw&lt;br /&gt;
Adventure: Travel&lt;br /&gt;
Adventure: Building Interact&lt;br /&gt;
Adventure: Travel, Map&lt;br /&gt;
Adventure: Travel, Sleep&lt;br /&gt;
Adventure: Speed and Sneaking Options&lt;br /&gt;
Adventure: Sneak&lt;br /&gt;
Adventure: Companions&lt;br /&gt;
Adventure: Center&lt;br /&gt;
Hotkey: Glass Vial&lt;br /&gt;
Hotkey: Glass Blocks&lt;br /&gt;
Hotkey: Glass Window&lt;br /&gt;
Hotkey: Glass Weaponrack&lt;br /&gt;
Hotkey: Glass Table&lt;br /&gt;
Hotkey: Glass Statue&lt;br /&gt;
Hotkey: Glass Chair&lt;br /&gt;
Hotkey: Glass Cage&lt;br /&gt;
Hotkey: Carpenter, Bucket&lt;br /&gt;
Hotkey: Carpenter, Blocks&lt;br /&gt;
Hotkey: Carpenter, Cage&lt;br /&gt;
Hotkey: Carpenter, Animal Trap&lt;br /&gt;
Hotkey: Ashery, Potash (Lye)&lt;br /&gt;
Hotkey: Ashery, Lye&lt;br /&gt;
Hotkey: Carpenter, Barrel&lt;br /&gt;
Hotkey: Ashery, Potash (Ash)&lt;br /&gt;
Hotkey: Carpenter, Floodgate&lt;br /&gt;
Hotkey: Carpenter, Door&lt;br /&gt;
Hotkey: Carpenter, Grate&lt;br /&gt;
Hotkey: Carpenter, Hatch Cover&lt;br /&gt;
Hotkey: Carpenter, Bed&lt;br /&gt;
Hotkey: Carpenter, Armorstand&lt;br /&gt;
Hotkey: Carpenter, Coffin&lt;br /&gt;
Hotkey: Carpenter, Chair&lt;br /&gt;
Hotkey: Siege Shop, Ballista&lt;br /&gt;
Hotkey: Carpenter, Table&lt;br /&gt;
Hotkey: Leather, Bag&lt;br /&gt;
Hotkey: Siege Shop, Catapult&lt;br /&gt;
Hotkey: Carpenter, Bin&lt;br /&gt;
Hotkey: Carpenter, Cabinet&lt;br /&gt;
Hotkey: Carpenter, Weaponrack&lt;br /&gt;
Hotkey: Carpenter, Box&lt;br /&gt;
Secondary Option 13&lt;br /&gt;
Secondary Option 12&lt;br /&gt;
Secondary Option 15&lt;br /&gt;
Secondary Option 14&lt;br /&gt;
Secondary Option 9&lt;br /&gt;
Secondary Option 8&lt;br /&gt;
Secondary Option 11&lt;br /&gt;
Secondary Option 10&lt;br /&gt;
Hotkey: Make Ash&lt;br /&gt;
Secondary Option 20&lt;br /&gt;
Hotkey: Melt Object&lt;br /&gt;
Hotkey: Make Charcoal&lt;br /&gt;
Secondary Option 17&lt;br /&gt;
Secondary Option 16&lt;br /&gt;
Secondary Option 19&lt;br /&gt;
Secondary Option 18&lt;br /&gt;
Hotkey: Raw Glass&lt;br /&gt;
Hotkey: Collect Clay&lt;br /&gt;
Hotkey: Glass Box&lt;br /&gt;
Hotkey: Glass Armorstand&lt;br /&gt;
Hotkey: Clear Glass&lt;br /&gt;
Hotkey: Green Glass&lt;br /&gt;
Hotkey: Collect Sand&lt;br /&gt;
Hotkey: Crystal Glass&lt;br /&gt;
Hotkey: Glass Goblet&lt;br /&gt;
Hotkey: Glass Grate&lt;br /&gt;
Hotkey: Glass Portal&lt;br /&gt;
Hotkey: Glass Toy&lt;br /&gt;
Hotkey: Glass Coffin&lt;br /&gt;
Hotkey: Glass Cabinet&lt;br /&gt;
Hotkey: Glass Hatch Cover&lt;br /&gt;
Hotkey: Glass Floodgate&lt;br /&gt;
Hotkey: Crafts, Mat Toy&lt;br /&gt;
Hotkey: Crafts, Mat Goblet&lt;br /&gt;
Hotkey: Forge, Armor&lt;br /&gt;
Hotkey: Forge, Weapon&lt;br /&gt;
Hotkey: Crafts, Leather&lt;br /&gt;
Hotkey: Crafts, Bone&lt;br /&gt;
Hotkey: Crafts, Mat Crafts&lt;br /&gt;
Hotkey: Crafts, Slab&lt;br /&gt;
Hotkey: Building, Armorstand&lt;br /&gt;
Hotkey: Forge, Metal Clothing&lt;br /&gt;
Hotkey: Building, Traction Bench&lt;br /&gt;
Hotkey: Building, Bed&lt;br /&gt;
Hotkey: Forge, Siege&lt;br /&gt;
Hotkey: Forge, Furniture&lt;br /&gt;
Hotkey: Forge, Other&lt;br /&gt;
Hotkey: Forge, Trap&lt;br /&gt;
Hotkey: Building, Chair&lt;br /&gt;
Hotkey: Building, Display Furniture&lt;br /&gt;
Hotkey: Building, Door&lt;br /&gt;
Hotkey: Building, Coffin&lt;br /&gt;
Hotkey: Building, Nest Box&lt;br /&gt;
Hotkey: Building, Slab&lt;br /&gt;
Hotkey: Building, Hive&lt;br /&gt;
Hotkey: Building, Bookcase&lt;br /&gt;
Hotkey: Building, Floor Bars&lt;br /&gt;
Hotkey: Building, Vertical Bars&lt;br /&gt;
Hotkey: Building, Chest&lt;br /&gt;
Hotkey: Building, Cabinet&lt;br /&gt;
Hotkey: Building, Hatch&lt;br /&gt;
Hotkey: Building, Floodgate&lt;br /&gt;
Hotkey: Building, Floor Grate&lt;br /&gt;
Hotkey: Building, Wall Grate&lt;br /&gt;
Hotkey: Leather, Image&lt;br /&gt;
Hotkey: Leather, Quiver&lt;br /&gt;
Hotkey: Clothes, Silk&lt;br /&gt;
Hotkey: Clothes, Cloth&lt;br /&gt;
Hotkey: Leather, Shirt&lt;br /&gt;
Hotkey: Leather, Flask&lt;br /&gt;
Hotkey: Leather, Backpack&lt;br /&gt;
Hotkey: Leather, Cloak&lt;br /&gt;
Hotkey: Clothes, Image&lt;br /&gt;
Hotkey: Clothes, Rope&lt;br /&gt;
Hotkey: Crafts, Mat Wood&lt;br /&gt;
Hotkey: Crafts, Mat Stone&lt;br /&gt;
Hotkey: Clothes, Shirt&lt;br /&gt;
Hotkey: Clothes, Yarn&lt;br /&gt;
Hotkey: Clothes, Box&lt;br /&gt;
Hotkey: Clothes, Cloak&lt;br /&gt;
Hotkey: Crafts, Totem&lt;br /&gt;
Hotkey: Crafts, Dec Pearl&lt;br /&gt;
Hotkey: Crafts, Silk&lt;br /&gt;
Hotkey: Crafts, Cloth&lt;br /&gt;
Hotkey: Crafts, Dec Shell&lt;br /&gt;
Hotkey: Crafts, Dec Bone&lt;br /&gt;
Hotkey: Crafts, Dec Horn&lt;br /&gt;
Hotkey: Crafts, Dec Tooth&lt;br /&gt;
Hotkey: Crafts, Tooth&lt;br /&gt;
Hotkey: Crafts, Shell&lt;br /&gt;
Hotkey: Crafts, Pearl&lt;br /&gt;
Hotkey: Crafts, Horn&lt;br /&gt;
Hotkey: Crafts, Wood Material&lt;br /&gt;
Hotkey: Crafts, Yarn&lt;br /&gt;
Hotkey: Crafts, Shell Material&lt;br /&gt;
Hotkey: Crafts, Bone Material&lt;br /&gt;
Hotkey: Building, Trap, Cage&lt;br /&gt;
Hotkey: Building, Trap, Trigger&lt;br /&gt;
Hotkey: Building, Wall/Floor/Stairs&lt;br /&gt;
Hotkey: Building, Trap, Upright Spear/Spike&lt;br /&gt;
Hotkey: Building, Trap, Stone&lt;br /&gt;
Hotkey: Building, Siege, Catapult&lt;br /&gt;
Hotkey: Building, Trap, Lever&lt;br /&gt;
Hotkey: Building, Trap, Weapon&lt;br /&gt;
Hotkey: Building, Construction, Downward Stair&lt;br /&gt;
Hotkey: Building, Construction, Upward Stair&lt;br /&gt;
Hotkey: Building, Construction, Track&lt;br /&gt;
Hotkey: Building, Construction, Up/Down Stair&lt;br /&gt;
Hotkey: Building, Construction, Wall&lt;br /&gt;
Hotkey: Building, Construction, Fortification&lt;br /&gt;
Hotkey: Building, Construction, Ramp&lt;br /&gt;
Hotkey: Building, Construction, Floor&lt;br /&gt;
Hotkey: Building, Wksp, Clothes&lt;br /&gt;
Hotkey: Building, Wksp, Loom&lt;br /&gt;
Hotkey: Building, Wksp, Carpenter&lt;br /&gt;
Hotkey: Building, Wksp, Bowyer&lt;br /&gt;
Hotkey: Building, Wksp, Leather&lt;br /&gt;
Hotkey: Building, Construction, Track Stop&lt;br /&gt;
Hotkey: Building, Wksp, Millstone&lt;br /&gt;
Hotkey: Building, Wksp, Quern&lt;br /&gt;
Hotkey: Building, Wksp, Tanner&lt;br /&gt;
Hotkey: Building, Wksp, Butcher&lt;br /&gt;
Hotkey: Building, Wksp, Craftsman&lt;br /&gt;
Hotkey: Building, Wksp, Dyer&lt;br /&gt;
Hotkey: Building, Wksp, Lavamill&lt;br /&gt;
Hotkey: Building, Wksp, Metalsmith&lt;br /&gt;
Hotkey: Building, Wksp, Mason&lt;br /&gt;
Hotkey: Building, Wksp, Jeweler&lt;br /&gt;
Hotkey: Building, Dirt Road&lt;br /&gt;
Hotkey: Building, Table&lt;br /&gt;
Hotkey: Building, Bridge&lt;br /&gt;
Hotkey: Building, Paved Road&lt;br /&gt;
Hotkey: Building, Farm Plot&lt;br /&gt;
Hotkey: Building, Kennel&lt;br /&gt;
Hotkey: Building, Statue&lt;br /&gt;
Hotkey: Building, Weaponrack&lt;br /&gt;
Hotkey: Building, Gem Window&lt;br /&gt;
Hotkey: Building, Glass Window&lt;br /&gt;
Hotkey: Building, Animal Trap&lt;br /&gt;
Hotkey: Building, Shop&lt;br /&gt;
Hotkey: Building, Siege&lt;br /&gt;
Hotkey: Building, Well&lt;br /&gt;
Hotkey: Building, Furnace&lt;br /&gt;
Hotkey: Building, Workshop&lt;br /&gt;
Hotkey: Building, Instrument&lt;br /&gt;
Hotkey: Building, Machine Component&lt;br /&gt;
Hotkey: Building, Archery Target&lt;br /&gt;
Hotkey: Building, Support&lt;br /&gt;
Hotkey: Building, Cage&lt;br /&gt;
Hotkey: Building, Chain&lt;br /&gt;
Hotkey: Building, Trap&lt;br /&gt;
Hotkey: Building, Trade Depot&lt;br /&gt;
Hotkey: Building, Machine Component, Vertical Axle&lt;br /&gt;
Hotkey: Building, Machine Component, Horizontal Axle&lt;br /&gt;
Hotkey: Building, Siege, Ballista&lt;br /&gt;
Hotkey: Building, Machine Component, Rollers&lt;br /&gt;
Hotkey: Building, Machine Component, Water Wheel&lt;br /&gt;
Hotkey: Building, Machine Component, Screw Pump&lt;br /&gt;
Hotkey: Building, Machine Component, Gear Assembly&lt;br /&gt;
Hotkey: Building, Machine Component, Windmill&lt;br /&gt;
Main: Place Building&lt;br /&gt;
Main: Reports&lt;br /&gt;
Main: Designations&lt;br /&gt;
Main: Civilizations&lt;br /&gt;
Hot Keys: Change Name&lt;br /&gt;
Main: Hot Key 16&lt;br /&gt;
Main: Announcements&lt;br /&gt;
Hot Keys: Zoom&lt;br /&gt;
Main: Military&lt;br /&gt;
Main: Locations&lt;br /&gt;
Main: Military, Disband Squad&lt;br /&gt;
Main: Military, Create Squad&lt;br /&gt;
Main: Nobles&lt;br /&gt;
Main: Artifacts&lt;br /&gt;
Main: Petitions&lt;br /&gt;
Main: Standing Orders&lt;br /&gt;
Main: Military, Alerts, Delete&lt;br /&gt;
Main: Military, Alerts, Add&lt;br /&gt;
Main: Military, Alerts, Name&lt;br /&gt;
Main: Military, Alerts, Set&lt;br /&gt;
Main: Military, Cancel Orders&lt;br /&gt;
Main: Military, Create Sub-Squad&lt;br /&gt;
Main: Military, Alerts&lt;br /&gt;
Main: Military, Positions&lt;br /&gt;
Main: Military, Uniforms&lt;br /&gt;
Main: Military, Equip, Priority&lt;br /&gt;
Main: Military, Supplies, Water Down&lt;br /&gt;
Main: Military, Supplies&lt;br /&gt;
Main: Military, Equip&lt;br /&gt;
Main: Military, Alerts, Set/Retain&lt;br /&gt;
Main: Military, Equip, Uniform&lt;br /&gt;
Main: Military, Equip, Customize&lt;br /&gt;
Hotkey: Building, Wksp, Fishery&lt;br /&gt;
Hotkey: Building, Wksp, Kitchen&lt;br /&gt;
Hotkey: Building, Furn, Wood&lt;br /&gt;
Hotkey: Building, Wksp, Ashery&lt;br /&gt;
Hotkey: Building, Wksp, Mechanic&lt;br /&gt;
Hotkey: Building, Wksp, Siege&lt;br /&gt;
Hotkey: Building, Wksp, Farmer&lt;br /&gt;
Hotkey: Building, Wksp, Still&lt;br /&gt;
Main: One-Step&lt;br /&gt;
Hotkey: Building, Hive, Gather Products&lt;br /&gt;
Depot Access&lt;br /&gt;
Main: Pause/Resume&lt;br /&gt;
Hotkey: Building, Furn, Glass&lt;br /&gt;
Hotkey: Building, Furn, Smelter&lt;br /&gt;
Hotkey: Building, Hive, Install Colony&lt;br /&gt;
Hotkey: Building, Furn, Kiln&lt;br /&gt;
Main: Hot Key 5&lt;br /&gt;
Main: Hot Key 4&lt;br /&gt;
Main: Hot Key 7&lt;br /&gt;
Main: Hot Key 6&lt;br /&gt;
Main: Hot Key 1&lt;br /&gt;
Main: Hot Keys&lt;br /&gt;
Main: Hot Key 3&lt;br /&gt;
Main: Hot Key 2&lt;br /&gt;
Main: Hot Key 13&lt;br /&gt;
Main: Hot Key 12&lt;br /&gt;
Main: Hot Key 15&lt;br /&gt;
Main: Hot Key 14&lt;br /&gt;
Main: Hot Key 9&lt;br /&gt;
Main: Hot Key 8&lt;br /&gt;
Main: Hot Key 11&lt;br /&gt;
Main: Hot Key 10&lt;br /&gt;
Location: Inn/Tavern&lt;br /&gt;
Location: Retire&lt;br /&gt;
Location: Library&lt;br /&gt;
Location: Temple&lt;br /&gt;
Recenter on Lever&lt;br /&gt;
Building List: Zoom Q&lt;br /&gt;
Location: New&lt;br /&gt;
Assign Location&lt;br /&gt;
Location: Set Number 2&lt;br /&gt;
Location: Set Number 1&lt;br /&gt;
Main: Control Squads, Move&lt;br /&gt;
Main: Control Squads&lt;br /&gt;
Location: Rename&lt;br /&gt;
Location: Main Hall&lt;br /&gt;
Location: Restriction&lt;br /&gt;
Location: Details&lt;br /&gt;
Main: Control Squads, Alert&lt;br /&gt;
Main: Control Squads, Cancel Order&lt;br /&gt;
Main: Control Squads, Center&lt;br /&gt;
Main: Control Squads, Select Individuals&lt;br /&gt;
Main: Control Squads, Kill List&lt;br /&gt;
Main: Control Squads, Kill&lt;br /&gt;
Main: Control Squads, Schedule&lt;br /&gt;
Main: Control Squads, Kill Rect&lt;br /&gt;
Squad Schedule: Copy Orders&lt;br /&gt;
Squad Schedule: Cancel Order&lt;br /&gt;
Squad Schedule: Name Grid Cell&lt;br /&gt;
Squad Schedule: Paste Orders&lt;br /&gt;
Squad Schedule: Civilian Uniform&lt;br /&gt;
Squad Schedule: Sleep&lt;br /&gt;
Squad Schedule: Edit Order&lt;br /&gt;
Squad Schedule: Give Order&lt;br /&gt;
Main: Military, Ammunition, Remove Item&lt;br /&gt;
Main: Military, Ammunition, Add Item&lt;br /&gt;
Main: Military, Ammunition, Raise Amount&lt;br /&gt;
Main: Military, Ammunition, Lower Amount&lt;br /&gt;
Main: Military, Supplies, Food Down&lt;br /&gt;
Main: Military, Supplies, Water Up&lt;br /&gt;
Main: Military, Ammunition&lt;br /&gt;
Main: Military, Supplies, Food Up&lt;br /&gt;
Main: Military, Training&lt;br /&gt;
Main: Military, Ammunition, Training&lt;br /&gt;
Main: Military, Add Uniform&lt;br /&gt;
Main: Military, Schedule&lt;br /&gt;
Main: Military, Ammunition, Raise Amount Lots&lt;br /&gt;
Main: Military, Ammunition, Lower Amount Lots&lt;br /&gt;
Main: Military, Ammunition, Combat&lt;br /&gt;
Main: Military, Ammunition, Material&lt;br /&gt;
Main: Military, Add Helm&lt;br /&gt;
Main: Military, Add Pants&lt;br /&gt;
Main: Military, Add Boots&lt;br /&gt;
Main: Military, Add Gloves&lt;br /&gt;
Main: Military, Name Uniform&lt;br /&gt;
Main: Military, Delete Uniform&lt;br /&gt;
Main: Military, Add Armor&lt;br /&gt;
Main: Military, Name Squad&lt;br /&gt;
Main: Military, Exact Match&lt;br /&gt;
Main: Military, Replace Clothing&lt;br /&gt;
Building List: Zoom T&lt;br /&gt;
Main: Rooms&lt;br /&gt;
Main: Military, Add Weapon&lt;br /&gt;
Main: Military, Add Shield&lt;br /&gt;
Main: Military, Add Color&lt;br /&gt;
Main: Military, Add Material&lt;br /&gt;
Main: Burrows, Brush&lt;br /&gt;
Main: Burrows, Change Selector&lt;br /&gt;
Main: Note&lt;br /&gt;
Main: Burrows, Paint/Erase&lt;br /&gt;
Main: Burrows, Limit Workshops&lt;br /&gt;
Main: Burrows, Add Citizen&lt;br /&gt;
Main: Burrows, Name&lt;br /&gt;
Main: Burrows, Center&lt;br /&gt;
Main: Note, Change Selection&lt;br /&gt;
Main: Note, Adopt Symbol&lt;br /&gt;
Main: Note, Routes&lt;br /&gt;
Main: Note, Route, Done&lt;br /&gt;
Main: Note, Delete&lt;br /&gt;
Main: Note, Place&lt;br /&gt;
Main: Note, Enter Text&lt;br /&gt;
Main: Note, Enter Name&lt;br /&gt;
Main: Building Jobs&lt;br /&gt;
Main: Note, Route, Name&lt;br /&gt;
Main: Status, Overall Health, Recenter&lt;br /&gt;
Main: Overall Status&lt;br /&gt;
Main: Note, Route, Edit&lt;br /&gt;
Main: Note, Route, Add&lt;br /&gt;
Main: Note, Route, Center&lt;br /&gt;
Main: Note, Route, Delete&lt;br /&gt;
Dwf Look: Forbid&lt;br /&gt;
Building Items: Hide&lt;br /&gt;
Dwf Look: Melt&lt;br /&gt;
Dwf Look: Dump&lt;br /&gt;
Building Items: Forbid&lt;br /&gt;
Main: Building Items&lt;br /&gt;
Building Items: Melt&lt;br /&gt;
Building Items: Dump&lt;br /&gt;
Main: Look&lt;br /&gt;
Main: Unit List&lt;br /&gt;
Main: Hauling, New Route&lt;br /&gt;
Main: Hauling&lt;br /&gt;
Main: Activity Zone&lt;br /&gt;
Main: Stockpiles&lt;br /&gt;
Main: Job List&lt;br /&gt;
Main: View Units&lt;br /&gt;
Main: Hauling, Stop, New Leave Condition&lt;br /&gt;
Main: Hauling, Name&lt;br /&gt;
Main: Hauling, Stop, Remove&lt;br /&gt;
Main: Hauling, Stop, New Stockpile Link&lt;br /&gt;
Main: Hauling, Remove&lt;br /&gt;
Main: Hauling, New Stop&lt;br /&gt;
Main: Hauling, Vehicle&lt;br /&gt;
Main: Hauling, Promote&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, Timer Down&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, Timer Up&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, Fullness Down&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, Fullness Up&lt;br /&gt;
Main: Hauling, Stop, Stockpile, Take/Give&lt;br /&gt;
Main: Hauling, Stop, Stockpile, Select&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, Mode&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, Dir&lt;br /&gt;
Main: Burrows, Add&lt;br /&gt;
Main: Burrows&lt;br /&gt;
Main: Burrows, Define&lt;br /&gt;
Main: Burrows, Delete&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, Desired/Total&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, More/Less&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, Advanced&lt;br /&gt;
Main: Hauling, Stop, Leave Condition, Change&lt;br /&gt;
Adventure: Log, Tasks&lt;br /&gt;
Adventure: Travel, Log&lt;br /&gt;
Adventure: Log, Sites&lt;br /&gt;
Adventure: Log, Entities&lt;br /&gt;
Adventure: Travel, Visit Site&lt;br /&gt;
Adventure: Creation, Change Gender&lt;br /&gt;
Adventure: Log&lt;br /&gt;
Adventure: Travel, Clouds&lt;br /&gt;
Adventure: Log, Bestiary&lt;br /&gt;
Adventure: Log, Events&lt;br /&gt;
Adventure: Log, Filter&lt;br /&gt;
Adventure: Log, Artifacts&lt;br /&gt;
Adventure: Log, Feature Layers&lt;br /&gt;
Adventure: Log, Regions&lt;br /&gt;
Adventure: Log, Agreements&lt;br /&gt;
Adventure: Log, People&lt;br /&gt;
Orders: Forbid Projectiles&lt;br /&gt;
Orders: Forbid&lt;br /&gt;
Orders: Forbid Your Items&lt;br /&gt;
Orders: Forbid Your Corpse&lt;br /&gt;
Adventure: Log, Zoom to Selected&lt;br /&gt;
Adventure: Log, Zoom to Current Location&lt;br /&gt;
Adventure: Log, Toggle Map/Info&lt;br /&gt;
Adventure: Log, Toggle Line&lt;br /&gt;
Orders: Dump Corpse&lt;br /&gt;
Orders: Gather Outside Vermin&lt;br /&gt;
Orders: Dump Skin&lt;br /&gt;
Orders: Dump Skull&lt;br /&gt;
Orders: Forbid Other Items&lt;br /&gt;
Orders: Forbid Other Corpse&lt;br /&gt;
Orders: Gather Outside&lt;br /&gt;
Orders: Gather Refuse&lt;br /&gt;
Dwf Look: Arena Magma&lt;br /&gt;
Dwf Look: Arena Water&lt;br /&gt;
Arena Creature: Side Up&lt;br /&gt;
Arena Creature: Side Down&lt;br /&gt;
Dwf Look: Follow&lt;br /&gt;
Dwf Look: Hide&lt;br /&gt;
Dwf Look: Arena Adv Mode&lt;br /&gt;
Dwf Look: Arena Creature&lt;br /&gt;
Arena Conflict State 1&lt;br /&gt;
Arena Creature: String&lt;br /&gt;
Arena Morale&lt;br /&gt;
Arena Conflict State 2&lt;br /&gt;
Arena Creature: Blank List&lt;br /&gt;
Arena Creature: New Item&lt;br /&gt;
Arena Creature: Undead&lt;br /&gt;
Arena Creature: Remove Item&lt;br /&gt;
Arena Tree: Filter&lt;br /&gt;
Dwf Look: Arena Tree&lt;br /&gt;
Dwf Look: Arena Mount&lt;br /&gt;
Arena Tree: Age&lt;br /&gt;
Arena Weather: Snow&lt;br /&gt;
Arena Weather&lt;br /&gt;
Arena Weather: Clear Spatter&lt;br /&gt;
Arena Weather: Mud&lt;br /&gt;
Adventure: Creation, Random Personality&lt;br /&gt;
Adventure: Creation, Full Random Appearance&lt;br /&gt;
Adventure: Creation, Change Dream/Goal&lt;br /&gt;
Adventure: Creation, Custom Personality&lt;br /&gt;
Adventure: Creation, Customize Name&lt;br /&gt;
Adventure: Creation, Name Entry&lt;br /&gt;
Adventure: Creation, Random Appearance&lt;br /&gt;
Adventure: Creation, Random Name&lt;br /&gt;
Toggle Zoom&lt;br /&gt;
Zoom Out&lt;br /&gt;
Macro, Break&lt;br /&gt;
Reset Zoom&lt;br /&gt;
Load Bindings&lt;br /&gt;
Save Bindings&lt;br /&gt;
Zoom In&lt;br /&gt;
Complete Binding&lt;br /&gt;
Hotkey: Still, Brew&lt;br /&gt;
Hotkey: Alchemist, Soap&lt;br /&gt;
Hotkey: Loom, Collect Silk&lt;br /&gt;
Hotkey: Still, Extract&lt;br /&gt;
Macro, Play&lt;br /&gt;
Macro, Record&lt;br /&gt;
Macro, Load&lt;br /&gt;
Macro, Save&lt;br /&gt;
Hotkey: Kitchen, Meal 2&lt;br /&gt;
Hotkey: Kitchen, Meal 1&lt;br /&gt;
Hotkey: Kitchen, Render Fat&lt;br /&gt;
Hotkey: Kitchen, Meal 3&lt;br /&gt;
Hotkey: Loom, Weave Silk&lt;br /&gt;
Hotkey: Loom, Weave Cloth&lt;br /&gt;
Hotkey: Loom, Metal&lt;br /&gt;
Hotkey: Loom, Weave Yarn&lt;br /&gt;
Hotkey: Farmer, Milk&lt;br /&gt;
Hotkey: Farmer, Cheese&lt;br /&gt;
Hotkey: Farmer, Spin&lt;br /&gt;
Hotkey: Farmer, Shear&lt;br /&gt;
Hotkey: Farmer, Vial&lt;br /&gt;
Hotkey: Farmer, Process&lt;br /&gt;
Hotkey: Farmer, Barrel&lt;br /&gt;
Hotkey: Farmer, Bag&lt;br /&gt;
Orders: Gather Animals&lt;br /&gt;
Orders: Gather Furniture&lt;br /&gt;
Orders: Gather Bodies&lt;br /&gt;
Orders: Gather Food&lt;br /&gt;
Orders: Dump Shell&lt;br /&gt;
Orders: Dump Bone&lt;br /&gt;
Orders: Dump Strand Tissue&lt;br /&gt;
Orders: Dump Other&lt;br /&gt;
Orders: Mix Foods&lt;br /&gt;
Orders: Piles Same&lt;br /&gt;
Orders: Loom&lt;br /&gt;
Orders: Exceptions&lt;br /&gt;
Orders: Gather Stone&lt;br /&gt;
Orders: Refuse&lt;br /&gt;
Orders: All Harvest&lt;br /&gt;
Orders: Gather Wood&lt;br /&gt;
Orders: Auto-Tan&lt;br /&gt;
Orders: Auto-Butcher&lt;br /&gt;
Orders: Auto-Kitchen&lt;br /&gt;
Orders: Auto-Fishery&lt;br /&gt;
Orders: Workshop&lt;br /&gt;
Orders: Dyed Cloth&lt;br /&gt;
Orders: Auto-Slaughter&lt;br /&gt;
Orders: Auto-Collect Web&lt;br /&gt;
Orders: Zone, Fishing&lt;br /&gt;
Orders: Zone, Drinking&lt;br /&gt;
Menu Confirm&lt;br /&gt;
Suspend Building&lt;br /&gt;
Orders: Auto-Smelter&lt;br /&gt;
Orders: Auto-Kiln&lt;br /&gt;
Orders: Zone&lt;br /&gt;
Orders: Auto-Other&lt;br /&gt;
Hotkey: Trap, Door&lt;br /&gt;
Hotkey: Trap, Gear Assembly&lt;br /&gt;
Hotkey: Trap, Spike&lt;br /&gt;
Hotkey: Trap, Floodgate&lt;br /&gt;
Hotkey: Mason, Weaponrack&lt;br /&gt;
Hotkey: Mason, Table&lt;br /&gt;
Hotkey: Trap, Bridge&lt;br /&gt;
Hotkey: Mason, Slab&lt;br /&gt;
Hotkey: Trap, Support&lt;br /&gt;
Hotkey: Trap, Floor Bars&lt;br /&gt;
Hotkey: Trap, Cage&lt;br /&gt;
Hotkey: Trap, Chain&lt;br /&gt;
Hotkey: Trap, Wall Grate&lt;br /&gt;
Hotkey: Trap, Hatch&lt;br /&gt;
Hotkey: Trap, Vertical Bars&lt;br /&gt;
Hotkey: Trap, Floor Grate&lt;br /&gt;
Buildjob: Now&lt;br /&gt;
Buildjob: Promote&lt;br /&gt;
Buildjob: Suspend&lt;br /&gt;
Buildjob: Repeat&lt;br /&gt;
Hotkey: Trap, Track Stop&lt;br /&gt;
Hotkey: Trap, Lever&lt;br /&gt;
Buildjob: Cancel&lt;br /&gt;
Buildjob: Add&lt;br /&gt;
Buildjob: Target, Free&lt;br /&gt;
Buildjob: Well, Size&lt;br /&gt;
Buildjob: Target, Down&lt;br /&gt;
Buildjob: Target, Size&lt;br /&gt;
Buildjob: Details&lt;br /&gt;
Buildjob: Workshop Profile&lt;br /&gt;
Buildjob: Well, Free&lt;br /&gt;
Buildjob: Details, Filter&lt;br /&gt;
Hotkey: Fishery, Catch&lt;br /&gt;
Hotkey: Fishery, Extract&lt;br /&gt;
Hotkey: Butcher, Extract&lt;br /&gt;
Hotkey: Butcher, Butcher&lt;br /&gt;
Hotkey: Kennel, Catch&lt;br /&gt;
Hotkey: Mill, Mill&lt;br /&gt;
Hotkey: Fishery, Process&lt;br /&gt;
Hotkey: Kennel, Tame Small&lt;br /&gt;
Hotkey: Jeweler, Finished&lt;br /&gt;
Hotkey: Jeweler, Furniture&lt;br /&gt;
Hotkey: Jeweler, Cut&lt;br /&gt;
Hotkey: Jeweler, Ammo&lt;br /&gt;
Hotkey: Tanner, Tan&lt;br /&gt;
Hotkey: Butcher, Catch&lt;br /&gt;
Hotkey: Dyer, Cloth&lt;br /&gt;
Hotkey: Dyer, Thread&lt;br /&gt;
Hotkey: Mason, Chair&lt;br /&gt;
Hotkey: Mason, Blocks&lt;br /&gt;
Hotkey: Mason, Door&lt;br /&gt;
Hotkey: Mason, Coffin&lt;br /&gt;
Hotkey: Mechanic, Mechanisms&lt;br /&gt;
Hotkey: Jeweler, Encrust&lt;br /&gt;
Hotkey: Mason, Armorstand&lt;br /&gt;
Hotkey: Mechanic, Traction Bench&lt;br /&gt;
Hotkey: Mason, Statue&lt;br /&gt;
Hotkey: Mason, Box&lt;br /&gt;
Hotkey: Mason, Millstone&lt;br /&gt;
Hotkey: Mason, Quern&lt;br /&gt;
Hotkey: Mason, Hatch Cover&lt;br /&gt;
Hotkey: Mason, Floodgate&lt;br /&gt;
Hotkey: Mason, Cabinet&lt;br /&gt;
Hotkey: Mason, Grate&lt;br /&gt;
Buildjob: Bed, Barracks&lt;br /&gt;
Buildjob: Bed, Free&lt;br /&gt;
Buildjob: Bed, Rent&lt;br /&gt;
Buildjob: Bed, Dormitory&lt;br /&gt;
Buildjob: Table, Free&lt;br /&gt;
Buildjob: Table, Hall&lt;br /&gt;
Buildjob: Bed, Assign&lt;br /&gt;
Buildjob: Table, Size&lt;br /&gt;
Buildjob: Bed, Squad Eq&lt;br /&gt;
Buildjob: Bed, Indiv Eq&lt;br /&gt;
Buildjob: Depot, Bring&lt;br /&gt;
Buildjob: Bed, Position&lt;br /&gt;
Buildjob: Bed, Name&lt;br /&gt;
Buildjob: Bed, Size&lt;br /&gt;
Buildjob: Bed, Train&lt;br /&gt;
Buildjob: Bed, Sleep&lt;br /&gt;
Buildjob: Animal Trap, Fish Bait&lt;br /&gt;
Buildjob: Animal Trap, Meat Bait&lt;br /&gt;
Buildjob: Farm, Fallow&lt;br /&gt;
Buildjob: Animal Trap, Gem Bait&lt;br /&gt;
Buildjob: Depot, Request Trader&lt;br /&gt;
Buildjob: Depot, Trade&lt;br /&gt;
Buildjob: Animal Trap, No Bait&lt;br /&gt;
Buildjob: Depot, Broker Only&lt;br /&gt;
Buildjob: Farm, Winter&lt;br /&gt;
Buildjob: Farm, Autumn&lt;br /&gt;
Buildjob: Stockpile, Link/Anywhere&lt;br /&gt;
Buildjob: Stockpile, Master&lt;br /&gt;
Buildjob: Farm, Seas Fert&lt;br /&gt;
Buildjob: Farm, Fertilize&lt;br /&gt;
Buildjob: Farm, Summer&lt;br /&gt;
Buildjob: Farm, Spring&lt;br /&gt;
Buildjob: Statue, Size&lt;br /&gt;
Buildjob: Statue, Free&lt;br /&gt;
Buildjob: Cage, Free&lt;br /&gt;
Buildjob: Cage, Justice&lt;br /&gt;
Buildjob: Target, Right&lt;br /&gt;
Buildjob: Target, Up&lt;br /&gt;
Buildjob: Statue, Assign&lt;br /&gt;
Buildjob: Target, Left&lt;br /&gt;
Buildjob: Chain, Justice&lt;br /&gt;
Buildjob: Chain, Assign Occ&lt;br /&gt;
Buildjob: Chain, Free&lt;br /&gt;
Buildjob: Chain, Assign Owner&lt;br /&gt;
Buildjob: Cage, Assign Occ&lt;br /&gt;
Buildjob: Cage, Size&lt;br /&gt;
Buildjob: Cage, Assign Owner&lt;br /&gt;
Buildjob: Cage, Water&lt;br /&gt;
Buildjob: Door, Pet-passable&lt;br /&gt;
Buildjob: Door, Forbid&lt;br /&gt;
Buildjob: Coffin, Free&lt;br /&gt;
Buildjob: Coffin, Assign&lt;br /&gt;
Buildjob: Siege, Fire&lt;br /&gt;
Buildjob: Chain, Size&lt;br /&gt;
Buildjob: Door, Internal&lt;br /&gt;
Buildjob: Siege, Orient&lt;br /&gt;
Buildjob: Chair, Free&lt;br /&gt;
Buildjob: Chair, Assign&lt;br /&gt;
Buildjob: Table, Assign&lt;br /&gt;
Buildjob: Chair, Size&lt;br /&gt;
Buildjob: Coffin, Gen. Burial&lt;br /&gt;
Buildjob: Coffin, Size&lt;br /&gt;
Buildjob: Coffin, Allow Pets&lt;br /&gt;
Buildjob: Coffin, Allow Citizens&lt;br /&gt;
Buildjob: Display Furniture, Cancel&lt;br /&gt;
Buildjob: Display Furniture, Set&lt;br /&gt;
Stockpile Settings: Disable&lt;br /&gt;
Stockpile Settings: Enable&lt;br /&gt;
Buildjob: Rackstand, No Items&lt;br /&gt;
Buildjob: Rackstand, All Items&lt;br /&gt;
Buildjob: Rackstand, No Mats&lt;br /&gt;
Buildjob: Rackstand, All Mats&lt;br /&gt;
Stockpile Settings: Specific 2&lt;br /&gt;
Stockpile Settings: Specific 1&lt;br /&gt;
Movie: Play&lt;br /&gt;
Movie: Record&lt;br /&gt;
Stockpile Settings: Forbid All&lt;br /&gt;
Stockpile Settings: Permit All&lt;br /&gt;
Stockpile Settings: Forbit Sub&lt;br /&gt;
Stockpile Settings: Permit Sub&lt;br /&gt;
Assign Trade: Pending&lt;br /&gt;
Assign Trade: Exclude Prohibited&lt;br /&gt;
Noble List: Replace&lt;br /&gt;
Assign Trade: Sort&lt;br /&gt;
Movie: Load&lt;br /&gt;
Movie: Save&lt;br /&gt;
Assign Trade: String&lt;br /&gt;
Assign Trade: View&lt;br /&gt;
Adventure: Barter, Currency 2&lt;br /&gt;
Adventure: Barter, Currency 1&lt;br /&gt;
Adventure: Barter, Show&lt;br /&gt;
Adventure: Barter, Trade&lt;br /&gt;
Noble List: Capital&lt;br /&gt;
Noble List: Settings&lt;br /&gt;
Adventure: Barter, View&lt;br /&gt;
Noble List: View Candidate&lt;br /&gt;
Buildjob: Stockpile, Barrel Down&lt;br /&gt;
Buildjob: Stockpile, Barrel Up&lt;br /&gt;
Buildjob: Stockpile, Barrel Max&lt;br /&gt;
Buildjob: Stockpile, Barrel Zero&lt;br /&gt;
Buildjob: Stockpile, Wheelbarrow&lt;br /&gt;
Buildjob: Stockpile, Give To&lt;br /&gt;
Buildjob: Stockpile, Settings&lt;br /&gt;
Buildjob: Stockpile, Delete Child&lt;br /&gt;
Buildjob: Rack, Mat, Bronze&lt;br /&gt;
Buildjob: Rack, Mat, Bone&lt;br /&gt;
Buildjob: Rack, Mat, Iron&lt;br /&gt;
Buildjob: Rack, Mat, Copper&lt;br /&gt;
Buildjob: Stockpile, Bin Down&lt;br /&gt;
Buildjob: Stockpile, Bin Up&lt;br /&gt;
Buildjob: Stockpile, Bin Max&lt;br /&gt;
Buildjob: Stockpile, Bin Zero&lt;br /&gt;
Buildjob: Stand, Mat, Copper&lt;br /&gt;
Buildjob: Stand, Mat, Leather&lt;br /&gt;
Buildjob: Stand, Mat, Steel&lt;br /&gt;
Buildjob: Stand, Mat, Bronze&lt;br /&gt;
Buildjob: Rack, Mat, Wood&lt;br /&gt;
Buildjob: Rack, Mat, Steel&lt;br /&gt;
Buildjob: Stand, Mat, Bone&lt;br /&gt;
Buildjob: Rack, Mat, Special Metal&lt;br /&gt;
Buildjob: Rackstand, Size&lt;br /&gt;
Buildjob: Rackstand, Free&lt;br /&gt;
Buildjob: Rackstand, Mat&lt;br /&gt;
Buildjob: Rackstand, Item&lt;br /&gt;
Buildjob: Stand, Mat, Wood&lt;br /&gt;
Buildjob: Stand, Mat, Iron&lt;br /&gt;
Buildjob: Rackstand, Assign&lt;br /&gt;
Buildjob: Stand, Mat, Special Metal&lt;br /&gt;
Work Order, Conditions, Reagents&lt;br /&gt;
Work Order, Conditions, Order Activation&lt;br /&gt;
Animals, Slaughter&lt;br /&gt;
Work Order, Conditions, Products&lt;br /&gt;
Work Order, Conditions, Item Inequality&lt;br /&gt;
Work Order, Conditions, Item Traits&lt;br /&gt;
Work Order, Conditions, Delete&lt;br /&gt;
Work Order, Conditions, Item Number&lt;br /&gt;
Kitchen, Brew&lt;br /&gt;
Kitchen, Cook&lt;br /&gt;
Setup, View&lt;br /&gt;
Setup, New&lt;br /&gt;
Animals, Trainer&lt;br /&gt;
Animals, Geld&lt;br /&gt;
Animals, Hunting Training&lt;br /&gt;
Animals, War Training&lt;br /&gt;
Main: Activity Zone, Remove&lt;br /&gt;
Setup, View Profile Problems&lt;br /&gt;
Main: Activity Zone, Shape&lt;br /&gt;
Main: Activity Zone, Remove Zone&lt;br /&gt;
Setup, Save Profile&lt;br /&gt;
Setup, Customize Unit&lt;br /&gt;
Setup, Save Profile, Go&lt;br /&gt;
Setup, Save Profile, Abort&lt;br /&gt;
Main: Activity Zone, Hospital&lt;br /&gt;
Main: Activity Zone, Pond&lt;br /&gt;
Main: Activity Zone, Clay Collect&lt;br /&gt;
Main: Activity Zone, Sand Collect&lt;br /&gt;
Main: Activity Zone, Water Source&lt;br /&gt;
Main: Activity Zone, Next&lt;br /&gt;
Main: Activity Zone, Garbage Dump&lt;br /&gt;
Main: Activity Zone, Gather&lt;br /&gt;
Stores, Forbid&lt;br /&gt;
Stores, View&lt;br /&gt;
Stores, Dump&lt;br /&gt;
Stores, Melt&lt;br /&gt;
Trade, Trade&lt;br /&gt;
Trade, View&lt;br /&gt;
Trade, Seize&lt;br /&gt;
Trade, Offer&lt;br /&gt;
Military, Zoom&lt;br /&gt;
Military, Weapon&lt;br /&gt;
Unitjob, Remove Unit&lt;br /&gt;
Announcements, Zoom&lt;br /&gt;
Stores, Hide&lt;br /&gt;
Stores, Zoom&lt;br /&gt;
Military, View&lt;br /&gt;
Military, Activate&lt;br /&gt;
Manager, New Order&lt;br /&gt;
Unitjob, Manager&lt;br /&gt;
Manager, Promote&lt;br /&gt;
Manager, Remove&lt;br /&gt;
Unitjob, Zoom Building&lt;br /&gt;
Unitjob, Zoom Unit&lt;br /&gt;
Unitjob, View Job&lt;br /&gt;
Unitjob, View Unit&lt;br /&gt;
Work Order, Conditions, Add Order Condition&lt;br /&gt;
Work Order, Conditions, Add Item Condition&lt;br /&gt;
Work Order, Conditions, Item Material&lt;br /&gt;
Work Order, Conditions, Item Type&lt;br /&gt;
Manager, Wages&lt;br /&gt;
Manager, Max&lt;br /&gt;
Manager, Details&lt;br /&gt;
Manager, Conditions&lt;br /&gt;
Designate, No Melt&lt;br /&gt;
Designate, Melt&lt;br /&gt;
Designate, No Dump&lt;br /&gt;
Designate, Dump&lt;br /&gt;
Designate, Building/Item&lt;br /&gt;
Stockpile, None&lt;br /&gt;
Designate, Forbid&lt;br /&gt;
Designate, Reclaim&lt;br /&gt;
Designate, Low Traffic&lt;br /&gt;
Designate, Normal Traffic&lt;br /&gt;
Designate, Increase Weight&lt;br /&gt;
Designate, Restricted Traffic&lt;br /&gt;
Designate, No Hide&lt;br /&gt;
Designate, Hide&lt;br /&gt;
Designate, High Traffic&lt;br /&gt;
Designate, Traffic&lt;br /&gt;
Designate, U Stair&lt;br /&gt;
Designate, Dig Remove Stairs Ramps&lt;br /&gt;
Designate, UD Stair&lt;br /&gt;
Designate, D Stair&lt;br /&gt;
Designate, Increase Weight More&lt;br /&gt;
Designate, Decrease Weight&lt;br /&gt;
Designate, Dig&lt;br /&gt;
Designate, Decrease Weight More&lt;br /&gt;
Designate, Engrave&lt;br /&gt;
Designate, Smooth&lt;br /&gt;
Designate, Fortify&lt;br /&gt;
Designate, Details&lt;br /&gt;
Designate, Channel&lt;br /&gt;
Designate, Ramp&lt;br /&gt;
Designate, Plants&lt;br /&gt;
Designate, Chop&lt;br /&gt;
Main: Activity Zone: Pond, Water&lt;br /&gt;
Main: Activity Zone, Pond Options&lt;br /&gt;
Main: Activity Zone, Gather Options&lt;br /&gt;
Main: Activity Zone, Hospital Options&lt;br /&gt;
Main: Activity Zone, Fish&lt;br /&gt;
Main: Activity Zone, Active&lt;br /&gt;
Main: Activity Zone, Animal Training&lt;br /&gt;
Main: Activity Zone, Meeting&lt;br /&gt;
Stockpile, Animal&lt;br /&gt;
Main: Activity Zone, Pen Options&lt;br /&gt;
Stockpile, Weapon&lt;br /&gt;
Stockpile, Food&lt;br /&gt;
Main: Activity Zone, Gather Options, Pick Shrubs&lt;br /&gt;
Main: Activity Zone, Gather Options, Pick Trees&lt;br /&gt;
Main: Activity Zone, Pen&lt;br /&gt;
Main: Activity Zone, Gather Options, Gather Fallen&lt;br /&gt;
Stockpile, Refuse&lt;br /&gt;
Stockpile, Corpse&lt;br /&gt;
Stockpile, Stone&lt;br /&gt;
Stockpile, Wood&lt;br /&gt;
Stockpile, Custom&lt;br /&gt;
Stockpile, Armor&lt;br /&gt;
Stockpile, Furniture&lt;br /&gt;
Stockpile, Custom Settings&lt;br /&gt;
Stockpile, Coins&lt;br /&gt;
Stockpile, Ammo&lt;br /&gt;
Stockpile, Sheet&lt;br /&gt;
Stockpile, Finished&lt;br /&gt;
Stockpile, Bar/Block&lt;br /&gt;
Stockpile, Gem&lt;br /&gt;
Stockpile, Leather&lt;br /&gt;
Stockpile, Cloth&lt;br /&gt;
Building, Track Stop, Friction Down&lt;br /&gt;
Building, Track Stop, Friction Up&lt;br /&gt;
Building, Trigger, Enable Creature&lt;br /&gt;
Building, Track Stop, Dump&lt;br /&gt;
Building, Trigger, Max Cart Up&lt;br /&gt;
Building, Trigger, Max Cart Down&lt;br /&gt;
Building, Rollers, Speed Down&lt;br /&gt;
Building, Rollers, Speed Up&lt;br /&gt;
Building, Trigger, Max Size Down&lt;br /&gt;
Building, Trigger, Max Size Up&lt;br /&gt;
Building, Trigger, Min Size Down+&lt;br /&gt;
Building, Trigger, Min Size Up+&lt;br /&gt;
Building, Trigger, Resets&lt;br /&gt;
Building, Trigger, Enable Locals&lt;br /&gt;
Building, Trigger, Min Size Down&lt;br /&gt;
Building, Trigger, Min Size Up&lt;br /&gt;
Unitview, Wounds&lt;br /&gt;
Unitview, Prefs&lt;br /&gt;
Unitview, Follow&lt;br /&gt;
Unitview, Next Unit&lt;br /&gt;
Building, Trigger, Max Size Down+&lt;br /&gt;
Building, Trigger, Max Size Up+&lt;br /&gt;
Unitview, Inventory&lt;br /&gt;
Unitview, General&lt;br /&gt;
Unitview, Prefs, Labor&lt;br /&gt;
Unitview, General, Misc&lt;br /&gt;
Unitview, Prefs, Profile&lt;br /&gt;
Unitview, Prefs, Pets&lt;br /&gt;
Unitview, Geld&lt;br /&gt;
Unitview, Slaughter&lt;br /&gt;
Unitview, General, Labor&lt;br /&gt;
Unitview, General, Combat&lt;br /&gt;
Designate, Undo&lt;br /&gt;
Designate, Toggle Marker&lt;br /&gt;
Building, Change Height +&lt;br /&gt;
Designate, Remove Construction&lt;br /&gt;
Designate, Toggle Engraving&lt;br /&gt;
Designate, Carve Track&lt;br /&gt;
Designate, Mine Mode&lt;br /&gt;
Designate, Standard/Marker&lt;br /&gt;
Building, Orient Right&lt;br /&gt;
Building, Orient Left&lt;br /&gt;
Building, Orient None&lt;br /&gt;
Building, Orient Down&lt;br /&gt;
Building, Change Width +&lt;br /&gt;
Building, Change Height -&lt;br /&gt;
Building, Orient Up&lt;br /&gt;
Building, Change Width -&lt;br /&gt;
Building, Trigger, Min Water Down&lt;br /&gt;
Building, Trigger, Min Water Up&lt;br /&gt;
Building, Trigger, Max Water Down&lt;br /&gt;
Building, Trigger, Max Water Up&lt;br /&gt;
Building, Done Selecting&lt;br /&gt;
Building, View Item&lt;br /&gt;
Building, Trigger, Enable Water&lt;br /&gt;
Building, Expand/Contract&lt;br /&gt;
Building, Trigger, Enable Cart&lt;br /&gt;
Building, Trigger, Max Magma Down&lt;br /&gt;
Building, Trigger, Min Cart Up&lt;br /&gt;
Building, Trigger, Min Cart Down&lt;br /&gt;
Building, Trigger, Min Magma Up&lt;br /&gt;
Building, Trigger, Enabler Magma&lt;br /&gt;
Building, Trigger, Max Magma Up&lt;br /&gt;
Building, Trigger, Min Magma Down&lt;br /&gt;
String: Character 032&lt;br /&gt;
String: Character 031&lt;br /&gt;
String: Character 034&lt;br /&gt;
String: Character 033&lt;br /&gt;
String: Character 028&lt;br /&gt;
String: Character 027&lt;br /&gt;
String: Character 030&lt;br /&gt;
String: Character 029&lt;br /&gt;
String: Character 040&lt;br /&gt;
String: Character 039&lt;br /&gt;
String: Character 042&lt;br /&gt;
String: Character 041&lt;br /&gt;
String: Character 036&lt;br /&gt;
String: Character 035&lt;br /&gt;
String: Character 038&lt;br /&gt;
String: Character 037&lt;br /&gt;
String: Character 048&lt;br /&gt;
String: Character 047&lt;br /&gt;
String: Character 050&lt;br /&gt;
String: Character 049&lt;br /&gt;
String: Character 044&lt;br /&gt;
String: Character 043&lt;br /&gt;
String: Character 046&lt;br /&gt;
String: Character 045&lt;br /&gt;
String: Character 056&lt;br /&gt;
String: Character 055&lt;br /&gt;
String: Character 058&lt;br /&gt;
String: Character 057&lt;br /&gt;
String: Character 052&lt;br /&gt;
String: Character 051&lt;br /&gt;
String: Character 054&lt;br /&gt;
String: Character 053&lt;br /&gt;
String: Backspace&lt;br /&gt;
Unitview, Prefs, Occupation&lt;br /&gt;
String: Character 002&lt;br /&gt;
String: Character 001&lt;br /&gt;
Unitview, Prefs, Remove From Squad&lt;br /&gt;
Unitview, Prefs, New Squad&lt;br /&gt;
Unitview, Prefs, Name Selected Squad&lt;br /&gt;
Unitview, Prefs, Name Current Squad&lt;br /&gt;
String: Character 008&lt;br /&gt;
String: Character 007&lt;br /&gt;
String: Character 010&lt;br /&gt;
String: Character 009&lt;br /&gt;
String: Character 004&lt;br /&gt;
String: Character 003&lt;br /&gt;
String: Character 006&lt;br /&gt;
String: Character 005&lt;br /&gt;
String: Character 016&lt;br /&gt;
String: Character 015&lt;br /&gt;
String: Character 018&lt;br /&gt;
String: Character 017&lt;br /&gt;
String: Character 012&lt;br /&gt;
String: Character 011&lt;br /&gt;
String: Character 014&lt;br /&gt;
String: Character 013&lt;br /&gt;
String: Character 024&lt;br /&gt;
String: Character 023&lt;br /&gt;
String: Character 026&lt;br /&gt;
String: Character 025&lt;br /&gt;
String: Character 020&lt;br /&gt;
String: Character 019&lt;br /&gt;
String: Character 022&lt;br /&gt;
String: Character 021&lt;br /&gt;
String: Character 096&lt;br /&gt;
String: Character 095&lt;br /&gt;
String: Character 098&lt;br /&gt;
String: Character 097&lt;br /&gt;
String: Character 092&lt;br /&gt;
String: Character 091&lt;br /&gt;
String: Character 094&lt;br /&gt;
String: Character 093&lt;br /&gt;
String: Character 104&lt;br /&gt;
String: Character 103&lt;br /&gt;
String: Character 106&lt;br /&gt;
String: Character 105&lt;br /&gt;
String: Character 100&lt;br /&gt;
String: Character 099&lt;br /&gt;
String: Character 102&lt;br /&gt;
String: Character 101&lt;br /&gt;
String: Character 112&lt;br /&gt;
String: Character 111&lt;br /&gt;
String: Character 114&lt;br /&gt;
String: Character 113&lt;br /&gt;
String: Character 108&lt;br /&gt;
String: Character 107&lt;br /&gt;
String: Character 110&lt;br /&gt;
String: Character 109&lt;br /&gt;
String: Character 120&lt;br /&gt;
String: Character 119&lt;br /&gt;
String: Character 122&lt;br /&gt;
String: Character 121&lt;br /&gt;
String: Character 116&lt;br /&gt;
String: Character 115&lt;br /&gt;
String: Character 118&lt;br /&gt;
String: Character 117&lt;br /&gt;
String: Character 064&lt;br /&gt;
String: Character 063&lt;br /&gt;
String: Character 066&lt;br /&gt;
String: Character 065&lt;br /&gt;
String: Character 060&lt;br /&gt;
String: Character 059&lt;br /&gt;
String: Character 062&lt;br /&gt;
String: Character 061&lt;br /&gt;
String: Character 072&lt;br /&gt;
String: Character 071&lt;br /&gt;
String: Character 074&lt;br /&gt;
String: Character 073&lt;br /&gt;
String: Character 068&lt;br /&gt;
String: Character 067&lt;br /&gt;
String: Character 070&lt;br /&gt;
String: Character 069&lt;br /&gt;
String: Character 080&lt;br /&gt;
String: Character 079&lt;br /&gt;
String: Character 082&lt;br /&gt;
String: Character 081&lt;br /&gt;
String: Character 076&lt;br /&gt;
String: Character 075&lt;br /&gt;
String: Character 078&lt;br /&gt;
String: Character 077&lt;br /&gt;
String: Character 088&lt;br /&gt;
String: Character 087&lt;br /&gt;
String: Character 090&lt;br /&gt;
String: Character 089&lt;br /&gt;
String: Character 084&lt;br /&gt;
String: Character 083&lt;br /&gt;
String: Character 086&lt;br /&gt;
String: Character 085&lt;br /&gt;
String: Character 161&lt;br /&gt;
String: Character 160&lt;br /&gt;
String: Character 163&lt;br /&gt;
String: Character 162&lt;br /&gt;
String: Character 157&lt;br /&gt;
String: Character 156&lt;br /&gt;
String: Character 159&lt;br /&gt;
String: Character 158&lt;br /&gt;
String: Character 169&lt;br /&gt;
String: Character 168&lt;br /&gt;
String: Character 171&lt;br /&gt;
String: Character 170&lt;br /&gt;
String: Character 165&lt;br /&gt;
String: Character 164&lt;br /&gt;
String: Character 167&lt;br /&gt;
String: Character 166&lt;br /&gt;
String: Character 177&lt;br /&gt;
String: Character 176&lt;br /&gt;
String: Character 179&lt;br /&gt;
String: Character 178&lt;br /&gt;
String: Character 173&lt;br /&gt;
String: Character 172&lt;br /&gt;
String: Character 175&lt;br /&gt;
String: Character 174&lt;br /&gt;
String: Character 185&lt;br /&gt;
String: Character 184&lt;br /&gt;
String: Character 187&lt;br /&gt;
String: Character 186&lt;br /&gt;
String: Character 181&lt;br /&gt;
String: Character 180&lt;br /&gt;
String: Character 183&lt;br /&gt;
String: Character 182&lt;br /&gt;
String: Character 129&lt;br /&gt;
String: Character 128&lt;br /&gt;
String: Character 131&lt;br /&gt;
String: Character 130&lt;br /&gt;
String: Character 124&lt;br /&gt;
String: Character 123&lt;br /&gt;
String: Character 126&lt;br /&gt;
String: Character 125&lt;br /&gt;
String: Character 137&lt;br /&gt;
String: Character 136&lt;br /&gt;
String: Character 139&lt;br /&gt;
String: Character 138&lt;br /&gt;
String: Character 133&lt;br /&gt;
String: Character 132&lt;br /&gt;
String: Character 135&lt;br /&gt;
String: Character 134&lt;br /&gt;
String: Character 145&lt;br /&gt;
String: Character 144&lt;br /&gt;
String: Character 147&lt;br /&gt;
String: Character 146&lt;br /&gt;
String: Character 141&lt;br /&gt;
String: Character 140&lt;br /&gt;
String: Character 143&lt;br /&gt;
String: Character 142&lt;br /&gt;
String: Character 153&lt;br /&gt;
String: Character 152&lt;br /&gt;
String: Character 155&lt;br /&gt;
String: Character 154&lt;br /&gt;
String: Character 149&lt;br /&gt;
String: Character 148&lt;br /&gt;
String: Character 151&lt;br /&gt;
String: Character 150&lt;br /&gt;
String: Character 225&lt;br /&gt;
String: Character 224&lt;br /&gt;
String: Character 227&lt;br /&gt;
String: Character 226&lt;br /&gt;
String: Character 221&lt;br /&gt;
String: Character 220&lt;br /&gt;
String: Character 223&lt;br /&gt;
String: Character 222&lt;br /&gt;
String: Character 233&lt;br /&gt;
String: Character 232&lt;br /&gt;
String: Character 235&lt;br /&gt;
String: Character 234&lt;br /&gt;
String: Character 229&lt;br /&gt;
String: Character 228&lt;br /&gt;
String: Character 231&lt;br /&gt;
String: Character 230&lt;br /&gt;
String: Character 241&lt;br /&gt;
String: Character 240&lt;br /&gt;
String: Character 243&lt;br /&gt;
String: Character 242&lt;br /&gt;
String: Character 237&lt;br /&gt;
String: Character 236&lt;br /&gt;
String: Character 239&lt;br /&gt;
String: Character 238&lt;br /&gt;
String: Character 249&lt;br /&gt;
String: Character 248&lt;br /&gt;
String: Character 251&lt;br /&gt;
String: Character 250&lt;br /&gt;
String: Character 245&lt;br /&gt;
String: Character 244&lt;br /&gt;
String: Character 247&lt;br /&gt;
String: Character 246&lt;br /&gt;
String: Character 193&lt;br /&gt;
String: Character 192&lt;br /&gt;
String: Character 195&lt;br /&gt;
String: Character 194&lt;br /&gt;
String: Character 189&lt;br /&gt;
String: Character 188&lt;br /&gt;
String: Character 191&lt;br /&gt;
String: Character 190&lt;br /&gt;
String: Character 201&lt;br /&gt;
String: Character 200&lt;br /&gt;
String: Character 203&lt;br /&gt;
String: Character 202&lt;br /&gt;
String: Character 197&lt;br /&gt;
String: Character 196&lt;br /&gt;
String: Character 199&lt;br /&gt;
String: Character 198&lt;br /&gt;
String: Character 209&lt;br /&gt;
String: Character 208&lt;br /&gt;
String: Character 211&lt;br /&gt;
String: Character 210&lt;br /&gt;
String: Character 205&lt;br /&gt;
String: Character 204&lt;br /&gt;
String: Character 207&lt;br /&gt;
String: Character 206&lt;br /&gt;
String: Character 217&lt;br /&gt;
String: Character 216&lt;br /&gt;
String: Character 219&lt;br /&gt;
String: Character 218&lt;br /&gt;
String: Character 213&lt;br /&gt;
String: Character 212&lt;br /&gt;
String: Character 215&lt;br /&gt;
String: Character 214&lt;br /&gt;
Custom: Shift + H&lt;br /&gt;
Custom: Shift + G&lt;br /&gt;
Custom: Shift + J&lt;br /&gt;
Custom: Shift + I&lt;br /&gt;
Custom: Shift + D&lt;br /&gt;
Custom: Shift + C&lt;br /&gt;
Custom: Shift + F&lt;br /&gt;
Custom: Shift + E&lt;br /&gt;
Custom: Shift + P&lt;br /&gt;
Custom: Shift + O&lt;br /&gt;
Custom: Shift + R&lt;br /&gt;
Custom: Shift + Q&lt;br /&gt;
Custom: Shift + L&lt;br /&gt;
Custom: Shift + K&lt;br /&gt;
Custom: Shift + N&lt;br /&gt;
Custom: Shift + M&lt;br /&gt;
Custom: Shift + X&lt;br /&gt;
Custom: Shift + W&lt;br /&gt;
Custom: Shift + Z&lt;br /&gt;
Custom: Shift + Y&lt;br /&gt;
Custom: Shift + T&lt;br /&gt;
Custom: Shift + S&lt;br /&gt;
Custom: Shift + V&lt;br /&gt;
Custom: Shift + U&lt;br /&gt;
Custom: Ctrl + F&lt;br /&gt;
Custom: Ctrl + E&lt;br /&gt;
Custom: Ctrl + H&lt;br /&gt;
Custom: Ctrl + G&lt;br /&gt;
Custom: Ctrl + B&lt;br /&gt;
Custom: Ctrl + A&lt;br /&gt;
Custom: Ctrl + D&lt;br /&gt;
Custom: Ctrl + C&lt;br /&gt;
Custom: B&lt;br /&gt;
Custom: A&lt;br /&gt;
Custom: D&lt;br /&gt;
Custom: C&lt;br /&gt;
String: Character 253&lt;br /&gt;
String: Character 252&lt;br /&gt;
String: Character 255&lt;br /&gt;
String: Character 254&lt;br /&gt;
Custom: J&lt;br /&gt;
Custom: I&lt;br /&gt;
Custom: L&lt;br /&gt;
Custom: K&lt;br /&gt;
Custom: F&lt;br /&gt;
Custom: E&lt;br /&gt;
Custom: H&lt;br /&gt;
Custom: G&lt;br /&gt;
Custom: R&lt;br /&gt;
Custom: Q&lt;br /&gt;
Custom: T&lt;br /&gt;
Custom: S&lt;br /&gt;
Custom: N&lt;br /&gt;
Custom: M&lt;br /&gt;
Custom: P&lt;br /&gt;
Custom: O&lt;br /&gt;
Custom: Z&lt;br /&gt;
Custom: Y&lt;br /&gt;
Custom: Shift + B&lt;br /&gt;
Custom: Shift + A&lt;br /&gt;
Custom: V&lt;br /&gt;
Custom: U&lt;br /&gt;
Custom: X&lt;br /&gt;
Custom: W&lt;br /&gt;
Custom: Alt + T&lt;br /&gt;
Custom: Alt + S&lt;br /&gt;
Custom: Alt + V&lt;br /&gt;
Custom: Alt + U&lt;br /&gt;
Custom: Alt + P&lt;br /&gt;
Custom: Alt + O&lt;br /&gt;
Custom: Alt + R&lt;br /&gt;
Custom: Alt + Q&lt;br /&gt;
Decrease FPS limit&lt;br /&gt;
Increase FPS limit&lt;br /&gt;
Command repeat prefix-key&lt;br /&gt;
Toggle Truetype rendering&lt;br /&gt;
Custom: Alt + X&lt;br /&gt;
Custom: Alt + W&lt;br /&gt;
Custom: Alt + Z&lt;br /&gt;
Custom: Alt + Y&lt;br /&gt;
Hash&lt;br /&gt;
Quotedbl&lt;br /&gt;
Ampersand&lt;br /&gt;
Dollar&lt;br /&gt;
Enter&lt;br /&gt;
Backspace&lt;br /&gt;
Exclaim&lt;br /&gt;
Comma&lt;br /&gt;
Plus&lt;br /&gt;
Period&lt;br /&gt;
Minus&lt;br /&gt;
Leftparen&lt;br /&gt;
Quote&lt;br /&gt;
Asterisk&lt;br /&gt;
Rightparen&lt;br /&gt;
Custom: Ctrl + N&lt;br /&gt;
Custom: Ctrl + M&lt;br /&gt;
Custom: Ctrl + P&lt;br /&gt;
Custom: Ctrl + O&lt;br /&gt;
Custom: Ctrl + J&lt;br /&gt;
Custom: Ctrl + I&lt;br /&gt;
Custom: Ctrl + L&lt;br /&gt;
Custom: Ctrl + K&lt;br /&gt;
Custom: Ctrl + V&lt;br /&gt;
Custom: Ctrl + U&lt;br /&gt;
Custom: Ctrl + X&lt;br /&gt;
Custom: Ctrl + W&lt;br /&gt;
Custom: Ctrl + R&lt;br /&gt;
Custom: Ctrl + Q&lt;br /&gt;
Custom: Ctrl + T&lt;br /&gt;
Custom: Ctrl + S&lt;br /&gt;
Custom: Alt + D&lt;br /&gt;
Custom: Alt + C&lt;br /&gt;
Custom: Alt + F&lt;br /&gt;
Custom: Alt + E&lt;br /&gt;
Custom: Ctrl + Z&lt;br /&gt;
Custom: Ctrl + Y&lt;br /&gt;
Custom: Alt + B&lt;br /&gt;
Custom: Alt + A&lt;br /&gt;
Custom: Alt + L&lt;br /&gt;
Custom: Alt + K&lt;br /&gt;
Custom: Alt + N&lt;br /&gt;
Custom: Alt + M&lt;br /&gt;
Custom: Alt + H&lt;br /&gt;
Custom: Alt + G&lt;br /&gt;
Custom: Alt + J&lt;br /&gt;
Custom: Alt + I&lt;br /&gt;
Numpad 9&lt;br /&gt;
Numpad 8&lt;br /&gt;
Numpad Divide&lt;br /&gt;
Numpad Period&lt;br /&gt;
Numpad 5&lt;br /&gt;
Numpad 4&lt;br /&gt;
Numpad 7&lt;br /&gt;
Numpad 6&lt;br /&gt;
Numpad Equals&lt;br /&gt;
Right&lt;br /&gt;
Down&lt;br /&gt;
Numpad Plus&lt;br /&gt;
Numpad Multiply&lt;br /&gt;
Numpad Enter&lt;br /&gt;
Numpad Minus&lt;br /&gt;
Insert&lt;br /&gt;
Page Down&lt;br /&gt;
Page Up&lt;br /&gt;
Colon&lt;br /&gt;
Slash&lt;br /&gt;
Question&lt;br /&gt;
Backslash&lt;br /&gt;
Leftbracket&lt;br /&gt;
Less&lt;br /&gt;
Semicolon&lt;br /&gt;
Greater&lt;br /&gt;
Equals&lt;br /&gt;
Caret&lt;br /&gt;
Rightbracket&lt;br /&gt;
Backquote&lt;br /&gt;
Underscore&lt;br /&gt;
Numpad 1&lt;br /&gt;
Numpad 0&lt;br /&gt;
Numpad 3&lt;br /&gt;
Numpad 2&lt;br /&gt;
Delete&lt;br /&gt;
Scrollock&lt;br /&gt;
Capslock&lt;br /&gt;
Lshift&lt;br /&gt;
Rshift&lt;br /&gt;
Numlock&lt;br /&gt;
Lmeta&lt;br /&gt;
Rmeta&lt;br /&gt;
Rsuper&lt;br /&gt;
Lsuper&lt;br /&gt;
Lctrl&lt;br /&gt;
Rctrl&lt;br /&gt;
Lalt&lt;br /&gt;
Ralt&lt;br /&gt;
Menu&lt;br /&gt;
Break&lt;br /&gt;
Undo&lt;br /&gt;
Euro&lt;br /&gt;
Compose&lt;br /&gt;
Mode&lt;br /&gt;
Sysreq&lt;br /&gt;
Print&lt;br /&gt;
Building&lt;br /&gt;
Embark&lt;br /&gt;
Stockorder&lt;br /&gt;
Pilezone&lt;br /&gt;
World&lt;br /&gt;
General&lt;br /&gt;
Dwarf mode&lt;br /&gt;
Adventurer&lt;br /&gt;
No keys registered ?!&lt;br /&gt;
Exit, discard changes when DF quits&lt;br /&gt;
By position: &lt;br /&gt;
Mouse button: &lt;br /&gt;
Text entry&lt;br /&gt;
Militia&lt;br /&gt;
Save and exit&lt;br /&gt;
Macros&lt;br /&gt;
Immediate repeat&lt;br /&gt;
Delayed repeat&lt;br /&gt;
Mouse: &lt;br /&gt;
No macros!&lt;br /&gt;
By letter: &lt;br /&gt;
Don't repeat&lt;br /&gt;
Add binding&lt;br /&gt;
 to abort&lt;br /&gt;
Select a binding, then press &lt;br /&gt;
Key binding &amp;amp; macro center&lt;br /&gt;
Select binding, or press &lt;br /&gt;
Select a macro, then press &lt;br /&gt;
 to delete.&lt;br /&gt;
Keybinding&lt;br /&gt;
Keybinding - currently registering new key&lt;br /&gt;
VERB&lt;br /&gt;
NOUN&lt;br /&gt;
THE_NOUN_SING&lt;br /&gt;
ADJ_DIST&lt;br /&gt;
[SYMBOL:&lt;br /&gt;
[WORD:&lt;br /&gt;
SYMBOL&lt;br /&gt;
[TRANSLATION:&lt;br /&gt;
OF_NOUN_PLUR&lt;br /&gt;
OF_NOUN_SING&lt;br /&gt;
FRONT_COMPOUND_NOUN_PLUR&lt;br /&gt;
FRONT_COMPOUND_NOUN_SING&lt;br /&gt;
THE_COMPOUND_NOUN_SING&lt;br /&gt;
THE_NOUN_PLUR&lt;br /&gt;
THE_COMPOUND_ADJ&lt;br /&gt;
THE_COMPOUND_NOUN_PLUR&lt;br /&gt;
THE_COMPOUND_PREFIX&lt;br /&gt;
FRONT_COMPOUND_PREFIX&lt;br /&gt;
Unrecognized Word Token: &lt;br /&gt;
STANDARD_VERB&lt;br /&gt;
REAR_COMPOUND_NOUN_PLUR&lt;br /&gt;
REAR_COMPOUND_NOUN_SING&lt;br /&gt;
REAR_COMPOUND_ADJ&lt;br /&gt;
FRONT_COMPOUND_ADJ&lt;br /&gt;
Unrecognized Symbol Token: &lt;br /&gt;
S_WORD&lt;br /&gt;
Unrecognized Translation Token: &lt;br /&gt;
T_WORD&lt;br /&gt;
NAME_TUNDRA&lt;br /&gt;
NAME_GLACIER&lt;br /&gt;
NAME_HILLS&lt;br /&gt;
NAME_GRASSLAND&lt;br /&gt;
NAME_SWAMP&lt;br /&gt;
NAME_DESERT&lt;br /&gt;
HOLY&lt;br /&gt;
NAME_WAR&lt;br /&gt;
NAME_CONTINENT&lt;br /&gt;
NAME_SIEGE&lt;br /&gt;
NAME_BATTLE&lt;br /&gt;
NAME_PEAK&lt;br /&gt;
NAME_REGION&lt;br /&gt;
NAME_ISLAND&lt;br /&gt;
NAME_ISLAND_SMALL&lt;br /&gt;
NAME_TUNNEL&lt;br /&gt;
NAME_BRIDGE&lt;br /&gt;
NAME_BUILDING_KEEP&lt;br /&gt;
NAME_WALL&lt;br /&gt;
NAME_BUILDING_TEMPLE&lt;br /&gt;
NAME_COMMON_RELIGION&lt;br /&gt;
NAME_ROAD&lt;br /&gt;
NAME_BUILDING_LIBRARY&lt;br /&gt;
Impoverished Word Selector&lt;br /&gt;
*** Error(s) finalizing the translation &lt;br /&gt;
[OBJECT:LANGUAGE]&lt;br /&gt;
language_layer&lt;br /&gt;
NAME_FESTIVAL&lt;br /&gt;
NAME_BUILDING_TOMB&lt;br /&gt;
Unrecognized word token: &lt;br /&gt;
*** Error(s) finalizing the symbol &lt;br /&gt;
Machine node out of bounds on split&lt;br /&gt;
Unreachable machine node on split&lt;br /&gt;
Failed to find machine node frontier on split&lt;br /&gt;
IMPLIES_ANIMAL_KILL&lt;br /&gt;
Unrecognized Color Token in Material Template: &lt;br /&gt;
ALCOHOL_CREATURE&lt;br /&gt;
ALCOHOL_PLANT&lt;br /&gt;
MOON_PHASE&lt;br /&gt;
*** Error(s) finalizing the material template &lt;br /&gt;
Unrecognized Material Template Token: &lt;br /&gt;
STOCKPILE_GLOB_SOLID&lt;br /&gt;
STOCKPILE_GLOB&lt;br /&gt;
STOCKPILE_GLOB_PRESSED&lt;br /&gt;
STOCKPILE_GLOB_PASTE&lt;br /&gt;
CHEESE_CREATURE&lt;br /&gt;
CHEESE_PLANT&lt;br /&gt;
POWDER_MISC_CREATURE&lt;br /&gt;
POWDER_MISC_PLANT&lt;br /&gt;
IS_CERAMIC&lt;br /&gt;
IS_STONE&lt;br /&gt;
DISPLAY_UNGLAZED&lt;br /&gt;
UNDIGGABLE&lt;br /&gt;
ITEMS_LEATHER&lt;br /&gt;
ITEMS_SCALED&lt;br /&gt;
ITEMS_HARD&lt;br /&gt;
ITEMS_SOFT&lt;br /&gt;
ITEMS_WEAPON&lt;br /&gt;
CRYSTAL_GLASSABLE&lt;br /&gt;
ITEMS_ANVIL&lt;br /&gt;
ITEMS_WEAPON_RANGED&lt;br /&gt;
STOCKPILE_THREAD_METAL&lt;br /&gt;
YARN&lt;br /&gt;
IS_GLASS&lt;br /&gt;
IS_METAL&lt;br /&gt;
ITEMS_QUERN&lt;br /&gt;
ITEMS_SIEGE_ENGINE&lt;br /&gt;
IS_GEM&lt;br /&gt;
STONE_NAME&lt;br /&gt;
ITEMS_DIGGER&lt;br /&gt;
ITEMS_AMMO&lt;br /&gt;
ITEMS_DELICATE&lt;br /&gt;
ITEMS_ARMOR&lt;br /&gt;
FILTH&lt;br /&gt;
ITEM_SYMBOL&lt;br /&gt;
POWDER_DYE&lt;br /&gt;
TEMP_DIET_INFO&lt;br /&gt;
OVERWRITE_SOLID&lt;br /&gt;
ICHOR&lt;br /&gt;
SLIME&lt;br /&gt;
STOCKPILE_PLANT_GROWTH&lt;br /&gt;
SEED_MAT&lt;br /&gt;
THREAD_PLANT&lt;br /&gt;
BONE&lt;br /&gt;
LIQUID_MISC_CREATURE&lt;br /&gt;
LIQUID_MISC_PLANT&lt;br /&gt;
STRUCTURAL_PLANT_MAT&lt;br /&gt;
LIQUID_MISC_OTHER&lt;br /&gt;
ROTS&lt;br /&gt;
GENERATES_MIASMA&lt;br /&gt;
ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
HORN&lt;br /&gt;
TOOTH&lt;br /&gt;
SILK&lt;br /&gt;
SHELL&lt;br /&gt;
SPIT_MAP_DESCRIPTOR&lt;br /&gt;
TEARS_MAP_DESCRIPTOR&lt;br /&gt;
ENTERS_BLOOD&lt;br /&gt;
EVAPORATES&lt;br /&gt;
SLIME_MAP_DESCRIPTOR&lt;br /&gt;
GOO_MAP_DESCRIPTOR&lt;br /&gt;
SWEAT_MAP_DESCRIPTOR&lt;br /&gt;
PUS_MAP_DESCRIPTOR&lt;br /&gt;
NO_STONE_STOCKPILE&lt;br /&gt;
DO_NOT_CLEAN_GLOB&lt;br /&gt;
ITEMS_BARRED&lt;br /&gt;
ITEMS_METAL&lt;br /&gt;
EDIBLE_VERMIN&lt;br /&gt;
ALCOHOL&lt;br /&gt;
EDIBLE_COOKED&lt;br /&gt;
EDIBLE_RAW&lt;br /&gt;
COLDDAM_POINT&lt;br /&gt;
HEATDAM_POINT&lt;br /&gt;
MELTING_POINT&lt;br /&gt;
IGNITE_POINT&lt;br /&gt;
MAX_EDGE&lt;br /&gt;
BENDING_STRAIN_AT_YIELD&lt;br /&gt;
SPEC_HEAT&lt;br /&gt;
MATERIAL_VALUE&lt;br /&gt;
IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
MAT_FIXED_TEMP&lt;br /&gt;
BOILING_POINT&lt;br /&gt;
IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
MEAT_NAME&lt;br /&gt;
BUTCHER_SPECIAL&lt;br /&gt;
MATERIAL_REACTION_PRODUCT&lt;br /&gt;
BLOCK_NAME&lt;br /&gt;
LIQUID_DENSITY&lt;br /&gt;
SOLID_DENSITY&lt;br /&gt;
EXTRACT_STORAGE&lt;br /&gt;
MOLAR_MASS&lt;br /&gt;
boiling magma&lt;br /&gt;
magma&lt;br /&gt;
GRAY&lt;br /&gt;
HARDENS_WITH_WATER&lt;br /&gt;
ITEM_REACTION_PRODUCT&lt;br /&gt;
MULTIPLY_VALUE&lt;br /&gt;
SOAP_LEVEL&lt;br /&gt;
STATE_NAME&lt;br /&gt;
STATE_COLOR&lt;br /&gt;
STATE_ADJ&lt;br /&gt;
STATE_NAME_ADJ&lt;br /&gt;
BUILD_COLOR&lt;br /&gt;
DISPLAY_COLOR&lt;br /&gt;
BASIC_COLOR&lt;br /&gt;
TILE_COLOR&lt;br /&gt;
COMPRESSIVE_YIELD&lt;br /&gt;
IMPACT_STRAIN_AT_YIELD&lt;br /&gt;
COMPRESSIVE_ELASTICITY&lt;br /&gt;
COMPRESSIVE_FRACTURE&lt;br /&gt;
IMPACT_YIELD&lt;br /&gt;
ABSORPTION&lt;br /&gt;
IMPACT_ELASTICITY&lt;br /&gt;
IMPACT_FRACTURE&lt;br /&gt;
TORSION_YIELD&lt;br /&gt;
TENSILE_STRAIN_AT_YIELD&lt;br /&gt;
TORSION_ELASTICITY&lt;br /&gt;
TORSION_FRACTURE&lt;br /&gt;
TENSILE_YIELD&lt;br /&gt;
COMPRESSIVE_STRAIN_AT_YIELD&lt;br /&gt;
TENSILE_ELASTICITY&lt;br /&gt;
TENSILE_FRACTURE&lt;br /&gt;
BENDING_YIELD&lt;br /&gt;
SHEAR_STRAIN_AT_YIELD&lt;br /&gt;
BENDING_ELASTICITY&lt;br /&gt;
BENDING_FRACTURE&lt;br /&gt;
SHEAR_YIELD&lt;br /&gt;
TORSION_STRAIN_AT_YIELD&lt;br /&gt;
SHEAR_ELASTICITY&lt;br /&gt;
SHEAR_FRACTURE&lt;br /&gt;
potash slush&lt;br /&gt;
potash&lt;br /&gt;
pressed potash&lt;br /&gt;
coal slush&lt;br /&gt;
coal powder&lt;br /&gt;
BLACK&lt;br /&gt;
pressed coal&lt;br /&gt;
pearlash paste&lt;br /&gt;
pearlash&lt;br /&gt;
frozen lye&lt;br /&gt;
pressed pearlash&lt;br /&gt;
pressed ash&lt;br /&gt;
ash paste&lt;br /&gt;
GLAZE_MAT&lt;br /&gt;
ASH_GLAZE&lt;br /&gt;
dirt&lt;br /&gt;
BROWN&lt;br /&gt;
pressed dirt&lt;br /&gt;
lye slush&lt;br /&gt;
frozen lye powder&lt;br /&gt;
boiling lye&lt;br /&gt;
pressed filth&lt;br /&gt;
filth&lt;br /&gt;
frozen filth powder&lt;br /&gt;
frozen filth&lt;br /&gt;
pressed vomit&lt;br /&gt;
vomit&lt;br /&gt;
boiling salt&lt;br /&gt;
molten salt&lt;br /&gt;
ground coral&lt;br /&gt;
coral&lt;br /&gt;
pressed coral&lt;br /&gt;
coral paste&lt;br /&gt;
ground amber&lt;br /&gt;
amber&lt;br /&gt;
pressed amber&lt;br /&gt;
amber paste&lt;br /&gt;
molten green glass&lt;br /&gt;
pressed green glass&lt;br /&gt;
DARK_GREEN&lt;br /&gt;
boiling green glass&lt;br /&gt;
green glass&lt;br /&gt;
WHITE&lt;br /&gt;
green glass paste&lt;br /&gt;
ground green glass&lt;br /&gt;
boiling clear glass&lt;br /&gt;
molten clear glass&lt;br /&gt;
ground crystal glass&lt;br /&gt;
crystal glass&lt;br /&gt;
ground clear glass&lt;br /&gt;
clear glass&lt;br /&gt;
pressed clear glass&lt;br /&gt;
clear glass paste&lt;br /&gt;
snow&lt;br /&gt;
coal&lt;br /&gt;
slush&lt;br /&gt;
pressed crystal glass&lt;br /&gt;
crystal glass paste&lt;br /&gt;
boiling crystal glass&lt;br /&gt;
molten crystal glass&lt;br /&gt;
:BP missing body part token&lt;br /&gt;
:BP missing body part group token&lt;br /&gt;
Unrecognized CE_PAIN token: &lt;br /&gt;
:BP missing tissue token&lt;br /&gt;
SYN_CONCENTRATION_ADDED&lt;br /&gt;
SYN_IMMUNE_CREATURE&lt;br /&gt;
CE_PAIN&lt;br /&gt;
Unrecognized CE_BRUISING token: &lt;br /&gt;
CE_BRUISING&lt;br /&gt;
Unrecognized CE_BLISTERS token: &lt;br /&gt;
CE_BLISTERS&lt;br /&gt;
Unrecognized CE_SWELLING token: &lt;br /&gt;
CE_SWELLING&lt;br /&gt;
Unrecognized CE_OOZING token: &lt;br /&gt;
CE_OOZING&lt;br /&gt;
Unrecognized CE_FEVER token: &lt;br /&gt;
CE_FEVER&lt;br /&gt;
Unrecognized CE_BLEEDING token: &lt;br /&gt;
CE_BLEEDING&lt;br /&gt;
Unrecognized CE_NUMBNESS token: &lt;br /&gt;
CE_NUMBNESS&lt;br /&gt;
Unrecognized CE_PARALYSIS token: &lt;br /&gt;
CE_PARALYSIS&lt;br /&gt;
Unrecognized CE_NAUSEA token: &lt;br /&gt;
CE_NAUSEA&lt;br /&gt;
Unrecognized CE_UNCONSCIOUSNESS token: &lt;br /&gt;
CE_UNCONSCIOUSNESS&lt;br /&gt;
Unrecognized CE_COUGH_BLOOD token: &lt;br /&gt;
CE_COUGH_BLOOD&lt;br /&gt;
Unrecognized CE_VOMIT_BLOOD token: &lt;br /&gt;
CE_VOMIT_BLOOD&lt;br /&gt;
unknown slush&lt;br /&gt;
unknown frozen powder&lt;br /&gt;
unknown boiling substance&lt;br /&gt;
unknown substance&lt;br /&gt;
boiling filth&lt;br /&gt;
filth slush&lt;br /&gt;
unknown frozen substance&lt;br /&gt;
YELLOW&lt;br /&gt;
unknown frozen creature powder&lt;br /&gt;
unknown frozen creature substance&lt;br /&gt;
unknown pressed frozen creature substance&lt;br /&gt;
unknown creature paste&lt;br /&gt;
grime paste&lt;br /&gt;
grime&lt;br /&gt;
CREATURE_1&lt;br /&gt;
pressed grime&lt;br /&gt;
unknown frozen plant paste&lt;br /&gt;
unknown frozen plant powder&lt;br /&gt;
unknown plant substance&lt;br /&gt;
unknown pressed frozen plant substance&lt;br /&gt;
unknown boiling creature substance&lt;br /&gt;
unknown creature substance&lt;br /&gt;
unknown frozen plant substance&lt;br /&gt;
PLANT_1&lt;br /&gt;
SYN_AFFECTED_CREATURE&lt;br /&gt;
SYN_IMMUNE_CLASS&lt;br /&gt;
SYN_IDENTIFIER&lt;br /&gt;
SYN_CLASS&lt;br /&gt;
SYNDROME&lt;br /&gt;
unknown boiling plant substance&lt;br /&gt;
SYN_AFFECTED_CLASS&lt;br /&gt;
SYN_NAME&lt;br /&gt;
CE_BODY_MAT_INTERACTION&lt;br /&gt;
Unrecognized CE_SPEED_CHANGE token: &lt;br /&gt;
Unrecognized CE_BODY_MAT_INTERACTION token: &lt;br /&gt;
MAT_TOKEN&lt;br /&gt;
CE_SPEED_CHANGE&lt;br /&gt;
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: &lt;br /&gt;
SPEED_ADD&lt;br /&gt;
SPEED_PERC&lt;br /&gt;
Unrecognized CE_BODY_TRANSFORMATION token: &lt;br /&gt;
CE_BODY_TRANSFORMATION&lt;br /&gt;
EMOTION&lt;br /&gt;
CE_FEEL_EMOTION&lt;br /&gt;
Unrecognized CE_SENSE_CREATURE_CLASS token: &lt;br /&gt;
CE_SENSE_CREATURE_CLASS&lt;br /&gt;
Unrecognized CE_CAN_DO_INTERACTION token: &lt;br /&gt;
CE_CAN_DO_INTERACTION&lt;br /&gt;
Unrecognized CE_ERRATIC_BEHAVIOR token: &lt;br /&gt;
CE_ERRATIC_BEHAVIOR&lt;br /&gt;
PERC&lt;br /&gt;
CE_SKILL_ROLL_ADJUST&lt;br /&gt;
CE_CHANGE_PERSONALITY&lt;br /&gt;
Unrecognized CE_FEEL_EMOTION token: &lt;br /&gt;
Unrecognized CE_CHANGE_PERSONALITY token: &lt;br /&gt;
FACET&lt;br /&gt;
PERIODIC&lt;br /&gt;
SYNDROME_TAG&lt;br /&gt;
Unrecognized CE Token: &lt;br /&gt;
COUNTER_TRIGGER&lt;br /&gt;
Unrecognized CE_SKILL_ROLL_ADJUST token: &lt;br /&gt;
PERC_ON&lt;br /&gt;
CDI token precedes any CAN_DO_INTERACTION tag&lt;br /&gt;
Unrecognized CE_DROWSINESS token: &lt;br /&gt;
CE_DROWSINESS&lt;br /&gt;
Unrecognized CE_DIZZINESS token: &lt;br /&gt;
CE_DIZZINESS&lt;br /&gt;
Unrecognized CE_NECROSIS token: &lt;br /&gt;
CE_NECROSIS&lt;br /&gt;
Unrecognized CE_IMPAIR_FUNCTION token: &lt;br /&gt;
CE_IMPAIR_FUNCTION&lt;br /&gt;
CAN_BE_HIDDEN&lt;br /&gt;
CE_DISPLAY_TILE&lt;br /&gt;
CE_DISPLAY_NAME&lt;br /&gt;
Unrecognized CE_DISPLAY_TILE token: &lt;br /&gt;
Unsupported CE add tag: &lt;br /&gt;
CE_ADD_TAG&lt;br /&gt;
Unsupported CE remove tag: &lt;br /&gt;
CE_REMOVE_TAG&lt;br /&gt;
CE_MENT_ATT_CHANGE&lt;br /&gt;
Unrecognized CE_PHYS_ATT_CHANGE token: &lt;br /&gt;
CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
Unrecognized CE_MENT_ATT_CHANGE token: &lt;br /&gt;
CE_FLASH_TILE&lt;br /&gt;
Unrecognized CE_DISPLAY_NAME token: &lt;br /&gt;
CE_PHYS_ATT_CHANGE&lt;br /&gt;
Unrecognized CE_FLASH_TILE token: &lt;br /&gt;
Unrecognized CE_BP_APPEARANCE_MODIFIER token: &lt;br /&gt;
MAT_MULT&lt;br /&gt;
CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
Unrecognized CE_BODY_APPEARANCE_MODIFIER token: &lt;br /&gt;
APPEARANCE_MODIFIER&lt;br /&gt;
RESERVED_WHOLE_PART&lt;br /&gt;
CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
Unrecognized CDI Target Token: &lt;br /&gt;
SELF_ONLY&lt;br /&gt;
LOCATION_HINT&lt;br /&gt;
TARGET_RANGE&lt;br /&gt;
TOUCHABLE&lt;br /&gt;
LINE_OF_SIGHT&lt;br /&gt;
SELF_ALLOWED&lt;br /&gt;
DISTURBER_ONLY&lt;br /&gt;
CAN_BE_MUTUAL&lt;br /&gt;
VERBAL_SPEECH&lt;br /&gt;
FREE_ACTION&lt;br /&gt;
VERBAL&lt;br /&gt;
ADV_NAME&lt;br /&gt;
USAGE_HINT&lt;br /&gt;
WAIT_PERIOD&lt;br /&gt;
MAX_TARGET_NUMBER&lt;br /&gt;
TARGET_VERB&lt;br /&gt;
VERB_REVERSE&lt;br /&gt;
BP_REQUIRED&lt;br /&gt;
TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
GROUNDED_ANIMAL_ANGER&lt;br /&gt;
Unrecognized Counter: &lt;br /&gt;
DRINKING_BLOOD&lt;br /&gt;
PARTIED_OUT&lt;br /&gt;
ALCOHOLIC&lt;br /&gt;
EGG_SPENT&lt;br /&gt;
MILK_COUNTER&lt;br /&gt;
ABRUPT_END&lt;br /&gt;
ABRUPT_START&lt;br /&gt;
SIZE_DILUTES&lt;br /&gt;
SIZE_DELAYS&lt;br /&gt;
LOCALIZED&lt;br /&gt;
PROB&lt;br /&gt;
ABRUPT&lt;br /&gt;
RESISTABLE&lt;br /&gt;
DWF_STRETCH&lt;br /&gt;
 coughs&lt;br /&gt;
 cough&lt;br /&gt;
MUSCULAR_ONLY&lt;br /&gt;
VASCULAR_ONLY&lt;br /&gt;
PEAK&lt;br /&gt;
START&lt;br /&gt;
Unrecognized Caste Token in Body Transformation Effect: &lt;br /&gt;
CE_MATERIAL_FORCE_MULTIPLIER: &lt;br /&gt;
TARGET&lt;br /&gt;
Interaction Token not recognized : &lt;br /&gt;
 vomit&lt;br /&gt;
 up blood.&lt;br /&gt;
: Unrecognized Color Token in Material Template: &lt;br /&gt;
 blood.&lt;br /&gt;
DIVINE&lt;br /&gt;
DEEP_SPECIAL&lt;br /&gt;
DEEP_SURFACE&lt;br /&gt;
THREAD_METAL&lt;br /&gt;
: Could not locate material template &lt;br /&gt;
SPECIAL&lt;br /&gt;
WAFERS&lt;br /&gt;
SOIL_SAND&lt;br /&gt;
SOIL_OCEAN&lt;br /&gt;
SEDIMENTARY_OCEAN_DEEP&lt;br /&gt;
SEDIMENTARY_OCEAN_SHALLOW&lt;br /&gt;
METAMORPHIC&lt;br /&gt;
AQUIFER&lt;br /&gt;
SOIL&lt;br /&gt;
SEDIMENTARY&lt;br /&gt;
Missing Frequency for Stone Environment: &lt;br /&gt;
Missing Stone Environment Inclusion Type Token: &lt;br /&gt;
IGNEOUS_ALL&lt;br /&gt;
ALL_STONE&lt;br /&gt;
IGNEOUS_EXTRUSIVE&lt;br /&gt;
IGNEOUS_INTRUSIVE&lt;br /&gt;
Missing Stone Environment Token: &lt;br /&gt;
ENVIRONMENT&lt;br /&gt;
TRUNK_PERIOD&lt;br /&gt;
ALL_NAMES&lt;br /&gt;
DIRECTED_BRANCH_DENSITY&lt;br /&gt;
HEAVY_BRANCH_DENSITY&lt;br /&gt;
GROWTH_PRINT&lt;br /&gt;
GROWTH_HAS_SEED&lt;br /&gt;
NAME_PLURAL&lt;br /&gt;
GROWTH_NAME&lt;br /&gt;
LIGHT_BRANCH_RADIUS&lt;br /&gt;
DIRECTED_BRANCH_RADIUS&lt;br /&gt;
TRUNK_BRANCHING&lt;br /&gt;
BRANCH_RADIUS&lt;br /&gt;
LIGHT_BRANCH_DENSITY&lt;br /&gt;
BRANCH_DENSITY&lt;br /&gt;
HEAVY_BRANCH_RADIUS&lt;br /&gt;
MAX_TRUNK_HEIGHT&lt;br /&gt;
ROOT_RADIUS&lt;br /&gt;
ROOT_DENSITY&lt;br /&gt;
 trunk&lt;br /&gt;
STANDARD_TILE_NAMES&lt;br /&gt;
TRUNK_WIDTH_PERIOD&lt;br /&gt;
MAX_TRUNK_DIAMETER&lt;br /&gt;
CAP_RADIUS&lt;br /&gt;
CAP_PERIOD&lt;br /&gt;
ROOT_NAME&lt;br /&gt;
TRUNK_NAME&lt;br /&gt;
BRANCHES_NAME&lt;br /&gt;
ROOTS_NAME&lt;br /&gt;
 branches&lt;br /&gt;
 roots&lt;br /&gt;
 cap&lt;br /&gt;
 twigs&lt;br /&gt;
Missing Frequency for Stone Environment Spec: &lt;br /&gt;
Missing Stone Environment Spec Inclusion Type Token: &lt;br /&gt;
Unrecognized Inorganic Material Definition Token: &lt;br /&gt;
LAVA&lt;br /&gt;
Unrecognized Stone Environment Token: &lt;br /&gt;
ALLUVIAL&lt;br /&gt;
Missing Stone Environment Spec Token: &lt;br /&gt;
ENVIRONMENT_SPEC&lt;br /&gt;
GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
GROWTH_DROPS_OFF&lt;br /&gt;
BRANCHES&lt;br /&gt;
GROWTH_HOST_TILE&lt;br /&gt;
GROWTH_ITEM&lt;br /&gt;
GROWTH&lt;br /&gt;
GROWTH_TIMING&lt;br /&gt;
GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
TRUNK&lt;br /&gt;
ROOTS&lt;br /&gt;
ALL_BRANCHES&lt;br /&gt;
TWIGS&lt;br /&gt;
HEAVY_BRANCHES&lt;br /&gt;
LIGHT_BRANCHES&lt;br /&gt;
DIRECTED_BRANCHES&lt;br /&gt;
HEAVY_BRANCHES_AND_TRUNK&lt;br /&gt;
ALL_BRANCHES_AND_TRUNK&lt;br /&gt;
GROWTH_DENSITY&lt;br /&gt;
DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
BRANCHES_AND_TWIGS&lt;br /&gt;
SAPLING&lt;br /&gt;
ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
TWIGS_SIDE_HEAVY_BRANCHES&lt;br /&gt;
TWIGS_BELOW_BRANCHES&lt;br /&gt;
TWIGS_BELOW_HEAVY_BRANCHES&lt;br /&gt;
TWIGS_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
SHRUB_DROWN_LEVEL&lt;br /&gt;
MILL&lt;br /&gt;
TWIGS_ABOVE_BRANCHES&lt;br /&gt;
TWIGS_SIDE_BRANCHES&lt;br /&gt;
EXTRACT_BARREL&lt;br /&gt;
EXTRACT_VIAL&lt;br /&gt;
TWIGS_ABOVE_TRUNK&lt;br /&gt;
TWIGS_SIDE_TRUNK&lt;br /&gt;
EXTRACT_STILL_VIAL&lt;br /&gt;
TWIGS_BELOW_TRUNK&lt;br /&gt;
Extract &lt;br /&gt;
Sharp blades&lt;br /&gt;
 strands&lt;br /&gt;
: Smelt Ore Not Found, Token - &lt;br /&gt;
Unrecognized Plant Token: &lt;br /&gt;
: Environment Spec Stone Not Found, Token - &lt;br /&gt;
: Thread Metal Ore Not Found, Token - &lt;br /&gt;
[OBJECT:PLANT]&lt;br /&gt;
plant_generated&lt;br /&gt;
[PLANT:&lt;br /&gt;
inorganic_generated&lt;br /&gt;
Ore of &lt;br /&gt;
[INORGANIC:&lt;br /&gt;
[OBJECT:INORGANIC]&lt;br /&gt;
GRASS&lt;br /&gt;
TWIGS_NAME&lt;br /&gt;
DEAD_TREE_TILE&lt;br /&gt;
TREE_TILE&lt;br /&gt;
DIRECTED_BRANCHES_NAME&lt;br /&gt;
LIGHT_BRANCHES_NAME&lt;br /&gt;
CAP_NAME&lt;br /&gt;
HEAVY_BRANCHES_NAME&lt;br /&gt;
DEAD_SAPLING_COLOR&lt;br /&gt;
SAPLING_COLOR&lt;br /&gt;
TREE_DROWN_LEVEL&lt;br /&gt;
SAPLING_DROWN_LEVEL&lt;br /&gt;
DEAD_SAPLING_TILE&lt;br /&gt;
SAPLING_TILE&lt;br /&gt;
DEAD_TREE_COLOR&lt;br /&gt;
TREE_COLOR&lt;br /&gt;
ALT_GRASS_TILES&lt;br /&gt;
ALT_PERIOD&lt;br /&gt;
TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
GRASS_COLORS&lt;br /&gt;
PICKED_TILE&lt;br /&gt;
GROWDUR&lt;br /&gt;
GRASS_TILES&lt;br /&gt;
DEAD_PICKED_TILE&lt;br /&gt;
SHRUB_COLOR&lt;br /&gt;
DEAD_PICKED_COLOR&lt;br /&gt;
BASIC_MAT&lt;br /&gt;
DEAD_SHRUB_COLOR&lt;br /&gt;
DEAD_SHRUB_TILE&lt;br /&gt;
SHRUB_TILE&lt;br /&gt;
PICKED_COLOR&lt;br /&gt;
CLUSTERSIZE&lt;br /&gt;
 has become entangled in a hidden web!&lt;br /&gt;
Your engraver has carved a track through a &lt;br /&gt;
 destroyed&lt;br /&gt;
 has begun a mysterious construction!&lt;br /&gt;
Your mason has defaced a &lt;br /&gt;
path not closed, attempting to follow&lt;br /&gt;
 has claimed a &lt;br /&gt;
path not closed, attempting fix&lt;br /&gt;
path moved off track&lt;br /&gt;
: Id #&lt;br /&gt;
:Path Goal &lt;br /&gt;
&amp;lt;invalid goal&amp;gt; &lt;br /&gt;
 -&amp;gt; &lt;br /&gt;
&amp;lt;same square&amp;gt; &lt;br /&gt;
&amp;lt;invalid start&amp;gt; &lt;br /&gt;
 toppled&lt;br /&gt;
loop path fail: &lt;br /&gt;
 been cursed by &lt;br /&gt;
You chop down the &lt;br /&gt;
 has cooked a masterpiece!&lt;br /&gt;
 has been cursed by &lt;br /&gt;
:Station &lt;br /&gt;
 has dyed a masterpiece!&lt;br /&gt;
The form guides musicians during improvised performances.  &lt;br /&gt;
 directed toward the worship of &lt;br /&gt;
The rules of the form are applied by composers to produce individual pieces of music which can be performed.  &lt;br /&gt;
form of music used to commemorate important events&lt;br /&gt;
devotional form of music&lt;br /&gt;
form of music used for entertainment&lt;br /&gt;
form of music used during marches and military engagements&lt;br /&gt;
 any composition of&lt;br /&gt;
 nonsensical words and sounds&lt;br /&gt;
recites&lt;br /&gt;
 the words of &lt;br /&gt;
chanter&lt;br /&gt;
recite&lt;br /&gt;
singer&lt;br /&gt;
speaker&lt;br /&gt;
 is melody and rhythm without harmony&lt;br /&gt;
The musical voices &lt;br /&gt;
al voices bring melody, counterpoint and rhythm&lt;br /&gt;
al voices cover melody, harmony and rhythm&lt;br /&gt;
The music&lt;br /&gt;
al voices join in melody and counterpoint, harmony and rhythm&lt;br /&gt;
while the&lt;br /&gt;
 music is played on &lt;br /&gt;
should &lt;br /&gt;
stress the rhythm&lt;br /&gt;
The musical voices are purely rhythmic&lt;br /&gt;
The entire performance &lt;br /&gt;
bring melody with harmony&lt;br /&gt;
are joined in melody&lt;br /&gt;
join in melody, counterpoint and harmony&lt;br /&gt;
bring melody and counterpoint&lt;br /&gt;
is very slow&lt;br /&gt;
is slow&lt;br /&gt;
be triumphant&lt;br /&gt;
is at a free tempo&lt;br /&gt;
feel tender&lt;br /&gt;
feel calm&lt;br /&gt;
be jumpy&lt;br /&gt;
feel playful&lt;br /&gt;
accelerates as it proceeds&lt;br /&gt;
slows and broadens&lt;br /&gt;
is very fast&lt;br /&gt;
is extremely fast&lt;br /&gt;
is moderately fast&lt;br /&gt;
is fast&lt;br /&gt;
is at a walking pace&lt;br /&gt;
is moderately paced&lt;br /&gt;
is to&lt;br /&gt;
, and it is to&lt;br /&gt;
becomes calmer as the end is approached&lt;br /&gt;
becomes frenzied as it proceeds&lt;br /&gt;
gradually slows as it comes to an end&lt;br /&gt;
slows down and dies away as it draws to a close&lt;br /&gt;
is consistently slowing&lt;br /&gt;
is at a hurried pace&lt;br /&gt;
be very loud&lt;br /&gt;
become louder and louder&lt;br /&gt;
be moderately loud&lt;br /&gt;
be loud&lt;br /&gt;
be soft&lt;br /&gt;
be moderately soft&lt;br /&gt;
be in whispered undertones&lt;br /&gt;
be very soft&lt;br /&gt;
be delicate&lt;br /&gt;
be fiery&lt;br /&gt;
be vigorous&lt;br /&gt;
be spirited&lt;br /&gt;
be lively&lt;br /&gt;
be made with skill&lt;br /&gt;
be stately&lt;br /&gt;
be bright&lt;br /&gt;
be made sweetly&lt;br /&gt;
be strong&lt;br /&gt;
sparkle&lt;br /&gt;
be broad&lt;br /&gt;
feel agitated&lt;br /&gt;
be passionate&lt;br /&gt;
bring a sense of motion&lt;br /&gt;
be made with feeling&lt;br /&gt;
be grand&lt;br /&gt;
be merry&lt;br /&gt;
feel furious&lt;br /&gt;
be joyful&lt;br /&gt;
feel heroic&lt;br /&gt;
be made expressively&lt;br /&gt;
be energetic&lt;br /&gt;
be forceful&lt;br /&gt;
feel heavy&lt;br /&gt;
feel mysterious&lt;br /&gt;
feel mournful&lt;br /&gt;
be made with a light touch&lt;br /&gt;
evoke tears&lt;br /&gt;
be melancholic&lt;br /&gt;
be graceful&lt;br /&gt;
build as it proceeds&lt;br /&gt;
play legato&lt;br /&gt;
freely adjust the beats&lt;br /&gt;
play arpeggios&lt;br /&gt;
play staccato&lt;br /&gt;
alternate tension and repose&lt;br /&gt;
modulate frequently&lt;br /&gt;
syncopate&lt;br /&gt;
add fills&lt;br /&gt;
often&lt;br /&gt;
sometimes&lt;br /&gt;
, artists should &lt;br /&gt;
always&lt;br /&gt;
From beginning to end, when improvising&lt;br /&gt;
 or composing&lt;br /&gt;
spread syllables over many notes&lt;br /&gt;
match notes and syllables&lt;br /&gt;
 degree&lt;br /&gt;
 on the rise&lt;br /&gt;
 melody pattern&lt;br /&gt;
sharpened&lt;br /&gt;
rising-falling&lt;br /&gt;
falling-rising&lt;br /&gt;
 include a &lt;br /&gt;
rising&lt;br /&gt;
rapid runs&lt;br /&gt;
arpeggios&lt;br /&gt;
mordents&lt;br /&gt;
trills&lt;br /&gt;
glides&lt;br /&gt;
grace notes&lt;br /&gt;
 on the fall&lt;br /&gt;
 as well as &lt;br /&gt;
long phrases&lt;br /&gt;
phrases of varied length&lt;br /&gt;
short phrases&lt;br /&gt;
mid-length phrases&lt;br /&gt;
start loud then be immediately soft&lt;br /&gt;
The melody and counterpoint both have &lt;br /&gt;
become softer and softer&lt;br /&gt;
fade into silence&lt;br /&gt;
Chords, seldom-used, are sparse -- intervals and single pitches are favored.  &lt;br /&gt;
Pitches are densely packed in clusters as music moves from chord to chord.  &lt;br /&gt;
Only one pitch is ever played at a time.  &lt;br /&gt;
Never more than an interval sounds at once.  &lt;br /&gt;
 throughout the form.  &lt;br /&gt;
The counterpoint melody has &lt;br /&gt;
The melody has &lt;br /&gt;
, while the counterpoint has &lt;br /&gt;
 and in &lt;br /&gt;
free rhythm&lt;br /&gt;
using the &lt;br /&gt;
 scale&lt;br /&gt;
It is performed &lt;br /&gt;
without preference for a scale&lt;br /&gt;
The music is broadly layered with chords spanning the range.  &lt;br /&gt;
The music repeats for as long as necessary.  &lt;br /&gt;
play rapid runs&lt;br /&gt;
locally improvise&lt;br /&gt;
use mordents&lt;br /&gt;
make trills&lt;br /&gt;
glide from note to note&lt;br /&gt;
use grace notes&lt;br /&gt;
Throughout, when possible, composers and performers are to &lt;br /&gt;
Throughout, when possible, performers are to &lt;br /&gt;
 voice ranges from the &lt;br /&gt;
The voice uses its entire range from the &lt;br /&gt;
 voice uses its entire range.  &lt;br /&gt;
 register to the &lt;br /&gt;
The voice is confined to the &lt;br /&gt;
The voice uses its entire range.  &lt;br /&gt;
The voice ranges from the &lt;br /&gt;
 brief&lt;br /&gt;
 unrelated&lt;br /&gt;
another &lt;br /&gt;
 lengthy&lt;br /&gt;
 has a well-defined multi-passage structure: &lt;br /&gt;
an additional&lt;br /&gt;
 has a simple structure: &lt;br /&gt;
 has the following structure: &lt;br /&gt;
 chorus&lt;br /&gt;
 finale&lt;br /&gt;
 synthesis&lt;br /&gt;
 verse&lt;br /&gt;
 exposition&lt;br /&gt;
 recapitulation&lt;br /&gt;
 passage&lt;br /&gt;
 introduction&lt;br /&gt;
possibly &lt;br /&gt;
all repeated&lt;br /&gt;
 theme&lt;br /&gt;
 series of variations&lt;br /&gt;
 first&lt;br /&gt;
 second&lt;br /&gt;
 coda&lt;br /&gt;
 bridge-passage&lt;br /&gt;
does harmony&lt;br /&gt;
provides the rhythm&lt;br /&gt;
does the main melody&lt;br /&gt;
does the counterpoint melody&lt;br /&gt;
Each &lt;br /&gt;
 always &lt;br /&gt;
staccato&lt;br /&gt;
legato&lt;br /&gt;
is to &lt;br /&gt;
glides from note to note&lt;br /&gt;
build as the performance proceeds&lt;br /&gt;
perform with a light touch&lt;br /&gt;
perform sweetly&lt;br /&gt;
perform expressively&lt;br /&gt;
perform with skill&lt;br /&gt;
perform with feeling&lt;br /&gt;
adds fills&lt;br /&gt;
modulates frequently&lt;br /&gt;
locally improvises&lt;br /&gt;
syncopates&lt;br /&gt;
makes trills&lt;br /&gt;
plays rapid runs&lt;br /&gt;
uses grace notes&lt;br /&gt;
uses mordents&lt;br /&gt;
middle&lt;br /&gt;
 register.  &lt;br /&gt;
matches notes and syllables&lt;br /&gt;
The voice stays in the &lt;br /&gt;
plays legato&lt;br /&gt;
spreads syllables over many notes&lt;br /&gt;
plays arpeggios&lt;br /&gt;
plays staccato&lt;br /&gt;
Chords are packed close together in dense clusters in this passage.  &lt;br /&gt;
This passage is richly layered with full chords making use of the available range.  &lt;br /&gt;
This passage features only melodic tones and intervals.  &lt;br /&gt;
This passage typically has some sparse chords.  &lt;br /&gt;
 in the counterpoint melody.  &lt;br /&gt;
Only one pitch is ever played at a time in this passage.  &lt;br /&gt;
 in the melody, while the counterpoint has &lt;br /&gt;
 in the melody.  &lt;br /&gt;
alternation between tension and repose&lt;br /&gt;
frequent modulation&lt;br /&gt;
syncopation&lt;br /&gt;
fills&lt;br /&gt;
 should be performed using &lt;br /&gt;
locally improvisation&lt;br /&gt;
 is performed &lt;br /&gt;
 should be composed and performed using &lt;br /&gt;
 notes dividing the octave.  &lt;br /&gt;
In quartertones, their spacing is roughly &lt;br /&gt;
Scales are constructed from &lt;br /&gt;
 notes spaced evenly throughout the octave.  &lt;br /&gt;
syllabic phrasing&lt;br /&gt;
 should &lt;br /&gt;
free adjustment of the beats&lt;br /&gt;
melismatic phrasing&lt;br /&gt;
A single note in the fundamental scale is named.  &lt;br /&gt;
Preferred notes in the fundamental scale are named.  &lt;br /&gt;
The tonic note is a fixed tone passed from teacher to student.  &lt;br /&gt;
Every note is named.  &lt;br /&gt;
 notes.  &lt;br /&gt;
The tonic note is fixed only at the time of performance.  &lt;br /&gt;
, where 1 is the tonic, O marks the octave and x marks other notes.  &lt;br /&gt;
Scales are conceived of as two chords built using a division of the perfect fourth interval into &lt;br /&gt;
Each passage&lt;br /&gt;
The passage&lt;br /&gt;
simple passage&lt;br /&gt;
series of variations&lt;br /&gt;
 times&lt;br /&gt;
Each of the &lt;br /&gt;
repeated&lt;br /&gt;
 up to &lt;br /&gt;
 reciting&lt;br /&gt;
 reciting nonsensical words and sounds&lt;br /&gt;
the rhythm of the&lt;br /&gt;
 reciting the words of &lt;br /&gt;
the counterpoint of the&lt;br /&gt;
the harmony of the&lt;br /&gt;
 is voiced by &lt;br /&gt;
the melody of the&lt;br /&gt;
each of the &lt;br /&gt;
resumes the previous tempo&lt;br /&gt;
resumes the original tempo&lt;br /&gt;
moves more quickly than the last passage&lt;br /&gt;
is slower than the last passage&lt;br /&gt;
is twice the tempo of the last passage&lt;br /&gt;
is half the tempo of the last passage&lt;br /&gt;
covers its entire range from the &lt;br /&gt;
 in the melody and counterpoint&lt;br /&gt;
ranges from the &lt;br /&gt;
is confined to the &lt;br /&gt;
 register&lt;br /&gt;
covers its entire range&lt;br /&gt;
 voice&lt;br /&gt;
stays in the &lt;br /&gt;
 bars in a &lt;br /&gt;
 pattern&lt;br /&gt;
 beats&lt;br /&gt;
 divided into &lt;br /&gt;
The patterns are to be played over the same period of time, concluding together regardless of beat number.  &lt;br /&gt;
 rhythm is a single line with &lt;br /&gt;
As stated above, they are to be played in polymeter.  &lt;br /&gt;
The patterns are to be played in the same beat, allowing one to repeat before the other is concluded.  &lt;br /&gt;
! marks the primary accent, &lt;br /&gt;
X marks an accented beat, &lt;br /&gt;
[B]where &lt;br /&gt;
The beats are named &lt;br /&gt;
The beat is stressed as follows:&lt;br /&gt;
 and | indicates a bar.  &lt;br /&gt;
x is a beat&lt;br /&gt;
, - is silent&lt;br /&gt;
` marks a beat as early, &lt;br /&gt;
' marks a beat as late, &lt;br /&gt;
pentatonic&lt;br /&gt;
hexatonic&lt;br /&gt;
spoken &lt;br /&gt;
As always, the &lt;br /&gt;
It is called &lt;br /&gt;
The names are &lt;br /&gt;
After a scale is constructed, notes are named according to degree.  &lt;br /&gt;
After a scale is constructed, the root note of chords are named.  &lt;br /&gt;
thought of as two disjoint chords drawn from the fundamental division of the perfect fourth&lt;br /&gt;
thought of as two disjoint chords spanning two perfect fourths&lt;br /&gt;
thought of as two disjoint chords spanning a perfect fifth and a major third&lt;br /&gt;
thought of as two disjoint chords spanning a tritone and a perfect fourth&lt;br /&gt;
constructed by selection of degrees from the fundamental scale.  The degrees selected are &lt;br /&gt;
thought of as joined chords spanning a perfect fifth and a perfect fourth&lt;br /&gt;
heptatonic&lt;br /&gt;
 scale is &lt;br /&gt;
degrees of the semitone octave scale&lt;br /&gt;
degrees of the quartertone octave scale&lt;br /&gt;
pentachord&lt;br /&gt;
 (completing the octave)&lt;br /&gt;
trichord&lt;br /&gt;
tetrachord&lt;br /&gt;
These chords are named &lt;br /&gt;
[B]The &lt;br /&gt;
 (considered the primary)&lt;br /&gt;
As stated above, they are to be played in polyrhythm.  &lt;br /&gt;
 rhythm is made from &lt;br /&gt;
 patterns: &lt;br /&gt;
[B]The rhythm system is fundamentally polyrhythmic.  There are always multiple rhythm lines, and each of their bars is played over the same period of time, regardless of the number of beats.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named.  &lt;br /&gt;
[B]The rhythm system is fundamentally polymetric.  There are always multiple rhythm lines, and the beats are always played together, even if one rhythm line completes (and then repeats) before the other is finished.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named.  &lt;br /&gt;
degrees of the octave scale&lt;br /&gt;
degrees of the fundamental perfect fourth division&lt;br /&gt;
Nemesis Unit Load Failed&lt;br /&gt;
ENVY_PROPENSITY&lt;br /&gt;
CHEER_PROPENSITY&lt;br /&gt;
LOVE_PROPENSITY&lt;br /&gt;
HATE_PROPENSITY&lt;br /&gt;
IMMODERATION&lt;br /&gt;
WASTEFULNESS&lt;br /&gt;
STRESS_VULNERABILITY&lt;br /&gt;
GREED&lt;br /&gt;
ANXIETY_PROPENSITY&lt;br /&gt;
LUST_PROPENSITY&lt;br /&gt;
DEPRESSION_PROPENSITY&lt;br /&gt;
ANGER_PROPENSITY&lt;br /&gt;
VANITY&lt;br /&gt;
AMBITION&lt;br /&gt;
BRAVERY&lt;br /&gt;
CONFIDENCE&lt;br /&gt;
POLITENESS&lt;br /&gt;
DISDAIN_ADVICE&lt;br /&gt;
DISCORD&lt;br /&gt;
FRIENDLINESS&lt;br /&gt;
SINGLEMINDED&lt;br /&gt;
HOPEFUL&lt;br /&gt;
PRIDE&lt;br /&gt;
CRUELTY&lt;br /&gt;
HUMOR&lt;br /&gt;
VENGEFUL&lt;br /&gt;
GRATITUDE&lt;br /&gt;
IMMODESTY&lt;br /&gt;
ADORATION&lt;br /&gt;
AFFECTION&lt;br /&gt;
ACCEPTANCE&lt;br /&gt;
ADMIRATION&lt;br /&gt;
TERROR&lt;br /&gt;
SATISFACTION&lt;br /&gt;
BLISS&lt;br /&gt;
VENGEFULNESS&lt;br /&gt;
AMUSEMENT&lt;br /&gt;
ANGER&lt;br /&gt;
AMAZEMENT&lt;br /&gt;
AMBIVALENCE&lt;br /&gt;
AGONY&lt;br /&gt;
ALIENATION&lt;br /&gt;
AGITATION&lt;br /&gt;
AGGRAVATION&lt;br /&gt;
AVERSION&lt;br /&gt;
AROUSAL&lt;br /&gt;
ASTONISHMENT&lt;br /&gt;
ANXIETY&lt;br /&gt;
APATHY&lt;br /&gt;
ANGUISH&lt;br /&gt;
ANNOYANCE&lt;br /&gt;
DEJECTION&lt;br /&gt;
DELIGHT&lt;br /&gt;
CONTEMPT&lt;br /&gt;
CONTENTMENT&lt;br /&gt;
CARING&lt;br /&gt;
CONFUSION&lt;br /&gt;
BITTERNESS&lt;br /&gt;
BOREDOM&lt;br /&gt;
EMOTIONALLY_OBSESSIVE&lt;br /&gt;
SWAYED_BY_EMOTIONS&lt;br /&gt;
CLOSEMINDED&lt;br /&gt;
TOLERANT&lt;br /&gt;
PRIVACY&lt;br /&gt;
PERFECTIONIST&lt;br /&gt;
CURIOUS&lt;br /&gt;
BASHFUL&lt;br /&gt;
ASSERTIVENESS&lt;br /&gt;
ACTIVITY_LEVEL&lt;br /&gt;
TRUST&lt;br /&gt;
GREGARIOUSNESS&lt;br /&gt;
THOUGHTLESSNESS&lt;br /&gt;
ORDERLINESS&lt;br /&gt;
ALTRUISM&lt;br /&gt;
DUTIFULNESS&lt;br /&gt;
ALARM&lt;br /&gt;
SHOCK&lt;br /&gt;
Unrecognized Personality Facet Token: &lt;br /&gt;
SUSPICION&lt;br /&gt;
ABSTRACT_INCLINED&lt;br /&gt;
ART_INCLINED&lt;br /&gt;
EXCITEMENT_SEEKING&lt;br /&gt;
IMAGINATION&lt;br /&gt;
SADNESS&lt;br /&gt;
GRIM_SATISFACTION&lt;br /&gt;
FEAR&lt;br /&gt;
TRIUMPH&lt;br /&gt;
RAGE&lt;br /&gt;
HORROR&lt;br /&gt;
GRIEF&lt;br /&gt;
MORTIFICATION&lt;br /&gt;
NERVOUSNESS&lt;br /&gt;
LOATHING&lt;br /&gt;
LONELINESS&lt;br /&gt;
JOVIALITY&lt;br /&gt;
JUBILATION&lt;br /&gt;
ISOLATION&lt;br /&gt;
JOLLINESS&lt;br /&gt;
RAPTURE&lt;br /&gt;
REJECTION&lt;br /&gt;
PASSION&lt;br /&gt;
PLEASURE&lt;br /&gt;
OUTRAGE&lt;br /&gt;
PANIC&lt;br /&gt;
NOSTALGIA&lt;br /&gt;
OPTIMISM&lt;br /&gt;
RIGHTEOUS_INDIGNATION&lt;br /&gt;
SELF_PITY&lt;br /&gt;
RESENTMENT&lt;br /&gt;
RESTLESS&lt;br /&gt;
REMORSE&lt;br /&gt;
REPENTANCE&lt;br /&gt;
RELIEF&lt;br /&gt;
REGRET&lt;br /&gt;
UNHAPPINESS&lt;br /&gt;
WONDER&lt;br /&gt;
THRILL&lt;br /&gt;
UNEASINESS&lt;br /&gt;
SYMPATHY&lt;br /&gt;
TENDERNESS&lt;br /&gt;
SERVILE&lt;br /&gt;
SHAME&lt;br /&gt;
DISPLEASURE&lt;br /&gt;
DISTRESS&lt;br /&gt;
DISLIKE&lt;br /&gt;
DISMAY&lt;br /&gt;
DISGUST&lt;br /&gt;
DISILLUSIONMENT&lt;br /&gt;
DESPAIR&lt;br /&gt;
DISAPPOINTMENT&lt;br /&gt;
EXHILARATION&lt;br /&gt;
FEROCITY&lt;br /&gt;
ENJOYMENT&lt;br /&gt;
EXASPERATION&lt;br /&gt;
EMBARRASSMENT&lt;br /&gt;
EMPTINESS&lt;br /&gt;
EAGERNESS&lt;br /&gt;
ELATION&lt;br /&gt;
GROUCHINESS&lt;br /&gt;
GRUMPINESS&lt;br /&gt;
GLOOM&lt;br /&gt;
GLUMNESS&lt;br /&gt;
FRUSTRATION&lt;br /&gt;
GLEE&lt;br /&gt;
FONDNESS&lt;br /&gt;
FRIGHT&lt;br /&gt;
INTEREST&lt;br /&gt;
IRRITATION&lt;br /&gt;
HUMILIATION&lt;br /&gt;
INSULT&lt;br /&gt;
HOPE&lt;br /&gt;
HOPELESSNESS&lt;br /&gt;
GUILT&lt;br /&gt;
HATRED&lt;br /&gt;
doesn't feel &lt;br /&gt;
[C:2:0:1]&lt;br /&gt;
is in &lt;br /&gt;
didn't feel &lt;br /&gt;
feels &lt;br /&gt;
was in &lt;br /&gt;
[C:7:0:0]Within the last season, &lt;br /&gt;
felt &lt;br /&gt;
rages&lt;br /&gt;
accepting&lt;br /&gt;
grieves&lt;br /&gt;
raged&lt;br /&gt;
grim satisfaction&lt;br /&gt;
grieved&lt;br /&gt;
[C:3:0:1]&lt;br /&gt;
[C:1:0:1]&lt;br /&gt;
rejected&lt;br /&gt;
self-pity&lt;br /&gt;
guilty&lt;br /&gt;
panics&lt;br /&gt;
apathetic&lt;br /&gt;
empty&lt;br /&gt;
alienated&lt;br /&gt;
ambivalent&lt;br /&gt;
 sometimes feels&lt;br /&gt;
 [C:6:0:1]&lt;br /&gt;
 [C:7:0:0]&lt;br /&gt;
 [C:7:0:1]&lt;br /&gt;
expectant&lt;br /&gt;
anything&lt;br /&gt;
existential crisis&lt;br /&gt;
defeated&lt;br /&gt;
DOUBT&lt;br /&gt;
ENTHUSIASM&lt;br /&gt;
DEFEAT&lt;br /&gt;
EXPECTANCY&lt;br /&gt;
ZEAL&lt;br /&gt;
ANGST&lt;br /&gt;
WORRY&lt;br /&gt;
WRATH&lt;br /&gt;
&amp;quot;[B]&lt;br /&gt;
 has been overthrown by the stresses of day-to-day living.  &lt;br /&gt;
Unrecognized Emotion Token: &lt;br /&gt;
[C:7:0:1]&amp;quot;&lt;br /&gt;
EXCITEMENT&lt;br /&gt;
GAIETY&lt;br /&gt;
PESSIMISM&lt;br /&gt;
EUPHORIA&lt;br /&gt;
 has become haggard and drawn due to the tremendous stresses placed on &lt;br /&gt;
[C:6:0:1]Over the long term, &lt;br /&gt;
 [C:7:0:1]and is [C:6:0:0]in depression&lt;br /&gt;
 [C:7:0:1]and is [C:3:0:0]oblivious to reality&lt;br /&gt;
 [C:7:0:1]and is [C:4:0:0]lost in rage&lt;br /&gt;
 [C:7:0:1]and is [C:6:0:1]throwing a tantrum&lt;br /&gt;
 has been utterly harrowed by the nightmare that is &lt;br /&gt;
 tragic life&lt;br /&gt;
[C:3:0:0]&lt;br /&gt;
 is oblivious to reality.  &lt;br /&gt;
[C:6:0:0]&lt;br /&gt;
 is in depression.  &lt;br /&gt;
 is lost in rage.  &lt;br /&gt;
 is throwing a tantrum.  &lt;br /&gt;
 has been under a great deal of stress&lt;br /&gt;
[C:4:0:0]&lt;br /&gt;
greatly respected for heroic acts by&lt;br /&gt;
respected for heroic acts by&lt;br /&gt;
a famous hero of&lt;br /&gt;
a hero of&lt;br /&gt;
a former worker&lt;br /&gt;
a legendary hero of&lt;br /&gt;
a former prisoner&lt;br /&gt;
a worker&lt;br /&gt;
an infamous monster of&lt;br /&gt;
a noted monster of&lt;br /&gt;
considered an intruder by&lt;br /&gt;
a legendary monster of&lt;br /&gt;
a noted intruder according to&lt;br /&gt;
certainly considered an intruder by&lt;br /&gt;
a legendary intruder according to&lt;br /&gt;
an infamous intruder according to&lt;br /&gt;
feared as a brigand by&lt;br /&gt;
a legendary bully according to&lt;br /&gt;
a noted brigand according to&lt;br /&gt;
certainly feared as a brigand by&lt;br /&gt;
a legendary brigand according to&lt;br /&gt;
an infamous brigand according to&lt;br /&gt;
certainly feared as a monster by&lt;br /&gt;
feared as a monster by&lt;br /&gt;
a noted brawler of&lt;br /&gt;
certainly considered a brawler by&lt;br /&gt;
a legendary brawler of&lt;br /&gt;
a famous brawler of&lt;br /&gt;
certainly considered a bully by&lt;br /&gt;
considered a bully by&lt;br /&gt;
an infamous bully according to&lt;br /&gt;
a noted bully according to&lt;br /&gt;
an ardent worshipper&lt;br /&gt;
a faithful worshipper&lt;br /&gt;
 is romantically involved with &lt;br /&gt;
loved ones&lt;br /&gt;
 is married to &lt;br /&gt;
at being separated from &lt;br /&gt;
a loved one&lt;br /&gt;
 an apprentice, &lt;br /&gt;
 former apprentices &lt;br /&gt;
 is imprisoned by &lt;br /&gt;
 apprentices &lt;br /&gt;
a dubious worshipper&lt;br /&gt;
 is imprisoning &lt;br /&gt;
a worshipper&lt;br /&gt;
a casual worshipper&lt;br /&gt;
the former &lt;br /&gt;
a mercenary&lt;br /&gt;
 is the pet of &lt;br /&gt;
a former &lt;br /&gt;
 used to be an apprentice under &lt;br /&gt;
 is traveling with &lt;br /&gt;
 an former apprentice, &lt;br /&gt;
 is an apprentice under &lt;br /&gt;
a former slave&lt;br /&gt;
a prisoner&lt;br /&gt;
a former member&lt;br /&gt;
a slave&lt;br /&gt;
a criminal to&lt;br /&gt;
a citizen&lt;br /&gt;
a former mercenary&lt;br /&gt;
an enemy&lt;br /&gt;
a noted protector of the weak in&lt;br /&gt;
greatly respected for protecting the weak in&lt;br /&gt;
a legendary protector of the weak in&lt;br /&gt;
a famous protector of the weak in&lt;br /&gt;
greatly respected for loyalty to&lt;br /&gt;
respected for loyalty to&lt;br /&gt;
a famous loyal soldier of&lt;br /&gt;
a noted loyal soldier of&lt;br /&gt;
a legendary treasure hunter for&lt;br /&gt;
a famous treasure hunter for&lt;br /&gt;
greatly respected for preserving the knowledge of&lt;br /&gt;
respected for preserving the knowledge of&lt;br /&gt;
a famous preserver of the knowledge of&lt;br /&gt;
a noted preserver of the knowledge of&lt;br /&gt;
respected for protecting the weak in&lt;br /&gt;
a legendary preserver of the knowledge of&lt;br /&gt;
certainly considered a thief by&lt;br /&gt;
considered a thief by&lt;br /&gt;
an infamous thief according to&lt;br /&gt;
a noted thief according to&lt;br /&gt;
respected for hunting treasure for&lt;br /&gt;
a legendary thief according to&lt;br /&gt;
a noted treasure hunter for&lt;br /&gt;
greatly respected for hunting treasure for&lt;br /&gt;
the sound of &lt;br /&gt;
the sight of &lt;br /&gt;
the color &lt;br /&gt;
the words of &lt;br /&gt;
 likes &lt;br /&gt;
 for their &lt;br /&gt;
 arrived at &lt;br /&gt;
the fortress&lt;br /&gt;
a legendary hunter of&lt;br /&gt;
a great hunter of&lt;br /&gt;
greatly feared as a villain by&lt;br /&gt;
feared as a villain by&lt;br /&gt;
an infamous villain according to&lt;br /&gt;
a noted villain according to&lt;br /&gt;
considered a brawler by&lt;br /&gt;
a legendary villain according to&lt;br /&gt;
greatly feared as a killer by&lt;br /&gt;
feared as a killer by&lt;br /&gt;
an infamous killer of&lt;br /&gt;
a noted killer of&lt;br /&gt;
respected as a hunter by&lt;br /&gt;
a legendary killer of&lt;br /&gt;
a talented hunter of&lt;br /&gt;
a skilled hunter of&lt;br /&gt;
an infamous fighter against&lt;br /&gt;
a noted fighter against&lt;br /&gt;
feared as a murderer by&lt;br /&gt;
a legendary fighter against&lt;br /&gt;
a noted murderer according to&lt;br /&gt;
greatly feared as a murderer by&lt;br /&gt;
a legendary murderer according to&lt;br /&gt;
an infamous murderer according to&lt;br /&gt;
respected for fighter for&lt;br /&gt;
a legendary loyal soldier of&lt;br /&gt;
a noted fighter for&lt;br /&gt;
greatly respected for fighter for&lt;br /&gt;
a legendary fighter for&lt;br /&gt;
a famous fighter for&lt;br /&gt;
greatly feared for fighting against&lt;br /&gt;
feared for fighting against&lt;br /&gt;
distracted&lt;br /&gt;
badly distracted&lt;br /&gt;
not distracted&lt;br /&gt;
unfocused&lt;br /&gt;
level-headed&lt;br /&gt;
untroubled&lt;br /&gt;
untroubled by unmet needs&lt;br /&gt;
unfettered&lt;br /&gt;
after being unable to pray&lt;br /&gt;
after staying occupied&lt;br /&gt;
after communing with &lt;br /&gt;
after meditation&lt;br /&gt;
after drinking&lt;br /&gt;
after being kept from alcohol&lt;br /&gt;
after spending time with people&lt;br /&gt;
after being away from people&lt;br /&gt;
after leading an unexciting life&lt;br /&gt;
after learning something&lt;br /&gt;
after doing nothing creative&lt;br /&gt;
after doing something exciting&lt;br /&gt;
after being unable to admire art&lt;br /&gt;
after doing something creative&lt;br /&gt;
after being unoccupied&lt;br /&gt;
after admiring art&lt;br /&gt;
after being unable to hear eloquent speech&lt;br /&gt;
after upholding tradition&lt;br /&gt;
after being away from friends&lt;br /&gt;
after hearing eloquent speech&lt;br /&gt;
after being away from family&lt;br /&gt;
after being with friends&lt;br /&gt;
after not learning anything&lt;br /&gt;
after being with family&lt;br /&gt;
unknown liquid&lt;br /&gt;
unknown seeds&lt;br /&gt;
unknown plants&lt;br /&gt;
unknown drink&lt;br /&gt;
unknown meat&lt;br /&gt;
unknown fish&lt;br /&gt;
When possible, &lt;br /&gt;
 prefers to consume &lt;br /&gt;
 and can't even remember the last time &lt;br /&gt;
 had some&lt;br /&gt;
 absolutely detests &lt;br /&gt;
 needs alcohol to get through the working day&lt;br /&gt;
unknown cheese&lt;br /&gt;
unknown item&lt;br /&gt;
unknown leaves&lt;br /&gt;
unknown powder&lt;br /&gt;
 is a hardened individual.  &lt;br /&gt;
 is getting used to tragedy.  &lt;br /&gt;
 likes working outdoors and grumbles only mildly at inclement weather.  &lt;br /&gt;
 doesn't really care about anything anymore.  &lt;br /&gt;
 and is starting to work slowly due to its scarcity&lt;br /&gt;
 does not mind being outdoors, at least for a time.  &lt;br /&gt;
 and has gone without a drink for far, far too long&lt;br /&gt;
 and really wants a drink&lt;br /&gt;
distracted by unmet needs&lt;br /&gt;
unfocused by unmet needs&lt;br /&gt;
somewhat focused with satisfied needs&lt;br /&gt;
badly distracted by unmet needs&lt;br /&gt;
very focused with satisfied needs&lt;br /&gt;
quite focused with satisfied needs&lt;br /&gt;
[C:2:0:0]&lt;br /&gt;
Overall, &lt;br /&gt;
Like others in &lt;br /&gt;
personally &lt;br /&gt;
after a lack of abstract thinking&lt;br /&gt;
 culture, &lt;br /&gt;
after being unable to help anybody&lt;br /&gt;
after thinking abstractly&lt;br /&gt;
after being unable to wander&lt;br /&gt;
after helping somebody&lt;br /&gt;
finds the idea of laws abhorrent&lt;br /&gt;
has the highest regard for loyalty&lt;br /&gt;
does not respect the law&lt;br /&gt;
disdains the law&lt;br /&gt;
respects the law&lt;br /&gt;
doesn't feel strongly about the law&lt;br /&gt;
is an absolute believer in the rule of law&lt;br /&gt;
has a great deal of respect for the law&lt;br /&gt;
sees family as one of the most important things in life&lt;br /&gt;
values family greatly&lt;br /&gt;
disdains loyalty&lt;br /&gt;
is disgusted by the idea of loyalty&lt;br /&gt;
doesn't particularly value loyalty&lt;br /&gt;
views loyalty unfavorably&lt;br /&gt;
greatly prizes loyalty&lt;br /&gt;
values loyalty&lt;br /&gt;
sees friendship as one of the finer things in life&lt;br /&gt;
thinks friendship is important&lt;br /&gt;
finds the idea of family loathsome&lt;br /&gt;
believes friendship is a key to the ideal life&lt;br /&gt;
is put off by family&lt;br /&gt;
lacks any respect for family&lt;br /&gt;
values family&lt;br /&gt;
does not care about family one way or the other&lt;br /&gt;
after being unable to practice a craft&lt;br /&gt;
after practicing a martial art&lt;br /&gt;
after being unable to make merry&lt;br /&gt;
after practicing a craft&lt;br /&gt;
after a lack of introspection&lt;br /&gt;
after making merry&lt;br /&gt;
after being away from traditions&lt;br /&gt;
after self-examination&lt;br /&gt;
after being unable to make romance&lt;br /&gt;
after seeing animals&lt;br /&gt;
after being unable to take it easy&lt;br /&gt;
after making romance&lt;br /&gt;
after being unable to practice a skill&lt;br /&gt;
after taking it easy&lt;br /&gt;
after being unable to practice a martial art&lt;br /&gt;
after practicing a skill&lt;br /&gt;
after a lack of decent meals&lt;br /&gt;
after fighting&lt;br /&gt;
after being unable to acquire something&lt;br /&gt;
after eating a good meal&lt;br /&gt;
after being away from great beasts&lt;br /&gt;
after acquiring something&lt;br /&gt;
after being away from animals&lt;br /&gt;
after seeing a great beast&lt;br /&gt;
after being unable to be extravagant&lt;br /&gt;
after wandering&lt;br /&gt;
after being unable to argue&lt;br /&gt;
after being extravagant&lt;br /&gt;
after a lack of trouble-making&lt;br /&gt;
after arguing&lt;br /&gt;
after being unable to fight&lt;br /&gt;
after causing trouble&lt;br /&gt;
 finds it profitable&lt;br /&gt;
finds the idea of fair-dealing foolish and cheats when &lt;br /&gt;
does not care about fairness&lt;br /&gt;
sees life as unfair and doesn't mind it that way&lt;br /&gt;
has great respect for fairness&lt;br /&gt;
respects fair-dealing and fair-play&lt;br /&gt;
sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
doesn't care very much about decorum&lt;br /&gt;
finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
values decorum, dignity and proper behavior&lt;br /&gt;
is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
 encounters if given a chance&lt;br /&gt;
is disgusted by tradition and would flout any &lt;br /&gt;
disregards tradition&lt;br /&gt;
finds the following of tradition foolish and limiting&lt;br /&gt;
values tradition&lt;br /&gt;
doesn't have any strong feelings about tradition&lt;br /&gt;
holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
is a firm believer in the value of tradition&lt;br /&gt;
finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
places cooperation as one of the highest ideals&lt;br /&gt;
finds artwork boring&lt;br /&gt;
sees the whole pursuit of art as silly&lt;br /&gt;
values artwork&lt;br /&gt;
doesn't care about art one way or another&lt;br /&gt;
believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
greatly respects artists and their works&lt;br /&gt;
respects power&lt;br /&gt;
doesn't find power particularly praiseworthy&lt;br /&gt;
believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect&lt;br /&gt;
sees power over others as something to strive for&lt;br /&gt;
is completely put off by the idea of friends&lt;br /&gt;
finds the whole idea of friendship disgusting&lt;br /&gt;
does not care about friendship&lt;br /&gt;
finds friendship burdensome&lt;br /&gt;
does not particularly value the truth&lt;br /&gt;
finds blind honesty foolish&lt;br /&gt;
believes that honesty is a high ideal&lt;br /&gt;
values honesty&lt;br /&gt;
finds the acquisition and use of power abhorrent and would have all masters toppled&lt;br /&gt;
believes the truth is inviolable regardless of the cost&lt;br /&gt;
has a negative view of those who exercise power over others&lt;br /&gt;
hates those who wield power over others&lt;br /&gt;
sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
values cunning&lt;br /&gt;
does not really value cunning and guile&lt;br /&gt;
holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
greatly respects the shrewd and guileful&lt;br /&gt;
sees lying as an important means to an end&lt;br /&gt;
is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
 somewhat disgusted with eloquent speakers&lt;br /&gt;
finds &lt;br /&gt;
doesn't value eloquence so much&lt;br /&gt;
finds eloquence and artful speech off-putting&lt;br /&gt;
deeply respects eloquent speakers&lt;br /&gt;
values eloquence&lt;br /&gt;
is utterly disgusted by guile and cunning&lt;br /&gt;
believes that artful speech and eloquent expression are of the highest ideals&lt;br /&gt;
doesn't particularly value self-control&lt;br /&gt;
finds those that deny their impulses somewhat stiff&lt;br /&gt;
finds moderation and self-control to be very important&lt;br /&gt;
values self-control&lt;br /&gt;
finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
believes that self-mastery and the denial of impulses are of the highest ideals&lt;br /&gt;
finds introspection to be a waste of time&lt;br /&gt;
thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
values tranquility and a peaceful day&lt;br /&gt;
doesn't have a preference between tranquility and tumult&lt;br /&gt;
views tranquility as one of the highest ideals&lt;br /&gt;
strongly values tranquility and quiet&lt;br /&gt;
sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
sees equal parts of harmony and discord as part of life&lt;br /&gt;
doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
values a harmonious existence&lt;br /&gt;
is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
would have the world operate in complete harmony without the least bit of strife or disorder&lt;br /&gt;
is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
ship&lt;br /&gt;
sees merrymaking as a waste&lt;br /&gt;
is disgusted by merrymakers&lt;br /&gt;
finds merrymaking and partying worthwhile activities&lt;br /&gt;
doesn't really value merrymaking&lt;br /&gt;
believes that little is better in life than a good party&lt;br /&gt;
truly values merrymaking and parties&lt;br /&gt;
believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
treasures independence&lt;br /&gt;
views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
is thoroughly disgusted by cooperation&lt;br /&gt;
doesn't see cooperation as valuable&lt;br /&gt;
dislikes cooperation&lt;br /&gt;
sees cooperation as very important in life&lt;br /&gt;
values cooperation&lt;br /&gt;
thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
believes it is important to conceal emotions and refrain from complaining&lt;br /&gt;
hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
views any show of emotion as offensive&lt;br /&gt;
finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
sees freedom and independence as completely worthless&lt;br /&gt;
values independence&lt;br /&gt;
doesn't really value independence one way or another&lt;br /&gt;
views the pursuit of knowledge as deeply important&lt;br /&gt;
values knowledge&lt;br /&gt;
sees concealment of emotions as a betrayal and tries &lt;br /&gt;
finds the quest for knowledge to be of the very highest value&lt;br /&gt;
feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
 best never to associate with such secretive fools&lt;br /&gt;
doesn't see much value in being stoic&lt;br /&gt;
sees no value in holding back complaints and concealing emotions&lt;br /&gt;
sees introspection as important&lt;br /&gt;
doesn't really see the value in self-examination&lt;br /&gt;
feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
deeply values introspection&lt;br /&gt;
thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
doesn't see the attainment of knowledge as important&lt;br /&gt;
finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
finds sacrifice to be the height of folly&lt;br /&gt;
thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
sees sacrifice as wasteful and foolish&lt;br /&gt;
believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
values sacrifice&lt;br /&gt;
finds the proposition that one should work hard in life utterly abhorrent&lt;br /&gt;
finds sacrifice to be one of the highest ideals&lt;br /&gt;
finds the very idea of competition obscene&lt;br /&gt;
believes that perseverance is one of the greatest qualities somebody can have&lt;br /&gt;
sees competition as wasteful and silly&lt;br /&gt;
deeply dislikes competition&lt;br /&gt;
sees competition as reasonably important&lt;br /&gt;
doesn't have strong views on competition&lt;br /&gt;
holds the idea of competition among the most important and would encourage it wherever possible&lt;br /&gt;
views competition as a crucial driving force in the world&lt;br /&gt;
believes that it would be a fine thing if all time were leisure time&lt;br /&gt;
treasures leisure time and thinks it is very important in life&lt;br /&gt;
thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
finds the notion that one would persevere through adversity completely abhorrent&lt;br /&gt;
doesn't think much about the idea of perseverance&lt;br /&gt;
sees perseverance in the face of adversity as bull-headed and foolish&lt;br /&gt;
greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
respects perseverance&lt;br /&gt;
really respects commerce and those that engage in trade&lt;br /&gt;
respects commerce&lt;br /&gt;
believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
sees engaging in commerce as a high ideal in life&lt;br /&gt;
finds leisure time wasteful&lt;br /&gt;
is offended by leisure time and leisurely living&lt;br /&gt;
values leisure time&lt;br /&gt;
doesn't think one way or the other about leisure time&lt;br /&gt;
considers &lt;br /&gt;
 as a total waste&lt;br /&gt;
doesn't particularly care about &lt;br /&gt;
 to be relatively worthless&lt;br /&gt;
has a great deal of respect for worthy &lt;br /&gt;
values good &lt;br /&gt;
 to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
holds &lt;br /&gt;
values martial prowess&lt;br /&gt;
does not really value skills related to fighting&lt;br /&gt;
believes that martial prowess defines the good character of an individual&lt;br /&gt;
deeply respects skill at arms&lt;br /&gt;
 with disgust and would desecrate a so-called masterwork or two if &lt;br /&gt;
views &lt;br /&gt;
sees the pursuit of good &lt;br /&gt;
 could get away with it&lt;br /&gt;
doesn't care if others take the time to master skills&lt;br /&gt;
finds the pursuit of skill mastery off-putting&lt;br /&gt;
really respects those that take the time to master a skill&lt;br /&gt;
respects the development of skill&lt;br /&gt;
abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
sees working hard as a foolish waste of time&lt;br /&gt;
thinks working hard is an abject idiocy&lt;br /&gt;
values hard work&lt;br /&gt;
doesn't really see the point of working hard&lt;br /&gt;
believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
deeply respects those that work hard at their labors&lt;br /&gt;
believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
can easily fall in love or develop positive sentiments&lt;br /&gt;
does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
is always in love with somebody and easily develops positive feelings&lt;br /&gt;
very easily falls into love and develops positive feelings&lt;br /&gt;
dreams of making a great discovery&lt;br /&gt;
, and this dream was realized&lt;br /&gt;
dreams of falling in love&lt;br /&gt;
dreams of seeing the great natural places of the world&lt;br /&gt;
is prone to hatreds and often develops negative feelings&lt;br /&gt;
is quick to form negative views about things&lt;br /&gt;
 holds romance in low regard&lt;br /&gt;
is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
 values romance&lt;br /&gt;
 is troubled by this because &lt;br /&gt;
is not the type to fall in love or even develop positive feelings&lt;br /&gt;
never falls in love or develops positive feelings toward anything&lt;br /&gt;
doesn't often feel envious of others&lt;br /&gt;
is rarely jealous&lt;br /&gt;
is prone to strong feelings of jealousy&lt;br /&gt;
often feels envious of others&lt;br /&gt;
never feels hatred toward anyone or anything&lt;br /&gt;
is consumed by overpowering feelings of jealousy&lt;br /&gt;
does not easily hate or develop negative feelings&lt;br /&gt;
very rarely develops negative feelings toward things&lt;br /&gt;
is never the slightest bit cheerful about anything&lt;br /&gt;
 values parties and merrymaking in the abstract&lt;br /&gt;
is rarely happy or enthusiastic&lt;br /&gt;
is dour as a rule&lt;br /&gt;
can be very happy and optimistic&lt;br /&gt;
is often cheerful&lt;br /&gt;
never envies others their status, situation or possessions&lt;br /&gt;
often feels filled with joy&lt;br /&gt;
values romance&lt;br /&gt;
doesn't care one way or the other about romance&lt;br /&gt;
sees romance as one of the highest ideals&lt;br /&gt;
thinks romance is very important in life&lt;br /&gt;
finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
holds the view that commerce is a vile obscenity&lt;br /&gt;
doesn't particularly respect commerce&lt;br /&gt;
is somewhat put off by trade and commerce&lt;br /&gt;
doesn't care about nature one way or another&lt;br /&gt;
finds nature somewhat disturbing&lt;br /&gt;
has a deep respect for animals, plants and the natural world&lt;br /&gt;
values nature&lt;br /&gt;
finds even the abstract idea of romance repellent&lt;br /&gt;
holds nature to be of greater value than most aspects of civilization&lt;br /&gt;
finds romance distasteful&lt;br /&gt;
is somewhat disgusted by romance&lt;br /&gt;
sees war as a useful means to an end&lt;br /&gt;
believes war is preferable to peace in general&lt;br /&gt;
values peace over war&lt;br /&gt;
doesn't particularly care between war and peace&lt;br /&gt;
believes the idea of war is utterly repellent and would have peace at all costs&lt;br /&gt;
believes that peace is always preferable to war&lt;br /&gt;
has a deep dislike of the natural world&lt;br /&gt;
would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
dreams of becoming a legendary warrior&lt;br /&gt;
dreams of mastering a skill&lt;br /&gt;
dreams of crafting a masterwork someday&lt;br /&gt;
dreams of bringing lasting peace to the world&lt;br /&gt;
dreams of ruling the world&lt;br /&gt;
dreams of creating a great work of art&lt;br /&gt;
thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
dreams of raising a family&lt;br /&gt;
desires little for &lt;br /&gt;
 own wellbeing, having no interest in material goods&lt;br /&gt;
doesn't focus on material goods&lt;br /&gt;
 in the way of possessions&lt;br /&gt;
is very greedy&lt;br /&gt;
has a greedy streak&lt;br /&gt;
is impervious to the effects of stress&lt;br /&gt;
is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
never feels tempted to overindulge in anything&lt;br /&gt;
 values self-control&lt;br /&gt;
doesn't often experience strong cravings or urges&lt;br /&gt;
only rarely feels strong cravings or urges&lt;br /&gt;
feels strong urges and seeks short-term rewards&lt;br /&gt;
occasionally overindulges&lt;br /&gt;
often neglects &lt;br /&gt;
is ruled by irresistible cravings and urges&lt;br /&gt;
would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
 is conflicted by this for more than one reason&lt;br /&gt;
tends to avoid any physical confrontations&lt;br /&gt;
does not enjoy participating in physical confrontations&lt;br /&gt;
would never pass up a chance for a good fistfight&lt;br /&gt;
likes to brawl&lt;br /&gt;
 values such powerful forces in life&lt;br /&gt;
is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
 works to square this natural tendency with &lt;br /&gt;
 mind is made up&lt;br /&gt;
 dislikes the adoration of fighting as an art to be refined&lt;br /&gt;
 respect of martial prowess&lt;br /&gt;
 likes the way that they would break up the monotony on some level&lt;br /&gt;
, even though &lt;br /&gt;
 values quiet so, at least in the abstract&lt;br /&gt;
 is disturbed by this since &lt;br /&gt;
rarely feels discouraged&lt;br /&gt;
almost never feels discouraged&lt;br /&gt;
is often sad and dejected&lt;br /&gt;
often feels discouraged&lt;br /&gt;
, though &lt;br /&gt;
is frequently depressed&lt;br /&gt;
 is conflicted by this as &lt;br /&gt;
 remains put off by deliberate merrymaking&lt;br /&gt;
never becomes angry&lt;br /&gt;
is a nervous wreck&lt;br /&gt;
is slow to anger&lt;br /&gt;
is very slow to anger&lt;br /&gt;
is very quick to anger&lt;br /&gt;
is quick to anger&lt;br /&gt;
never feels discouraged&lt;br /&gt;
is in a constant state of internal rage&lt;br /&gt;
is prone to strong feelings of lust&lt;br /&gt;
often feels lustful&lt;br /&gt;
has an incredibly calm demeanor&lt;br /&gt;
is constantly ablaze with feelings of lust&lt;br /&gt;
has a calm demeanor&lt;br /&gt;
has a very calm demeanor&lt;br /&gt;
is always tense and jittery&lt;br /&gt;
is often nervous&lt;br /&gt;
can handle stress&lt;br /&gt;
is confident under pressure&lt;br /&gt;
cracks easily under pressure&lt;br /&gt;
doesn't handle stress well&lt;br /&gt;
never feels lustful passions&lt;br /&gt;
becomes completely helpless in stressful situations&lt;br /&gt;
does not often feel lustful&lt;br /&gt;
rarely looks on others with lust&lt;br /&gt;
 values friendship&lt;br /&gt;
 is bothered by this since &lt;br /&gt;
 would ideally prefer more strife in &lt;br /&gt;
 is conflicted by &lt;br /&gt;
 nature since &lt;br /&gt;
 life&lt;br /&gt;
is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
 values harmony&lt;br /&gt;
is very impolite and inconsiderate of propriety&lt;br /&gt;
is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
is quite polite&lt;br /&gt;
could be considered rude&lt;br /&gt;
exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
 dislikes the idea of friendship&lt;br /&gt;
 is burdened by this tendency because &lt;br /&gt;
dislikes receiving advice, preferring to keep &lt;br /&gt;
has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
 own counsel&lt;br /&gt;
disdains even the best advice of associates and family, relying strictly on &lt;br /&gt;
 since &lt;br /&gt;
 is troubled by this natural tendency in &lt;br /&gt;
 finds rules of etiquette to be valuable in the abstract&lt;br /&gt;
 finds dignified society to be stifling and silly when properly considered&lt;br /&gt;
is somewhat fearful in the face of imminent danger&lt;br /&gt;
has great trouble mastering fear when confronted by danger&lt;br /&gt;
is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
is brave in the face of imminent danger&lt;br /&gt;
is unable to make decisions without a great deal of input from others&lt;br /&gt;
is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
tends to ask others for help with difficult decisions&lt;br /&gt;
relies on the advice of others during decision making&lt;br /&gt;
 values perseverance&lt;br /&gt;
 finds this troubling, since &lt;br /&gt;
doesn't stick with things if even minor difficulties arise&lt;br /&gt;
drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
is stubborn&lt;br /&gt;
has a noticeable lack of perseverance&lt;br /&gt;
is unbelievably stubborn and will stick with even the most futile action once &lt;br /&gt;
is very stubborn&lt;br /&gt;
cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
 encourages it whenever possible&lt;br /&gt;
tends to be a little tight with resources when working on projects&lt;br /&gt;
is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
tends to be a little wasteful when working on projects&lt;br /&gt;
 is conflicted by this part of &lt;br /&gt;
is completely careless with resources when completing projects and invariable wastes a lot of time and effort&lt;br /&gt;
 values harmony as an intellectual concept&lt;br /&gt;
 is conflicted by this since &lt;br /&gt;
feels best when everyone gets along without any strife or contention&lt;br /&gt;
would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
doesn't mind a little tumult and discord in day-to-day living&lt;br /&gt;
prefers that everyone live as harmoniously as possible&lt;br /&gt;
revels in chaos and discord, and &lt;br /&gt;
finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
is somewhat quarrelsome&lt;br /&gt;
is unfriendly and disagreeable&lt;br /&gt;
is very friendly and always tries to say nice things to others&lt;br /&gt;
is a friendly individual&lt;br /&gt;
 is troubled by &lt;br /&gt;
is quite a bold flatterer, extremely friendly but just a little insufferable&lt;br /&gt;
 prefers discord and debate at a more abstract level&lt;br /&gt;
 own nature as &lt;br /&gt;
 needed it&lt;br /&gt;
, no matter how major the help or how much &lt;br /&gt;
takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
 out and tries to return favors&lt;br /&gt;
is grateful when others help &lt;br /&gt;
unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
feels a strong need to reciprocate any favor done for &lt;br /&gt;
 modestly&lt;br /&gt;
prefers to present &lt;br /&gt;
likes to present &lt;br /&gt;
doesn't mind wearing something special now and again&lt;br /&gt;
always presents &lt;br /&gt;
 boldly, even if it would offend an average sense of modesty&lt;br /&gt;
does not feel the slightest need to reciprocate favors that others do for &lt;br /&gt;
 as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
has little interest in joking around&lt;br /&gt;
does not find most jokes humorous&lt;br /&gt;
finds the humor in most situations&lt;br /&gt;
has an active sense of humor&lt;br /&gt;
cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
finds something humorous in everything, no matter how serious or inappropriate&lt;br /&gt;
 modestly and frowns on any flashy accoutrements&lt;br /&gt;
presents &lt;br /&gt;
has no sense of vengeance or retribution&lt;br /&gt;
is absorbed in delusions of self-importance&lt;br /&gt;
doesn't tend to hold on to grievances&lt;br /&gt;
does not generally seek retribution for past wrongs&lt;br /&gt;
has little time for forgiveness and will generally seek retribution&lt;br /&gt;
tends to hang on to grievances&lt;br /&gt;
is utterly humorless&lt;br /&gt;
is vengeful and never forgets or forgives past grievances&lt;br /&gt;
 abilities when undertaking specific ventures&lt;br /&gt;
is generally quite confident of &lt;br /&gt;
 in situations requiring &lt;br /&gt;
is extremely confident of &lt;br /&gt;
presupposes success in any venture requiring &lt;br /&gt;
 skills&lt;br /&gt;
is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
 skills with what could be called blind overconfidence&lt;br /&gt;
is completely wrapped up in &lt;br /&gt;
 own looks and accomplishments&lt;br /&gt;
has no confidence at all in &lt;br /&gt;
 own appearance, abilities and other personal matters&lt;br /&gt;
lacks confidence in &lt;br /&gt;
 talent and abilities&lt;br /&gt;
sometimes acts with little determination and confidence&lt;br /&gt;
 abilities&lt;br /&gt;
takes no pleasure in &lt;br /&gt;
 appearance, talents or other personal vanities&lt;br /&gt;
is not inherently proud of &lt;br /&gt;
 talents and appearance&lt;br /&gt;
is pleased by &lt;br /&gt;
 talents and accomplishments&lt;br /&gt;
is greatly pleased by &lt;br /&gt;
 own appearance and talents&lt;br /&gt;
is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
has no ambition whatsoever&lt;br /&gt;
is quite ambitious&lt;br /&gt;
isn't particularly ambitious&lt;br /&gt;
 situation&lt;br /&gt;
is very ambitious, always looking for a way to better &lt;br /&gt;
could not care less about &lt;br /&gt;
has a relentless drive, completely consumed by ambition&lt;br /&gt;
is gripped by a crippling shyness&lt;br /&gt;
is bashful&lt;br /&gt;
is very rarely moved by curiosity&lt;br /&gt;
is incurious and never seeks out knowledge or information to satisfy &lt;br /&gt;
is curious and eager to learn&lt;br /&gt;
isn't particularly curious about the world&lt;br /&gt;
 detriment&lt;br /&gt;
is very curious, sometimes to &lt;br /&gt;
shares intimate details of &lt;br /&gt;
is not a private person and freely shares details of &lt;br /&gt;
is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
 life without sparing a thought to repercussions or propriety&lt;br /&gt;
 actions&lt;br /&gt;
is generally unhindered by the thoughts of others concerning &lt;br /&gt;
tends to consider what others think of &lt;br /&gt;
is not particularly interested in what others think of &lt;br /&gt;
 struggles against this tendency, as &lt;br /&gt;
 dislikes this sort of concealment in the abstract&lt;br /&gt;
is private to the point of paranoia, unwilling to reveal even basic information about &lt;br /&gt;
 finds such open expression offensive&lt;br /&gt;
tends not to reveal personal information&lt;br /&gt;
has a strong tendency toward privacy&lt;br /&gt;
 own experiences and thoughts with others&lt;br /&gt;
tends to share &lt;br /&gt;
 sets to carry out&lt;br /&gt;
is frustratingly sloppy and careless with every task &lt;br /&gt;
 own work&lt;br /&gt;
is inattentive to detail in &lt;br /&gt;
tries to do things correctly each time&lt;br /&gt;
doesn't try to get things done perfectly&lt;br /&gt;
is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
is a perfectionist&lt;br /&gt;
is completely convinced of &lt;br /&gt;
 sadism&lt;br /&gt;
has a low sense of self-esteem&lt;br /&gt;
 own worthlessness&lt;br /&gt;
thinks &lt;br /&gt;
is very humble&lt;br /&gt;
has an overinflated sense of self-worth&lt;br /&gt;
 is fairly important in the grand scheme of things&lt;br /&gt;
always acts with mercy and compassion at the forefront of &lt;br /&gt;
 sees these tendencies as an impediment to the quest for power&lt;br /&gt;
is easily moved to mercy&lt;br /&gt;
 considerations&lt;br /&gt;
generally acts impartially and is rarely moved to mercy&lt;br /&gt;
often acts with compassion&lt;br /&gt;
is deliberately cruel to those unfortunate enough to be subject to &lt;br /&gt;
is sometimes cruel&lt;br /&gt;
is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
 always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
can occasionally lose focus on the matter at hand&lt;br /&gt;
is somewhat scatterbrained&lt;br /&gt;
can be very single-minded&lt;br /&gt;
generally acts with a narrow focus on the current activity&lt;br /&gt;
 is disturbed by this as someone who dislikes those that seek to acquire power over others&lt;br /&gt;
pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
is a pessimist&lt;br /&gt;
 quite hopeful about the future&lt;br /&gt;
generally finds &lt;br /&gt;
has such a developed sense of optimism that &lt;br /&gt;
is an optimist&lt;br /&gt;
feels helping others is an imposition on &lt;br /&gt;
 truly respects sacrifice&lt;br /&gt;
dislikes helping others&lt;br /&gt;
 time&lt;br /&gt;
 way to help others&lt;br /&gt;
does not go out of &lt;br /&gt;
finds helping others very emotionally rewarding&lt;br /&gt;
finds helping others emotionally rewarding&lt;br /&gt;
dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
hates vows, obligations, promises and other binding elements that could restrict &lt;br /&gt;
has a sense of duty&lt;br /&gt;
finds obligations confining&lt;br /&gt;
has a profound sense of duty and obligation&lt;br /&gt;
has a strong sense of duty&lt;br /&gt;
 considers altruism foolish&lt;br /&gt;
 wishes this were not the case as &lt;br /&gt;
 finds this can conflict with &lt;br /&gt;
, although &lt;br /&gt;
 still views loyalty in a dim light, at least in the abstract&lt;br /&gt;
 sense of independence&lt;br /&gt;
 natural tendencies&lt;br /&gt;
 values the concept of loyalty and is troubled by &lt;br /&gt;
 believes in the importance of the rule of the law&lt;br /&gt;
 still holds the law in disdain&lt;br /&gt;
 own detriment and the harm of those around &lt;br /&gt;
never acts without prolonged deliberation, even to &lt;br /&gt;
tends to think before acting&lt;br /&gt;
can get caught up in internal deliberations when action is necessary&lt;br /&gt;
doesn't generally think before acting&lt;br /&gt;
can sometimes act without deliberation&lt;br /&gt;
 still holds the idea of freedom itself in low regard&lt;br /&gt;
never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
 mind&lt;br /&gt;
doesn't cling tightly to ideas and is open to changing &lt;br /&gt;
 mind about things&lt;br /&gt;
tends to be a bit stubborn in changing &lt;br /&gt;
 mind during a debate regardless of the merits&lt;br /&gt;
is intellectually stubborn, rarely changing &lt;br /&gt;
 mind after forming an initial idea&lt;br /&gt;
is completely closed-minded and never changes &lt;br /&gt;
is very comfortable around others that are different from &lt;br /&gt;
is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
easily changes &lt;br /&gt;
is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
often finds &lt;br /&gt;
 mind and will generally go with the prevailing view on anything&lt;br /&gt;
 mind to agree with somebody else&lt;br /&gt;
 changing &lt;br /&gt;
tends to form only tenuous emotional bonds with others&lt;br /&gt;
forms only fleeting and rare emotional bonds with others&lt;br /&gt;
forms strong emotional bonds with others, at times to &lt;br /&gt;
has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
is somewhat uncomfortable around those that appear unusual or live differently from &lt;br /&gt;
is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
is never moved by the emotions of others&lt;br /&gt;
is truly fulfilled by as&lt;br /&gt;
sisting those in need&lt;br /&gt;
tends not to be swayed by emotional appeals&lt;br /&gt;
does not generally respond to emotional appeals&lt;br /&gt;
is swayed by emotional appeals&lt;br /&gt;
tends to be swayed by the emotions of others&lt;br /&gt;
does not have feelings of emotional attachment and has never felt even a moment's connection with another being&lt;br /&gt;
is buffeted by others' emotions and can't help but to respond to them&lt;br /&gt;
seeks out exciting and adventurous situations&lt;br /&gt;
likes a little excitement now and then&lt;br /&gt;
has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
never fails to seek out the most stressful and even dangerous situations&lt;br /&gt;
likes to take it easy&lt;br /&gt;
lives at a slow-going and leisurely pace&lt;br /&gt;
lives at a high-energy kinetic pace&lt;br /&gt;
lives a fast-paced life&lt;br /&gt;
 feels intellectually that life should be more tumultuous&lt;br /&gt;
is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
 considers tranquility preferable to tumult, conceptually&lt;br /&gt;
 is conflicted by this because &lt;br /&gt;
 power to avoid excitement and stress&lt;br /&gt;
does everything in &lt;br /&gt;
doesn't seek out excitement&lt;br /&gt;
actively avoids exciting or stressful situations&lt;br /&gt;
strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
is interested only in facts and the real world&lt;br /&gt;
eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
isn't given to flights of fancy&lt;br /&gt;
is grounded in reality&lt;br /&gt;
is given to flights of fancy to the point of distraction&lt;br /&gt;
has an active imagination&lt;br /&gt;
does not have a great aesthetic sensitivity&lt;br /&gt;
is not readily moved by art or natural beauty&lt;br /&gt;
is greatly moved by art and natural beauty&lt;br /&gt;
is moved by art and natural beauty&lt;br /&gt;
is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
tends to make a small mess with &lt;br /&gt;
 living space&lt;br /&gt;
tries to keep &lt;br /&gt;
 own possessions&lt;br /&gt;
lives an orderly life, organized and neat&lt;br /&gt;
 things orderly&lt;br /&gt;
 own life, with everything kept in its proper place&lt;br /&gt;
is obsessed with order and structure in &lt;br /&gt;
does not trust others&lt;br /&gt;
sees others as selfish and conniving&lt;br /&gt;
is trusting&lt;br /&gt;
is slow to trust others&lt;br /&gt;
is naturally trustful of everybody&lt;br /&gt;
is very trusting&lt;br /&gt;
is sloppy with &lt;br /&gt;
is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
 has something to say&lt;br /&gt;
is assertive to the point of aggression, unwilling to let others get a word in edgewise when &lt;br /&gt;
prefers to be alone&lt;br /&gt;
considers spending time alone much more important than associating with others&lt;br /&gt;
enjoys the company of others&lt;br /&gt;
tends to avoid crowds&lt;br /&gt;
truly treasures the company of others&lt;br /&gt;
enjoys being in crowds&lt;br /&gt;
would never under any circumstances speak up or otherwise put forth &lt;br /&gt;
is driven by a bouncing frenetic energy&lt;br /&gt;
only rarely tries to assert &lt;br /&gt;
 point of view in a discussion&lt;br /&gt;
tends to be passive in discussions&lt;br /&gt;
 in conversation&lt;br /&gt;
has an overbearing personality&lt;br /&gt;
is assertive&lt;br /&gt;
more friendly&lt;br /&gt;
more quarrelsome&lt;br /&gt;
more discordant&lt;br /&gt;
more harmonious&lt;br /&gt;
more wasteful&lt;br /&gt;
less wasteful&lt;br /&gt;
more stubborn&lt;br /&gt;
less stubborn&lt;br /&gt;
more confident&lt;br /&gt;
less confident&lt;br /&gt;
more fearless&lt;br /&gt;
more fearful&lt;br /&gt;
more disdainful&lt;br /&gt;
more prudent&lt;br /&gt;
more polite&lt;br /&gt;
more rude&lt;br /&gt;
more extravagant&lt;br /&gt;
more austere&lt;br /&gt;
more grateful&lt;br /&gt;
less grateful&lt;br /&gt;
more ambitious&lt;br /&gt;
less ambitious&lt;br /&gt;
more vain&lt;br /&gt;
less vain&lt;br /&gt;
more cruel&lt;br /&gt;
more merciful&lt;br /&gt;
more proud&lt;br /&gt;
more humble&lt;br /&gt;
more vengeful&lt;br /&gt;
less vengeful&lt;br /&gt;
more zany&lt;br /&gt;
more humorless&lt;br /&gt;
 is troubled by this since &lt;br /&gt;
 is currently &lt;br /&gt;
 holds nature in high regard&lt;br /&gt;
 dislikes the natural world&lt;br /&gt;
 sees the whole pursuit of art as a waste&lt;br /&gt;
 is torn by this since &lt;br /&gt;
is completely unmoved by art or the beauty of nature&lt;br /&gt;
 values artwork and its creation&lt;br /&gt;
more prone to cheerfulness&lt;br /&gt;
less prone to cheerfulness&lt;br /&gt;
more envy-prone&lt;br /&gt;
less envy-prone&lt;br /&gt;
more hate-prone&lt;br /&gt;
less hate-prone&lt;br /&gt;
more love-prone&lt;br /&gt;
less love-prone&lt;br /&gt;
more lust-prone&lt;br /&gt;
less lust-prone&lt;br /&gt;
more anxiety-prone&lt;br /&gt;
less anxiety-prone&lt;br /&gt;
more anger-prone&lt;br /&gt;
less anger-prone&lt;br /&gt;
more depression-prone&lt;br /&gt;
less depression-prone&lt;br /&gt;
more violent&lt;br /&gt;
less violent&lt;br /&gt;
more intemperant&lt;br /&gt;
less intemperant&lt;br /&gt;
more greedy&lt;br /&gt;
less greedy&lt;br /&gt;
more vulnerable&lt;br /&gt;
less vulnerable&lt;br /&gt;
more prone to flights of fancy&lt;br /&gt;
more fact-oriented&lt;br /&gt;
more of a thrill seeker&lt;br /&gt;
less of a thrill seeker&lt;br /&gt;
more frenetic&lt;br /&gt;
more leisurely&lt;br /&gt;
more overbearing&lt;br /&gt;
less assertive&lt;br /&gt;
after seeing &lt;br /&gt;
 die&lt;br /&gt;
while in conflict&lt;br /&gt;
after experiencing trauma&lt;br /&gt;
more inclined to create&lt;br /&gt;
less inclined to create&lt;br /&gt;
more inclined to the abstract&lt;br /&gt;
more inclined to the practical&lt;br /&gt;
after watching a performance&lt;br /&gt;
after producing a masterwork&lt;br /&gt;
when joining an existing conflict&lt;br /&gt;
while performing&lt;br /&gt;
while killing somebody&lt;br /&gt;
after being caught sneaking&lt;br /&gt;
at the unexpected death of somebody&lt;br /&gt;
at somebody's death&lt;br /&gt;
after realizing &lt;br /&gt;
after playing make believe&lt;br /&gt;
you were&lt;br /&gt;
 caught up in a new romance&lt;br /&gt;
upon mastering &lt;br /&gt;
after creating an artifact&lt;br /&gt;
upon improving &lt;br /&gt;
more bashful&lt;br /&gt;
more shameless&lt;br /&gt;
more curious&lt;br /&gt;
less curious&lt;br /&gt;
more presumptious&lt;br /&gt;
more despairing&lt;br /&gt;
more singleminded&lt;br /&gt;
more scatterbrained&lt;br /&gt;
more tolerant&lt;br /&gt;
less tolerant&lt;br /&gt;
less open-minded&lt;br /&gt;
more acquiescing&lt;br /&gt;
more attentive&lt;br /&gt;
less attentive&lt;br /&gt;
more private&lt;br /&gt;
less private&lt;br /&gt;
more dutiful&lt;br /&gt;
less dutiful&lt;br /&gt;
more altruistic&lt;br /&gt;
less altruistic&lt;br /&gt;
more sensitive&lt;br /&gt;
less sensitive&lt;br /&gt;
more obsessive&lt;br /&gt;
less obsessive&lt;br /&gt;
more gregarious&lt;br /&gt;
more of a loner&lt;br /&gt;
more trusting&lt;br /&gt;
more distrustful&lt;br /&gt;
more orderly&lt;br /&gt;
more sloppy&lt;br /&gt;
more thoughtless&lt;br /&gt;
more deliberate&lt;br /&gt;
 spouse's miscarriage&lt;br /&gt;
to be wearing old clothing&lt;br /&gt;
after being released from confinement&lt;br /&gt;
after a miscarriage&lt;br /&gt;
after losing a pet&lt;br /&gt;
after throwing something&lt;br /&gt;
completely sublime&lt;br /&gt;
tastefully arranged &lt;br /&gt;
after being tormented in nightmares by a dead sibling&lt;br /&gt;
after being tormented in nightmares by &lt;br /&gt;
after being tormented in nightmares by a dead spouse&lt;br /&gt;
after being tormented in nightmares by a dead lover&lt;br /&gt;
 body&lt;br /&gt;
after being tormented in nightmares by a dead pet&lt;br /&gt;
to be wearing tattered clothing&lt;br /&gt;
to have clothes rot off of &lt;br /&gt;
after being tormented in nightmares by the dead&lt;br /&gt;
after being &lt;br /&gt;
after being tormented in nightmares by a dead friend&lt;br /&gt;
after being tormented in nightmares by a dead and still annoying acquaintance&lt;br /&gt;
 own dead child&lt;br /&gt;
after being tormented in nightmares by a dead animal training partner&lt;br /&gt;
 own dead mother&lt;br /&gt;
 own dead father&lt;br /&gt;
 by a dead and still annoying acquaintance&lt;br /&gt;
 by the dead&lt;br /&gt;
 by a dead animal training partner&lt;br /&gt;
 by a dead friend&lt;br /&gt;
 by a dead lover&lt;br /&gt;
 by a dead sibling&lt;br /&gt;
 by a dead pet&lt;br /&gt;
 by a dead spouse&lt;br /&gt;
after a tribute cancellation&lt;br /&gt;
after an incident&lt;br /&gt;
upon joining a traveling group&lt;br /&gt;
after a site was controlled&lt;br /&gt;
being near to a conflict&lt;br /&gt;
after an agreement was cancelled&lt;br /&gt;
after playing with &lt;br /&gt;
after becoming a parent&lt;br /&gt;
after witnessing a night creature drinking blood&lt;br /&gt;
after petitioning for citizenship&lt;br /&gt;
when a stranger advanced with a weapon&lt;br /&gt;
after seeing a stranger sneaking around&lt;br /&gt;
after being removed from a performance troupe&lt;br /&gt;
after being removed from a military group&lt;br /&gt;
after hearing a rumor&lt;br /&gt;
after leaving a performance troupe&lt;br /&gt;
while being yelled at by an unhappy citizen&lt;br /&gt;
while being cried on by an unhappy citizen&lt;br /&gt;
while crying on somebody in charge&lt;br /&gt;
after telling somebody about being trapped here&lt;br /&gt;
after requesting weapon production&lt;br /&gt;
while yelling at somebody in charge&lt;br /&gt;
after bringing up job scarcity in a meeting&lt;br /&gt;
after making suggestions about work allocations&lt;br /&gt;
splendid&lt;br /&gt;
wonderful&lt;br /&gt;
 own&lt;br /&gt;
very fine&lt;br /&gt;
 in a personal museum&lt;br /&gt;
near &lt;br /&gt;
after hearing somebody was being prevented from leaving&lt;br /&gt;
after viewing &lt;br /&gt;
after being granted residency&lt;br /&gt;
after being granted citizenship&lt;br /&gt;
to be elected&lt;br /&gt;
to be re-elected&lt;br /&gt;
to have &lt;br /&gt;
 punishment reduced&lt;br /&gt;
considering the state of demands&lt;br /&gt;
that a criminal could not be properly punished&lt;br /&gt;
after the delayed punishment of a criminal&lt;br /&gt;
considering the scarcity of cages and chains&lt;br /&gt;
that nobody could be punished for a failure&lt;br /&gt;
 punishment delayed&lt;br /&gt;
having a request approved&lt;br /&gt;
having a request ignored&lt;br /&gt;
after being denied residency&lt;br /&gt;
after being denied citizenship&lt;br /&gt;
after entering the nobility&lt;br /&gt;
after being knocked out during a cave-in&lt;br /&gt;
after toppling something over&lt;br /&gt;
after receiving a higher rank of nobility&lt;br /&gt;
after the lack of work last season&lt;br /&gt;
after smashing up a building&lt;br /&gt;
having a mandate ignored&lt;br /&gt;
having a mandate deadline missed&lt;br /&gt;
after being forced to eat vermin to survive&lt;br /&gt;
after starting a fist fight&lt;br /&gt;
after being forced to eat a treasured pet to survive&lt;br /&gt;
after being forced to eat a beloved creature to survive&lt;br /&gt;
to have no shirt&lt;br /&gt;
to have no shoes&lt;br /&gt;
to have a mandate deadline met&lt;br /&gt;
to be uncovered&lt;br /&gt;
after being unable to request weapon production&lt;br /&gt;
after being unable to find somebody in charge to yell at&lt;br /&gt;
after being unable to find somebody to complain to about job scarcity&lt;br /&gt;
after being unable to make suggestions about work allocations&lt;br /&gt;
after a sparring session&lt;br /&gt;
after being unable to petition for citizenship&lt;br /&gt;
after combat drills&lt;br /&gt;
after practicing at the archery target&lt;br /&gt;
when thirsty&lt;br /&gt;
when dehydrated&lt;br /&gt;
when drowsy&lt;br /&gt;
when utterly sleep-deprived&lt;br /&gt;
after being nauseated by the sun&lt;br /&gt;
at being out in the sunshine again&lt;br /&gt;
after being unable to find somebody in charge to cry on&lt;br /&gt;
during long patrol duty&lt;br /&gt;
after being disturbed during sleep by loud noises&lt;br /&gt;
after loud noises made it impossible to sleep&lt;br /&gt;
after suffering a minor injury&lt;br /&gt;
after sleeping uneasily due to noise&lt;br /&gt;
due to &lt;br /&gt;
after suffering a major injury&lt;br /&gt;
when hungry&lt;br /&gt;
when starving&lt;br /&gt;
being near to a waterfall&lt;br /&gt;
after choking on dust underground&lt;br /&gt;
after retching on a miasma&lt;br /&gt;
after choking on smoke underground&lt;br /&gt;
when caught in the rain&lt;br /&gt;
when caught in a snow storm&lt;br /&gt;
after being able to rest and recuperate&lt;br /&gt;
when caught in freakish weather&lt;br /&gt;
an awful dining room&lt;br /&gt;
a very poor dining room&lt;br /&gt;
a horribly substandard dining room&lt;br /&gt;
a horrible dining room&lt;br /&gt;
a very good dining room&lt;br /&gt;
a good dining room&lt;br /&gt;
a fantastic dining room&lt;br /&gt;
a great dining room&lt;br /&gt;
after felling a tree&lt;br /&gt;
after slaughtering an animal&lt;br /&gt;
after being rescued&lt;br /&gt;
after bringing somebody to rest in bed&lt;br /&gt;
at the lack of chairs&lt;br /&gt;
after forming a bond with an animal training partner&lt;br /&gt;
a poor dining room&lt;br /&gt;
eating without a proper dining room&lt;br /&gt;
after being taxed&lt;br /&gt;
not having adequate protection&lt;br /&gt;
at work&lt;br /&gt;
after losing property to the tax collector's escorts&lt;br /&gt;
after gelding a creature&lt;br /&gt;
after putting a piece on display&lt;br /&gt;
after caging a creature&lt;br /&gt;
after chaining up a creature&lt;br /&gt;
after getting into an argument&lt;br /&gt;
after making a friend&lt;br /&gt;
having disappointed a noble&lt;br /&gt;
that the tax collection didn't go smoothly&lt;br /&gt;
having pleased a noble&lt;br /&gt;
that the tax collection went smoothly&lt;br /&gt;
after being unable to reach a room for tax collection&lt;br /&gt;
after being misinformed about a room for tax collection&lt;br /&gt;
after eating rotten food&lt;br /&gt;
after putting on a&lt;br /&gt;
after being unable to find a hammer&lt;br /&gt;
eating the same old food&lt;br /&gt;
after beating somebody with a hammer&lt;br /&gt;
after being beaten with a hammer&lt;br /&gt;
after punishing somebody with a beating&lt;br /&gt;
after being beaten&lt;br /&gt;
a legendary meal&lt;br /&gt;
after having &lt;br /&gt;
a wonderful dish&lt;br /&gt;
a truly decadent dish&lt;br /&gt;
a pretty decent meal&lt;br /&gt;
a fine dish&lt;br /&gt;
 item&lt;br /&gt;
after eating &lt;br /&gt;
not having enough chests&lt;br /&gt;
not having enough cabinets&lt;br /&gt;
a truly decadent drink&lt;br /&gt;
a legendary drink&lt;br /&gt;
a fine drink&lt;br /&gt;
a wonderful drink&lt;br /&gt;
a drink&lt;br /&gt;
a pretty decent drink&lt;br /&gt;
dining in &lt;br /&gt;
a legendary dining room&lt;br /&gt;
at the lack of dining tables&lt;br /&gt;
eating at a crowded table&lt;br /&gt;
by a lesser's pretentious &lt;br /&gt;
 arrangements&lt;br /&gt;
not having enough weapon racks&lt;br /&gt;
not having enough armor stands&lt;br /&gt;
after sleeping on the floor&lt;br /&gt;
after sleeping in the mud&lt;br /&gt;
a very poor bedroom&lt;br /&gt;
a poor bedroom&lt;br /&gt;
a horrible bedroom&lt;br /&gt;
an awful bedroom&lt;br /&gt;
a good bedroom&lt;br /&gt;
a horribly substandard bedroom&lt;br /&gt;
after suffering the travesty of art defacement&lt;br /&gt;
after being evicted&lt;br /&gt;
after sleeping in the dirt&lt;br /&gt;
after sleeping on a pile of driftwood&lt;br /&gt;
after sleeping on rocks&lt;br /&gt;
after sleeping on ice&lt;br /&gt;
after sleeping in the grass&lt;br /&gt;
after sleeping on a rough cave floor&lt;br /&gt;
after being unable to advance the study of &lt;br /&gt;
after discussing &lt;br /&gt;
after learning &lt;br /&gt;
after making a breakthrough concerning &lt;br /&gt;
after writing &lt;br /&gt;
after reading &lt;br /&gt;
after teaching &lt;br /&gt;
after learning about &lt;br /&gt;
after giving somebody water&lt;br /&gt;
after receiving food&lt;br /&gt;
after gaining a sibling&lt;br /&gt;
after receiving water&lt;br /&gt;
while getting married&lt;br /&gt;
after gaining siblings&lt;br /&gt;
after pondering &lt;br /&gt;
after giving birth to &lt;br /&gt;
after being confined&lt;br /&gt;
after a bath&lt;br /&gt;
after a satisfying acquisition&lt;br /&gt;
after adopting a new pet&lt;br /&gt;
after being near &lt;br /&gt;
after being pestered by &lt;br /&gt;
after forming a grudge&lt;br /&gt;
after being accosted by &lt;br /&gt;
drinking the same old booze&lt;br /&gt;
while forced to drink bloody water&lt;br /&gt;
has been attacked by &lt;br /&gt;
 own dead &lt;br /&gt;
after being attacked&lt;br /&gt;
after being attacked by the dead&lt;br /&gt;
after a soapy bath&lt;br /&gt;
after killing somebody by accident while sparring&lt;br /&gt;
after drinking something spoiled&lt;br /&gt;
after having a drink without using a goblet, cup or mug&lt;br /&gt;
while forced to drink purulent water&lt;br /&gt;
drinking nasty water&lt;br /&gt;
while forced to drink gooey water&lt;br /&gt;
while forced to drink ichorous water&lt;br /&gt;
while forced to drink slime&lt;br /&gt;
while forced to drink vomit&lt;br /&gt;
a great bedroom&lt;br /&gt;
a very good bedroom&lt;br /&gt;
a bedroom like a personal palace&lt;br /&gt;
a fantastic bedroom&lt;br /&gt;
after sleeping without a proper room&lt;br /&gt;
after sleeping in &lt;br /&gt;
after drinking water without a well&lt;br /&gt;
after being near to a &lt;br /&gt;
after being forced to endure the decay of a spouse&lt;br /&gt;
after being forced to endure the decay of a lover&lt;br /&gt;
when a family member received justice through a criminal's conviction&lt;br /&gt;
after being forced to endure the decay of a pet&lt;br /&gt;
after the bizarre conviction against all reason of the victim of a crime&lt;br /&gt;
upon receiving justice through a criminal's conviction&lt;br /&gt;
after a long-dead corpse was convicted of a crime&lt;br /&gt;
after an animal was convicted of a crime&lt;br /&gt;
after being forced to endure the decay of an annoying acquaintance&lt;br /&gt;
after being away from people for too long&lt;br /&gt;
after being forced to endure the decay of an animal training partner&lt;br /&gt;
after being forced to endure the decay of a friend&lt;br /&gt;
after being forced to endure the decay of a father&lt;br /&gt;
after being forced to endure the decay of a child&lt;br /&gt;
after being forced to endure the decay of a sibling&lt;br /&gt;
after being forced to endure the decay of a mother&lt;br /&gt;
after not learning anything for so long&lt;br /&gt;
after being away from family for too long&lt;br /&gt;
after doing nothing creative for so long&lt;br /&gt;
after leading an unexciting life for so long&lt;br /&gt;
after being unoccupied for too long&lt;br /&gt;
after being unable to admire art for so long&lt;br /&gt;
after being kept from alcohol for too long&lt;br /&gt;
 for too long&lt;br /&gt;
after being unable to practice a martial art for too long&lt;br /&gt;
after being unable to practice a skill for too long&lt;br /&gt;
after being unable to make merry for so long&lt;br /&gt;
after being unable to practice a craft for too long&lt;br /&gt;
after being away from traditions for too long&lt;br /&gt;
after a lack of introspection for too long&lt;br /&gt;
after being away from friends for too long&lt;br /&gt;
after being unable to hear eloquent speech for so long&lt;br /&gt;
talking with father&lt;br /&gt;
talking with a child&lt;br /&gt;
talking with a sibling&lt;br /&gt;
talking with mother&lt;br /&gt;
talking with the spouse&lt;br /&gt;
talking with a lover&lt;br /&gt;
after giving somebody food&lt;br /&gt;
visiting with a pet&lt;br /&gt;
having to conduct an official meeting in a dining room&lt;br /&gt;
not having any rooms&lt;br /&gt;
conducted a meeting in &lt;br /&gt;
having to conduct an official meeting in a bedroom&lt;br /&gt;
when forced to talk to somebody annoying&lt;br /&gt;
talking with somebody&lt;br /&gt;
visiting with an animal training partner&lt;br /&gt;
talking with a friend&lt;br /&gt;
a poor&lt;br /&gt;
a very poor&lt;br /&gt;
a very good&lt;br /&gt;
a good&lt;br /&gt;
a fantastic&lt;br /&gt;
a great&lt;br /&gt;
having &lt;br /&gt;
a legendary&lt;br /&gt;
after interacting with a pet&lt;br /&gt;
after a child was turned away from sanctuary&lt;br /&gt;
about not having a tomb after gaining another year&lt;br /&gt;
after talking to a pillar of society&lt;br /&gt;
a horribly substandard&lt;br /&gt;
 tomb after gaining another year&lt;br /&gt;
an awful&lt;br /&gt;
a horrible&lt;br /&gt;
after being unable to fight for too long&lt;br /&gt;
after a lack of trouble-making for too long&lt;br /&gt;
after being unable to acquire something for too long&lt;br /&gt;
after a lack of decent meals for too long&lt;br /&gt;
after being away from animals for so long&lt;br /&gt;
after being away from great beasts for so long&lt;br /&gt;
after being unable to take it easy for so long&lt;br /&gt;
after being unable to make romance for so long&lt;br /&gt;
after murdering somebody&lt;br /&gt;
after a lack of abstract thinking for too long&lt;br /&gt;
after defeating somebody&lt;br /&gt;
after being unable to wander for too long&lt;br /&gt;
after being unable to help anybody for too long&lt;br /&gt;
after being unable to argue for too long&lt;br /&gt;
after being unable to be extravagant for so long&lt;br /&gt;
: Ignoring mandates&lt;br /&gt;
: Move good&lt;br /&gt;
: Pending mixed in&lt;br /&gt;
: Culling on mandates&lt;br /&gt;
Sorting by distance&lt;br /&gt;
: Pending on top&lt;br /&gt;
: Sorting by distance&lt;br /&gt;
: Sorting by value&lt;br /&gt;
Making demands of &lt;br /&gt;
Trading with &lt;br /&gt;
 to stop typing.&lt;br /&gt;
Merchants Present&lt;br /&gt;
: Move visible goods&lt;br /&gt;
: Select &lt;br /&gt;
: Move this category&lt;br /&gt;
: View good&lt;br /&gt;
I cannot take so much -- and at such cost!&lt;br /&gt;
I wish I could take so much, but my animals...&lt;br /&gt;
An honored visitor!  What would you like?&lt;br /&gt;
Greetings.  Let's trade.&lt;br /&gt;
(Select an item to demand)&lt;br /&gt;
What did you have in mind?&lt;br /&gt;
 (Owes you &lt;br /&gt;
 (You owe &lt;br /&gt;
what interests you and what you're prepared to offer in exchange.&lt;br /&gt;
These _are_ fine items, aren't they?  Now,&lt;br /&gt;
I'm confused.  Did you want something?&lt;br /&gt;
Yes, and trade we will!  Simply tell me&lt;br /&gt;
That seems fair.  You have yourself a deal.&lt;br /&gt;
Ah, wonderful.  Thank you for your business.&lt;br /&gt;
I won't trade at a loss.&lt;br /&gt;
How kind!  Thank you so much.&lt;br /&gt;
 has been missing for a week.&lt;br /&gt;
 has ended a mandate.&lt;br /&gt;
 has been ignored.&lt;br /&gt;
The citizenship petition of &lt;br /&gt;
text_viewer&lt;br /&gt;
The residency petition of &lt;br /&gt;
Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
Some migrants have arrived, despite the danger.&lt;br /&gt;
caravan from &lt;br /&gt;
Their wagons have bypassed your inaccessible site.&lt;br /&gt;
 is over.&lt;br /&gt;
Wagon Pathing Catastrophe&lt;br /&gt;
A mandate has ended.&lt;br /&gt;
The work slowdown by the &lt;br /&gt;
Others were too nervous to make the journey.&lt;br /&gt;
No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
Others refused to journey to this dangerous fortress.&lt;br /&gt;
A migrant has arrived, despite the danger.&lt;br /&gt;
A migrant has arrived.&lt;br /&gt;
Some migrants have arrived.&lt;br /&gt;
A migrant has decided to brave this terrifying place.&lt;br /&gt;
[TRADING]&lt;br /&gt;
[PENDING]&lt;br /&gt;
Inaccessible&lt;br /&gt;
Distance: &lt;br /&gt;
The fortress attracted no migrants this season.&lt;br /&gt;
  Trade Goods Available to be Moved  &lt;br /&gt;
Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
Migrants were too nervous to make the journey this season.&lt;br /&gt;
:  My apologies, but we're still unloading.&lt;br /&gt;
We'll be ready soon!&lt;br /&gt;
 to conclude the transaction.&lt;br /&gt;
  Merchants from &lt;br /&gt;
, and we will not part with it.&lt;br /&gt;
You receive &lt;br /&gt;
 is a family heirloom, and I will not part with it.&lt;br /&gt;
 is a treasure of &lt;br /&gt;
Greetings.  The &lt;br /&gt;
ship of the &lt;br /&gt;
Greetings.  We are enchanted by &lt;br /&gt;
your more ethical works.  We've come to trade.&lt;br /&gt;
Greetings from the Mountainhomes.  &lt;br /&gt;
Your efforts are legend there.  Let us trade!&lt;br /&gt;
There are no merchants present with which to trade.&lt;br /&gt;
Greetings from the outer lands.  &lt;br /&gt;
fathom you ending up with all of those items.&lt;br /&gt;
You are too kind.&lt;br /&gt;
Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.&lt;br /&gt;
With your trade goods such as they are, I can't &lt;br /&gt;
Perhaps you'd consider this superior proposal?&lt;br /&gt;
Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.&lt;br /&gt;
 is unparalleled.  Let's make a deal!&lt;br /&gt;
A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.&lt;br /&gt;
[Laughs uproariously]  You had me &lt;br /&gt;
going there.  Obviously, your copious wit is matched only by your industry!&lt;br /&gt;
This would please us greatly.  What do you offer?&lt;br /&gt;
[Chuckles]  How droll.&lt;br /&gt;
You wish to make an offering?  We love gifts.&lt;br /&gt;
You wish to make an offering to our leader?  &lt;br /&gt;
I will see that our leader gets this offering.&lt;br /&gt;
Take what you wish.  I can't stop you.&lt;br /&gt;
I see your low race still revels in death.&lt;br /&gt;
That poor, gentle creature...&lt;br /&gt;
Once a beautiful tree, and now?&lt;br /&gt;
It is a rude bauble, fit only for your kind.&lt;br /&gt;
You truly despise life, don't you?&lt;br /&gt;
I am beside myself with grief.  Perhaps we will show you how they suffered.&lt;br /&gt;
what do offer for them?&lt;br /&gt;
Are these gifts?  Do you wish to trade?&lt;br /&gt;
: View good, &lt;br /&gt;
: Mark for demand&lt;br /&gt;
I can't possibly accept, but how about this?  A true bargain.&lt;br /&gt;
I simply cannot afford this trade.&lt;br /&gt;
Perhaps if you throw in some more goods I can make an offer.&lt;br /&gt;
If it were in a cage of some kind...&lt;br /&gt;
As it stands, I can't accept something that wriggles and writhes so.&lt;br /&gt;
: Show items&lt;br /&gt;
Asking for &lt;br /&gt;
: Settle debt/offer currency&lt;br /&gt;
: Ask for/offer currency&lt;br /&gt;
: Trade     &lt;br /&gt;
: Give      &lt;br /&gt;
: Mark for trade&lt;br /&gt;
: Demand    &lt;br /&gt;
Offer how much? (0-&lt;br /&gt;
 is a personal treasure, and I will not part with it.&lt;br /&gt;
How much debt will you settle? (0-&lt;br /&gt;
Ask for how much? (0-&lt;br /&gt;
Cannot trade currency&lt;br /&gt;
Trade how many? (0-&lt;br /&gt;
Offering &lt;br /&gt;
Not trading currency&lt;br /&gt;
--|O|&lt;br /&gt;
---|O&lt;br /&gt;
|O|--&lt;br /&gt;
-|O|-&lt;br /&gt;
Priority&lt;br /&gt;
O|---&lt;br /&gt;
 meets with &lt;br /&gt;
  Trade Agreement with &lt;br /&gt;
I've boldly searched &lt;br /&gt;
I've already searched in &lt;br /&gt;
My epic journey began &lt;br /&gt;
I've searched nearly the whole world over.&lt;br /&gt;
is sought by &lt;br /&gt;
, and I aim to return it home.&lt;br /&gt;
: View stockpile.&lt;br /&gt;
: Scroll.&lt;br /&gt;
is a sacred relic of our people.&lt;br /&gt;
Pass this treasure into our possession, and we shall depart in peace.&lt;br /&gt;
is an heirloom of our people.&lt;br /&gt;
is the property of our people.&lt;br /&gt;
is the symbol of &lt;br /&gt;
our people&lt;br /&gt;
I can only rest when I've brought the prize safely to&lt;br /&gt;
Play your role in this noble quest and become legendary!&lt;br /&gt;
 - We will drown out the call with the screams of your dying.  Begone.&lt;br /&gt;
 - Finish peeking in on conversation.&lt;br /&gt;
Peace is calling out to us.  How do you respond?&lt;br /&gt;
 - I hear the call.  Let us stop this war.&lt;br /&gt;
 - Give up this childish errand.  We do not part with our treasures lightly.&lt;br /&gt;
 - Your claim is worthless here.  Trade your lives if you must.&lt;br /&gt;
 - We will gladly do as you ask and strengthen our bonds of friendship.&lt;br /&gt;
 - Sadly, we do not possess this object.  Best of luck in your search.&lt;br /&gt;
I see your low race still revels in death.  &lt;br /&gt;
 seems &lt;br /&gt;
You truly despise life, don't you?  &lt;br /&gt;
Once a beautiful tree, and now?  &lt;br /&gt;
My stones, are you giving me those?  Do you &lt;br /&gt;
wish to trade or to make an offering to our leader?&lt;br /&gt;
Yes, and trade we will!  Simply tell me &lt;br /&gt;
These _are_ fine items, aren't they?  Now, &lt;br /&gt;
unwilling to trade&lt;br /&gt;
: Mark all goods for trade&lt;br /&gt;
to be rapidly losing patience&lt;br /&gt;
not going to take much more of this&lt;br /&gt;
pleased with the trading&lt;br /&gt;
willing to trade&lt;br /&gt;
ecstatic with the trading&lt;br /&gt;
very happy about the trading&lt;br /&gt;
Trader Profit: &lt;br /&gt;
Trader Loss: &lt;br /&gt;
Excess Weight: &lt;br /&gt;
Value: &lt;br /&gt;
: Offer marked to &lt;br /&gt;
Allowed Weight: &lt;br /&gt;
: Seize marked, &lt;br /&gt;
: Trade&lt;br /&gt;
There is much to share...  (Information added to Civilizations/World Info)&lt;br /&gt;
The world is the same as ever.&lt;br /&gt;
?  How curious...&lt;br /&gt;
I don't know very much about the outside world.  I wish I had more to tell you.&lt;br /&gt;
 diplomat from &lt;br /&gt;
The following fortress goods were added for the counteroffer:&lt;br /&gt;
: Consider the offer&lt;br /&gt;
: Select.&lt;br /&gt;
: Scroll left.&lt;br /&gt;
: Scroll recommendations&lt;br /&gt;
: Abort (you must fill all)&lt;br /&gt;
: Select position&lt;br /&gt;
: Recommend&lt;br /&gt;
No positions available&lt;br /&gt;
No recommendations available&lt;br /&gt;
Craftsmen&lt;br /&gt;
 Guild&lt;br /&gt;
Metalsmiths Guild&lt;br /&gt;
Jewelers Guild&lt;br /&gt;
Carpenters Guild&lt;br /&gt;
Masons Guild&lt;br /&gt;
 has come!&lt;br /&gt;
Miners Guild&lt;br /&gt;
GLOBAL&lt;br /&gt;
IKEY&lt;br /&gt;
: Scroll right.&lt;br /&gt;
Text generation failed: &lt;br /&gt;
 will be leaving soon.&lt;br /&gt;
 have embarked on their journey.&lt;br /&gt;
Guild&lt;br /&gt;
The merchants from &lt;br /&gt;
/LINK&lt;br /&gt;
TREESREMOVED&lt;br /&gt;
LINK&lt;br /&gt;
/TITLE&lt;br /&gt;
LOCX&lt;br /&gt;
CHOICE&lt;br /&gt;
/CHOICE&lt;br /&gt;
Let's discuss what we are willing to offer for your &lt;br /&gt;
ship...&lt;br /&gt;
I see.  Perhaps we'll make an export agreement next year.&lt;br /&gt;
 - Look over documents.&lt;br /&gt;
Well then, we have finalized the export agreement.&lt;br /&gt;
Feel free to go over the documents.&lt;br /&gt;
It's such a pleasant place you've carved out for yourselves...&lt;br /&gt;
Let's discuss the state of our current agreements...&lt;br /&gt;
official land of our realm.&lt;br /&gt;
Do you have any &lt;br /&gt;
 - Begin discussion.&lt;br /&gt;
Merit deserves a reward, and I come empowered to establish this colony as an&lt;br /&gt;
agreement next year.&lt;br /&gt;
What requests do you have of our merchants?&lt;br /&gt;
Well then, we have finalized the import agreement.&lt;br /&gt;
Remember, trade agreements strengthen bonds.  Please consider an import&lt;br /&gt;
 trees, butcher.&lt;br /&gt;
 - We can abide by this.  Let us work toward mutual co-existence.&lt;br /&gt;
eyes of our realm.&lt;br /&gt;
We can part with at most &lt;br /&gt;
 - Flattering, but we'd rather maintain our distance from the homeland.&lt;br /&gt;
You continue to impress!  I have come empowered to elevate this land in the&lt;br /&gt;
 to recommend for elevation?&lt;br /&gt;
 - I can scarcely believe this good news!  I have some recommendations.&lt;br /&gt;
 - We can grant this request.  Let's discuss the specifics, though...&lt;br /&gt;
 - We cannot stop production just because of your quaint sensibilities.&lt;br /&gt;
that you cap your tree-fells at one hundred until we next meet.&lt;br /&gt;
I will try to return next year as I am able.&lt;br /&gt;
surrounding your lands.  Although we are loath to spare a&lt;br /&gt;
single branch to your senseless slaughter, we are willing to ask&lt;br /&gt;
 - Our needs exceed your allowances.  Relax.  They're only trees.&lt;br /&gt;
We elves are partial in particular to the trees in the forests&lt;br /&gt;
RANGE&lt;br /&gt;
DIPLOMAT&lt;br /&gt;
NULL&lt;br /&gt;
LOCAL_LARGE_PREDATOR&lt;br /&gt;
YOURCIV&lt;br /&gt;
YOURFORT&lt;br /&gt;
DIPLOMACYFLAG_SUCCESS&lt;br /&gt;
DIPLOMACYFLAG_FAILURE&lt;br /&gt;
NATIVENAME&lt;br /&gt;
TRANSLATEDNAME&lt;br /&gt;
REMOVE_FLAG&lt;br /&gt;
 bids you farewell!&lt;br /&gt;
NOBLE&lt;br /&gt;
ADD_FLAG&lt;br /&gt;
ASSOCIATE&lt;br /&gt;
ACTOR&lt;br /&gt;
 with the presentation of &lt;br /&gt;
Villains!  The seizure of &lt;br /&gt;
 has been re-elected.&lt;br /&gt;
You honor &lt;br /&gt;
Gate&lt;br /&gt;
 has been elected &lt;br /&gt;
TITLENAME&lt;br /&gt;
HISTNAME&lt;br /&gt;
Thank you for returning this treasure to &lt;br /&gt;
  It's not the original, but we can hope the writing was copied faithfully.&lt;br /&gt;
Thank you for returning my treasure.&lt;br /&gt;
Thank you for returning my family's treasure.&lt;br /&gt;
 will not go unanswered.&lt;br /&gt;
 is a great treasure.  We respect that this is no mere trade.&lt;br /&gt;
to beseech&lt;br /&gt;
to praise&lt;br /&gt;
to express grief over&lt;br /&gt;
to express pleasure with&lt;br /&gt;
to make an apology&lt;br /&gt;
to renounce&lt;br /&gt;
to complain about&lt;br /&gt;
to amuse the audience&lt;br /&gt;
 concerning &lt;br /&gt;
 a chosen subject&lt;br /&gt;
 concerning&lt;br /&gt;
to refuse consolation&lt;br /&gt;
to console the audience&lt;br /&gt;
to make a concession&lt;br /&gt;
to make an assertion&lt;br /&gt;
to teach a moral lesson&lt;br /&gt;
octet&lt;br /&gt;
-line stanza&lt;br /&gt;
two distinct &lt;br /&gt;
is divided into &lt;br /&gt;
The poem &lt;br /&gt;
The form guides poets during improvised performances.  &lt;br /&gt;
The rules of the form are applied by poets to produce individual poems which can be recited.  &lt;br /&gt;
, originating in &lt;br /&gt;
 extremely long series of&lt;br /&gt;
another&lt;br /&gt;
couplet&lt;br /&gt;
tercet&lt;br /&gt;
quatrain&lt;br /&gt;
quintain&lt;br /&gt;
sexain&lt;br /&gt;
septet&lt;br /&gt;
the concept of death&lt;br /&gt;
someone recently retired&lt;br /&gt;
someone recently deceased&lt;br /&gt;
the future&lt;br /&gt;
current events&lt;br /&gt;
the past&lt;br /&gt;
a specific wilderness region&lt;br /&gt;
a specific place&lt;br /&gt;
a historical figure&lt;br /&gt;
an abstract concept&lt;br /&gt;
the concept of war&lt;br /&gt;
the concept of nature&lt;br /&gt;
the concept of hunting&lt;br /&gt;
the concept of family&lt;br /&gt;
 a ribald&lt;br /&gt;
 a reflective&lt;br /&gt;
 a dramatic&lt;br /&gt;
someone's character&lt;br /&gt;
mining&lt;br /&gt;
the hunt&lt;br /&gt;
alcoholic beverages&lt;br /&gt;
a lover&lt;br /&gt;
to satirize&lt;br /&gt;
to describe&lt;br /&gt;
 intended &lt;br /&gt;
form&lt;br /&gt;
narrative&lt;br /&gt;
 poetic &lt;br /&gt;
 a solemn&lt;br /&gt;
 a light&lt;br /&gt;
ambiguity&lt;br /&gt;
allegory&lt;br /&gt;
synchysis&lt;br /&gt;
epenthesis&lt;br /&gt;
elision&lt;br /&gt;
consonance&lt;br /&gt;
assonance&lt;br /&gt;
antanaclasis&lt;br /&gt;
Forms of &lt;br /&gt;
 is characteristic of the form.  &lt;br /&gt;
juxtaposition&lt;br /&gt;
vivid imagery&lt;br /&gt;
metonymy&lt;br /&gt;
simile&lt;br /&gt;
metaphor&lt;br /&gt;
symbolism&lt;br /&gt;
are required to maintain phrasing&lt;br /&gt;
often contrast underlying meaning&lt;br /&gt;
often share an underlying meaning&lt;br /&gt;
they &lt;br /&gt;
certain lines &lt;br /&gt;
 common throughout the poem, in that &lt;br /&gt;
parallelism &lt;br /&gt;
A form of &lt;br /&gt;
lines which can be read backwards as well as forwards&lt;br /&gt;
lines with different readings depending on word breaks&lt;br /&gt;
 must feature &lt;br /&gt;
Linguistic skill is required in the visual presentation as well, as &lt;br /&gt;
reverse grammatical structures&lt;br /&gt;
sometimes have reversed word orders&lt;br /&gt;
use the same placement of allusions&lt;br /&gt;
have similar grammatical structures&lt;br /&gt;
verse paragraph&lt;br /&gt;
brief &lt;br /&gt;
a series of&lt;br /&gt;
numerous series of&lt;br /&gt;
an extremely long series of&lt;br /&gt;
 series of&lt;br /&gt;
 numerous series of&lt;br /&gt;
extremely long series of&lt;br /&gt;
 distinct parts: &lt;br /&gt;
 couplet&lt;br /&gt;
 tercet&lt;br /&gt;
 quatrain&lt;br /&gt;
 quintain&lt;br /&gt;
 sexain&lt;br /&gt;
 septet&lt;br /&gt;
a traveler&lt;br /&gt;
a soldier&lt;br /&gt;
the author&lt;br /&gt;
 is always written from the perspective of &lt;br /&gt;
full &lt;br /&gt;
lengthy &lt;br /&gt;
a single&lt;br /&gt;
series of&lt;br /&gt;
onomatopoeia&lt;br /&gt;
alliteration&lt;br /&gt;
internal rhyme&lt;br /&gt;
Use of &lt;br /&gt;
an animal&lt;br /&gt;
a fictional poet&lt;br /&gt;
a party to a debate&lt;br /&gt;
a relative of the author&lt;br /&gt;
cretic&lt;br /&gt;
anapaestic&lt;br /&gt;
amphibrachic&lt;br /&gt;
dactylic&lt;br /&gt;
spondaic&lt;br /&gt;
trochaic&lt;br /&gt;
iambic&lt;br /&gt;
 (quantitative &lt;br /&gt;
trimeter&lt;br /&gt;
dimeter&lt;br /&gt;
monometer&lt;br /&gt;
molossic&lt;br /&gt;
antibacchic&lt;br /&gt;
bacchic&lt;br /&gt;
tribrachic&lt;br /&gt;
pyrrhic&lt;br /&gt;
unstressed-stressed&lt;br /&gt;
an accent pattern of &lt;br /&gt;
).  &lt;br /&gt;
octameter&lt;br /&gt;
heptameter&lt;br /&gt;
hexameter&lt;br /&gt;
pentameter&lt;br /&gt;
tetrameter&lt;br /&gt;
unstressed-unstressed-unstressed&lt;br /&gt;
unstressed-unstressed&lt;br /&gt;
stressed-unstressed-stressed&lt;br /&gt;
unstressed-unstressed-stressed&lt;br /&gt;
unstressed-stressed-unstressed&lt;br /&gt;
stressed-unstressed-unstressed&lt;br /&gt;
stressed-stressed&lt;br /&gt;
stressed-unstressed&lt;br /&gt;
even-uneven&lt;br /&gt;
a tone pattern of &lt;br /&gt;
feet&lt;br /&gt;
foot&lt;br /&gt;
The poem has &lt;br /&gt;
Each line has &lt;br /&gt;
lines which emerge when reading along certain prescribed paths across the body of the poem&lt;br /&gt;
lines which can be read orthogonally across the standard lines&lt;br /&gt;
even-even-even&lt;br /&gt;
even-even&lt;br /&gt;
uneven-even-uneven&lt;br /&gt;
even-even-uneven&lt;br /&gt;
even-uneven-even&lt;br /&gt;
uneven-even-even&lt;br /&gt;
uneven-uneven&lt;br /&gt;
uneven-even&lt;br /&gt;
long-short-short&lt;br /&gt;
long-long&lt;br /&gt;
long-short&lt;br /&gt;
short-long&lt;br /&gt;
a syllable weight pattern of &lt;br /&gt;
uneven-uneven-uneven&lt;br /&gt;
uneven-uneven-even&lt;br /&gt;
even-uneven-uneven&lt;br /&gt;
long-long-long&lt;br /&gt;
long-long-short&lt;br /&gt;
short-long-long&lt;br /&gt;
short-short-short&lt;br /&gt;
short-short&lt;br /&gt;
long-short-long&lt;br /&gt;
short-short-long&lt;br /&gt;
short-long-short&lt;br /&gt;
Certain lines&lt;br /&gt;
 must make use of &lt;br /&gt;
 is written from the perspective of &lt;br /&gt;
concerns &lt;br /&gt;
 the subject of the poem&lt;br /&gt;
to offer a different perspective&lt;br /&gt;
to reflect on previous ideas&lt;br /&gt;
to move away from previous ideas&lt;br /&gt;
contrasts the underlying meaning of&lt;br /&gt;
shares the underlying meaning of&lt;br /&gt;
stanza&lt;br /&gt;
each &lt;br /&gt;
 line of &lt;br /&gt;
 part, the &lt;br /&gt;
In the &lt;br /&gt;
present different views of the same subject&lt;br /&gt;
 line.  &lt;br /&gt;
must expand the idea of&lt;br /&gt;
presents a different view of the subject of&lt;br /&gt;
reverses the grammatical structure of&lt;br /&gt;
reverses the word order of&lt;br /&gt;
uses the same placement of allusions as&lt;br /&gt;
has the same grammatical structure as&lt;br /&gt;
is required to maintain the phrasing of&lt;br /&gt;
The refrain occurs as line &lt;br /&gt;
The refrain occurs as lines &lt;br /&gt;
can be read backwards as well as forwards&lt;br /&gt;
has different readings depending on word breaks&lt;br /&gt;
 in each line&lt;br /&gt;
 has lines with &lt;br /&gt;
lines which emerge when reading along certain prescribed paths&lt;br /&gt;
 includes &lt;br /&gt;
a medial caesura&lt;br /&gt;
an initial caesura&lt;br /&gt;
Every line of the poem has &lt;br /&gt;
 syllables.  &lt;br /&gt;
 (qualitative &lt;br /&gt;
stressed-stressed-stressed&lt;br /&gt;
stressed-stressed-unstressed&lt;br /&gt;
unstressed-stressed-stressed&lt;br /&gt;
, though the rhyme&lt;br /&gt;
 don't need to match perfectly&lt;br /&gt;
section&lt;br /&gt;
sections&lt;br /&gt;
, though rhymes at the end of lines in the &lt;br /&gt;
, though the rhyming doesn't have to be perfect&lt;br /&gt;
The ending of each line of the poem shares the same rhyme&lt;br /&gt;
a terminal caesura&lt;br /&gt;
is light&lt;br /&gt;
is ribald&lt;br /&gt;
is reflective&lt;br /&gt;
is dramatic&lt;br /&gt;
 need to match perfectly&lt;br /&gt;
line doesn't&lt;br /&gt;
lines don't&lt;br /&gt;
 at the end of the &lt;br /&gt;
to undercut the previous assertion&lt;br /&gt;
to invert the previous assertion&lt;br /&gt;
to develop the previous idea&lt;br /&gt;
to synthesize previous ideas&lt;br /&gt;
to make a counter-assertion&lt;br /&gt;
is a narrative&lt;br /&gt;
is a riddle&lt;br /&gt;
is solemn&lt;br /&gt;
The rhyme scheme &lt;br /&gt;
 shares the same rhyme.  &lt;br /&gt;
of this part&lt;br /&gt;
of the &lt;br /&gt;
of the poem&lt;br /&gt;
The ending of each line &lt;br /&gt;
 refrain occurs as line &lt;br /&gt;
 refrain occurs as lines &lt;br /&gt;
, where numbers indicate a refrain&lt;br /&gt;
respecting the full poem&lt;br /&gt;
within this stanza&lt;br /&gt;
within each stanza&lt;br /&gt;
repeating in each stanza&lt;br /&gt;
within&lt;br /&gt;
within each stanza of&lt;br /&gt;
repeating in each stanza of&lt;br /&gt;
 need to match perfectly.  &lt;br /&gt;
The rhyme&lt;br /&gt;
In this part of the poem, the end rhymes don't need to match perfectly.  &lt;br /&gt;
As a rule throughout the poem, the end rhymes don't generally match perfectly.  &lt;br /&gt;
 needs&lt;br /&gt;
mutters&lt;br /&gt;
&amp;quot;I must have &lt;br /&gt;
screams&lt;br /&gt;
things...  certain things&lt;br /&gt;
&amp;quot;Leave me.  I need... &lt;br /&gt;
rough... color&lt;br /&gt;
raw... crystal&lt;br /&gt;
raw... clear&lt;br /&gt;
raw... green&lt;br /&gt;
tree... life&lt;br /&gt;
a corpse&lt;br /&gt;
a shell&lt;br /&gt;
bones...  yes&lt;br /&gt;
sketches&lt;br /&gt;
...&amp;quot;&lt;br /&gt;
cloth... thread&lt;br /&gt;
leather... skin&lt;br /&gt;
blocks... bricks...&lt;br /&gt;
gems... shining&lt;br /&gt;
bars... metal&lt;br /&gt;
stone... rock&lt;br /&gt;
a quarry&lt;br /&gt;
rough gems and glass&lt;br /&gt;
glass and burning wood&lt;br /&gt;
glass&lt;br /&gt;
a forest&lt;br /&gt;
shells&lt;br /&gt;
skeletons&lt;br /&gt;
pictures of &lt;br /&gt;
created from meeting area&lt;br /&gt;
temples and libraries can be&lt;br /&gt;
Locations such as taverns,&lt;br /&gt;
locations.  Do it here.&lt;br /&gt;
You have not designated any&lt;br /&gt;
: Location details&lt;br /&gt;
Details or the main location&lt;br /&gt;
and more from Location&lt;br /&gt;
You can manage occupations&lt;br /&gt;
from outside the fortress.&lt;br /&gt;
rooms can attract visitors&lt;br /&gt;
These larger associations of&lt;br /&gt;
bedrooms.&lt;br /&gt;
zones, dining rooms and&lt;br /&gt;
furiously!&lt;br /&gt;
works&lt;br /&gt;
been claimed by&lt;br /&gt;
This building has&lt;br /&gt;
Forbidden&lt;br /&gt;
No Buildings Nearby&lt;br /&gt;
Site not found&lt;br /&gt;
list.&lt;br /&gt;
&amp;quot;Yes.  I need &lt;br /&gt;
broods&lt;br /&gt;
with menacing fury!&lt;br /&gt;
darkly brooding...&lt;br /&gt;
works,&lt;br /&gt;
secretly...&lt;br /&gt;
muttering &lt;br /&gt;
keeps&lt;br /&gt;
: Use in Target&lt;br /&gt;
mechanisms.&lt;br /&gt;
You don't have enough&lt;br /&gt;
: Use in Trigger&lt;br /&gt;
: Use in Lever&lt;br /&gt;
and fuel if necessary&lt;br /&gt;
Check for raw material access&lt;br /&gt;
No tasks available&lt;br /&gt;
: Link up a Floodgate&lt;br /&gt;
: Link up a Door&lt;br /&gt;
: Link up a Chain&lt;br /&gt;
: Link up a Cage&lt;br /&gt;
: Link up a Bridge&lt;br /&gt;
can be linked up.&lt;br /&gt;
There is nothing that&lt;br /&gt;
: Recenter on lever&lt;br /&gt;
: Link up a Gear Assembly&lt;br /&gt;
: Link up Spears/Spikes&lt;br /&gt;
: Link up a Support&lt;br /&gt;
: Link up Floor Bars&lt;br /&gt;
: Link up Vertical Bars&lt;br /&gt;
: Link up a Floor Grate&lt;br /&gt;
: Link up a Wall Grate&lt;br /&gt;
: Link up a Hatch&lt;br /&gt;
: Repeat&lt;br /&gt;
: Do task now!&lt;br /&gt;
: Remove High Priority&lt;br /&gt;
: Promote task&lt;br /&gt;
: Cancel task&lt;br /&gt;
: Add new task&lt;br /&gt;
: Pull the Lever&lt;br /&gt;
: Link up Track Stop&lt;br /&gt;
: Weave Silk Cloth&lt;br /&gt;
: Weave Cloth (Plant Thread)&lt;br /&gt;
: Collect Webs&lt;br /&gt;
stacked cloth&lt;br /&gt;
stacked leather&lt;br /&gt;
square blocks&lt;br /&gt;
of metal&lt;br /&gt;
shining bars&lt;br /&gt;
: Process a Raw Fish&lt;br /&gt;
: Make Traction Bench&lt;br /&gt;
: Make Rock Mechanisms&lt;br /&gt;
: Tame a Small Animal&lt;br /&gt;
: Capture a Live Land Animal&lt;br /&gt;
: Tame&lt;br /&gt;
: Weave Metal Cloth&lt;br /&gt;
: Weave Cloth (Wool/Hair Yarn)&lt;br /&gt;
: Encrust Finished Goods&lt;br /&gt;
: Dye Cloth&lt;br /&gt;
: Dye Thread&lt;br /&gt;
: Capture a live land animal&lt;br /&gt;
: Extract from a dead animal&lt;br /&gt;
: Butcher a dead animal&lt;br /&gt;
: Capture a Live Fish&lt;br /&gt;
: Extract from a Raw Fish&lt;br /&gt;
Needs to be powered&lt;br /&gt;
boundary tiles&lt;br /&gt;
from below one of the 8&lt;br /&gt;
Must have magma accessible&lt;br /&gt;
: Encrust with Gems&lt;br /&gt;
: Cut Gems&lt;br /&gt;
: Encrust Ammo&lt;br /&gt;
: Encrust Furniture&lt;br /&gt;
Current Owner:&lt;br /&gt;
: Assign Room&lt;br /&gt;
: Stop display&lt;br /&gt;
Nothing&lt;br /&gt;
On display here:&lt;br /&gt;
: Set new displayed items&lt;br /&gt;
This is a memorial to&lt;br /&gt;
: Make Archery Range&lt;br /&gt;
: Gather any products&lt;br /&gt;
: Do not install colony&lt;br /&gt;
   * Existing hive&lt;br /&gt;
   * Requires wild colony or&lt;br /&gt;
: Install colony when ready&lt;br /&gt;
: Make Sculpture Garden&lt;br /&gt;
: Make Memorial Hall&lt;br /&gt;
: Make Museum&lt;br /&gt;
Not ready to be split&lt;br /&gt;
Ready to be split&lt;br /&gt;
No outdoor access&lt;br /&gt;
Outdoor access&lt;br /&gt;
   * Saves colony for split&lt;br /&gt;
: Do not gather products&lt;br /&gt;
   * Requires a jug&lt;br /&gt;
   * Destroys colony&lt;br /&gt;
: Justice&lt;br /&gt;
: Aquarium&lt;br /&gt;
: Terrarium&lt;br /&gt;
: Do Not Use For Justice&lt;br /&gt;
Occupants:&lt;br /&gt;
* Output restricted&lt;br /&gt;
* No output&lt;br /&gt;
Too many hives&lt;br /&gt;
: Free Room&lt;br /&gt;
: Size Room&lt;br /&gt;
Bucket full&lt;br /&gt;
No bucket&lt;br /&gt;
Profile requires manager&lt;br /&gt;
: Workshop profile&lt;br /&gt;
: Suspend&lt;br /&gt;
Stable Foundation&lt;br /&gt;
Total Power Needed: &lt;br /&gt;
Total Power: &lt;br /&gt;
Frozen Elsewhere&lt;br /&gt;
Frozen Here&lt;br /&gt;
: Make Meeting Hall&lt;br /&gt;
: Assign Location&lt;br /&gt;
: Resize Room&lt;br /&gt;
: Choose Shooting Dir&lt;br /&gt;
Pumps from the west&lt;br /&gt;
Pumps from the south&lt;br /&gt;
Pumps from the east&lt;br /&gt;
Pumps from the north&lt;br /&gt;
: Start Pump Manually&lt;br /&gt;
: Stop Pumping Manually&lt;br /&gt;
Hanging&lt;br /&gt;
: Squad Eq&lt;br /&gt;
: Indiv Eq&lt;br /&gt;
Give name&lt;br /&gt;
From Right to Left&lt;br /&gt;
From Left to Right&lt;br /&gt;
From Bottom to Top&lt;br /&gt;
From Top to Bottom&lt;br /&gt;
Shoot: &lt;br /&gt;
: Allow Citizens (Y)&lt;br /&gt;
: Allow Citizens (N)&lt;br /&gt;
: Use for Burial (N)&lt;br /&gt;
: Use for Burial (Y)&lt;br /&gt;
: Resize Tomb&lt;br /&gt;
: Free Tomb&lt;br /&gt;
: Assign Tomb&lt;br /&gt;
place of&lt;br /&gt;
: Free Table&lt;br /&gt;
: Assign Table&lt;br /&gt;
: Make Throne Room or Study&lt;br /&gt;
: Free Chair&lt;br /&gt;
: Assign Chair&lt;br /&gt;
: Make Tomb&lt;br /&gt;
: Allow Pets (Y)&lt;br /&gt;
: Allow Pets (N)&lt;br /&gt;
: Max Barrel - &lt;br /&gt;
: Change Settings&lt;br /&gt;
or pile you want to take from.&lt;br /&gt;
: Select Pile/Workshop&lt;br /&gt;
or pile you want to give to.&lt;br /&gt;
Move the cursor to the workshop&lt;br /&gt;
: Make Dining Room&lt;br /&gt;
: Meeting Hall (&lt;br /&gt;
Give: &lt;br /&gt;
: Delete Selected&lt;br /&gt;
: Give To A Pile/Workshop&lt;br /&gt;
: Take From A Pile/Workshop&lt;br /&gt;
: Will Take From Anywhere&lt;br /&gt;
: Will Take From Links Only&lt;br /&gt;
: Max Wheelbarrow - &lt;br /&gt;
: Max Bin - &lt;br /&gt;
Chained: &lt;br /&gt;
Assigned: &lt;br /&gt;
: Set Owner&lt;br /&gt;
: Used by Justice (&lt;br /&gt;
: Assign Animal to Chain&lt;br /&gt;
: Free&lt;br /&gt;
: Owner&lt;br /&gt;
: Make Room&lt;br /&gt;
Passable&lt;br /&gt;
Operated by Mechanisms&lt;br /&gt;
: Change Orientation&lt;br /&gt;
: Change Action&lt;br /&gt;
, Facing &lt;br /&gt;
Not in Use&lt;br /&gt;
Prepare to Fire&lt;br /&gt;
Fire at Will&lt;br /&gt;
: Permit Passage&lt;br /&gt;
: Forbid Passage&lt;br /&gt;
DOOR USED BY INTRUDER&lt;br /&gt;
Retake door to forbid it.&lt;br /&gt;
DOOR TAKEN BY INVADERS&lt;br /&gt;
Open&lt;br /&gt;
Pet-passable&lt;br /&gt;
, Internal&lt;br /&gt;
This is the resting&lt;br /&gt;
HATCH USED BY INTRUDER&lt;br /&gt;
Retake hatch to forbid it.&lt;br /&gt;
HATCH TAKEN BY INVADERS&lt;br /&gt;
: Set as External&lt;br /&gt;
: Set as Internal&lt;br /&gt;
: Keep Tightly Closed&lt;br /&gt;
: Make Pet-passable&lt;br /&gt;
: Fertilize&lt;br /&gt;
: Cancel Fert&lt;br /&gt;
: Fallow&lt;br /&gt;
for this location&lt;br /&gt;
No seeds available&lt;br /&gt;
No seeds&lt;br /&gt;
Trap Baited:&lt;br /&gt;
Trap Occupied:&lt;br /&gt;
: Make Barracks/Armory&lt;br /&gt;
Disengaged&lt;br /&gt;
: Winter&lt;br /&gt;
: Autumn&lt;br /&gt;
: Summer&lt;br /&gt;
: Spring&lt;br /&gt;
: Seas Fert (&lt;br /&gt;
squad in the military&lt;br /&gt;
First, you need to create a&lt;br /&gt;
Done&lt;br /&gt;
Cancel&lt;br /&gt;
: Remove Building&lt;br /&gt;
: Place opposite corner&lt;br /&gt;
: Scroll list&lt;br /&gt;
 etc.: Select multiple&lt;br /&gt;
 etc.: Select exclusively&lt;br /&gt;
: Military screen&lt;br /&gt;
view or you can press &lt;br /&gt;
is accessible from the main&lt;br /&gt;
screen.  The military screen&lt;br /&gt;
* Eviction Underway *&lt;br /&gt;
T: Stop rental (&lt;br /&gt;
: Dormitory (&lt;br /&gt;
: Barracks (&lt;br /&gt;
: Free Bed&lt;br /&gt;
: Assign Bed&lt;br /&gt;
: Vacant&lt;br /&gt;
Take: &lt;br /&gt;
Nest box claimed by&lt;br /&gt;
For Sale at &lt;br /&gt;
Shopkeeper:&lt;br /&gt;
: Make Bedroom&lt;br /&gt;
Current Long-term Resident:&lt;br /&gt;
: Position&lt;br /&gt;
: Rent this room&lt;br /&gt;
* Move Underway *&lt;br /&gt;
: Only broker may trade&lt;br /&gt;
: Anyone may trade&lt;br /&gt;
: No trader needed at depot&lt;br /&gt;
: Trader requested at depot&lt;br /&gt;
trading right now.&lt;br /&gt;
There are no merchants&lt;br /&gt;
: Move Goods to/from Depot&lt;br /&gt;
Nest box unclaimed&lt;br /&gt;
: Large Gem&lt;br /&gt;
: Fish&lt;br /&gt;
: Meat&lt;br /&gt;
: Nothing for Now&lt;br /&gt;
You do not have a broker.&lt;br /&gt;
Broker cannot access depot&lt;br /&gt;
Broker can access depot&lt;br /&gt;
Broker:&lt;br /&gt;
: Routes&lt;br /&gt;
: Adopt selected symbol&lt;br /&gt;
: Change symbol selector&lt;br /&gt;
: Note text&lt;br /&gt;
: Name&lt;br /&gt;
/100&lt;br /&gt;
: Back to points/notes&lt;br /&gt;
: Center&lt;br /&gt;
when empty&lt;br /&gt;
always (at least 0%)&lt;br /&gt;
 days&lt;br /&gt;
in 1 day&lt;br /&gt;
immediately&lt;br /&gt;
Ride&lt;br /&gt;
Push&lt;br /&gt;
You have no vehicles.&lt;br /&gt;
any items&lt;br /&gt;
desired items&lt;br /&gt;
always (at most 100%)&lt;br /&gt;
when full&lt;br /&gt;
 75%&lt;br /&gt;
 50%&lt;br /&gt;
 25%&lt;br /&gt;
when &lt;br /&gt;
Stop &lt;br /&gt;
(Obsolete Stockpile)&lt;br /&gt;
(Select Stockpile)&lt;br /&gt;
(Select)&lt;br /&gt;
Take from&lt;br /&gt;
Give to&lt;br /&gt;
Give to/Take from&lt;br /&gt;
: Move to the cursor&lt;br /&gt;
 etc.: Center on a point&lt;br /&gt;
 etc.: Move to a point&lt;br /&gt;
: Back to squads&lt;br /&gt;
: Select in rectangle&lt;br /&gt;
: Select from list&lt;br /&gt;
: Kill creatures at cursor&lt;br /&gt;
: Place first corner&lt;br /&gt;
: View schedule&lt;br /&gt;
: Center on this squad&lt;br /&gt;
: Cancel orders&lt;br /&gt;
: Cancel &lt;br /&gt;
: Move&lt;br /&gt;
: Attack&lt;br /&gt;
 (squad)&lt;br /&gt;
Orders&lt;br /&gt;
: One-Step&lt;br /&gt;
: Select individuals&lt;br /&gt;
: Select squads&lt;br /&gt;
: Active&lt;br /&gt;
: Center on selected squad&lt;br /&gt;
 etc.: Choose squad&lt;br /&gt;
Near sq: &lt;br /&gt;
Sched - &lt;br /&gt;
: Name route&lt;br /&gt;
: Del route&lt;br /&gt;
: Edit waypts&lt;br /&gt;
: Add route&lt;br /&gt;
: Del waypt&lt;br /&gt;
: Edit routes&lt;br /&gt;
: Add waypt&lt;br /&gt;
 route&lt;br /&gt;
: Currently erasing&lt;br /&gt;
: Currently painting&lt;br /&gt;
round 5x5&lt;br /&gt;
one tile&lt;br /&gt;
: Mouse brush is &lt;br /&gt;
: Start rectangle&lt;br /&gt;
: Finish rectangle&lt;br /&gt;
: Add new burrow&lt;br /&gt;
: Delete it&lt;br /&gt;
be removed forever!&lt;br /&gt;
associated to it will&lt;br /&gt;
and alert information&lt;br /&gt;
All citizen assignments&lt;br /&gt;
Delete this burrow?&lt;br /&gt;
: Center on burrow&lt;br /&gt;
 Years Old&lt;br /&gt;
 Year Old&lt;br /&gt;
_ Years Old&lt;br /&gt;
: Place tree&lt;br /&gt;
: Limit workshops to burrow&lt;br /&gt;
: Remove workshop limits&lt;br /&gt;
: Add citizens to burrow&lt;br /&gt;
: Define this burrow&lt;br /&gt;
: Assume control&lt;br /&gt;
: Butcher&lt;br /&gt;
: Place magma&lt;br /&gt;
: Place water&lt;br /&gt;
: Create tree&lt;br /&gt;
: Create creature&lt;br /&gt;
Track/Spoor&lt;br /&gt;
 vapor&lt;br /&gt;
: New stockpile link&lt;br /&gt;
: New depart condition&lt;br /&gt;
: Set desired items&lt;br /&gt;
: Set kept items&lt;br /&gt;
: Set desired/kept items&lt;br /&gt;
: Assign Vehicle&lt;br /&gt;
You have no routes.&lt;br /&gt;
! Set dir/connect track&lt;br /&gt;
: Desired/Total&lt;br /&gt;
: More/Less&lt;br /&gt;
: Dir&lt;br /&gt;
: Push/Ride/Guide&lt;br /&gt;
: Toggle take/give&lt;br /&gt;
: Select stockpile&lt;br /&gt;
: Remove condition/link&lt;br /&gt;
: Promote stop&lt;br /&gt;
: Remove route/stop&lt;br /&gt;
: New stop&lt;br /&gt;
: New route&lt;br /&gt;
: Define stop&lt;br /&gt;
: Timer&lt;br /&gt;
: Advanced&lt;br /&gt;
: Change condition&lt;br /&gt;
: Select symbol/color&lt;br /&gt;
: Name burrow&lt;br /&gt;
: Done naming&lt;br /&gt;
: Change selection&lt;br /&gt;
: Add to burrow&lt;br /&gt;
: Remove from burrow&lt;br /&gt;
: Nickname&lt;br /&gt;
Shaken to the core!&lt;br /&gt;
Truly mortified!&lt;br /&gt;
Wallowing in misery!&lt;br /&gt;
Taken by a fright!&lt;br /&gt;
Distressed!&lt;br /&gt;
Completely dismayed!&lt;br /&gt;
Lost in despair!&lt;br /&gt;
Anguished!&lt;br /&gt;
Poetry: &lt;br /&gt;
Instrument: &lt;br /&gt;
Traveler&lt;br /&gt;
Artist&lt;br /&gt;
Warrior&lt;br /&gt;
Pet of &lt;br /&gt;
Emotionally overloaded!&lt;br /&gt;
In existential crisis!&lt;br /&gt;
: View Activity&lt;br /&gt;
: Misc&lt;br /&gt;
: Labor&lt;br /&gt;
: Combat&lt;br /&gt;
 (Rusty)&lt;br /&gt;
 (V Rusty)&lt;br /&gt;
Dance: &lt;br /&gt;
Music: &lt;br /&gt;
This adorable animal&lt;br /&gt;
This animal hunts at will.&lt;br /&gt;
conflict.&lt;br /&gt;
This animal is waiting for&lt;br /&gt;
Stressed&lt;br /&gt;
Haggard&lt;br /&gt;
Harrowed&lt;br /&gt;
Over-Exerted&lt;br /&gt;
Above Ground&lt;br /&gt;
Subterranean&lt;br /&gt;
Dark&lt;br /&gt;
Inside&lt;br /&gt;
Outside&lt;br /&gt;
: Select rider&lt;br /&gt;
: Mount&lt;br /&gt;
: Dismount&lt;br /&gt;
Possessed by unknown forces!&lt;br /&gt;
Peculiarly secretive...&lt;br /&gt;
Has the aspect of one fey!&lt;br /&gt;
Brooding darkly...&lt;br /&gt;
Has a horrible fell look!&lt;br /&gt;
Corrupt Soldier Mood: &lt;br /&gt;
No Units Nearby&lt;br /&gt;
: Follow&lt;br /&gt;
Corrupt Strange Mood: &lt;br /&gt;
Staring off into space...&lt;br /&gt;
In a berserk rage!&lt;br /&gt;
Running around crazed!&lt;br /&gt;
Crawling around crazed!&lt;br /&gt;
Running around babbling!&lt;br /&gt;
Crawling around babbling!&lt;br /&gt;
Stricken by melancholy...&lt;br /&gt;
Writhing in agony!&lt;br /&gt;
Drowning in sadness!&lt;br /&gt;
 with grief!&lt;br /&gt;
Beside &lt;br /&gt;
Experiencing mortal fear!&lt;br /&gt;
Overwhelmed by horror!&lt;br /&gt;
In emotional shock!&lt;br /&gt;
Overcome by terror!&lt;br /&gt;
The baby can't work yet.&lt;br /&gt;
 hunting beast&lt;br /&gt;
 assigned&lt;br /&gt;
 war beast&lt;br /&gt;
There are no animals left.&lt;br /&gt;
Assign a trained animal:&lt;br /&gt;
No labors available.&lt;br /&gt;
: Add / Remove&lt;br /&gt;
:Wnd &lt;br /&gt;
:Prf &lt;br /&gt;
:Inv &lt;br /&gt;
:Gen &lt;br /&gt;
: Toggle Cat&lt;br /&gt;
: View Category&lt;br /&gt;
The noble will not work.&lt;br /&gt;
A child does as it pleases!&lt;br /&gt;
Horizontal Axle &lt;br /&gt;
(W-&amp;gt;E)&lt;br /&gt;
(S-&amp;gt;N)&lt;br /&gt;
(E-&amp;gt;W)&lt;br /&gt;
(N-&amp;gt;S)&lt;br /&gt;
Rollers &lt;br /&gt;
: Next&lt;br /&gt;
Chain&lt;br /&gt;
Pump from west&lt;br /&gt;
Pump from south&lt;br /&gt;
Pump from east&lt;br /&gt;
Pump from north&lt;br /&gt;
Upright Weapon&lt;br /&gt;
(E/W)&lt;br /&gt;
(N/S)&lt;br /&gt;
: Ready for Slaughter (N)&lt;br /&gt;
: Ready for Slaughter (Y)&lt;br /&gt;
This animal can't work.&lt;br /&gt;
trained.&lt;br /&gt;
This animal is waiting to be&lt;br /&gt;
in your wishes.&lt;br /&gt;
This animal isn't interested&lt;br /&gt;
can't work.&lt;br /&gt;
No uniform&lt;br /&gt;
Uniform &lt;br /&gt;
: Create squad&lt;br /&gt;
Squad: &lt;br /&gt;
: Occupation&lt;br /&gt;
: Work Animals&lt;br /&gt;
: Ready for Gelding (N)&lt;br /&gt;
: Ready for Gelding (Y)&lt;br /&gt;
last member&lt;br /&gt;
Replace &lt;br /&gt;
: Name selected squad&lt;br /&gt;
: Remove from squad&lt;br /&gt;
: Assign to squad&lt;br /&gt;
: Name squad&lt;br /&gt;
: New squad&lt;br /&gt;
Take occupation&lt;br /&gt;
Has no occupation&lt;br /&gt;
Has occupation&lt;br /&gt;
Resident Scholar&lt;br /&gt;
Resident Performer&lt;br /&gt;
subordinates&lt;br /&gt;
commander with&lt;br /&gt;
Cannot remove&lt;br /&gt;
: View Item&lt;br /&gt;
: Done Selecting&lt;br /&gt;
Dist&lt;br /&gt;
 Max)&lt;br /&gt;
 Needed)&lt;br /&gt;
Item&lt;br /&gt;
Raise Dir&lt;br /&gt;
   From Outside&lt;br /&gt;
 Ignore Refuse&lt;br /&gt;
 Gather Refuse&lt;br /&gt;
Current Refuse Orders:&lt;br /&gt;
: Expand/Contract&lt;br /&gt;
: Desel All&lt;br /&gt;
: Deselect&lt;br /&gt;
: Sel All&lt;br /&gt;
 Save Bones&lt;br /&gt;
 Dump Bones&lt;br /&gt;
 Save Skulls&lt;br /&gt;
 Dump Skulls&lt;br /&gt;
 Save Corpses&lt;br /&gt;
 Dump Corpses&lt;br /&gt;
: Ignore Vermin Remains&lt;br /&gt;
: Gather Vermin Remains&lt;br /&gt;
 Save Other&lt;br /&gt;
 Dump Other&lt;br /&gt;
 Save Hair/Wool&lt;br /&gt;
 Dump Hair/Wool&lt;br /&gt;
 Save Skins&lt;br /&gt;
 Dump Skins&lt;br /&gt;
 Save Shells&lt;br /&gt;
 Dump Shells&lt;br /&gt;
: One use only&lt;br /&gt;
: Resets&lt;br /&gt;
: Change Width&lt;br /&gt;
: Change Height&lt;br /&gt;
Placement&lt;br /&gt;
 (Retracts)&lt;br /&gt;
 (Raises &lt;br /&gt;
Chair or Throne&lt;br /&gt;
: Weight from &lt;br /&gt;
: Magma does not trigger&lt;br /&gt;
: Magma from &lt;br /&gt;
: Water does not trigger&lt;br /&gt;
: Max&lt;br /&gt;
: Min, &lt;br /&gt;
 (Full)&lt;br /&gt;
: Water from &lt;br /&gt;
: Max &lt;br /&gt;
: Min &lt;br /&gt;
: Citizens do not trigger&lt;br /&gt;
: Citizens trigger&lt;br /&gt;
: Creatures trigger&lt;br /&gt;
: Track does not trigger&lt;br /&gt;
: Change Speed&lt;br /&gt;
: Activate/change direction&lt;br /&gt;
Dump on arrival: &lt;br /&gt;
: Change Friction&lt;br /&gt;
Highest&lt;br /&gt;
Lowest&lt;br /&gt;
Friction: &lt;br /&gt;
: Creatures do not trigger&lt;br /&gt;
: Claim other death items&lt;br /&gt;
: Forbid other death items&lt;br /&gt;
: Claim other dead&lt;br /&gt;
: Forbid other non-hunted dead&lt;br /&gt;
: Claim your death items&lt;br /&gt;
: Forbid your death items&lt;br /&gt;
: Claim your dead&lt;br /&gt;
: Forbid your dead&lt;br /&gt;
 Gather Animals&lt;br /&gt;
: Announce no job cancellations.&lt;br /&gt;
: Announce some job cancellations.&lt;br /&gt;
: Announce most job cancellations.&lt;br /&gt;
: Announce all job cancellations.&lt;br /&gt;
Current Standing Orders:&lt;br /&gt;
occurs at time of death.&lt;br /&gt;
Forbidding of death objects&lt;br /&gt;
: Refuse&lt;br /&gt;
 Ignore Bodies&lt;br /&gt;
 Gather Bodies&lt;br /&gt;
 Ignore Furniture&lt;br /&gt;
 Gather Furniture&lt;br /&gt;
 Ignore Food&lt;br /&gt;
 Gather Food&lt;br /&gt;
 Ignore Animals&lt;br /&gt;
: No Mix&lt;br /&gt;
: Mix Food&lt;br /&gt;
: Only Farmers Harvest&lt;br /&gt;
 All Harvest&lt;br /&gt;
 Ignore Wood&lt;br /&gt;
 Gather Wood&lt;br /&gt;
 Ignore Minerals&lt;br /&gt;
 Gather Minerals&lt;br /&gt;
: No Auto Collect Webs&lt;br /&gt;
: Auto Collect Webs&lt;br /&gt;
: Use Any Cloth&lt;br /&gt;
: Use Dyed Cloth&lt;br /&gt;
: No Auto Loom&lt;br /&gt;
: Auto Loom Dyed Thread&lt;br /&gt;
: Auto Loom All Thread&lt;br /&gt;
Current Workshop Orders:&lt;br /&gt;
: No Auto Kitchen&lt;br /&gt;
: Auto Kitchen&lt;br /&gt;
: No Auto Fishery&lt;br /&gt;
: Auto Fishery&lt;br /&gt;
: No Auto Butcher&lt;br /&gt;
: Auto Butcher&lt;br /&gt;
: No Auto Slaughter&lt;br /&gt;
: Auto Slaughter&lt;br /&gt;
: No Auto Other&lt;br /&gt;
: Auto Other&lt;br /&gt;
: No Auto Smelter&lt;br /&gt;
: Auto Smelter&lt;br /&gt;
: No Auto Kiln&lt;br /&gt;
: Auto Kiln&lt;br /&gt;
: No Auto Tan&lt;br /&gt;
: Auto Tan&lt;br /&gt;
: Claim used ammunition&lt;br /&gt;
: Forbid used ammunition&lt;br /&gt;
Current Forbid Orders:&lt;br /&gt;
: Prefer Zone Fishing&lt;br /&gt;
: Zone-Only Fishing&lt;br /&gt;
: Prefer Zone Drinking&lt;br /&gt;
: Zone-Only Drinking&lt;br /&gt;
Current Zone Orders:&lt;br /&gt;
: Ignore shrubs&lt;br /&gt;
: Pick berries/pull tubers&lt;br /&gt;
: Ignore fruit on trees&lt;br /&gt;
: Pick fruit from trees&lt;br /&gt;
 will:&lt;br /&gt;
: Designate&lt;br /&gt;
Designating Gems&lt;br /&gt;
Designating Ore/Gems&lt;br /&gt;
Splints: &lt;br /&gt;
Cloth: &lt;br /&gt;
Thread: &lt;br /&gt;
Boxes/bags: &lt;br /&gt;
Traction Benches: &lt;br /&gt;
Beds: &lt;br /&gt;
: Ignore fallen fruit&lt;br /&gt;
: Gather fallen fruit&lt;br /&gt;
 (Not Full)&lt;br /&gt;
 (Half Full)&lt;br /&gt;
: Is Pit&lt;br /&gt;
: Is Pond&lt;br /&gt;
Soap: &lt;br /&gt;
Buckets: &lt;br /&gt;
Powder for casts: &lt;br /&gt;
Crutches: &lt;br /&gt;
Garbage Dump (&lt;br /&gt;
Gather/Pick Fruit (&lt;br /&gt;
Fishing (&lt;br /&gt;
Water Source (&lt;br /&gt;
New Activity Zone&lt;br /&gt;
Remove Activity Zone&lt;br /&gt;
: Smaller zone&lt;br /&gt;
: Larger zone&lt;br /&gt;
: Change Name&lt;br /&gt;
Unit&lt;br /&gt;
Zoom&lt;br /&gt;
Hotkey &lt;br /&gt;
by negative preferences.&lt;br /&gt;
These orders are superseded&lt;br /&gt;
: Activity Zone Orders&lt;br /&gt;
: Workshop Orders&lt;br /&gt;
: Remove Up Stairs/Ramps&lt;br /&gt;
: Up Ramp&lt;br /&gt;
: U/D Stair&lt;br /&gt;
: Down Stair&lt;br /&gt;
: Up Stair&lt;br /&gt;
: Channel&lt;br /&gt;
: Mine&lt;br /&gt;
: Zoom Here&lt;br /&gt;
: Toggle Standard/Marking&lt;br /&gt;
: Toggle Engravings&lt;br /&gt;
: Carve Track&lt;br /&gt;
: Carve Fortifications&lt;br /&gt;
: Engrave Stone&lt;br /&gt;
: Smooth Stone&lt;br /&gt;
: Gather Plants&lt;br /&gt;
: Chop Down Trees&lt;br /&gt;
Automining Ore/Gems&lt;br /&gt;
Designating All&lt;br /&gt;
Marker Only&lt;br /&gt;
: Set Priority&lt;br /&gt;
: Set Traffic Areas&lt;br /&gt;
: Set Building/Item Properties&lt;br /&gt;
: Remove Designation&lt;br /&gt;
: Remove Construction&lt;br /&gt;
: Gem&lt;br /&gt;
: Stone&lt;br /&gt;
: Wood&lt;br /&gt;
: Corpses&lt;br /&gt;
: Coins&lt;br /&gt;
: Furniture&lt;br /&gt;
: Food&lt;br /&gt;
: Animal&lt;br /&gt;
: Armor&lt;br /&gt;
: Weapons&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Sheets&lt;br /&gt;
: Ammo&lt;br /&gt;
: Leather&lt;br /&gt;
: Cloth&lt;br /&gt;
: Bar/Block&lt;br /&gt;
: Remove Melt&lt;br /&gt;
: Melt Items&lt;br /&gt;
: Forbid Items/Buildings&lt;br /&gt;
: Reclaim Items/Buildings&lt;br /&gt;
: Reserved Bins - &lt;br /&gt;
: Reserved Barrels - &lt;br /&gt;
: Custom Settings&lt;br /&gt;
: Custom Stockpile&lt;br /&gt;
: Restricted Traffic Area&lt;br /&gt;
: Low Traffic Area&lt;br /&gt;
: Normal Traffic Area&lt;br /&gt;
: High Traffic Area&lt;br /&gt;
: Unhide Items/Buildings&lt;br /&gt;
: Hide Items/Buildings&lt;br /&gt;
: Remove Dump&lt;br /&gt;
: Dump Items&lt;br /&gt;
Hospital (&lt;br /&gt;
Cold&lt;br /&gt;
Meeting Area (&lt;br /&gt;
Clay (&lt;br /&gt;
Sand (&lt;br /&gt;
Pit/Pond (&lt;br /&gt;
Pen/Pasture (&lt;br /&gt;
: Pit/Pond (&lt;br /&gt;
: Pen/Pasture (&lt;br /&gt;
: Garbage Dump (&lt;br /&gt;
: Gather/Pick Fruit (&lt;br /&gt;
: Fishing (&lt;br /&gt;
: Water Source (&lt;br /&gt;
Activity Zone #&lt;br /&gt;
Animal Training (&lt;br /&gt;
: Set Hospital Information&lt;br /&gt;
: Set Gather Information&lt;br /&gt;
: Remove this zone&lt;br /&gt;
: Animal Training (&lt;br /&gt;
: Hospital (&lt;br /&gt;
: Meeting Area (&lt;br /&gt;
: Clay (&lt;br /&gt;
: Sand (&lt;br /&gt;
Floor Flow&lt;br /&gt;
Flow&lt;br /&gt;
Rectangle&lt;br /&gt;
: Remove rectangle&lt;br /&gt;
: Remove Zones&lt;br /&gt;
: Stop Removing Zones&lt;br /&gt;
: Set Pen/Pasture Information&lt;br /&gt;
: Set Pit/Pond Information&lt;br /&gt;
: Hauling&lt;br /&gt;
: Make Burrows&lt;br /&gt;
: Points/Routes/Notes&lt;br /&gt;
: Squads&lt;br /&gt;
: Military&lt;br /&gt;
: Job List&lt;br /&gt;
: Set Orders&lt;br /&gt;
: Designations&lt;br /&gt;
: Look&lt;br /&gt;
: Nobles and Administrators&lt;br /&gt;
: Locations and Occupations&lt;br /&gt;
: View Items in Buildings&lt;br /&gt;
: View Rooms/Buildings&lt;br /&gt;
: Set Building Tasks/Prefs&lt;br /&gt;
: Zones&lt;br /&gt;
: Stockpiles&lt;br /&gt;
No stratus&lt;br /&gt;
Cirrus&lt;br /&gt;
Cumulonimbus (rain)&lt;br /&gt;
Many cumulus (rain)&lt;br /&gt;
Scattered cumulus&lt;br /&gt;
No cumulus clouds&lt;br /&gt;
Set the weather, temperature and time.&lt;br /&gt;
: Depot Access&lt;br /&gt;
Scorching&lt;br /&gt;
Thick fog&lt;br /&gt;
Thin mist&lt;br /&gt;
No fog&lt;br /&gt;
Nimbostratus (rain)&lt;br /&gt;
Stratus (rain)&lt;br /&gt;
Altostratus&lt;br /&gt;
 No Wagon Access&lt;br /&gt;
 Wagon Access&lt;br /&gt;
: Choose Area&lt;br /&gt;
: Change Cost&lt;br /&gt;
Restricted Traffic Cost: &lt;br /&gt;
Low Traffic Cost: &lt;br /&gt;
Normal Traffic Cost: &lt;br /&gt;
High Traffic Cost: &lt;br /&gt;
: View Announcements&lt;br /&gt;
 depots accessible&lt;br /&gt;
All depots accessible&lt;br /&gt;
All depots inaccessible&lt;br /&gt;
Depot inaccessible&lt;br /&gt;
Depot accessible&lt;br /&gt;
 Inaccessible Depot&lt;br /&gt;
 Accessible Depot&lt;br /&gt;
: Morale/Fear &lt;br /&gt;
: Conflict Level&lt;br /&gt;
: Hot Keys&lt;br /&gt;
: View Units&lt;br /&gt;
: Look Around / Create&lt;br /&gt;
: Unit List&lt;br /&gt;
: Reports&lt;br /&gt;
: Civilizations/World Info&lt;br /&gt;
: Building&lt;br /&gt;
: Movies&lt;br /&gt;
: Options&lt;br /&gt;
: Help&lt;br /&gt;
: Move this menu/map&lt;br /&gt;
: Set Weather/Temp/Time&lt;br /&gt;
Grass&lt;br /&gt;
Sparse &lt;br /&gt;
Dense &lt;br /&gt;
Dead &lt;br /&gt;
Cluster&lt;br /&gt;
Pillar&lt;br /&gt;
Exposed &lt;br /&gt;
Ice Track (N)&lt;br /&gt;
 Track (N)&lt;br /&gt;
 Floor&lt;br /&gt;
 Ice Floor&lt;br /&gt;
Level&lt;br /&gt;
Dead Grass&lt;br /&gt;
Dry Grass&lt;br /&gt;
Dry &lt;br /&gt;
Ice Track (NS)&lt;br /&gt;
 Track (NS)&lt;br /&gt;
Ice Track (W)&lt;br /&gt;
 Track (W)&lt;br /&gt;
Ice Track (E)&lt;br /&gt;
 Track (E)&lt;br /&gt;
Ice Track (S)&lt;br /&gt;
 Track (S)&lt;br /&gt;
Ice Track (SW)&lt;br /&gt;
 Track (SW)&lt;br /&gt;
Ice Track (SE)&lt;br /&gt;
 Track (SE)&lt;br /&gt;
Ice Track (NW)&lt;br /&gt;
 Track (NW)&lt;br /&gt;
Ice Track (NE)&lt;br /&gt;
 Track (NE)&lt;br /&gt;
Morning&lt;br /&gt;
Dawn&lt;br /&gt;
Absolute zero&lt;br /&gt;
Deathly cold&lt;br /&gt;
Below freezing&lt;br /&gt;
Freezing&lt;br /&gt;
Cool&lt;br /&gt;
Warm&lt;br /&gt;
Night&lt;br /&gt;
Dusk&lt;br /&gt;
Evening&lt;br /&gt;
Early evening&lt;br /&gt;
Late afternoon&lt;br /&gt;
Early afternoon&lt;br /&gt;
Noon&lt;br /&gt;
Late morning&lt;br /&gt;
Damp &lt;br /&gt;
Warm &lt;br /&gt;
: Clear spatter&lt;br /&gt;
: Mud everywhere&lt;br /&gt;
: Snow everywhere&lt;br /&gt;
Early morning&lt;br /&gt;
Late night&lt;br /&gt;
Midnight&lt;br /&gt;
Smooth &lt;br /&gt;
Straight &lt;br /&gt;
Rough-hewn &lt;br /&gt;
Detailed&lt;br /&gt;
Sculpted&lt;br /&gt;
Mossy &lt;br /&gt;
Snow-covered &lt;br /&gt;
Muddy &lt;br /&gt;
 Up/Down Stairway&lt;br /&gt;
Grassy Upward Stairway&lt;br /&gt;
 Upward Stairway&lt;br /&gt;
Brook&lt;br /&gt;
River&lt;br /&gt;
Murky Pool Slope&lt;br /&gt;
Unusable &lt;br /&gt;
Murky Pool&lt;br /&gt;
 Upward Slope&lt;br /&gt;
Ice Upward Stairway&lt;br /&gt;
Ice Downward Stairway&lt;br /&gt;
Ice Up/Down Stairway&lt;br /&gt;
Underworld Gate&lt;br /&gt;
Grassy Downward Stairway&lt;br /&gt;
 Downward Stairway&lt;br /&gt;
Grassy Up/Down Stairway&lt;br /&gt;
 Upward Track (E)&lt;br /&gt;
Ice Upward Track (S)&lt;br /&gt;
 Upward Track (S)&lt;br /&gt;
Ice Upward Track (N)&lt;br /&gt;
 Upward Track (N)&lt;br /&gt;
Dead Grass Upward Slope&lt;br /&gt;
Dry Grass Upward Slope&lt;br /&gt;
Grassy Upward Slope&lt;br /&gt;
 Upward Track (NW)&lt;br /&gt;
Ice Upward Track (NE)&lt;br /&gt;
 Upward Track (NE)&lt;br /&gt;
Ice Upward Track (NS)&lt;br /&gt;
 Upward Track (NS)&lt;br /&gt;
Ice Upward Track (W)&lt;br /&gt;
 Upward Track (W)&lt;br /&gt;
Ice Upward Track (E)&lt;br /&gt;
Ice Track (NEW)&lt;br /&gt;
 Track (NEW)&lt;br /&gt;
Ice Track (NSW)&lt;br /&gt;
 Track (NSW)&lt;br /&gt;
Ice Track (NSE)&lt;br /&gt;
 Track (NSE)&lt;br /&gt;
Ice Track (EW)&lt;br /&gt;
 Track (EW)&lt;br /&gt;
 Cavern Floor&lt;br /&gt;
 Pebbles&lt;br /&gt;
Driftwood&lt;br /&gt;
 Boulder&lt;br /&gt;
Ice Track (NSEW)&lt;br /&gt;
 Track (NSEW)&lt;br /&gt;
Ice Track (SEW)&lt;br /&gt;
 Track (SEW)&lt;br /&gt;
Waterfall&lt;br /&gt;
Ashes&lt;br /&gt;
Furrowed &lt;br /&gt;
Shrub&lt;br /&gt;
Sapling&lt;br /&gt;
 Sapling&lt;br /&gt;
Young &lt;br /&gt;
Wet &lt;br /&gt;
Magma Flow&lt;br /&gt;
Lava Flow&lt;br /&gt;
Semi-molten Rock&lt;br /&gt;
Glowing Barrier&lt;br /&gt;
Glowing Floor&lt;br /&gt;
Eerie Glowing Pit&lt;br /&gt;
Chasm&lt;br /&gt;
River Source&lt;br /&gt;
Ice Downward Track (SW)&lt;br /&gt;
 Downward Track (SW)&lt;br /&gt;
Ice Downward Track (SE)&lt;br /&gt;
 Downward Track (SE)&lt;br /&gt;
Ice Downward Track (NW)&lt;br /&gt;
 Downward Track (NW)&lt;br /&gt;
Ice Downward Track (NE)&lt;br /&gt;
 Downward Track (NE)&lt;br /&gt;
Ice Downward Track (NEW)&lt;br /&gt;
 Downward Track (NEW)&lt;br /&gt;
Ice Downward Track (NSW)&lt;br /&gt;
 Downward Track (NSW)&lt;br /&gt;
Ice Downward Track (NSE)&lt;br /&gt;
 Downward Track (NSE)&lt;br /&gt;
Ice Downward Track (EW)&lt;br /&gt;
 Downward Track (EW)&lt;br /&gt;
SLATED FOR REMOVAL&lt;br /&gt;
Open Space&lt;br /&gt;
Downward Slope&lt;br /&gt;
Glacial Downward Slope&lt;br /&gt;
Ice Downward Track (NSEW)&lt;br /&gt;
 Downward Track (NSEW)&lt;br /&gt;
Ice Downward Track (SEW)&lt;br /&gt;
 Downward Track (SEW)&lt;br /&gt;
Construction suspended.&lt;br /&gt;
Construction nearly done.&lt;br /&gt;
Partially constructed.&lt;br /&gt;
Construction initiated.&lt;br /&gt;
Designed...&lt;br /&gt;
Waiting for architect...&lt;br /&gt;
Waiting for construction...&lt;br /&gt;
 Upward Track (NSE)&lt;br /&gt;
Ice Upward Track (EW)&lt;br /&gt;
 Upward Track (EW)&lt;br /&gt;
Ice Upward Track (SW)&lt;br /&gt;
 Upward Track (SW)&lt;br /&gt;
Ice Upward Track (SE)&lt;br /&gt;
 Upward Track (SE)&lt;br /&gt;
Ice Upward Track (NW)&lt;br /&gt;
 Upward Track (NSEW)&lt;br /&gt;
Ice Upward Track (SEW)&lt;br /&gt;
 Upward Track (SEW)&lt;br /&gt;
Ice Upward Track (NEW)&lt;br /&gt;
 Upward Track (NEW)&lt;br /&gt;
Ice Upward Track (NSW)&lt;br /&gt;
 Upward Track (NSW)&lt;br /&gt;
Ice Upward Track (NSE)&lt;br /&gt;
Ice Downward Track (N)&lt;br /&gt;
 Downward Track (N)&lt;br /&gt;
Dead Grass Downward Slope&lt;br /&gt;
Dry Grass Downward Slope&lt;br /&gt;
Grassy Downward Slope&lt;br /&gt;
 Downward Slope&lt;br /&gt;
Glacial Upward Slope&lt;br /&gt;
Ice Upward Track (NSEW)&lt;br /&gt;
Ice Downward Track (NS)&lt;br /&gt;
 Downward Track (NS)&lt;br /&gt;
Ice Downward Track (W)&lt;br /&gt;
 Downward Track (W)&lt;br /&gt;
Ice Downward Track (E)&lt;br /&gt;
 Downward Track (E)&lt;br /&gt;
Ice Downward Track (S)&lt;br /&gt;
 Downward Track (S)&lt;br /&gt;
: Set creature&lt;br /&gt;
Wood/Stone/Boneworking&lt;br /&gt;
Any Workshop Farming&lt;br /&gt;
Any Metalsmithing&lt;br /&gt;
No Special Profession&lt;br /&gt;
: Suspend Construction&lt;br /&gt;
: Stop Removal&lt;br /&gt;
Construction inactive.&lt;br /&gt;
stone&lt;br /&gt;
Specify &lt;br /&gt;
Specify type&lt;br /&gt;
changed now.&lt;br /&gt;
Details cannot be&lt;br /&gt;
Task is underway.&lt;br /&gt;
Null&lt;br /&gt;
Any Fishing&lt;br /&gt;
: Set details&lt;br /&gt;
Specify size&lt;br /&gt;
Specify image&lt;br /&gt;
soap&lt;br /&gt;
silk&lt;br /&gt;
plant&lt;br /&gt;
leather&lt;br /&gt;
wood&lt;br /&gt;
For &lt;br /&gt;
Setting material&lt;br /&gt;
: Set type&lt;br /&gt;
Hanging rings&lt;br /&gt;
Covered&lt;br /&gt;
Bands&lt;br /&gt;
Image&lt;br /&gt;
Setting type&lt;br /&gt;
guts&lt;br /&gt;
animated &lt;br /&gt;
 own &lt;br /&gt;
 standing&lt;br /&gt;
 lying&lt;br /&gt;
Here we have &lt;br /&gt;
 amidst &lt;br /&gt;
 all&lt;br /&gt;
wall&lt;br /&gt;
cluster&lt;br /&gt;
fortification&lt;br /&gt;
pillar&lt;br /&gt;
exposed &lt;br /&gt;
smooth &lt;br /&gt;
slime&lt;br /&gt;
gooey&lt;br /&gt;
ichor-flecked&lt;br /&gt;
ichor&lt;br /&gt;
pus-spattered&lt;br /&gt;
bloody&lt;br /&gt;
a pool of &lt;br /&gt;
spit-covered&lt;br /&gt;
spit&lt;br /&gt;
tear-stained&lt;br /&gt;
tears&lt;br /&gt;
sweat-drenched&lt;br /&gt;
sweat&lt;br /&gt;
slimy&lt;br /&gt;
a pile of vomit&lt;br /&gt;
a spattering of &lt;br /&gt;
a pile of &lt;br /&gt;
a slurry of &lt;br /&gt;
chunky &lt;br /&gt;
a few corpses&lt;br /&gt;
some corpses&lt;br /&gt;
many corpses&lt;br /&gt;
 guts&lt;br /&gt;
 ghostly&lt;br /&gt;
 animated&lt;br /&gt;
various&lt;br /&gt;
deep in &lt;br /&gt;
some objects&lt;br /&gt;
many objects&lt;br /&gt;
a few bones&lt;br /&gt;
some bones&lt;br /&gt;
many bones&lt;br /&gt;
a few corpse chunks&lt;br /&gt;
some gore&lt;br /&gt;
much gore&lt;br /&gt;
ichor-drenched &lt;br /&gt;
pus-spattered &lt;br /&gt;
blood-stained &lt;br /&gt;
vomit-covered &lt;br /&gt;
damp &lt;br /&gt;
warm &lt;br /&gt;
 stuck to &lt;br /&gt;
a few objects&lt;br /&gt;
straight &lt;br /&gt;
rough-hewn &lt;br /&gt;
detailed &lt;br /&gt;
sculpted &lt;br /&gt;
spit-covered &lt;br /&gt;
tear-stained &lt;br /&gt;
sweat-drenched &lt;br /&gt;
mossy&lt;br /&gt;
 across the &lt;br /&gt;
 skips&lt;br /&gt;
 skip&lt;br /&gt;
 away from the &lt;br /&gt;
 flight path!&lt;br /&gt;
 into an obstacle!&lt;br /&gt;
 apart!&lt;br /&gt;
blows&lt;br /&gt;
blow&lt;br /&gt;
 into an obstacle and &lt;br /&gt;
 slams&lt;br /&gt;
 slam&lt;br /&gt;
 struck by a ball of flames!&lt;br /&gt;
[BONE_MAT]&lt;br /&gt;
[GLASS_MAT]&lt;br /&gt;
[CERAMIC_MAT]&lt;br /&gt;
[WOOD_MAT]&lt;br /&gt;
[STONE_MAT]&lt;br /&gt;
[METAL_MAT]&lt;br /&gt;
[THREAD_PLANT_MAT]&lt;br /&gt;
[SILK_MAT]&lt;br /&gt;
[SHELL_MAT]&lt;br /&gt;
mid-low&lt;br /&gt;
very low&lt;br /&gt;
extremely high&lt;br /&gt;
-and-a-half&lt;br /&gt;
 nearly &lt;br /&gt;
The instrument has a&lt;br /&gt;
The instrument has less than an octave of range, with &lt;br /&gt;
 pitch.  &lt;br /&gt;
The instrument has a single &lt;br /&gt;
very high&lt;br /&gt;
mid-high&lt;br /&gt;
 timbre.  &lt;br /&gt;
 instrument has a&lt;br /&gt;
At all pitches, the&lt;br /&gt;
[REGISTER:&lt;br /&gt;
[TIMBRE&lt;br /&gt;
with &lt;br /&gt;
going from &lt;br /&gt;
 octave range &lt;br /&gt;
[LEATHER_MAT]&lt;br /&gt;
mysterious&lt;br /&gt;
ceramic&lt;br /&gt;
 has a&lt;br /&gt;
 pitch and&lt;br /&gt;
 begins at &lt;br /&gt;
 registers.  &lt;br /&gt;
It has &lt;br /&gt;
RCP_TRUNK&lt;br /&gt;
RCP_PROBOSCIS&lt;br /&gt;
RCP_LOWER_BODY_STINGER&lt;br /&gt;
RCP_TAIL_STINGER&lt;br /&gt;
RCP_3_TAILS&lt;br /&gt;
RCP_2_TAILS&lt;br /&gt;
RCP_TAIL&lt;br /&gt;
RCP_TWO_WINGS&lt;br /&gt;
RCP_5_FINGERS&lt;br /&gt;
RCP_LARGE_MANDIBLES&lt;br /&gt;
RCP_4_HEAD_HORNS&lt;br /&gt;
RCP_3_HEAD_HORNS&lt;br /&gt;
RCP_2_HEAD_HORNS&lt;br /&gt;
RCP_1_HEAD_HORN&lt;br /&gt;
RCP_ANTENNAE&lt;br /&gt;
RCP_SHELL&lt;br /&gt;
RCP_5_FRONT_TOES&lt;br /&gt;
RCP_2_TOES&lt;br /&gt;
RCP_3_TOES&lt;br /&gt;
RCP_4_TOES&lt;br /&gt;
RCP_5_TOES&lt;br /&gt;
RCP_2_FINGERS&lt;br /&gt;
RCP_3_FINGERS&lt;br /&gt;
RCP_4_FINGERS&lt;br /&gt;
RCP_1_EYE&lt;br /&gt;
RCP_2_REAR_TOES&lt;br /&gt;
RCP_3_REAR_TOES&lt;br /&gt;
RCP_4_REAR_TOES&lt;br /&gt;
RCP_5_REAR_TOES&lt;br /&gt;
RCP_2_FRONT_TOES&lt;br /&gt;
RCP_3_FRONT_TOES&lt;br /&gt;
RCP_4_FRONT_TOES&lt;br /&gt;
RCP_BASIC_BODY_STANCE&lt;br /&gt;
RCP_BASIC_BODY&lt;br /&gt;
RCP_NECK&lt;br /&gt;
RCP_HEAD&lt;br /&gt;
RCP_CEPHALOTHORAX&lt;br /&gt;
RCP_ABDOMEN&lt;br /&gt;
RCP_THORAX&lt;br /&gt;
RCP_LOWER_BODY&lt;br /&gt;
RCP_UPPER_BODY&lt;br /&gt;
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG&lt;br /&gt;
RCP_FOURTH_SIMPLE_LEGS&lt;br /&gt;
RCP_THIRD_SIMPLE_LEGS&lt;br /&gt;
RCP_SECOND_SIMPLE_LEGS&lt;br /&gt;
RCP_FIRST_SIMPLE_LEGS_GRASP&lt;br /&gt;
RCP_FIRST_SIMPLE_LEGS&lt;br /&gt;
RCP_CLAW_ARMS&lt;br /&gt;
RCP_PINCERS&lt;br /&gt;
RCP_TWO_PART_ARMS&lt;br /&gt;
RCP_TWO_FLIGHTLESS_WINGS&lt;br /&gt;
RCP_REAR_FLIPPER&lt;br /&gt;
RCP_FRONT_FLIPPER&lt;br /&gt;
RCP_TWO_PART_LEGS&lt;br /&gt;
RCP_SIMPLE_REAR_LEGS&lt;br /&gt;
RCP_SIMPLE_FRONT_LEGS_GRASP&lt;br /&gt;
RCP_SIMPLE_FRONT_LEGS&lt;br /&gt;
RCP_FIFTH_SIMPLE_LEGS&lt;br /&gt;
SHELL_POSITIONS&lt;br /&gt;
HUMANOID_RIBCAGE_POSITIONS&lt;br /&gt;
HUMANOID_HEAD_POSITIONS&lt;br /&gt;
STANDARD_HEAD_POSITIONS&lt;br /&gt;
EXOSKELETON_TISSUE_LAYERS&lt;br /&gt;
VERTEBRATE_TISSUE_LAYERS&lt;br /&gt;
BODY_FEATHER_TISSUE_LAYERS&lt;br /&gt;
BODY_HAIR_TISSUE_LAYERS&lt;br /&gt;
CARTILAGE_TEMPLATE&lt;br /&gt;
BONE_TEMPLATE&lt;br /&gt;
SINEW_TEMPLATE&lt;br /&gt;
MUSCLE_TEMPLATE&lt;br /&gt;
FAT_TEMPLATE&lt;br /&gt;
SKIN_TEMPLATE&lt;br /&gt;
Cannot generate random creatures -- missing body detail plan &lt;br /&gt;
HUMANOID_RELSIZES&lt;br /&gt;
BRAIN_TEMPLATE&lt;br /&gt;
NERVE_TEMPLATE&lt;br /&gt;
EYE_TEMPLATE&lt;br /&gt;
TOOTH_TEMPLATE&lt;br /&gt;
NAIL_TEMPLATE&lt;br /&gt;
SCALE_TEMPLATE&lt;br /&gt;
FEATHER_TEMPLATE&lt;br /&gt;
HAIR_TEMPLATE&lt;br /&gt;
KIDNEY_TEMPLATE&lt;br /&gt;
SPLEEN_TEMPLATE&lt;br /&gt;
PANCREAS_TEMPLATE&lt;br /&gt;
STOMACH_TEMPLATE&lt;br /&gt;
GUT_TEMPLATE&lt;br /&gt;
LIVER_TEMPLATE&lt;br /&gt;
HEART_TEMPLATE&lt;br /&gt;
LUNG_TEMPLATE&lt;br /&gt;
RCP_GUTS&lt;br /&gt;
RCP_HEART&lt;br /&gt;
RCP_LUNGS&lt;br /&gt;
RCP_CHEEKS&lt;br /&gt;
RCP_NOSE&lt;br /&gt;
RCP_BEAK&lt;br /&gt;
RCP_3_EYES&lt;br /&gt;
RCP_2_EYES&lt;br /&gt;
RCP_RIBS&lt;br /&gt;
RCP_TEETH&lt;br /&gt;
RCP_MOUTH&lt;br /&gt;
RCP_SKULL&lt;br /&gt;
RCP_BRAIN&lt;br /&gt;
RCP_UPPER_SPINE&lt;br /&gt;
RCP_SPINE&lt;br /&gt;
RCP_THROAT&lt;br /&gt;
Cannot generate random creatures -- missing body &lt;br /&gt;
RCP_GLOSS_PAW&lt;br /&gt;
RCP_GLOSS_HOOF&lt;br /&gt;
RCP_3_EYELIDS&lt;br /&gt;
RCP_2_EYELIDS&lt;br /&gt;
RCP_1_EYELID&lt;br /&gt;
RCP_LIPS&lt;br /&gt;
RCP_RIBS_EXTERNAL&lt;br /&gt;
FACIAL_HAIR_TISSUE_LAYERS&lt;br /&gt;
HEAD_HAIR_TISSUE_LAYERS&lt;br /&gt;
FACIAL_HAIR_TISSUES&lt;br /&gt;
CHITIN_TISSUES&lt;br /&gt;
CHITIN_MATERIALS&lt;br /&gt;
STANDARD_TISSUES&lt;br /&gt;
STANDARD_MATERIALS&lt;br /&gt;
Cannot generate random creatures -- missing body gloss &lt;br /&gt;
shining metal&lt;br /&gt;
[DIVINE]&lt;br /&gt;
[SOURCE_ENID:&lt;br /&gt;
[SOURCE_HFID:&lt;br /&gt;
[GENERATED]&lt;br /&gt;
DIVINE_&lt;br /&gt;
*** Error(s) found in Random Material Generation&lt;br /&gt;
Cannot generate random creatures -- missing tissue template &lt;br /&gt;
rusted metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:YELLOW]&lt;br /&gt;
[BUILD_COLOR:6:0:1]&lt;br /&gt;
[DISPLAY_COLOR:6:0:1]&lt;br /&gt;
flashing metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:WHITE]&lt;br /&gt;
[BUILD_COLOR:7:0:1]&lt;br /&gt;
[DISPLAY_COLOR:7:0:1]&lt;br /&gt;
dark metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:RED]&lt;br /&gt;
[BUILD_COLOR:4:0:1]&lt;br /&gt;
[DISPLAY_COLOR:4:0:1]&lt;br /&gt;
twisting metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:RUST]&lt;br /&gt;
[BUILD_COLOR:4:0:0]&lt;br /&gt;
[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
[BUILD_COLOR:3:0:1]&lt;br /&gt;
[DISPLAY_COLOR:3:0:1]&lt;br /&gt;
pale metal&lt;br /&gt;
bright metal&lt;br /&gt;
glowing metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:BLACK]&lt;br /&gt;
[BUILD_COLOR:0:0:1]&lt;br /&gt;
[DISPLAY_COLOR:0:0:1]&lt;br /&gt;
SLIME_TEMPLATE&lt;br /&gt;
GOO_TEMPLATE&lt;br /&gt;
ICHOR_TEMPLATE&lt;br /&gt;
BLOOD_TEMPLATE&lt;br /&gt;
SILK_TEMPLATE&lt;br /&gt;
PEARL_TEMPLATE&lt;br /&gt;
HORN_TEMPLATE&lt;br /&gt;
LEATHER_TEMPLATE&lt;br /&gt;
SEED_TEMPLATE&lt;br /&gt;
STRUCTURAL_PLANT_TEMPLATE&lt;br /&gt;
CREATURE_CHEESE_TEMPLATE&lt;br /&gt;
MILK_TEMPLATE&lt;br /&gt;
CHITIN_TEMPLATE&lt;br /&gt;
TALLOW_TEMPLATE&lt;br /&gt;
SOAP_TEMPLATE&lt;br /&gt;
SHELL_TEMPLATE&lt;br /&gt;
Cannot generate random creatures -- missing material template &lt;br /&gt;
FLAME_TEMPLATE&lt;br /&gt;
CREATURE_EXTRACT_TEMPLATE&lt;br /&gt;
PLANT_EXTRACT_TEMPLATE&lt;br /&gt;
PLANT_POWDER_TEMPLATE&lt;br /&gt;
PLANT_ALCOHOL_TEMPLATE&lt;br /&gt;
THREAD_PLANT_TEMPLATE&lt;br /&gt;
LEAF_TEMPLATE&lt;br /&gt;
TALON_TEMPLATE&lt;br /&gt;
CLAW_TEMPLATE&lt;br /&gt;
EYELASH_TEMPLATE&lt;br /&gt;
EYEBROW_TEMPLATE&lt;br /&gt;
SIDEBURNS_TEMPLATE&lt;br /&gt;
MOUSTACHE_TEMPLATE&lt;br /&gt;
CHIN_WHISKERS_TEMPLATE&lt;br /&gt;
CHEEK_WHISKERS_TEMPLATE&lt;br /&gt;
[ITEMS_METAL]&lt;br /&gt;
[ITEMS_HARD]&lt;br /&gt;
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]&lt;br /&gt;
[BOILING_POINT:NONE]&lt;br /&gt;
[MELTING_POINT:NONE]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MATERIAL_VALUE:300]&lt;br /&gt;
[STATE_NAME_ADJ:ALL_SOLID:&lt;br /&gt;
[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
[IMPACT_FRACTURE:2000000]&lt;br /&gt;
[IMPACT_YIELD:1000000]&lt;br /&gt;
[MOLAR_MASS:20000]&lt;br /&gt;
[LIQUID_DENSITY:1000]&lt;br /&gt;
[SOLID_DENSITY:1000]&lt;br /&gt;
[ITEMS_SCALED]&lt;br /&gt;
[ITEMS_BARRED]&lt;br /&gt;
[TORSION_FRACTURE:2000000]&lt;br /&gt;
[TORSION_YIELD:1000000]&lt;br /&gt;
[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
[TENSILE_FRACTURE:2000000]&lt;br /&gt;
[TENSILE_YIELD:1000000]&lt;br /&gt;
[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
[COMPRESSIVE_FRACTURE:2000000]&lt;br /&gt;
[COMPRESSIVE_YIELD:1000000]&lt;br /&gt;
[MAX_EDGE:12000]&lt;br /&gt;
[BENDING_STRAIN_AT_YIELD:0]&lt;br /&gt;
[BENDING_FRACTURE:2000000]&lt;br /&gt;
[BENDING_YIELD:1000000]&lt;br /&gt;
[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
[SHEAR_FRACTURE:2000000]&lt;br /&gt;
[SHEAR_YIELD:1000000]&lt;br /&gt;
[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
flickering metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:BURNT_SIENNA]&lt;br /&gt;
[BUILD_COLOR:6:0:0]&lt;br /&gt;
[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
ruddy metal&lt;br /&gt;
blistered metal&lt;br /&gt;
pock-marked metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:PALE_BLUE]&lt;br /&gt;
slick metal&lt;br /&gt;
frosty metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:CLEAR]&lt;br /&gt;
translucent metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREEN]&lt;br /&gt;
[BUILD_COLOR:2:0:1]&lt;br /&gt;
[DISPLAY_COLOR:2:0:1]&lt;br /&gt;
faceted metal&lt;br /&gt;
crashing metal&lt;br /&gt;
twinkling metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:SKY_BLUE]&lt;br /&gt;
clear blue metal&lt;br /&gt;
multicolored metal&lt;br /&gt;
black metal&lt;br /&gt;
singing metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:BROWN]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&lt;br /&gt;
flowing metal&lt;br /&gt;
searing metal&lt;br /&gt;
booming metal&lt;br /&gt;
blazing metal&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
[BUILD_COLOR:7:0:0]&lt;br /&gt;
[DISPLAY_COLOR:7:0:0]&lt;br /&gt;
flowing cloth&lt;br /&gt;
motes of light&lt;br /&gt;
clear blue cloth&lt;br /&gt;
flowing fabric&lt;br /&gt;
multicolored cloth&lt;br /&gt;
moist fabric&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:SEA_GREEN]&lt;br /&gt;
[BUILD_COLOR:3:0:0]&lt;br /&gt;
[IGNITE_POINT:NONE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SILK_TEMPLATE]&lt;br /&gt;
rustling fabric&lt;br /&gt;
liquid cloth&lt;br /&gt;
molten liquid&lt;br /&gt;
shadow stuff&lt;br /&gt;
shimmering cloth&lt;br /&gt;
blazing cloth&lt;br /&gt;
creeping&lt;br /&gt;
evil&lt;br /&gt;
cursed&lt;br /&gt;
[SPECIAL]&lt;br /&gt;
EVIL_CLOUD_&lt;br /&gt;
[SPHERE:&lt;br /&gt;
[MOLAR_MASS:1]&lt;br /&gt;
[SOLID_DENSITY:1]&lt;br /&gt;
vile&lt;br /&gt;
profane&lt;br /&gt;
nefarious&lt;br /&gt;
heinous&lt;br /&gt;
fiendish&lt;br /&gt;
devilish&lt;br /&gt;
abominable&lt;br /&gt;
haunting&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:ORANGE]&lt;br /&gt;
shining cloth&lt;br /&gt;
liquid darkness&lt;br /&gt;
never-still cloth&lt;br /&gt;
rotted fabric&lt;br /&gt;
dancing wisps&lt;br /&gt;
flashing sparks&lt;br /&gt;
glowing cloth&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:BLUE]&lt;br /&gt;
[BUILD_COLOR:1:0:1]&lt;br /&gt;
[DISPLAY_COLOR:1:0:1]&lt;br /&gt;
wispy cloth&lt;br /&gt;
patchy cloth&lt;br /&gt;
twisted fabric&lt;br /&gt;
pale fabric&lt;br /&gt;
bright cloth&lt;br /&gt;
dirty fabric&lt;br /&gt;
white cloth&lt;br /&gt;
misty cloth&lt;br /&gt;
heavy cloth&lt;br /&gt;
still blue fabric&lt;br /&gt;
faceted cloth&lt;br /&gt;
flickering cloth&lt;br /&gt;
translucent cloth&lt;br /&gt;
[DISPLAY_COLOR:3:0:0]&lt;br /&gt;
undulating cloth&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:TAUPE]&lt;br /&gt;
[BUILD_COLOR:5:0:0]&lt;br /&gt;
[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
screaming mouths&lt;br /&gt;
pitch-black fabric&lt;br /&gt;
sonorous lines&lt;br /&gt;
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
:START:0:ABRUPT]&lt;br /&gt;
[CE_DISPLAY_NAME:NAME:&lt;br /&gt;
thralls&lt;br /&gt;
thrall&lt;br /&gt;
:MUSCULAR_ONLY&lt;br /&gt;
:VASCULAR_ONLY&lt;br /&gt;
:BP:BY_CATEGORY:ALL:ALL&lt;br /&gt;
:LOCALIZED&lt;br /&gt;
:END:&lt;br /&gt;
:PEAK:&lt;br /&gt;
:START:&lt;br /&gt;
:SEV:100:PROB:100&lt;br /&gt;
:BP:BY_CATEGORY:ALL:HEART&lt;br /&gt;
:BP:BY_CATEGORY:ALL:LUNG&lt;br /&gt;
:BP:BY_CATEGORY:ALL:BRAIN&lt;br /&gt;
:BP:BY_CATEGORY:ALL:NERVE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:EYE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:MUSCLE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:FAT&lt;br /&gt;
:BP:BY_CATEGORY:ALL:SKIN&lt;br /&gt;
:SIZE_DELAYS&lt;br /&gt;
:RESISTABLE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:KIDNEY&lt;br /&gt;
:BP:BY_CATEGORY:ALL:SPLEEN&lt;br /&gt;
:BP:BY_CATEGORY:ALL:PANCREAS&lt;br /&gt;
:BP:BY_CATEGORY:ALL:STOMACH&lt;br /&gt;
:BP:BY_CATEGORY:ALL:GUT&lt;br /&gt;
:BP:BY_CATEGORY:ALL:LIVER&lt;br /&gt;
murk&lt;br /&gt;
soot&lt;br /&gt;
dust&lt;br /&gt;
unholy&lt;br /&gt;
infernal&lt;br /&gt;
execrable&lt;br /&gt;
accursed&lt;br /&gt;
[MATERIAL_VALUE:1]&lt;br /&gt;
[DISPLAY_COLOR:&lt;br /&gt;
[STATE_COLOR:ALL:&lt;br /&gt;
[STATE_ADJ:ALL:&lt;br /&gt;
[STATE_NAME:ALL:&lt;br /&gt;
vapor&lt;br /&gt;
smoke&lt;br /&gt;
		[SYN_NAME:&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
	[ENTERS_BLOOD]&lt;br /&gt;
[TEMP_DIET_INFO:SLIME]&lt;br /&gt;
[MAT_FIXED_TEMP:10000]&lt;br /&gt;
[COLDDAM_POINT:NONE]&lt;br /&gt;
[HEATDAM_POINT:NONE]&lt;br /&gt;
[SPEC_HEAT:4181]&lt;br /&gt;
zombies&lt;br /&gt;
zombie&lt;br /&gt;
husks&lt;br /&gt;
husk&lt;br /&gt;
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
		[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]&lt;br /&gt;
		[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
 sickness]&lt;br /&gt;
 console&lt;br /&gt;
[UNIMPROVABLE]&lt;br /&gt;
_BODY&lt;br /&gt;
 keyboard allows the musician to select the pitch of the instrument.]&lt;br /&gt;
[DESCRIPTION:The &lt;br /&gt;
[MATERIAL_SIZE:&lt;br /&gt;
[SIZE:&lt;br /&gt;
[TILE:155][UNIMPROVABLE]&lt;br /&gt;
_VIB&lt;br /&gt;
 is the housing for the workings of the instrument.]&lt;br /&gt;
 cases&lt;br /&gt;
 bodies&lt;br /&gt;
 chests&lt;br /&gt;
 consoles&lt;br /&gt;
 case&lt;br /&gt;
 chest&lt;br /&gt;
 pump is used to supply air to the instrument.]&lt;br /&gt;
 bellows&lt;br /&gt;
 pump&lt;br /&gt;
_BELLOWS&lt;br /&gt;
 vibrate, producing the sound of the instrument.]&lt;br /&gt;
 pipes&lt;br /&gt;
 bells&lt;br /&gt;
 strings&lt;br /&gt;
:keyboard:keyboards&lt;br /&gt;
KEYBOARD:&lt;br /&gt;
[INSTRUMENT_PIECE:&lt;br /&gt;
[DOMINANT_MATERIAL_PIECE:BODY]&lt;br /&gt;
[PLACED_AS_BUILDING]&lt;br /&gt;
[VALUE:50]&lt;br /&gt;
[ITEM_INSTRUMENT:&lt;br /&gt;
 bellows is used to send air through the instrument.]&lt;br /&gt;
malodorous&lt;br /&gt;
loathsome&lt;br /&gt;
horrid&lt;br /&gt;
abhorrent&lt;br /&gt;
acrid&lt;br /&gt;
pungent&lt;br /&gt;
EVIL_RAIN_&lt;br /&gt;
:SIZE_DILUTES&lt;br /&gt;
sludge&lt;br /&gt;
ooze&lt;br /&gt;
mucus&lt;br /&gt;
revolting&lt;br /&gt;
repulsive&lt;br /&gt;
repellent&lt;br /&gt;
putrid&lt;br /&gt;
nauseating&lt;br /&gt;
:SEV:10:PROB:100&lt;br /&gt;
[STATE_ADJ:ALL_SOLID:frozen &lt;br /&gt;
[STATE_NAME:ALL_SOLID:frozen &lt;br /&gt;
[STATE_ADJ:LIQUID:&lt;br /&gt;
[STATE_NAME:LIQUID:&lt;br /&gt;
[STATE_ADJ:GAS:boiling &lt;br /&gt;
[STATE_NAME:GAS:boiling &lt;br /&gt;
[VALUE:10]&lt;br /&gt;
 keyboards&lt;br /&gt;
 keyboard&lt;br /&gt;
[NAME:&lt;br /&gt;
[INCOMPLETE_ITEM]&lt;br /&gt;
[NO_DEFAULT_JOB]&lt;br /&gt;
[ITEM_TOOL:&lt;br /&gt;
_KEYBOARD&lt;br /&gt;
 and a pedalboard&lt;br /&gt;
The musician directs air through chosen pipes by playing a &lt;br /&gt;
 pipes.  &lt;br /&gt;
 through any of &lt;br /&gt;
 bellows to pressurize air, ultimately blowing it&lt;br /&gt;
 pump to send water into a chamber, ultimately supplying air to blow&lt;br /&gt;
 which uses a &lt;br /&gt;
 musical instrument&lt;br /&gt;
.  The musician uses a &lt;br /&gt;
All of the pipes are flue pipes.  &lt;br /&gt;
All of the pipes are free reed.  &lt;br /&gt;
All of the pipes are single reed.  &lt;br /&gt;
The instrument has flue pipes and free reed pipes.  &lt;br /&gt;
The instrument has flue pipes and reed pipes.  &lt;br /&gt;
The instrument has both single reed and free reed pipes.  &lt;br /&gt;
The instrument has flue pipes and both single reed and free reed pipes.  &lt;br /&gt;
and a pedalboard &lt;br /&gt;
 keyboard &lt;br /&gt;
The musician uses a &lt;br /&gt;
 strings.  &lt;br /&gt;
 which houses &lt;br /&gt;
 keyboard.  &lt;br /&gt;
The desired pitch is selected using a &lt;br /&gt;
 bellows to send air over interior reeds.  &lt;br /&gt;
to select which of these bells are struck.  &lt;br /&gt;
 bells.  &lt;br /&gt;
 above which hang &lt;br /&gt;
The musician cannot control the volume.  &lt;br /&gt;
struck.  &lt;br /&gt;
plucked.  &lt;br /&gt;
to select which of these strings are &lt;br /&gt;
:strings:strings&lt;br /&gt;
VIB:&lt;br /&gt;
:case:cases&lt;br /&gt;
:body:bodies&lt;br /&gt;
:chest:chests&lt;br /&gt;
:console:consoles&lt;br /&gt;
BODY:&lt;br /&gt;
:STANDARD]&lt;br /&gt;
[SOUND_PRODUCTION:PLUCKED:BODY:VIB]&lt;br /&gt;
[PITCH_RANGE:&lt;br /&gt;
:bellows:bellows&lt;br /&gt;
:pump:pumps&lt;br /&gt;
BELLOWS:&lt;br /&gt;
:ALWAYS_PLURAL]&lt;br /&gt;
:pipes:pipes&lt;br /&gt;
:bells:bells&lt;br /&gt;
[PITCH_CHOICE:FOOT_PEDALS:VIB:BODY]&lt;br /&gt;
[PITCH_CHOICE:KEYBOARD:KEYBOARD]&lt;br /&gt;
[VOLUME_mB:&lt;br /&gt;
[SOUND_PRODUCTION:AIR_AGAINST_FIPPLE:BELLOWS:VIB]&lt;br /&gt;
[SOUND_PRODUCTION:AIR_OVER_FREE_REED:BELLOWS:VIB]&lt;br /&gt;
[SOUND_PRODUCTION:AIR_OVER_REED:BELLOWS:VIB]&lt;br /&gt;
[SOUND_PRODUCTION:AIR_OVER_FREE_REED:BELLOWS:BODY]&lt;br /&gt;
[SOUND_PRODUCTION:STRUCK:BODY:VIB]&lt;br /&gt;
tiny hand-held&lt;br /&gt;
small hand-held&lt;br /&gt;
mid-size hand-held&lt;br /&gt;
large hand-held&lt;br /&gt;
large stationary&lt;br /&gt;
huge stationary&lt;br /&gt;
[DESCRIPTION:&lt;br /&gt;
[MUSIC_SKILL:PLAY_KEYBOARD_INSTRUMENT]&lt;br /&gt;
 neck bowls&lt;br /&gt;
 neck bowl&lt;br /&gt;
 of the instrument.]&lt;br /&gt;
 hammers strike the string&lt;br /&gt;
 plectrum plucks the string&lt;br /&gt;
 bow is drawn across the string&lt;br /&gt;
 plectra&lt;br /&gt;
 bows&lt;br /&gt;
:yoke:yokes&lt;br /&gt;
YOKE:&lt;br /&gt;
:frame:frames&lt;br /&gt;
FRAME:&lt;br /&gt;
[DOMINANT_MATERIAL_PIECE:FRAME]&lt;br /&gt;
:neck:necks&lt;br /&gt;
NECK:&lt;br /&gt;
 neck bowl vibrates with the rest of the instrument, producing sound.]&lt;br /&gt;
:hammers:hammers:ALWAYS_PLURAL]&lt;br /&gt;
:plectrum:plectra:STANDARD]&lt;br /&gt;
:bow:bows:STANDARD]&lt;br /&gt;
PROD:&lt;br /&gt;
:string:strings:STANDARD]&lt;br /&gt;
:strings:strings:ALWAYS_PLURAL]&lt;br /&gt;
STRINGS:&lt;br /&gt;
:sound-chest:sound-chests&lt;br /&gt;
[PITCH_CHOICE:SUBPART_CHOICE:STRINGS]&lt;br /&gt;
[SOUND_PRODUCTION:RESONATOR:NECK_RES]&lt;br /&gt;
[SOUND_PRODUCTION:PLUCKED_BY_BP:STRINGS]&lt;br /&gt;
[SOUND_PRODUCTION:STRUCK:PROD:STRINGS]&lt;br /&gt;
[SOUND_PRODUCTION:PLUCKED:PROD:STRINGS]&lt;br /&gt;
[SOUND_PRODUCTION:BOWED:PROD:STRINGS]&lt;br /&gt;
:neck bowl:neck bowls&lt;br /&gt;
NECK_RES:&lt;br /&gt;
 body of the instrument vibrates with the string&lt;br /&gt;
 and select the pitch of the instrument.]&lt;br /&gt;
the string&lt;br /&gt;
strings&lt;br /&gt;
 neck allows the musician room to stop &lt;br /&gt;
 necks&lt;br /&gt;
 neck&lt;br /&gt;
_NECK&lt;br /&gt;
_YOKE&lt;br /&gt;
 body of the instrument vibrates with the strings, producing sound.]&lt;br /&gt;
 frame.]&lt;br /&gt;
[DESCRIPTION:The strings of the instrument are attached to the &lt;br /&gt;
 frames&lt;br /&gt;
 frame&lt;br /&gt;
_FRAME&lt;br /&gt;
, producing sound.]&lt;br /&gt;
string&lt;br /&gt;
_STRINGS&lt;br /&gt;
 sound-chest of the instrument vibrates with the strings, producing sound.]&lt;br /&gt;
 sound-chests&lt;br /&gt;
 sound-chest&lt;br /&gt;
 yoke.]&lt;br /&gt;
 yokes&lt;br /&gt;
 yoke&lt;br /&gt;
 hammers&lt;br /&gt;
 plectrum&lt;br /&gt;
 bow&lt;br /&gt;
_NECK_RES&lt;br /&gt;
_PROD&lt;br /&gt;
, causing the instrument to produce sound.]&lt;br /&gt;
string vibrates&lt;br /&gt;
strings vibrate&lt;br /&gt;
 bowl is attached to the neck to provide additional overtones.  &lt;br /&gt;
Pitch can also be altered by pedals.  &lt;br /&gt;
Tuning is also possible using small levers.  &lt;br /&gt;
Tuning is accomplished by pegs.  &lt;br /&gt;
Tuning is possible with adjustable bridges.  &lt;br /&gt;
 string by stopping it against the body.  &lt;br /&gt;
 string by stopping it against the neck.  &lt;br /&gt;
 bags&lt;br /&gt;
 bag&lt;br /&gt;
 blowpipe is used by the musician to send air into the instrument.]&lt;br /&gt;
 blowpipes&lt;br /&gt;
 blowpipe&lt;br /&gt;
_DRONE&lt;br /&gt;
_MELODY&lt;br /&gt;
_BLOW&lt;br /&gt;
 drone pipe produces&lt;br /&gt;
 drone pipes produce&lt;br /&gt;
 drone pipes&lt;br /&gt;
 drone pipe&lt;br /&gt;
 melody pipe is used by the musician to select the pitch of the instrument.]&lt;br /&gt;
 melody pipes&lt;br /&gt;
 melody pipe&lt;br /&gt;
 bag is used by the musician to control the steady flow of air through the instrument.]&lt;br /&gt;
 pipes to select the pitch as the air leaves the instrument.]&lt;br /&gt;
[DESCRIPTION:The musician uses the &lt;br /&gt;
 pipe&lt;br /&gt;
 wind chest is the body of the instrument.]&lt;br /&gt;
 wind chests&lt;br /&gt;
 wind chest&lt;br /&gt;
_PIPES&lt;br /&gt;
 a constant pitch with the flow of air out of the instrument.]&lt;br /&gt;
[MUSIC_SKILL:PLAY_STRINGED_INSTRUMENT]&lt;br /&gt;
[TUNING:LEVERS:STRINGS]&lt;br /&gt;
[TUNING:PEGS:STRINGS]&lt;br /&gt;
[TUNING:ADJUSTABLE_BRIDGES:STRINGS]&lt;br /&gt;
[PITCH_CHOICE:FOOT_PEDALS:STRINGS:BODY]&lt;br /&gt;
[PITCH_CHOICE:STOPPING_AGAINST_BODY:STRINGS:BODY]&lt;br /&gt;
[PITCH_CHOICE:STOPPING_AGAINST_BODY:STRINGS:NECK]&lt;br /&gt;
[PITCH_CHOICE:STOPPING_FRET:STRINGS:NECK]&lt;br /&gt;
The strings are suspended from the yoke down to the body and&lt;br /&gt;
The strings are suspended from the frame down to the body and&lt;br /&gt;
The strings are tied from the top of the neck down over the body and&lt;br /&gt;
 yoke and a &lt;br /&gt;
 frame and a &lt;br /&gt;
 neck connecting to a &lt;br /&gt;
 with a &lt;br /&gt;
-stringed instrument&lt;br /&gt;
plucks &lt;br /&gt;
strikes &lt;br /&gt;
picks &lt;br /&gt;
 main&lt;br /&gt;
the main string&lt;br /&gt;
plays &lt;br /&gt;
 the musician &lt;br /&gt;
The instrument rests flat as&lt;br /&gt;
The musician can alter the pitch of &lt;br /&gt;
Frets on the neck allow the musician to alter the pitch.  &lt;br /&gt;
 occasionally plucked.  &lt;br /&gt;
 occasionally struck.  &lt;br /&gt;
 drone strings are&lt;br /&gt;
A drone string is&lt;br /&gt;
 other strings vibrate in sympathy and are rarely played themselves&lt;br /&gt;
Another string vibrates in sympathy and is rarely played itself&lt;br /&gt;
The musician selects the pitch by &lt;br /&gt;
 bag, itself supplied by a &lt;br /&gt;
wind instrument through which constant air flow is maintained by use of a &lt;br /&gt;
[MUSIC_SKILL:PLAY_WIND_INSTRUMENT]&lt;br /&gt;
[TUNING:CROOKS:SELF]&lt;br /&gt;
[PITCH_CHOICE:STOPPING_HOLE_KEY:CHEST]&lt;br /&gt;
[PITCH_CHOICE:STOPPING_HOLE:CHEST]&lt;br /&gt;
[SOUND_PRODUCTION:BLOW_OVER_FREE_REED:CHEST]&lt;br /&gt;
 with flared bells&lt;br /&gt;
double-tube&lt;br /&gt;
cylindrical bore&lt;br /&gt;
conical bore&lt;br /&gt;
The melody pipe is a &lt;br /&gt;
 melody pipe attached to the bag.  &lt;br /&gt;
stopping holes&lt;br /&gt;
pressing keys to stop holes&lt;br /&gt;
The musician blows into the instrument and selects pitch &lt;br /&gt;
horn.  &lt;br /&gt;
looping&lt;br /&gt;
curved&lt;br /&gt;
 constant accompaniment.  &lt;br /&gt;
 provides&lt;br /&gt;
s provide&lt;br /&gt;
 with a flared bell&lt;br /&gt;
The musician blows into the fipple at one end&lt;br /&gt;
 wind instrument&lt;br /&gt;
globular&lt;br /&gt;
closed cylindrical&lt;br /&gt;
by restricting air flow out of the bell&lt;br /&gt;
by pressing valves to route air through different tube&lt;br /&gt;
by achieving higher and higher harmonics&lt;br /&gt;
by adjusting a slide&lt;br /&gt;
DRONES:&lt;br /&gt;
:melody pipe:melody pipes&lt;br /&gt;
MELODY:&lt;br /&gt;
:bag:bags&lt;br /&gt;
BAG:&lt;br /&gt;
:blowpipe:blowpipes&lt;br /&gt;
BLOW:&lt;br /&gt;
[DOMINANT_MATERIAL_PIECE:BAG]&lt;br /&gt;
[SOUND_PRODUCTION:BAG_OVER_REED:BAG:MELODY]&lt;br /&gt;
:pipe:pipes&lt;br /&gt;
PIPES:&lt;br /&gt;
:wind chest:wind chests&lt;br /&gt;
CHEST:&lt;br /&gt;
[DOMINANT_MATERIAL_PIECE:CHEST]&lt;br /&gt;
:drone pipe:drone pipes:STANDARD]&lt;br /&gt;
:drone pipes:drone pipes:ALWAYS_PLURAL]&lt;br /&gt;
[PITCH_CHOICE:BP_IN_BELL:SELF]&lt;br /&gt;
[PITCH_CHOICE:VALVE_ROUTES_AIR:SELF]&lt;br /&gt;
[PITCH_CHOICE:HARMONIC_SERIES:SELF]&lt;br /&gt;
[PITCH_CHOICE:SLIDE:SELF]&lt;br /&gt;
[SOUND_PRODUCTION:VIBRATE_BP_AGAINST_OPENING:SELF]&lt;br /&gt;
[PITCH_CHOICE:STOPPING_HOLE_KEY:MELODY]&lt;br /&gt;
[PITCH_CHOICE:STOPPING_HOLE:MELODY]&lt;br /&gt;
[SOUND_PRODUCTION:BAG_OVER_REED:BAG:DRONES]&lt;br /&gt;
[PITCH_CHOICE:SUBPART_CHOICE:SELF]&lt;br /&gt;
[PITCH_CHOICE:STOPPING_HOLE_KEY:SELF]&lt;br /&gt;
[PITCH_CHOICE:STOPPING_HOLE:SELF]&lt;br /&gt;
[SOUND_PRODUCTION:BLOW_OVER_DOUBLE_REED:SELF]&lt;br /&gt;
[SOUND_PRODUCTION:BLOW_OVER_SINGLE_REED:SELF]&lt;br /&gt;
[SOUND_PRODUCTION:BLOW_OVER_OPENING_SIDE:SELF]&lt;br /&gt;
[SOUND_PRODUCTION:BLOW_AGAINST_FIPPLE:SELF]&lt;br /&gt;
[SOUND_PRODUCTION:BLOW_OVER_OPENING_END:SELF]&lt;br /&gt;
bells&lt;br /&gt;
triangle&lt;br /&gt;
triangles&lt;br /&gt;
bowl&lt;br /&gt;
bowls&lt;br /&gt;
block&lt;br /&gt;
chime&lt;br /&gt;
chimes&lt;br /&gt;
_HEAD&lt;br /&gt;
 stand is used to support the instrument.]&lt;br /&gt;
 stands&lt;br /&gt;
 stand&lt;br /&gt;
_STAND&lt;br /&gt;
 up the bulk of the instrument.]&lt;br /&gt;
rings&lt;br /&gt;
bell&lt;br /&gt;
STAND:&lt;br /&gt;
 used by the musician to strike the instrument and produce sound.]&lt;br /&gt;
_MALLET&lt;br /&gt;
 stretched over the instrument and used to produce sound.]&lt;br /&gt;
 head is&lt;br /&gt;
 heads are&lt;br /&gt;
 head&lt;br /&gt;
 heads&lt;br /&gt;
[SOUND_PRODUCTION:SCRAPED:MALLET:HEAD]&lt;br /&gt;
[SOUND_PRODUCTION:STRUCK:MALLET:HEAD]&lt;br /&gt;
[INDEFINITE_PITCH]&lt;br /&gt;
MALLET:&lt;br /&gt;
:head:heads&lt;br /&gt;
:heads:heads&lt;br /&gt;
HEAD:&lt;br /&gt;
:stand:stands&lt;br /&gt;
stop holes&lt;br /&gt;
press keys to stop holes&lt;br /&gt;
 and can also &lt;br /&gt;
The musician selects the pitch by achieving higher and higher harmonics&lt;br /&gt;
The musician blows through a double reed at one end&lt;br /&gt;
The musician blows over a single reed at one end&lt;br /&gt;
The musician blows across the end hole&lt;br /&gt;
The musician blows across a hole in the side&lt;br /&gt;
The musician blows across the end of each pipe&lt;br /&gt;
The musician blows across a hole in the side of each pipe&lt;br /&gt;
The musician blows into the fipple at the end of each pipe&lt;br /&gt;
cylindrical&lt;br /&gt;
conical&lt;br /&gt;
closed&lt;br /&gt;
 adjacent &lt;br /&gt;
wind instrument consisting of &lt;br /&gt;
hammers&lt;br /&gt;
mallet&lt;br /&gt;
mallets&lt;br /&gt;
, fitted with free reeds.  &lt;br /&gt;
 wind instrument consisting of a central wind chest and &lt;br /&gt;
The musician blows through a double reed in each pipe&lt;br /&gt;
The musician blows over a single reed in each pipe&lt;br /&gt;
hourglass&lt;br /&gt;
bowl-shaped&lt;br /&gt;
drum&lt;br /&gt;
drums&lt;br /&gt;
stick&lt;br /&gt;
sticks&lt;br /&gt;
hammer&lt;br /&gt;
[BUILDING:KILN:NONE]&lt;br /&gt;
[MAX_MULTIPLIER:1]&lt;br /&gt;
[NAME:make &lt;br /&gt;
[NAME:forge &lt;br /&gt;
[REACTION:&lt;br /&gt;
MAKE_&lt;br /&gt;
[OBJECT:REACTION]&lt;br /&gt;
reaction_layer&lt;br /&gt;
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]&lt;br /&gt;
[BUILDING:LEATHER:NONE]&lt;br /&gt;
[SKILL:POTTERY]&lt;br /&gt;
[FUEL]&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]&lt;br /&gt;
[PRODUCT:100:1:TOOL:&lt;br /&gt;
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]&lt;br /&gt;
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]&lt;br /&gt;
[PRESERVE_REAGENT]&lt;br /&gt;
[CONTAINS:sand]&lt;br /&gt;
[REAGENT:sand bag:1:NONE:NONE:NONE:NONE]&lt;br /&gt;
[IS_SAND_MATERIAL]&lt;br /&gt;
[REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE]&lt;br /&gt;
[BUILDING:GLASS:NONE]&lt;br /&gt;
[SKILL:LEATHERWORK]&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:leather:NONE]&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:metal bars:NONE]&lt;br /&gt;
[METAL_ITEM_MATERIAL]&lt;br /&gt;
[REAGENT:metal bars:150:BAR:NONE:INORGANIC:NONE]&lt;br /&gt;
[REAGENT:metal bars:300:BAR:NONE:INORGANIC:NONE]&lt;br /&gt;
[BUILDING:METALSMITH:NONE]&lt;br /&gt;
[SKILL:GLASSMAKER]&lt;br /&gt;
:GLASS_GREEN:NONE]&lt;br /&gt;
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[SOUND_PRODUCTION:PLUCKED_BY_BP:SELF]&lt;br /&gt;
[SOUND_PRODUCTION:STRUCK_BY_BP:SELF]&lt;br /&gt;
[SOUND_PRODUCTION:PLUCKED_BY_BP:BODY]&lt;br /&gt;
[SOUND_PRODUCTION:STRUCK_BY_BP:BODY]&lt;br /&gt;
[SOUND_PRODUCTION:STRUCK_BY_BP:HEAD]&lt;br /&gt;
[SOUND_PRODUCTION:SCRAPED:MALLET:BODY]&lt;br /&gt;
[SOUND_PRODUCTION:STRUCK:MALLET:BODY]&lt;br /&gt;
[SOUND_PRODUCTION:FRICTION:MALLET:BODY]&lt;br /&gt;
mid-size stationary&lt;br /&gt;
[MUSIC_SKILL:PLAY_PERCUSSION_INSTRUMENT]&lt;br /&gt;
[TUNING:TIGHTENING:HEAD]&lt;br /&gt;
[PITCH_CHOICE:SUBPART_CHOICE:BODY]&lt;br /&gt;
[PITCH_CHOICE:SUBPART_CHOICE:HEAD]&lt;br /&gt;
[PITCH_CHOICE:MEMBRANE_POSITION:HEAD]&lt;br /&gt;
[SOUND_PRODUCTION:SHAKEN:SELF]&lt;br /&gt;
[SOUND_PRODUCTION:STRUCK_TOGETHER:SELF]&lt;br /&gt;
The musician &lt;br /&gt;
 attached to a &lt;br /&gt;
 on a &lt;br /&gt;
 which rest&lt;br /&gt;
It consists of &lt;br /&gt;
 percussion instrument.  &lt;br /&gt;
tiny stationary&lt;br /&gt;
small stationary&lt;br /&gt;
Tuning is accomplished by adjusting the tension of the head.  &lt;br /&gt;
The instrument produces a complex sound that cannot be said to be of a single pitch.  &lt;br /&gt;
 together&lt;br /&gt;
shakes&lt;br /&gt;
plucks&lt;br /&gt;
head&lt;br /&gt;
rubs around the lip of&lt;br /&gt;
scrapes&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:&lt;br /&gt;
[PRODUCT:100:1:INSTRUMENT:&lt;br /&gt;
:NONE:NONE]&lt;br /&gt;
:1:TOOL:&lt;br /&gt;
[REAGENT:&lt;br /&gt;
[NAME:assemble &lt;br /&gt;
[CATEGORY_DESCRIPTION:Make instrument pieces which can be used to assemble complete musical instruments.]&lt;br /&gt;
[CATEGORY_NAME:Make instrument piece&lt;br /&gt;
[TRANSLATION:GEN_DIVINE]&lt;br /&gt;
[CATEGORY_DESCRIPTION:Assemble complete musical instruments and construct single-piece instruments.]&lt;br /&gt;
[CATEGORY_NAME:Make instrument&lt;br /&gt;
[CATEGORY:INSTRUMENT]&lt;br /&gt;
[DESCRIPTION:USE_INSTRUMENT:&lt;br /&gt;
[IMPROVEMENT:100:instrument:INSTRUMENT_PIECE:&lt;br /&gt;
[PRODUCT_TOKEN:instrument]&lt;br /&gt;
:NONE]&lt;br /&gt;
[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
[FEATURE_BEAST]&lt;br /&gt;
NIGHT_CREATURE_&lt;br /&gt;
DEMON_&lt;br /&gt;
TITAN_&lt;br /&gt;
FORGOTTEN_BEAST_&lt;br /&gt;
*** Error(s) found in Random Creature Generation&lt;br /&gt;
[T_WORD:&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
[NATURAL_SKILL:BITE:6]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[CARNIVORE]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[WORTHLESS_STONE_ONLY]&lt;br /&gt;
[REAGENT:stone:1:BOULDER:NONE:INORGANIC:NONE]&lt;br /&gt;
[BUILDING:MASON:NONE]&lt;br /&gt;
[SKILL:CARPENTRY]&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:wood:NONE]&lt;br /&gt;
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]&lt;br /&gt;
[BUILDING:CARPENTER:NONE]&lt;br /&gt;
[SKILL:METALCRAFT]&lt;br /&gt;
[NOT_WEB]&lt;br /&gt;
[REAGENT:thread:15000:THREAD:NONE:NONE:NONE]&lt;br /&gt;
[SKILL:STONECRAFT]&lt;br /&gt;
[SKILL:WOODCRAFT]&lt;br /&gt;
[BUILDING:CRAFTSMAN:NONE]&lt;br /&gt;
[SKILL:MASONRY]&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:stone:NONE]&lt;br /&gt;
[HARD_ITEM_MATERIAL]&lt;br /&gt;
[USE_BODY_COMPONENT][UNROTTEN]&lt;br /&gt;
[REAGENT:shell:1:NONE:NONE:NONE:NONE]&lt;br /&gt;
[ANY_PLANT_MATERIAL]&lt;br /&gt;
[SKILL:WEAVING]&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:cloth:NONE]&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:thread:NONE]&lt;br /&gt;
[ANY_SILK_MATERIAL]&lt;br /&gt;
[REAGENT:cloth:10000:CLOTH:NONE:NONE:NONE]&lt;br /&gt;
[CATEGORY:INSTRUMENT_PIECE]&lt;br /&gt;
[DESCRIPTION:USE_TOOL:&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:bone:NONE]&lt;br /&gt;
[ANY_BONE_MATERIAL]&lt;br /&gt;
[REAGENT:bone:1:NONE:NONE:NONE:NONE]&lt;br /&gt;
[SKILL:BONECARVE]&lt;br /&gt;
:GET_MATERIAL_FROM_REAGENT:shell:NONE]&lt;br /&gt;
[ANY_SHELL_MATERIAL]&lt;br /&gt;
[CLUSTER_NUMBER:1:5]&lt;br /&gt;
[POPULATION_NUMBER:5:10]&lt;br /&gt;
[UNDERGROUND_DEPTH:5:5]&lt;br /&gt;
[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
[LARGE_PREDATOR][DIFFICULTY:10]&lt;br /&gt;
[LARGE_ROAMING]&lt;br /&gt;
[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
[LAIR:SHRINE:100]&lt;br /&gt;
[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
[ATTACK_TRIGGER:&lt;br /&gt;
[TITAN]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:BITE:14]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:14]&lt;br /&gt;
[UNIQUE_DEMON]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:15]&lt;br /&gt;
[SELECT_CASTE:ALL]&lt;br /&gt;
[MALE]&lt;br /&gt;
[CASTE:MALE]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[CASTE:FEMALE]&lt;br /&gt;
[CAN_LEARN][CAN_SPEAK][DIFFICULTY:10]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]&lt;br /&gt;
[NATURAL_SKILL:DODGING:14]&lt;br /&gt;
[NATURAL_SKILL:DODGING:10]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:BITE:10]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:10]&lt;br /&gt;
[DEMON]&lt;br /&gt;
[LAIR:SIMPLE_MOUND:50]&lt;br /&gt;
[DIFFICULTY:1]&lt;br /&gt;
[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
[HABIT:COOK_PEOPLE:50]&lt;br /&gt;
[HABIT:COOK_VERMIN:50]&lt;br /&gt;
[HABIT:GRIND_VERMIN:50]&lt;br /&gt;
[HABIT:COOK_BLOOD:50]&lt;br /&gt;
[HABIT:GRIND_BONE_MEAL:50]&lt;br /&gt;
[HABIT_NUM:TEST_ALL]&lt;br /&gt;
[LAIR_CHARACTERISTIC:HAS_DOORS:100]&lt;br /&gt;
[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:9]&lt;br /&gt;
[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
[ODOR_LEVEL:90]&lt;br /&gt;
[ODOR_STRING:death]&lt;br /&gt;
[ODOR_STRING:cooked flesh]&lt;br /&gt;
[ODOR_STRING:bug innards]&lt;br /&gt;
[HABIT:COLLECT_TROPHIES:50]&lt;br /&gt;
[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
[CLUSTER_NUMBER:4:6]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:9]&lt;br /&gt;
[NATURAL_SKILL:DODGING:9]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:9]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:9]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:9]&lt;br /&gt;
[NATURAL_SKILL:BITE:9]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[MAGMA_VISION]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[BIOME:ANY_GRASSLAND]&lt;br /&gt;
[BIOME:ANY_SAVANNA]&lt;br /&gt;
[BIOME:ANY_SHRUBLAND]&lt;br /&gt;
[BIOME:ANY_FOREST]&lt;br /&gt;
[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
[SUPERNATURAL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[ORIENTATION:FEMALE:1:0:0]&lt;br /&gt;
[ORIENTATION:MALE:0:0:1]&lt;br /&gt;
[CONVERTED_SPOUSE]&lt;br /&gt;
[ORIENTATION:FEMALE:0:0:1]&lt;br /&gt;
[ORIENTATION:MALE:1:0:0]&lt;br /&gt;
[SPOUSE_CONVERTER]&lt;br /&gt;
[BIOME:TUNDRA]&lt;br /&gt;
[BIOME:ANY_WETLAND]&lt;br /&gt;
[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]&lt;br /&gt;
[CRAZED]&lt;br /&gt;
[BONECARN]&lt;br /&gt;
[SENSE_CREATURE_CLASS:GENERAL_POISON:15:4:0:1]&lt;br /&gt;
[CAN_SPEAK]&lt;br /&gt;
[SLOW_LEARNER]&lt;br /&gt;
[CAN_LEARN]&lt;br /&gt;
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NATURAL_SKILL:HAMMER:10]&lt;br /&gt;
[NATURAL_SKILL:MACE:10]&lt;br /&gt;
[NATURAL_SKILL:PIKE:10]&lt;br /&gt;
[NATURAL_SKILL:DAGGER:10]&lt;br /&gt;
[NATURAL_SKILL:SWORD:10]&lt;br /&gt;
[NATURAL_SKILL:AXE:10]&lt;br /&gt;
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
:10:1]&lt;br /&gt;
[NATURAL_SKILL:MACE:6]&lt;br /&gt;
[NATURAL_SKILL:PIKE:6]&lt;br /&gt;
[NATURAL_SKILL:DAGGER:6]&lt;br /&gt;
[NATURAL_SKILL:SWORD:6]&lt;br /&gt;
[NATURAL_SKILL:AXE:6]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:6]&lt;br /&gt;
[NATURAL_SKILL:SPEAR:10]&lt;br /&gt;
[NATURAL_SKILL:WHIP:10]&lt;br /&gt;
[BODY_SIZE:2:0:&lt;br /&gt;
[BODY_SIZE:0:0:&lt;br /&gt;
[SELECT_CASTE:FEMALE]&lt;br /&gt;
[SELECT_CASTE:MALE]&lt;br /&gt;
[BENIGN]&lt;br /&gt;
[NATURAL_SKILL:SPEAR:6]&lt;br /&gt;
[NATURAL_SKILL:WHIP:6]&lt;br /&gt;
[NATURAL_SKILL:HAMMER:6]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:4]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:4]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:4]&lt;br /&gt;
[NATURAL_SKILL:BITE:4]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:4]&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
[DIFFICULTY:6]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
[NATURAL_SKILL:DODGING:4]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:4]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
[HAS_NERVES]&lt;br /&gt;
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
slick&lt;br /&gt;
brown&lt;br /&gt;
composed of mud&lt;br /&gt;
shade&lt;br /&gt;
composed of ash&lt;br /&gt;
cinders&lt;br /&gt;
embers&lt;br /&gt;
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]&lt;br /&gt;
composed of grime and filth&lt;br /&gt;
white&lt;br /&gt;
composed of salt&lt;br /&gt;
brine&lt;br /&gt;
disgusting appearance&lt;br /&gt;
green&lt;br /&gt;
composed of vomit&lt;br /&gt;
quagmire&lt;br /&gt;
RCP_5_FRONT_FINGERS&lt;br /&gt;
[CREATURE_TILE:&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
[BABY:1]&lt;br /&gt;
[BODY_SIZE:12:0:&lt;br /&gt;
[FLIER]&lt;br /&gt;
[BODYGLOSS&lt;br /&gt;
[BODY&lt;br /&gt;
RCP_TONGUE&lt;br /&gt;
[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
RCP_2_FRONT_FINGERS&lt;br /&gt;
RCP_3_FRONT_FINGERS&lt;br /&gt;
RCP_4_FRONT_FINGERS&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
	[REMOVE_TISSUE:BONE]&lt;br /&gt;
	[REMOVE_MATERIAL:BONE]&lt;br /&gt;
	[REMOVE_TISSUE:SKIN]&lt;br /&gt;
	[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
[CONNECTS]&lt;br /&gt;
[RELATIVE_THICKNESS:1]&lt;br /&gt;
[STRUCTURAL]&lt;br /&gt;
[FUNCTIONAL]&lt;br /&gt;
[MUSCULAR]&lt;br /&gt;
[TISSUE_MAT_STATE:&lt;br /&gt;
[TISSUE_MATERIAL:&lt;br /&gt;
[TISSUE_NAME:tissue:NP]&lt;br /&gt;
[CDI:FLOW:FIREBALL]&lt;br /&gt;
[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
[CDI:ADV_NAME:Hurl fireball]&lt;br /&gt;
[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[NOT_LIVING]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&lt;br /&gt;
[CDI:FLOW:FIREJET]&lt;br /&gt;
[CDI:ADV_NAME:Spray jet of fire]&lt;br /&gt;
[CDI:WAIT_PERIOD:30]&lt;br /&gt;
[CDI:MAX_TARGET_NUMBER:C:3]&lt;br /&gt;
[CDI:MAX_TARGET_NUMBER:C:2]&lt;br /&gt;
[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
[ODOR_STRING:soil]&lt;br /&gt;
[ODOR_STRING:soot]&lt;br /&gt;
[ODOR_STRING:smoke]&lt;br /&gt;
[ODOR_STRING:filth]&lt;br /&gt;
[ODOR_STRING:vomit]&lt;br /&gt;
[ODOR_STRING:mud]&lt;br /&gt;
[FIREIMMUNE_SUPER]&lt;br /&gt;
[CDI:TARGET_RANGE:C:5]&lt;br /&gt;
composed of steam&lt;br /&gt;
 of tears&lt;br /&gt;
tear&lt;br /&gt;
composed of water&lt;br /&gt;
sleet&lt;br /&gt;
blizzard&lt;br /&gt;
composed of snow&lt;br /&gt;
waste&lt;br /&gt;
flash&lt;br /&gt;
flare&lt;br /&gt;
inferno&lt;br /&gt;
composed of flame&lt;br /&gt;
flame&lt;br /&gt;
FLAME&lt;br /&gt;
boiling&lt;br /&gt;
composed of charcoal&lt;br /&gt;
composed of crystal glass&lt;br /&gt;
composed of clear glass&lt;br /&gt;
composed of green glass&lt;br /&gt;
composed of coral&lt;br /&gt;
composed of amber&lt;br /&gt;
scorching&lt;br /&gt;
flaming&lt;br /&gt;
[TISSUE:UNIFORM_TIS]&lt;br /&gt;
[MAT_FIXED_TEMP:&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:&lt;br /&gt;
composed of &lt;br /&gt;
composed of ice&lt;br /&gt;
composed of solid salt&lt;br /&gt;
composed of coke&lt;br /&gt;
black&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:TALON:FRONT]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[MELTING_POINT:10200]&lt;br /&gt;
	[BOILING_POINT:9900]&lt;br /&gt;
	[MELTING_POINT:9800]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
[SELECT_MATERIAL:GOO]&lt;br /&gt;
[SELECT_MATERIAL:ICHOR]&lt;br /&gt;
[SELECT_MATERIAL:BLOOD]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]&lt;br /&gt;
:ALL]&lt;br /&gt;
		[SYN_IMMUNE_CREATURE:&lt;br /&gt;
		[SYN_NAME:night sickness]&lt;br /&gt;
		[SYN_NAME:divine sickness]&lt;br /&gt;
		[SYN_NAME:demon sickness]&lt;br /&gt;
		[SYN_NAME:titan sickness]&lt;br /&gt;
		[SYN_NAME:beast sickness]&lt;br /&gt;
	[BOILING_POINT:10400]&lt;br /&gt;
:BY_CATEGORY:ALL:&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:POISON:&lt;br /&gt;
[CDI:MAX_TARGET_NUMBER:C:4]&lt;br /&gt;
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]&lt;br /&gt;
[CDI:ADV_NAME:Spray web]&lt;br /&gt;
[WEBBER:LOCAL_CREATURE_MAT:SILK]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
[THICKWEB][WEBIMMUNE]&lt;br /&gt;
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:SCALE]&lt;br /&gt;
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
[HOMEOTHERM:10040]&lt;br /&gt;
[FIXED_TEMP:&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[COLOR:&lt;br /&gt;
[SELECT_MATERIAL:EYE]&lt;br /&gt;
[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
[SELECT_MATERIAL:SKIN]&lt;br /&gt;
[SELECT_MATERIAL:CHITIN]&lt;br /&gt;
[SELECT_MATERIAL:SCALE]&lt;br /&gt;
[SELECT_MATERIAL:FEATHER]&lt;br /&gt;
[SELECT_MATERIAL:HAIR]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[TL_MAJOR_ARTERIES]&lt;br /&gt;
 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
[GLOWCOLOR:&lt;br /&gt;
[GLOWTILE:249]&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
[ATTACK:SUCK:BODYPART:BY_CATEGORY:PROBOSCIS]&lt;br /&gt;
	[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
	[ATTACK_VERB:sting:stings]&lt;br /&gt;
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
	[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK_VERB:kick:kicks]&lt;br /&gt;
	[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
	[ATTACK_VERB:gore:gores]&lt;br /&gt;
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
_BITE]&lt;br /&gt;
DEITY_CURSE_WEREBEAST_&lt;br /&gt;
	[SPECIALATTACK_INTERACTION:&lt;br /&gt;
	[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
	[ATTACK_VERB:stab:stabs]&lt;br /&gt;
	[ATTACK_SKILL:BITE]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
	[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]&lt;br /&gt;
	[ATTACK_VERB:bite:bites]&lt;br /&gt;
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]&lt;br /&gt;
	[COLDDAM_POINT:NONE]&lt;br /&gt;
	[HEATDAM_POINT:NONE]&lt;br /&gt;
	[MAT_FIXED_TEMP:&lt;br /&gt;
[SELECT_MATERIAL:ALL]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_GAS_FLOW]&lt;br /&gt;
[CDI:ADV_NAME:Spray gas]&lt;br /&gt;
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]&lt;br /&gt;
[CDI:ADV_NAME:Spray vapor]&lt;br /&gt;
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_DUST_FLOW]&lt;br /&gt;
[CDI:ADV_NAME:Spray dust]&lt;br /&gt;
CHITIN&lt;br /&gt;
SKIN&lt;br /&gt;
[CDI:ADV_NAME:Emit gas]&lt;br /&gt;
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_VAPOR]&lt;br /&gt;
[CDI:ADV_NAME:Emit vapor]&lt;br /&gt;
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_DUST]&lt;br /&gt;
[CDI:ADV_NAME:Emit dust]&lt;br /&gt;
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]&lt;br /&gt;
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]&lt;br /&gt;
[CDI:ADV_NAME:Spit glob]&lt;br /&gt;
	[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
	[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
	[ATTACK_VERB:punch:punches]&lt;br /&gt;
	[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
[FIREIMMUNE]&lt;br /&gt;
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_GAS]&lt;br /&gt;
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
	[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK_FLAG_EDGE]&lt;br /&gt;
	[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
	[ATTACK_VERB:snatch:snatches]&lt;br /&gt;
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]&lt;br /&gt;
	[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
lacy wings&lt;br /&gt;
feathered wings&lt;br /&gt;
wings&lt;br /&gt;
thin wings of stretched skin&lt;br /&gt;
  It has &lt;br /&gt;
 with lidless eyes&lt;br /&gt;
 with external ribs&lt;br /&gt;
 in humanoid form&lt;br /&gt;
 tails&lt;br /&gt;
stubby&lt;br /&gt;
long, curly&lt;br /&gt;
long, straight&lt;br /&gt;
long, hanging&lt;br /&gt;
  It has a &lt;br /&gt;
  It has three &lt;br /&gt;
  It has two &lt;br /&gt;
  It has a knobby trunk&lt;br /&gt;
  It has a curling trunk&lt;br /&gt;
  It has a twisting, jointed trunk&lt;br /&gt;
  It has a fat, bulging trunk&lt;br /&gt;
  It has a short trunk&lt;br /&gt;
  It has a long, swinging trunk&lt;br /&gt;
  It has a proboscis&lt;br /&gt;
 tail&lt;br /&gt;
  It has a pair of fan-like antennae&lt;br /&gt;
  It has a pair of long antennae&lt;br /&gt;
  It has a broad shell&lt;br /&gt;
  It has an enormous shell&lt;br /&gt;
  It has a knobby shell&lt;br /&gt;
  It has a square shell&lt;br /&gt;
  It has a spiral shell&lt;br /&gt;
  It has a round shell&lt;br /&gt;
[APPLY_CREATURE_VARIATION:&lt;br /&gt;
STANDARD_BIPED_GAITS&lt;br /&gt;
STANDARD_QUADRUPED_GAITS&lt;br /&gt;
STANDARD_WALKING_GAITS&lt;br /&gt;
STANDARD_WALK_CRAWL_GAITS&lt;br /&gt;
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:675:450:225:1900:2900]&lt;br /&gt;
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2900:2175:1450:725:3900:5900]&lt;br /&gt;
	[IGNITE_POINT:NONE]&lt;br /&gt;
 huge&lt;br /&gt;
n enormous&lt;br /&gt;
 towering&lt;br /&gt;
 gigantic&lt;br /&gt;
 great&lt;br /&gt;
[DESCRIPTION:A&lt;br /&gt;
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:900:675:450:225:1900:2900]&lt;br /&gt;
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:900:675:450:225:1900:2900]&lt;br /&gt;
eyeless &lt;br /&gt;
fleshy &lt;br /&gt;
armored &lt;br /&gt;
scaly &lt;br /&gt;
feathered &lt;br /&gt;
hairy &lt;br /&gt;
 small&lt;br /&gt;
 twisted into humanoid form&lt;br /&gt;
eight-legged &lt;br /&gt;
six-legged &lt;br /&gt;
skinless &lt;br /&gt;
noseless &lt;br /&gt;
beakless &lt;br /&gt;
three-eyed &lt;br /&gt;
one-eyed &lt;br /&gt;
it is utterly still when not taking deliberate action&lt;br /&gt;
it never looks toward the sun&lt;br /&gt;
the details of its form are easily forgotten without deliberate concentration&lt;br /&gt;
[ODOR_LEVEL:100]&lt;br /&gt;
it bears malodorous pustules&lt;br /&gt;
it moves with great focus&lt;br /&gt;
it slavers uncontrollably&lt;br /&gt;
its body is bent and misshapen&lt;br /&gt;
it only looks comfortable when it is in the water&lt;br /&gt;
a sheen around it always seems to rise upward&lt;br /&gt;
it skips and twirls as it moves&lt;br /&gt;
it appears to be very healthy&lt;br /&gt;
it never appears to be perturbed or surprised by any happening&lt;br /&gt;
fanfare follows it wherever it goes&lt;br /&gt;
it appears to be closely related to every other of its kind&lt;br /&gt;
it looks very solid and stocky&lt;br /&gt;
it giggles at random&lt;br /&gt;
it changes between two colors intermittently&lt;br /&gt;
it eagerly moves from place to place&lt;br /&gt;
it is very sturdy-looking&lt;br /&gt;
it is impossible to hold a grudge near it&lt;br /&gt;
[ODOR_STRING:freshly-baked goods]&lt;br /&gt;
it has the delicious smell of freshly-baked goods&lt;br /&gt;
it always moves carefully around water&lt;br /&gt;
its whole body appears to be faceted in a symmetric fashion&lt;br /&gt;
it appears to be a very bitter creature&lt;br /&gt;
flashes of energy pulse across its surface intermittently&lt;br /&gt;
it inspects the ground intently as it moves&lt;br /&gt;
it radiates an aura of welcoming&lt;br /&gt;
it is surrounded by a gentle atmosphere&lt;br /&gt;
it seems to smile constantly&lt;br /&gt;
it makes those around it want to give up their possessions&lt;br /&gt;
 horns&lt;br /&gt;
long, curving&lt;br /&gt;
long, spiral&lt;br /&gt;
  It has four &lt;br /&gt;
  It has a pair of knobby antennae&lt;br /&gt;
  It has a pair of branching antennae&lt;br /&gt;
  It has a pair of squat antennae&lt;br /&gt;
  It has a pair of spindly antennae&lt;br /&gt;
it is covered with a filmy sac&lt;br /&gt;
it is strikingly beautiful&lt;br /&gt;
it is perfectly symmetric&lt;br /&gt;
it is decorated with intricate patterns&lt;br /&gt;
it growls, buzzes, clicks and generally makes a varied racket&lt;br /&gt;
it looks constantly to the sky for rain&lt;br /&gt;
  It has large mandibles&lt;br /&gt;
 horn&lt;br /&gt;
it radiates a sad kindness&lt;br /&gt;
it appears to be covered with rocky crags&lt;br /&gt;
it never misses an opportunity to jump in puddles&lt;br /&gt;
it seems very pleasant&lt;br /&gt;
it spins wildly, lurching and howling&lt;br /&gt;
its moans seem to echo no matter where it resides&lt;br /&gt;
the pieces of its body are carefully separated by markings&lt;br /&gt;
nearby vegetation seem to shrink away from it&lt;br /&gt;
it has a rattling exhale&lt;br /&gt;
it hums pleasantly when the sun is high in the sky&lt;br /&gt;
it always turns to welcome the rise of the sun&lt;br /&gt;
it is difficult to see clearly even in bright light&lt;br /&gt;
it whirls, skips and jumps whenever it moves&lt;br /&gt;
small objects seem to pop into existence around it&lt;br /&gt;
it appears constructed&lt;br /&gt;
it makes those around it feel brave&lt;br /&gt;
it has a fixed and unblinking gaze when interacting&lt;br /&gt;
it moves with a bouncing rhythm&lt;br /&gt;
it alternates from instant to instant between sluggishness and extreme vibrancy&lt;br /&gt;
it is strikingly colored&lt;br /&gt;
it leaves water wherever it goes&lt;br /&gt;
it appears to be expecting&lt;br /&gt;
it recites verses in a strange language on occasion&lt;br /&gt;
it always seems to point toward the sun when it is in the sky&lt;br /&gt;
it makes absolutely no sound&lt;br /&gt;
its form is ever-changing&lt;br /&gt;
it always seems to be deep in thought&lt;br /&gt;
it makes nearby water undrinkable&lt;br /&gt;
it inspires those around it to acts of great sacrifice&lt;br /&gt;
it always nods eagerly when somebody is speaking&lt;br /&gt;
it is hard to disobey&lt;br /&gt;
its outer surface seems to flow about its body&lt;br /&gt;
it is difficult to look at directly&lt;br /&gt;
it mutters to itself about death&lt;br /&gt;
it looks solidly built&lt;br /&gt;
its movement is the sound of wind and rain&lt;br /&gt;
it appears to sparkle after night falls&lt;br /&gt;
it pays attention carefully to anybody that is speaking&lt;br /&gt;
it sings beautiful songs endlessly&lt;br /&gt;
it has a slowly shifting pattern on its surface&lt;br /&gt;
it is top-heavy&lt;br /&gt;
it is unsettling to be around&lt;br /&gt;
it never stops moving completely&lt;br /&gt;
it seems most content when a fair wind is blowing&lt;br /&gt;
it appears to be covered with sharp hooks and barbs&lt;br /&gt;
it is incredibly noisy&lt;br /&gt;
its movements sound like the rattling of chains&lt;br /&gt;
it always seems to have its attention on the most valuable object in the area&lt;br /&gt;
it always seems to be looking far into the distance&lt;br /&gt;
it crackles with energy&lt;br /&gt;
it returns surrounding light with a new vibrance and intensity&lt;br /&gt;
it seems unerringly honest if one does not concentrate&lt;br /&gt;
it has a very stark look about it&lt;br /&gt;
it moves ponderously&lt;br /&gt;
it appears very deliberate in its actions&lt;br /&gt;
it seems eager to pronounce judgment on others&lt;br /&gt;
it has an angular appearance&lt;br /&gt;
it appears to have sharp shimmering edges on many parts of its body&lt;br /&gt;
it always seems like it is on the verge of crying&lt;br /&gt;
it heckles those it meets that are not married&lt;br /&gt;
it has an unnerving stare&lt;br /&gt;
it changes direction suddenly at times&lt;br /&gt;
it never abandons its companions&lt;br /&gt;
it stares longingly at those nearby&lt;br /&gt;
it seems most at ease when it is outdoors&lt;br /&gt;
it sounds clear tones as its body moves in time&lt;br /&gt;
it cannot abide anything that lives&lt;br /&gt;
there is a foul reek about it&lt;br /&gt;
it is very solidly built&lt;br /&gt;
it changes color with the phases of the moon&lt;br /&gt;
it is difficult to see clearly&lt;br /&gt;
it has a distinctly depressing moan&lt;br /&gt;
it rocks back and forth whenever somebody changes their mind in its presence&lt;br /&gt;
it has an incredibly calm demeanor&lt;br /&gt;
its surface is always enlivened with a refreshing play of color&lt;br /&gt;
it moves very stiffly&lt;br /&gt;
it always raises a part of its body toward the moon&lt;br /&gt;
it cannot look directly at somebody that has broken an oath&lt;br /&gt;
it reminds those that look upon it of their most unpleasant memories&lt;br /&gt;
it eerily reflects the light of the stars and moon&lt;br /&gt;
crooked&lt;br /&gt;
its limbs jut out at asymmetric angles&lt;br /&gt;
it moves with uneven jerking motions&lt;br /&gt;
backward&lt;br /&gt;
its joints are backward&lt;br /&gt;
hulking&lt;br /&gt;
lumbering&lt;br /&gt;
it lumbers along steadily from place to place&lt;br /&gt;
it bears a look of unbelievable peace&lt;br /&gt;
it is crazed for blood and flesh&lt;br /&gt;
it hurls vicious insults constantly&lt;br /&gt;
emaciated&lt;br /&gt;
starved&lt;br /&gt;
it strides in silence with purpose&lt;br /&gt;
it lopes quickly along the ground&lt;br /&gt;
twisted&lt;br /&gt;
it is slavering&lt;br /&gt;
it is ravening&lt;br /&gt;
it moves its will in accordance with the truth of things&lt;br /&gt;
joyful nature&lt;br /&gt;
joy marks its every movement&lt;br /&gt;
kind nature&lt;br /&gt;
it emanates an aura of giving and kindness&lt;br /&gt;
peaceful nature&lt;br /&gt;
it chants ceaselessly&lt;br /&gt;
it appears to be emaciated&lt;br /&gt;
it has a gaunt appearance&lt;br /&gt;
bloated appearance&lt;br /&gt;
it squirms and fidgets&lt;br /&gt;
rhythmic undulations&lt;br /&gt;
it undulates rhythmically&lt;br /&gt;
it belches and croaks&lt;br /&gt;
it seems to flow as it moves&lt;br /&gt;
it bellows and cheers without pause&lt;br /&gt;
it seems to glow brightly from within&lt;br /&gt;
it looks very proud of itself&lt;br /&gt;
it always tries to embolden any fighting in its presence with exhortations of bravery, even its foes&lt;br /&gt;
it chitters briefly before sunrise and just after nightfall&lt;br /&gt;
it tenses up throughout its entire body whenever somebody tells a falsehood in its presence&lt;br /&gt;
it has a tendency to laugh quietly to itself every so often&lt;br /&gt;
it mutters to itself as it moves aimlessly&lt;br /&gt;
it is a divine being&lt;br /&gt;
it appears spry and vigorous&lt;br /&gt;
it is covered with divine writing&lt;br /&gt;
it acts with unwavering calm&lt;br /&gt;
it is surrounded by an everpresent rush of wind&lt;br /&gt;
it changes appearance based on the clouds and precipitation above&lt;br /&gt;
it always seems to be counting something&lt;br /&gt;
howling&lt;br /&gt;
it howls into high winds&lt;br /&gt;
moaning&lt;br /&gt;
groaning&lt;br /&gt;
it groans from time to time&lt;br /&gt;
brooding&lt;br /&gt;
grumbling&lt;br /&gt;
muttering&lt;br /&gt;
bloated&lt;br /&gt;
it has a bloated body&lt;br /&gt;
it stamps the ground and snorts&lt;br /&gt;
it shambles sluggishly&lt;br /&gt;
wailing&lt;br /&gt;
shrieking&lt;br /&gt;
bellowing&lt;br /&gt;
baying&lt;br /&gt;
 and is of a part with &lt;br /&gt;
  It was created by &lt;br /&gt;
 skin is &lt;br /&gt;
rough and cracked&lt;br /&gt;
sleek and smooth&lt;br /&gt;
warty&lt;br /&gt;
leathery&lt;br /&gt;
waxy&lt;br /&gt;
  Beware its poisonous vapors!&lt;br /&gt;
  Beware its deadly dust!&lt;br /&gt;
  Beware its webs!&lt;br /&gt;
  Beware its fire!&lt;br /&gt;
  Beware its hunger for warm blood!&lt;br /&gt;
  Beware its poisonous bite!&lt;br /&gt;
  Beware its poisonous sting!&lt;br /&gt;
Now you will know why you fear the night.&lt;br /&gt;
terror-inspiring antics&lt;br /&gt;
macabre ways&lt;br /&gt;
[PREFSTRING:&lt;br /&gt;
horrifying features&lt;br /&gt;
  Beware its deadly blood!&lt;br /&gt;
  Beware its noxious secretions!&lt;br /&gt;
  Beware its deadly spittle!&lt;br /&gt;
  Beware its poisonous gas!&lt;br /&gt;
mountain&lt;br /&gt;
forest&lt;br /&gt;
jungle&lt;br /&gt;
taiga&lt;br /&gt;
desert&lt;br /&gt;
sand&lt;br /&gt;
marsh&lt;br /&gt;
swamp&lt;br /&gt;
it moves about carelessly&lt;br /&gt;
it moves deliberately&lt;br /&gt;
it has an austere look about it&lt;br /&gt;
it has a regal bearing&lt;br /&gt;
it repeatedly makes threats of torture and death&lt;br /&gt;
it knows and intones the names of all it encounters&lt;br /&gt;
it spouts gibberish periodically&lt;br /&gt;
it murmurs horrible curses&lt;br /&gt;
short and even&lt;br /&gt;
very curly&lt;br /&gt;
long and shaggy&lt;br /&gt;
 hair is &lt;br /&gt;
eye glows&lt;br /&gt;
eyes glow&lt;br /&gt;
.  Its &lt;br /&gt;
[ODOR_STRING:brimstone]&lt;br /&gt;
long and sparse&lt;br /&gt;
long and broad&lt;br /&gt;
downy&lt;br /&gt;
fluffed-out&lt;br /&gt;
 feathers are &lt;br /&gt;
long and wavy&lt;br /&gt;
long and straight&lt;br /&gt;
patchy&lt;br /&gt;
 exoskeleton is &lt;br /&gt;
set far apart&lt;br /&gt;
overlapping&lt;br /&gt;
oval-shaped&lt;br /&gt;
jagged&lt;br /&gt;
blocky&lt;br /&gt;
 scales are &lt;br /&gt;
long and narrow&lt;br /&gt;
phantoms&lt;br /&gt;
phantom&lt;br /&gt;
haunts&lt;br /&gt;
haunt&lt;br /&gt;
banshees&lt;br /&gt;
banshee&lt;br /&gt;
ghosts&lt;br /&gt;
ghost&lt;br /&gt;
Soldier&lt;br /&gt;
angelic&lt;br /&gt;
Angels&lt;br /&gt;
Angel&lt;br /&gt;
wraiths&lt;br /&gt;
wraith&lt;br /&gt;
specters&lt;br /&gt;
specter&lt;br /&gt;
Fighters&lt;br /&gt;
champion&lt;br /&gt;
Champions&lt;br /&gt;
Champion&lt;br /&gt;
warrior&lt;br /&gt;
Warriors&lt;br /&gt;
soldier&lt;br /&gt;
Soldiers&lt;br /&gt;
Messengers&lt;br /&gt;
Messenger&lt;br /&gt;
Spirits&lt;br /&gt;
Spirit&lt;br /&gt;
guardian&lt;br /&gt;
Guardians&lt;br /&gt;
Guardian&lt;br /&gt;
fighter&lt;br /&gt;
hill&lt;br /&gt;
plains&lt;br /&gt;
savanna&lt;br /&gt;
brush&lt;br /&gt;
tundra&lt;br /&gt;
glacier&lt;br /&gt;
lake&lt;br /&gt;
ocean&lt;br /&gt;
skinless&lt;br /&gt;
horned&lt;br /&gt;
winged&lt;br /&gt;
[CASTE_NAME:&lt;br /&gt;
[GO_TO_START]&lt;br /&gt;
-titan]&lt;br /&gt;
 titans:&lt;br /&gt;
 titan:&lt;br /&gt;
devil&lt;br /&gt;
demonic&lt;br /&gt;
demons&lt;br /&gt;
demon&lt;br /&gt;
blind&lt;br /&gt;
eyeless&lt;br /&gt;
one-eyed&lt;br /&gt;
three-eyed&lt;br /&gt;
spirits&lt;br /&gt;
spirit&lt;br /&gt;
monsters&lt;br /&gt;
brutes&lt;br /&gt;
brute&lt;br /&gt;
fiends&lt;br /&gt;
fiend&lt;br /&gt;
devils&lt;br /&gt;
Attendants&lt;br /&gt;
Attendant&lt;br /&gt;
assistant&lt;br /&gt;
Assistants&lt;br /&gt;
Assistant&lt;br /&gt;
servant&lt;br /&gt;
Servants&lt;br /&gt;
Servant&lt;br /&gt;
Worker&lt;br /&gt;
helper&lt;br /&gt;
Helpers&lt;br /&gt;
Helper&lt;br /&gt;
minion&lt;br /&gt;
Minions&lt;br /&gt;
Minion&lt;br /&gt;
attendant&lt;br /&gt;
Puppets&lt;br /&gt;
Puppet&lt;br /&gt;
being&lt;br /&gt;
Beings&lt;br /&gt;
Being&lt;br /&gt;
hand&lt;br /&gt;
Hand&lt;br /&gt;
Workers&lt;br /&gt;
bogeyman:bogeymen:bogeyman]&lt;br /&gt;
retainer&lt;br /&gt;
Retainers&lt;br /&gt;
Retainer&lt;br /&gt;
pawn&lt;br /&gt;
Pawns&lt;br /&gt;
Pawn&lt;br /&gt;
puppet&lt;br /&gt;
Behemoth&lt;br /&gt;
Beasts&lt;br /&gt;
Beast&lt;br /&gt;
enforcer&lt;br /&gt;
Enforcers&lt;br /&gt;
Enforcer&lt;br /&gt;
Slayers&lt;br /&gt;
messenger&lt;br /&gt;
Destroyers&lt;br /&gt;
Destroyer&lt;br /&gt;
Monsters&lt;br /&gt;
harbinger&lt;br /&gt;
Harbingers&lt;br /&gt;
Harbinger&lt;br /&gt;
behemoth&lt;br /&gt;
Behemoths&lt;br /&gt;
Catastrophe&lt;br /&gt;
bane&lt;br /&gt;
Banes&lt;br /&gt;
Bane&lt;br /&gt;
doom&lt;br /&gt;
Dooms&lt;br /&gt;
Doom&lt;br /&gt;
destroyer&lt;br /&gt;
judgment&lt;br /&gt;
Judgments&lt;br /&gt;
Judgment&lt;br /&gt;
ruination&lt;br /&gt;
Ruinations&lt;br /&gt;
Ruination&lt;br /&gt;
catastrophe&lt;br /&gt;
Catastrophes&lt;br /&gt;
[IS_SPHERE:DEATH]&lt;br /&gt;
[IS_NAME:the secrets of life and death]&lt;br /&gt;
[I_SOURCE:SECRET]&lt;br /&gt;
SECRET_ANIMATE_&lt;br /&gt;
SECRET_&lt;br /&gt;
*** Error(s) found in Random Interaction Generation&lt;br /&gt;
grooms&lt;br /&gt;
groom&lt;br /&gt;
[IT_REQUIRES:MORTAL]&lt;br /&gt;
[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
[I_TARGET:A:CREATURE]&lt;br /&gt;
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]&lt;br /&gt;
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]&lt;br /&gt;
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]&lt;br /&gt;
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]&lt;br /&gt;
[IS_SECRET_GOAL:IMMORTALITY]&lt;br /&gt;
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
[IE_ARENA_NAME:Necromancer]&lt;br /&gt;
[IE_IMMEDIATE]&lt;br /&gt;
[IE_TARGET:A]&lt;br /&gt;
[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
[IT_REQUIRES:CAN_SPEAK]&lt;br /&gt;
[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
[CDI:INTERACTION:&lt;br /&gt;
[CDI:ADV_NAME:Animate corpse]&lt;br /&gt;
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]&lt;br /&gt;
trolls&lt;br /&gt;
troll&lt;br /&gt;
 of shadow&lt;br /&gt;
 of twilight&lt;br /&gt;
 of evil&lt;br /&gt;
 of the night&lt;br /&gt;
bleak&lt;br /&gt;
midnight&lt;br /&gt;
ogre&lt;br /&gt;
crones&lt;br /&gt;
crone&lt;br /&gt;
hags&lt;br /&gt;
women&lt;br /&gt;
Black&lt;br /&gt;
mate&lt;br /&gt;
spouses&lt;br /&gt;
horrors&lt;br /&gt;
freaks&lt;br /&gt;
freak&lt;br /&gt;
ogresses&lt;br /&gt;
ogress&lt;br /&gt;
ogres&lt;br /&gt;
bridegrooms&lt;br /&gt;
bridegroom&lt;br /&gt;
husbands&lt;br /&gt;
consorts&lt;br /&gt;
consort&lt;br /&gt;
brides&lt;br /&gt;
bride&lt;br /&gt;
mates&lt;br /&gt;
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
[I_SOURCE:DISTURBANCE]&lt;br /&gt;
DISTURBANCE_ANIMATE_&lt;br /&gt;
DISTURBANCE_CURSE_&lt;br /&gt;
DISTURBANCE_&lt;br /&gt;
[IT_MATERIAL:MATERIAL:CREATURE_MAT:&lt;br /&gt;
[CDI:ADV_NAME:Curse]&lt;br /&gt;
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
[CE_DISPLAY_NAME:NAME:mummy:mummies:mummified:START:0:ABRUPT]&lt;br /&gt;
[CE_DISPLAY_TILE:TILE:165:6:0:1:START:0:ABRUPT]&lt;br /&gt;
[SYN_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
[IE_ARENA_NAME:Disturbed dead]&lt;br /&gt;
[I_EFFECT:RESURRECT]&lt;br /&gt;
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
[CDI:WAIT_PERIOD:20]&lt;br /&gt;
[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
[CDI:TARGET_VERB:feel horrible:looks horrible]&lt;br /&gt;
[CDI:VERBAL_SPEECH:curse.txt]&lt;br /&gt;
[CDI:VERBAL]&lt;br /&gt;
[CDI:USAGE_HINT:MAJOR_CURSE]&lt;br /&gt;
[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
[CDI:TARGET:A:LINE_OF_SIGHT:DISTURBER_ONLY]&lt;br /&gt;
[IT_MATERIAL:CONTEXT_MATERIAL]&lt;br /&gt;
[I_TARGET:A:MATERIAL]&lt;br /&gt;
[I_SOURCE:CREATURE_ACTION]&lt;br /&gt;
[INTERACTION:RCP_MATERIAL_EMISSION]&lt;br /&gt;
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0:ABRUPT]&lt;br /&gt;
[IE_ARENA_NAME:Cursed]&lt;br /&gt;
[IT_MANUAL_INPUT:victim]&lt;br /&gt;
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]&lt;br /&gt;
[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
[IT_REQUIRES:FIT_FOR_ANIMATION]&lt;br /&gt;
[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
[I_TARGET:A:CORPSE]&lt;br /&gt;
[CDI:WAIT_PERIOD:10]&lt;br /&gt;
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
[IT_LOCATION:CONTEXT_REGION]&lt;br /&gt;
[I_SOURCE:UNDERGROUND_SPECIAL]&lt;br /&gt;
[INTERACTION:UNDERGROUND_SPECIAL]&lt;br /&gt;
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
[CE_SPEED_CHANGE:SPEED_PERC:20:START:0:ABRUPT]&lt;br /&gt;
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]&lt;br /&gt;
[IE_ARENA_NAME:Animated corpse]&lt;br /&gt;
[I_EFFECT:ANIMATE]&lt;br /&gt;
[IT_MATERIAL:MATERIAL:INORGANIC:&lt;br /&gt;
[IE_INTERMITTENT:WEEKLY]&lt;br /&gt;
[IS_FREQUENCY:100]&lt;br /&gt;
[IS_REGION:ANY_TERRAIN]&lt;br /&gt;
[IS_REGION:SAVAGE_ALLOWED]&lt;br /&gt;
[IS_REGION:EVIL_ONLY]&lt;br /&gt;
[I_SOURCE:REGION]&lt;br /&gt;
REGIONAL_&lt;br /&gt;
INDEX&lt;br /&gt;
:WEATHER_FALLING_MATERIAL]&lt;br /&gt;
[IE_TARGET:B]&lt;br /&gt;
[I_EFFECT:MATERIAL_EMISSION]&lt;br /&gt;
[I_TARGET:B:MATERIAL]&lt;br /&gt;
:WEATHER_CREEPING_DUST]&lt;br /&gt;
:WEATHER_CREEPING_VAPOR]&lt;br /&gt;
:WEATHER_CREEPING_GAS]&lt;br /&gt;
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]&lt;br /&gt;
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]&lt;br /&gt;
[CE:SYNDROME_TAG:SYN_INJECTED]&lt;br /&gt;
[CE:SYNDROME_TAG:SYN_INGESTED]&lt;br /&gt;
[CE:INTERACTION:&lt;br /&gt;
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0:ABRUPT]&lt;br /&gt;
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:ABRUPT]&lt;br /&gt;
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0:ABRUPT]&lt;br /&gt;
[ADJECTIVE:&lt;br /&gt;
greaves:greaves&lt;br /&gt;
[ITEM_PANTS:&lt;br /&gt;
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1:ABRUPT]&lt;br /&gt;
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]&lt;br /&gt;
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150:ABRUPT]&lt;br /&gt;
[LAYER_PERMIT:30]&lt;br /&gt;
[LAYER_SIZE:15]&lt;br /&gt;
[COVERAGE:100]&lt;br /&gt;
[LAYER:ARMOR]&lt;br /&gt;
[SHAPED]&lt;br /&gt;
[LBSTEP:MAX]&lt;br /&gt;
[ARMORLEVEL:3]&lt;br /&gt;
rounded&lt;br /&gt;
split&lt;br /&gt;
skirt&lt;br /&gt;
[HARD]&lt;br /&gt;
[BARRED]&lt;br /&gt;
[METAL]&lt;br /&gt;
[MATERIAL_SIZE:6]&lt;br /&gt;
[IS_HIST_STRING_1: cursed ]&lt;br /&gt;
[IS_USAGE_HINT:MAJOR_CURSE]&lt;br /&gt;
[I_SOURCE:DEITY]&lt;br /&gt;
[IE_TARGET:C]&lt;br /&gt;
[IT_MANUAL_INPUT:target]&lt;br /&gt;
[I_TARGET:C:LOCATION]&lt;br /&gt;
[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
[I_TARGET:B:LOCATION]&lt;br /&gt;
[CE:CREATURE:&lt;br /&gt;
[CE_BODY_TRANSFORMATION:START:0:ABRUPT]&lt;br /&gt;
[SYN_CLASS:WERECURSE]&lt;br /&gt;
[IE_ARENA_NAME:Werebeast]&lt;br /&gt;
[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
-like monster every full moon]&lt;br /&gt;
[IS_HIST_STRING_2: to assume the form of a &lt;br /&gt;
[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
 monster curse]&lt;br /&gt;
[IS_HIST_STRING_2:, passing on the &lt;br /&gt;
[IS_HIST_STRING_1: bit ]&lt;br /&gt;
[I_SOURCE:ATTACK]&lt;br /&gt;
[CE_ADD_TAG:NO_AGING:START:0:ABRUPT]&lt;br /&gt;
[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
:DEFAULT]&lt;br /&gt;
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
[SYN_CLASS:VAMPCURSE]&lt;br /&gt;
[IE_ARENA_NAME:Vampire]&lt;br /&gt;
[IS_HIST_STRING_2: and was cursed]&lt;br /&gt;
[IS_HIST_STRING_1: consumed the tainted blood of ]&lt;br /&gt;
[I_SOURCE:INGESTION]&lt;br /&gt;
[IS_HIST_STRING_2: to prowl the night in search of blood]&lt;br /&gt;
DEITY_CURSE_VAMPIRE_&lt;br /&gt;
[NAME:robe:robes]&lt;br /&gt;
[NAME:dress:dresses]&lt;br /&gt;
[NAME:vest:vests]&lt;br /&gt;
[LAYER_PERMIT:300]&lt;br /&gt;
[COVERAGE:50]&lt;br /&gt;
[NAME:cape:capes]&lt;br /&gt;
[LAYER_SIZE:30]&lt;br /&gt;
[UBSTEP:1]&lt;br /&gt;
[METAL_ARMOR_LEVELS]&lt;br /&gt;
[ARMORLEVEL:1]&lt;br /&gt;
[NAME:helm:helms]&lt;br /&gt;
[ITEM_HELM:&lt;br /&gt;
asymmetrical&lt;br /&gt;
bulky&lt;br /&gt;
sleek&lt;br /&gt;
[NAME:turban:turbans]&lt;br /&gt;
[NAME:hood:hoods]&lt;br /&gt;
[MATERIAL_SIZE:1]&lt;br /&gt;
[LAYER_PERMIT:15]&lt;br /&gt;
[NAME:cap:caps]&lt;br /&gt;
[SCALED]&lt;br /&gt;
[LAYER_PERMIT:20]&lt;br /&gt;
[NAME:gauntlet:gauntlets]&lt;br /&gt;
[ITEM_GLOVES:&lt;br /&gt;
[NAME:headscarf:headscarves]&lt;br /&gt;
[NAME:face veil:face veils]&lt;br /&gt;
[NAME:head veil:head veils]&lt;br /&gt;
[LAYER_PERMIT:10]&lt;br /&gt;
[NAME:mask:masks]&lt;br /&gt;
[MATERIAL_SIZE:2]&lt;br /&gt;
[LAYER_PERMIT:100]&lt;br /&gt;
[LAYER_SIZE:10]&lt;br /&gt;
[LAYER:OVER]&lt;br /&gt;
[LBSTEP:1]&lt;br /&gt;
bell-shaped&lt;br /&gt;
sheer&lt;br /&gt;
frilly&lt;br /&gt;
[UBSTEP:0]&lt;br /&gt;
segmented&lt;br /&gt;
breastplate:breastplates&lt;br /&gt;
[ITEM_ARMOR:&lt;br /&gt;
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
[LEATHER]&lt;br /&gt;
[SOFT]&lt;br /&gt;
[MATERIAL_SIZE:5]&lt;br /&gt;
[UBSTEP:MAX]&lt;br /&gt;
[NAME:coat:coats]&lt;br /&gt;
[MATERIAL_SIZE:9]&lt;br /&gt;
[LAYER_PERMIT:50]&lt;br /&gt;
[LAYER_SIZE:20]&lt;br /&gt;
[LBSTEP:0]&lt;br /&gt;
[NAME:toga:togas]&lt;br /&gt;
[NAME:tunic:tunics]&lt;br /&gt;
[LAYER_PERMIT:150]&lt;br /&gt;
[LAYER:COVER]&lt;br /&gt;
[NAME:cloak:cloaks]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[LAYER:UNDER]&lt;br /&gt;
[NAME:shirt:shirts]&lt;br /&gt;
lash:lashes&lt;br /&gt;
whip:whips&lt;br /&gt;
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]&lt;br /&gt;
[ATTACK:EDGE:20:12000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[MINIMUM_SIZE:62500]&lt;br /&gt;
[TWO_HANDED:77500]&lt;br /&gt;
[SKILL:PIKE]&lt;br /&gt;
[ATTACK:BLUNT:1:10:lash:lashes:NO_SUB:5000]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[ATTACK:EDGE:10:50:lash:lashes:NO_SUB:2000]&lt;br /&gt;
[MINIMUM_SIZE:22500]&lt;br /&gt;
[TWO_HANDED:27500]&lt;br /&gt;
[SKILL:WHIP]&lt;br /&gt;
branching&lt;br /&gt;
scourge:scourges&lt;br /&gt;
[MINIMUM_SIZE:15000]&lt;br /&gt;
[TWO_HANDED:0]&lt;br /&gt;
[SHOOT_MAXVEL:200]&lt;br /&gt;
[SHOOT_FORCE:1000]&lt;br /&gt;
[RANGED:BOW:ARROW]&lt;br /&gt;
pointed&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
[SIZE:150]&lt;br /&gt;
[CLASS:ARROW]&lt;br /&gt;
cone-headed&lt;br /&gt;
wide-headed&lt;br /&gt;
[NAME:arrow:arrows]&lt;br /&gt;
[ITEM_AMMO:&lt;br /&gt;
WP_A&lt;br /&gt;
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]&lt;br /&gt;
[ITEM_SHOES:&lt;br /&gt;
[COVERAGE:150]&lt;br /&gt;
[NAME:mitten:mittens]&lt;br /&gt;
[NAME:glove:gloves]&lt;br /&gt;
intricate&lt;br /&gt;
[UPSTEP:1]&lt;br /&gt;
[ARMORLEVEL:2]&lt;br /&gt;
[UPSTEP:MAX]&lt;br /&gt;
[NAME:chausse:chausses]&lt;br /&gt;
[NAME:sandal:sandals]&lt;br /&gt;
[NAME:shoe:shoes]&lt;br /&gt;
[NAME:low boot:low boots]&lt;br /&gt;
[LAYER_SIZE:25]&lt;br /&gt;
[NAME:high boot:high boots]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[SKILL:SWORD]&lt;br /&gt;
[SIZE:300]&lt;br /&gt;
sword&lt;br /&gt;
blade&lt;br /&gt;
[ITEM_WEAPON:&lt;br /&gt;
[NAME:sock:socks]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
pike&lt;br /&gt;
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]&lt;br /&gt;
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
bent&lt;br /&gt;
mace&lt;br /&gt;
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]&lt;br /&gt;
[ATTACK:EDGE:1000:800:slash:slashes:NO_SUB:1250]&lt;br /&gt;
[SKILL:DAGGER]&lt;br /&gt;
[SIZE:200]&lt;br /&gt;
spear&lt;br /&gt;
large-headed&lt;br /&gt;
[ATTACK:BLUNT:100:6000:bash:bashes:NO_SUB:2000]&lt;br /&gt;
[NAME:maul:mauls]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[ITEM_SHIELD:&lt;br /&gt;
[CLASS:BOLT]&lt;br /&gt;
[NAME:bolt:bolts]&lt;br /&gt;
[RANGED:CROSSBOW:BOLT]&lt;br /&gt;
crossbow&lt;br /&gt;
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
[SKILL:SPEAR]&lt;br /&gt;
[SHIELD:&lt;br /&gt;
[AMMO:&lt;br /&gt;
[WEAPON:&lt;br /&gt;
[SITE_GUARDIAN]&lt;br /&gt;
GUARDIAN_ENTITY_&lt;br /&gt;
[UPSTEP:2]&lt;br /&gt;
[BLOCKCHANCE:20]&lt;br /&gt;
rectangular&lt;br /&gt;
tapered&lt;br /&gt;
[NAME:blowdart:blowdarts]&lt;br /&gt;
[MINIMUM_SIZE:5000]&lt;br /&gt;
[SHOOT_MAXVEL:1000]&lt;br /&gt;
[SHOOT_FORCE:100]&lt;br /&gt;
[RANGED:BLOWGUN:BLOWDART]&lt;br /&gt;
blowgun&lt;br /&gt;
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
[MINIMUM_SIZE:42500]&lt;br /&gt;
[TWO_HANDED:47500]&lt;br /&gt;
[SKILL:AXE]&lt;br /&gt;
[NAME:battle axe:battle axes]&lt;br /&gt;
[ATTACK:EDGE:1:50:stick:sticks:NO_SUB:1000]&lt;br /&gt;
[SIZE:20]&lt;br /&gt;
[CLASS:BLOWDART]&lt;br /&gt;
double-tipped&lt;br /&gt;
[SIZE:1300]&lt;br /&gt;
[NAME:great axe:great axes]&lt;br /&gt;
[ATTACK:BLUNT:20000:6000:bash:bashes:shaft:1250]&lt;br /&gt;
[ATTACK:EDGE:20000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
[SIZE:1200]&lt;br /&gt;
[NAME:halberd:halberds]&lt;br /&gt;
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]&lt;br /&gt;
[ATTACK:EDGE:40000:6000:hack:hacks:NO_SUB:1250]&lt;br /&gt;
prong:prongs&lt;br /&gt;
spike:spikes&lt;br /&gt;
nail:nails&lt;br /&gt;
knife:knives&lt;br /&gt;
dagger:daggers&lt;br /&gt;
crescent&lt;br /&gt;
[ATTACK:BLUNT:60000:8000:slap:slaps:flat:1250]&lt;br /&gt;
[ATTACK:EDGE:60000:8000:hack:hacks:NO_SUB:1250]&lt;br /&gt;
[DIVINE_MAT_ARMOR]&lt;br /&gt;
[DIVINE_MAT_WEAPONS]&lt;br /&gt;
[SHOES:&lt;br /&gt;
[GLOVES:&lt;br /&gt;
[PANTS:&lt;br /&gt;
[ARMOR:&lt;br /&gt;
:COMMON]&lt;br /&gt;
[HELM:&lt;br /&gt;
[CLOTHING]&lt;br /&gt;
[DIVINE_MAT_CLOTHING]&lt;br /&gt;
[DIVINE_MAT_CRAFTS]&lt;br /&gt;
PRESERVE_REAGENT&lt;br /&gt;
PRODUCT_TO_CONTAINER&lt;br /&gt;
PRODUCT_DIMENSION&lt;br /&gt;
PRODUCT_TOKEN&lt;br /&gt;
IMPROVEMENT&lt;br /&gt;
GET_ITEM_DATA_FROM_REAGENT&lt;br /&gt;
PRODUCT&lt;br /&gt;
ANY_CRAFT&lt;br /&gt;
KILN&lt;br /&gt;
*** Error(s) finalizing the reaction &lt;br /&gt;
Unrecognized Reaction Token: &lt;br /&gt;
TRANSFER_ARTIFACT_STATUS&lt;br /&gt;
PRODUCT_PRESSED&lt;br /&gt;
PRODUCT_PASTE&lt;br /&gt;
FORCE_EDGE&lt;br /&gt;
DOES_NOT_DETERMINE_PRODUCT_AMOUNT&lt;br /&gt;
hanging&lt;br /&gt;
: Unrecognized Building Token: &lt;br /&gt;
CLOTHES&lt;br /&gt;
ASHERY&lt;br /&gt;
STILL&lt;br /&gt;
KITCHEN&lt;br /&gt;
GLASS&lt;br /&gt;
SMELTER&lt;br /&gt;
cloth to&lt;br /&gt;
thread to&lt;br /&gt;
specific improvement to&lt;br /&gt;
spikes to&lt;br /&gt;
bands to&lt;br /&gt;
rings to&lt;br /&gt;
cover to&lt;br /&gt;
art to&lt;br /&gt;
NOT_IMPROVED&lt;br /&gt;
CONTAINS&lt;br /&gt;
ADVENTURE_MODE_ENABLED&lt;br /&gt;
AUTOMATIC&lt;br /&gt;
FUEL&lt;br /&gt;
CATEGORY_NAME&lt;br /&gt;
IS_SAND_MATERIAL&lt;br /&gt;
METAL_ITEM_MATERIAL&lt;br /&gt;
NOT_PRESSED&lt;br /&gt;
HARD_ITEM_MATERIAL&lt;br /&gt;
FOOD_STORAGE_CONTAINER&lt;br /&gt;
DOES_NOT_ABSORB&lt;br /&gt;
HAS_WRITING_IMPROVEMENT&lt;br /&gt;
ANY_RAW_MATERIAL&lt;br /&gt;
REAGENT&lt;br /&gt;
MAX_MULTIPLIER&lt;br /&gt;
USE_INSTRUMENT&lt;br /&gt;
USE_TOOL&lt;br /&gt;
CATEGORY_KEY&lt;br /&gt;
CATEGORY_PARENT&lt;br /&gt;
CATEGORY_DESCRIPTION&lt;br /&gt;
, Paste&lt;br /&gt;
, Edge&lt;br /&gt;
, Crafts&lt;br /&gt;
writing on&lt;br /&gt;
attached&lt;br /&gt;
illustration to&lt;br /&gt;
pages to&lt;br /&gt;
sewn image to&lt;br /&gt;
, Pressed&lt;br /&gt;
the value&lt;br /&gt;
the worthlessness&lt;br /&gt;
 language&lt;br /&gt;
 as a dance form&lt;br /&gt;
 as a musical form&lt;br /&gt;
 as a poetic form&lt;br /&gt;
discourse on the nature of justification&lt;br /&gt;
discourse on the nature of perception&lt;br /&gt;
discourse on the nature of truth&lt;br /&gt;
discourse on ethics as it regards the benefit of the state&lt;br /&gt;
discourse on the meaning of individual happiness&lt;br /&gt;
discourse on medical ethics&lt;br /&gt;
leisure time&lt;br /&gt;
martial prowess&lt;br /&gt;
the nature of justification&lt;br /&gt;
the nature of perception&lt;br /&gt;
the nature of truth&lt;br /&gt;
ethics as it regards the benefit of the state&lt;br /&gt;
the meaning of individual happiness&lt;br /&gt;
medical ethics&lt;br /&gt;
analogical inference&lt;br /&gt;
dialectic reasoning&lt;br /&gt;
the nature of processes&lt;br /&gt;
the nature of events&lt;br /&gt;
the relationship between wholes and parts&lt;br /&gt;
the relationship between objects and their properties&lt;br /&gt;
the nature of mind and body&lt;br /&gt;
the nature of time&lt;br /&gt;
the nature of existence&lt;br /&gt;
the nature of belief&lt;br /&gt;
diplomacy, its forms and recommendations&lt;br /&gt;
etymology&lt;br /&gt;
grammar&lt;br /&gt;
education, its forms and recommendations&lt;br /&gt;
law, its forms and recommendations&lt;br /&gt;
ethics as applied to interpersonal conduct&lt;br /&gt;
ethics as applied to war&lt;br /&gt;
the nature of causation&lt;br /&gt;
dictionaries&lt;br /&gt;
the value of art&lt;br /&gt;
the nature of beauty&lt;br /&gt;
direct inference&lt;br /&gt;
inductive reasoning&lt;br /&gt;
social welfare, its forms and recommendations&lt;br /&gt;
economic policy, its forms and recommendations&lt;br /&gt;
government, its forms and recommendations&lt;br /&gt;
discourse on the nature of processes&lt;br /&gt;
discourse on the nature of events&lt;br /&gt;
discourse on the relationship between wholes and parts&lt;br /&gt;
discourse on the relationship between objects and their properties&lt;br /&gt;
discourse on the nature of mind and body&lt;br /&gt;
discourse on the nature of time&lt;br /&gt;
discourse on the nature of existence&lt;br /&gt;
discourse on the nature of belief&lt;br /&gt;
discourse on diplomacy&lt;br /&gt;
the notion of etymology&lt;br /&gt;
discourse on grammar&lt;br /&gt;
discourse on education&lt;br /&gt;
discourse on law&lt;br /&gt;
discourse on ethics as applied to interpersonal conduct&lt;br /&gt;
discourse on ethics as applied to war&lt;br /&gt;
discourse on the nature of causation&lt;br /&gt;
discourse on the causes of historical events&lt;br /&gt;
the idea of source reliability&lt;br /&gt;
the idea of using symbolic notation for addition&lt;br /&gt;
discourse on the value of art&lt;br /&gt;
discourse on the nature of beauty&lt;br /&gt;
discourse on social welfare&lt;br /&gt;
discourse on economic policy&lt;br /&gt;
discourse on government&lt;br /&gt;
propositional logic&lt;br /&gt;
hypothetical syllogisms&lt;br /&gt;
syllogistic logic&lt;br /&gt;
deductive reasoning&lt;br /&gt;
formal reasoning&lt;br /&gt;
the notion of conflict between members of a community&lt;br /&gt;
the notion of bonds between members of a community&lt;br /&gt;
the notion of historical, governmental and social cycles&lt;br /&gt;
the solving of quadratic equations by completion of the square&lt;br /&gt;
the techniques of balancing and completion for solving equations&lt;br /&gt;
methods for solving systems of equations&lt;br /&gt;
simple formulas for certain arbitrarily large sums&lt;br /&gt;
the computation of the surface area of a sphere&lt;br /&gt;
a proof that the length of the diagonal of a square is incommensurable with its edge&lt;br /&gt;
a proof that there are infinitely many prime numbers&lt;br /&gt;
an approximation for the length of the diagonal of a square&lt;br /&gt;
the divergence of the harmonic series&lt;br /&gt;
experiments with symbolic notation for addition&lt;br /&gt;
methods for solving certain equations involving powers higher than the quadratic&lt;br /&gt;
a triangular configuration of numbers relating to the successive powers of any sum&lt;br /&gt;
trigonometric identities relating to the sums and differences of angles&lt;br /&gt;
the relationship between the half chords of a triangle's angles, the opposite side lengths, and the diameter of the triangle's circumscribed circle&lt;br /&gt;
notation for abbreviating the unknown and other elements of an equation in a systematic and useful fashion&lt;br /&gt;
a formula which solves quadratic equations&lt;br /&gt;
bonds between members of a community&lt;br /&gt;
historical, governmental and social cycles&lt;br /&gt;
the causes of historical events&lt;br /&gt;
using personal interviews as sources&lt;br /&gt;
the role of state bias and propaganda in sources&lt;br /&gt;
the role of systemic bias in sources&lt;br /&gt;
the reliability of sources&lt;br /&gt;
the properties of chords&lt;br /&gt;
the method of accurately and comprehensively describing cultures and civilizations&lt;br /&gt;
the compilation of many summaries into a single text&lt;br /&gt;
the compilation of family lineages and methods of displaying them artfully&lt;br /&gt;
the method of writing a biography of oneself, particularly as it concerns a military campaign or adventure&lt;br /&gt;
the compilation of brief biographies into one large collection&lt;br /&gt;
the method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history&lt;br /&gt;
the method of writing the history of a single individual&lt;br /&gt;
conflict between members of a community&lt;br /&gt;
the properties of similar and congruent triangles&lt;br /&gt;
the method of exhaustion&lt;br /&gt;
geometric objects:  points, lines, circles, triangles, and so on&lt;br /&gt;
positional notation&lt;br /&gt;
notation for very large numbers&lt;br /&gt;
notation for negative quantities&lt;br /&gt;
a symbol for nothingness&lt;br /&gt;
the method of proof by contradiction&lt;br /&gt;
the existence of incommensurable ratios&lt;br /&gt;
examples of triples of very large whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
examples of triples of large whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
examples of triples of small whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
the relationship between the lengths of the hypotenuse of a right triangle and the other two sides&lt;br /&gt;
the angles of triangles inscribed in a circle with one edge on the diameter&lt;br /&gt;
the equality of the base angle of isosceles triangles&lt;br /&gt;
the relationship between the length of the altitude of a right triangle and the lengths of the segments into which it divides the hypotenuse&lt;br /&gt;
an algorithm for dividing one number into another, possibly yielding a remainder&lt;br /&gt;
an approximate value of the ratio of the circumference of a circle to its diameter, using the circumference of polygons and the method of exhaustion&lt;br /&gt;
the computation of the volume of a sphere&lt;br /&gt;
the computation of the volume of a cone&lt;br /&gt;
the computation of the volume of different pyramids&lt;br /&gt;
an algorithm for computing the greatest common divisor of two numbers&lt;br /&gt;
the unique decomposition of a number into products of its prime divisors&lt;br /&gt;
axiomatic reasoning&lt;br /&gt;
an algorithm for calculating prime numbers&lt;br /&gt;
the area enclosed by a parabola and a line&lt;br /&gt;
an algorithm for computing a number which has given remainders when divided by several given primes&lt;br /&gt;
the categorization and properties of conic sections&lt;br /&gt;
an approximation of the ratio of the circumference of a circle to its diameter, using the area of polygons and the method of exhaustion&lt;br /&gt;
the relationship between the area of a circle and its radius, involving the ratio of the circumference of the circle to its diameter&lt;br /&gt;
the computation of the area of a triangle from its three side lengths alone&lt;br /&gt;
a table of chord lengths indexed by angle&lt;br /&gt;
the classification of ores&lt;br /&gt;
the classification of combustible materials&lt;br /&gt;
the struggle for survival among creatures&lt;br /&gt;
the embriological development of creatures&lt;br /&gt;
the ways that creatures are suited to the climates in which they live&lt;br /&gt;
the diseases of creatures&lt;br /&gt;
the social behavior of creatures&lt;br /&gt;
the links between the diets of different creatures&lt;br /&gt;
the theory and methods involved in distillation&lt;br /&gt;
the theory and methods involved in the extraction of a constituent liquid from one solution to another&lt;br /&gt;
the construction and use of the alembic&lt;br /&gt;
the construction and use of the blast furnace&lt;br /&gt;
the preparation and use of adhesive materials&lt;br /&gt;
the classification of materials based on which elemental materials might form them&lt;br /&gt;
a method of classify the hardness of materials by scratching them against each other&lt;br /&gt;
the mixture of metals to produce alloys&lt;br /&gt;
the construction and use of the crucible&lt;br /&gt;
the construction and use of the funnel&lt;br /&gt;
the construction and use of the vial&lt;br /&gt;
the construction and use of the beaker&lt;br /&gt;
the construction and use of the flask&lt;br /&gt;
methods for performing experiments systematically in the laboratory&lt;br /&gt;
the classification of alkali and acids&lt;br /&gt;
the theory and methods involved in evaporation&lt;br /&gt;
the construction and use of the surveying staff&lt;br /&gt;
the process of surveying land&lt;br /&gt;
the construction and use of laboratory ovens&lt;br /&gt;
the construction and use of the retort&lt;br /&gt;
the construction and use of the ampoule&lt;br /&gt;
the preparation of aqua regia&lt;br /&gt;
the preparation of oil of vitriol&lt;br /&gt;
the preparation of spirit of niter&lt;br /&gt;
the path of the moon&lt;br /&gt;
the rise of the moon according to the season&lt;br /&gt;
the phases of the moon&lt;br /&gt;
the method of examining artifacts to determine how techniques have changed over time&lt;br /&gt;
the method of collecting and evaluating artifacts to learn about history and culture&lt;br /&gt;
the exploration of how history would be different if some key past events had transpired differently&lt;br /&gt;
the role of cultural differences in source reliability and interpretation&lt;br /&gt;
the method of comparing and contrasting different cultures&lt;br /&gt;
the dates of lunar and solar eclipses&lt;br /&gt;
the theory that the world moves around the sun&lt;br /&gt;
the theory that the sun moves around the world&lt;br /&gt;
the variation of daylight with the season&lt;br /&gt;
the relationship between the lunar and solar year&lt;br /&gt;
the rise of the sun according to the season&lt;br /&gt;
the height of the tides, the moon and the sun&lt;br /&gt;
the relationship between the moon and the tides&lt;br /&gt;
methods of empirical observation in astronomy&lt;br /&gt;
the precession of the equinoxes over great periods of time&lt;br /&gt;
the shape of the world&lt;br /&gt;
the classification of stars according to brightness&lt;br /&gt;
the classification of stars according to color&lt;br /&gt;
the precise compilation of information about stars&lt;br /&gt;
the compilation of information about stars&lt;br /&gt;
the creation of star charts&lt;br /&gt;
the foraging behavior and diet of creatures&lt;br /&gt;
the reproductive behavior of creatures&lt;br /&gt;
the migratory patterns of creatures&lt;br /&gt;
the classification of creatures by their physical features&lt;br /&gt;
the comparison of the anatomy of creatures&lt;br /&gt;
the anatomical study of creatures&lt;br /&gt;
the dissection of creatures&lt;br /&gt;
the method of forming precise models for the paths of astronomical objects&lt;br /&gt;
the classification of fractures&lt;br /&gt;
the treatment of fractures&lt;br /&gt;
the treatment of traumatic injuries&lt;br /&gt;
the theory of convalescence&lt;br /&gt;
the notion of relapse&lt;br /&gt;
the notion of paroxysm&lt;br /&gt;
the notion of the exacerbation of a patient's condition&lt;br /&gt;
the theory of epidemic disease&lt;br /&gt;
the lithotomy surgery&lt;br /&gt;
the tracheotomy surgery&lt;br /&gt;
hernia surgery&lt;br /&gt;
the surgical method of incision&lt;br /&gt;
the surgical method of excision&lt;br /&gt;
the creation and use of the orthopedic cast&lt;br /&gt;
the method of fracture immobilization&lt;br /&gt;
the construction and use of the traction bench&lt;br /&gt;
the use of plants as surgical models&lt;br /&gt;
the use of mud bags as surgical models&lt;br /&gt;
the use of practice models in surgery&lt;br /&gt;
the surgical method of ligature&lt;br /&gt;
the surgical method of suturing&lt;br /&gt;
the surgical method of probing&lt;br /&gt;
the surgical method of draining&lt;br /&gt;
the surgical method of scraping&lt;br /&gt;
cauterization&lt;br /&gt;
cataract surgery&lt;br /&gt;
the construction and use of surgical needles&lt;br /&gt;
the construction and use of surgical scissors&lt;br /&gt;
the construction and use of the scalpel&lt;br /&gt;
the construction and use of forceps&lt;br /&gt;
the use of specialized surgical instruments&lt;br /&gt;
the use of animals as surgical models&lt;br /&gt;
the use of a grid system in the creation of maps&lt;br /&gt;
the placement of geological information on maps&lt;br /&gt;
surveying by triangulation for engineering projects&lt;br /&gt;
surveying by triangulation for military purposes&lt;br /&gt;
surveying by triangulation for the purpose of allocating land&lt;br /&gt;
surveying by triangulation for the purpose of creating maps&lt;br /&gt;
surveying by triangulation&lt;br /&gt;
the process involved in creating maps&lt;br /&gt;
the origin of rainfall through evaporation and condensation&lt;br /&gt;
the forces that govern wind patterns&lt;br /&gt;
the process of the formation of deltas at the mouths of rivers&lt;br /&gt;
the collection of maps and other information into a single text&lt;br /&gt;
the placement of economic information on maps&lt;br /&gt;
the process of economic data collection&lt;br /&gt;
the measurement of the heights of land features&lt;br /&gt;
the use of a distance scale in the creation of maps&lt;br /&gt;
determining the likely outcome given a patient's current status&lt;br /&gt;
the method of autopsy&lt;br /&gt;
the method of physical examination in diagnosing illness&lt;br /&gt;
the connection between disease and fouled water&lt;br /&gt;
methods of adjusting maps to account for the shape of the world&lt;br /&gt;
the creation of accurate maps&lt;br /&gt;
the division of the world into climate zones&lt;br /&gt;
a world-wide cycle involving precipitation, oceans, rivers and other forms of water&lt;br /&gt;
the theory of endemic disease&lt;br /&gt;
the distinction between acute and chronic conditions&lt;br /&gt;
the classification of toxic substances&lt;br /&gt;
the classification of disease&lt;br /&gt;
the method of bandaging wounds&lt;br /&gt;
mineral remedies&lt;br /&gt;
remedies prepared from animals&lt;br /&gt;
herbal remedies&lt;br /&gt;
the construction and use of the warded lock&lt;br /&gt;
the reasons why gears are effective&lt;br /&gt;
the construction and use of the straight-beam balance&lt;br /&gt;
the construction and use of the lever&lt;br /&gt;
the reasons why the lever is effective&lt;br /&gt;
the reasons why the wedge is effective&lt;br /&gt;
the construction and use of the windlass&lt;br /&gt;
the reasons why the wheel-and-axle construction is effective&lt;br /&gt;
the construction and use of the mechanical compass&lt;br /&gt;
the construction and use of chain drives&lt;br /&gt;
the construction and use of the chariot odometer&lt;br /&gt;
the construction and use of the water-powered sawmill&lt;br /&gt;
the construction and use of the crankshaft&lt;br /&gt;
the construction and use of the camshaft&lt;br /&gt;
the construction and use of the padlock&lt;br /&gt;
the construction and use of the tumbler lock&lt;br /&gt;
the construction and use of the crystal lens&lt;br /&gt;
the construction and use of the force pump&lt;br /&gt;
the construction and use of valves&lt;br /&gt;
the action of the siphon&lt;br /&gt;
the construction and use of the balance wheel&lt;br /&gt;
the construction and use of the verge escapement&lt;br /&gt;
the construction and use of combination locks&lt;br /&gt;
the construction and use of the differential gear&lt;br /&gt;
the use of models and templates in engineering&lt;br /&gt;
the relation between refraction and the half chord&lt;br /&gt;
the appearance of rainbows based on optical theories&lt;br /&gt;
the theory of light and color&lt;br /&gt;
the construction and use of the parabolic mirror&lt;br /&gt;
the construction and use of the camera obscura&lt;br /&gt;
the construction and use of the glass lens&lt;br /&gt;
the construction and use of water-filled sphere as a lens&lt;br /&gt;
the study of reaction time&lt;br /&gt;
the function of the nervous system&lt;br /&gt;
the distinction between motor and sensory nerves&lt;br /&gt;
the anatomy of the eye&lt;br /&gt;
the classification of bodily fluids&lt;br /&gt;
anatomical studies for medical edification&lt;br /&gt;
pulmonary medicine&lt;br /&gt;
anesthesia&lt;br /&gt;
the preparation and use of dedicated hospitals&lt;br /&gt;
the treatment of mental illnesses&lt;br /&gt;
the classification of mental illnesses&lt;br /&gt;
the classification of muscles&lt;br /&gt;
the source of the voice&lt;br /&gt;
comparative anatomical studies for use in medicine&lt;br /&gt;
pulmonary circulation&lt;br /&gt;
the distinction between veins and arteries&lt;br /&gt;
the use of conical shapes in water-based clocks to improve their accuracy&lt;br /&gt;
the use of water-based devices to tell time&lt;br /&gt;
the use of shadows to tell direction and time&lt;br /&gt;
the creation of asylums for the mentally ill&lt;br /&gt;
schools of medicine&lt;br /&gt;
the use of a laboratory for preparation of remedies in a hospital&lt;br /&gt;
the use of specialized wards in hospitals&lt;br /&gt;
the use of professional hospital staff&lt;br /&gt;
the construction and use of the screw&lt;br /&gt;
the reasons why screws are effective&lt;br /&gt;
the construction and use of the pulley&lt;br /&gt;
the reasons why pulleys are effective&lt;br /&gt;
the construction and use of mechanical clocks&lt;br /&gt;
the construction and use of the hourglass&lt;br /&gt;
the construction and use of the astrarium&lt;br /&gt;
the use of reservoirs in water-based clocks to improve their accuracy&lt;br /&gt;
The Sea&lt;br /&gt;
The Wind&lt;br /&gt;
The Night&lt;br /&gt;
The Day&lt;br /&gt;
Time&lt;br /&gt;
Slowly&lt;br /&gt;
Then&lt;br /&gt;
Surely&lt;br /&gt;
Foretell&lt;br /&gt;
Will Tell&lt;br /&gt;
The Past&lt;br /&gt;
The Future&lt;br /&gt;
The Fool&lt;br /&gt;
The Dirt&lt;br /&gt;
The Wise&lt;br /&gt;
The Sands&lt;br /&gt;
In The Beginning&lt;br /&gt;
Afterward&lt;br /&gt;
In The End&lt;br /&gt;
Laugh&lt;br /&gt;
Weep&lt;br /&gt;
Mourn&lt;br /&gt;
Know&lt;br /&gt;
Can Say&lt;br /&gt;
the Voice&lt;br /&gt;
the Rhythm&lt;br /&gt;
the Notes&lt;br /&gt;
the Music&lt;br /&gt;
the Poetry&lt;br /&gt;
the Poem&lt;br /&gt;
the Verse&lt;br /&gt;
the Words&lt;br /&gt;
the construction and use of the water-powered trip hammer&lt;br /&gt;
the construction and use of the orrery&lt;br /&gt;
the construction and use of mural instruments&lt;br /&gt;
the construction and use of the spherical astrolabe&lt;br /&gt;
the construction and use of the armillary sphere&lt;br /&gt;
the construction and use of the astrolabe&lt;br /&gt;
the construction and use of the dioptra&lt;br /&gt;
the use of lamination&lt;br /&gt;
the construction and use of the bellows&lt;br /&gt;
the construction and use of the crank&lt;br /&gt;
the construction and use of the piston&lt;br /&gt;
the calculation of the height of the atmosphere based on atmospheric refraction&lt;br /&gt;
a precise explanation of the cause of twilight involving atmospheric refraction&lt;br /&gt;
atmospheric refraction&lt;br /&gt;
a precise description of buoyancy and water displacement&lt;br /&gt;
the construction and use of double-acting piston bellows&lt;br /&gt;
[ANY_PRONOUN]&lt;br /&gt;
[NO_ART_NAME]&lt;br /&gt;
[NAME]&lt;br /&gt;
the construction and use of the trip hammer&lt;br /&gt;
the construction and use of the water wheel&lt;br /&gt;
the construction and use of the water-powered piston bellows&lt;br /&gt;
Suddenly&lt;br /&gt;
Only&lt;br /&gt;
[PHRASE]&lt;br /&gt;
[ADJ]&lt;br /&gt;
the Age&lt;br /&gt;
[ANY_AGE]&lt;br /&gt;
They&lt;br /&gt;
Quality&lt;br /&gt;
the Festival&lt;br /&gt;
Gaiety&lt;br /&gt;
Quiet&lt;br /&gt;
Self-Control&lt;br /&gt;
Self-Examination&lt;br /&gt;
Complaints&lt;br /&gt;
Leisure&lt;br /&gt;
Stubborness&lt;br /&gt;
the Competitor&lt;br /&gt;
Altruism&lt;br /&gt;
Study&lt;br /&gt;
Practice&lt;br /&gt;
Combat&lt;br /&gt;
Battle&lt;br /&gt;
Proof&lt;br /&gt;
Reasoning&lt;br /&gt;
Reason&lt;br /&gt;
Values&lt;br /&gt;
Ignorance&lt;br /&gt;
Love&lt;br /&gt;
the Economy&lt;br /&gt;
Caravans&lt;br /&gt;
Happiness&lt;br /&gt;
Healing&lt;br /&gt;
Harm&lt;br /&gt;
Medical Ethics&lt;br /&gt;
Inference&lt;br /&gt;
Analogy&lt;br /&gt;
Dialogue&lt;br /&gt;
Method&lt;br /&gt;
Lawlessness&lt;br /&gt;
Customs&lt;br /&gt;
Rules&lt;br /&gt;
Language&lt;br /&gt;
 Language&lt;br /&gt;
the Moves&lt;br /&gt;
the Steps&lt;br /&gt;
the Dance&lt;br /&gt;
the Truth&lt;br /&gt;
Mastery&lt;br /&gt;
Tyranny&lt;br /&gt;
Might&lt;br /&gt;
Friends&lt;br /&gt;
Fidelity&lt;br /&gt;
Betrayal&lt;br /&gt;
the Word&lt;br /&gt;
Words&lt;br /&gt;
Plans&lt;br /&gt;
Schemes&lt;br /&gt;
Strategems&lt;br /&gt;
the Lie&lt;br /&gt;
Lies&lt;br /&gt;
Honesty&lt;br /&gt;
Emotions&lt;br /&gt;
the Individual&lt;br /&gt;
Union&lt;br /&gt;
Creation&lt;br /&gt;
Ritual&lt;br /&gt;
Politeness&lt;br /&gt;
Manners&lt;br /&gt;
Equality&lt;br /&gt;
Dealings&lt;br /&gt;
Transactions&lt;br /&gt;
Interpersonal Conduct&lt;br /&gt;
the Relationship&lt;br /&gt;
Relationships&lt;br /&gt;
the War&lt;br /&gt;
the Warrior&lt;br /&gt;
the Soldier&lt;br /&gt;
the Meaning&lt;br /&gt;
Grammar&lt;br /&gt;
Education&lt;br /&gt;
the Student&lt;br /&gt;
the Teacher&lt;br /&gt;
Laws&lt;br /&gt;
the Rule&lt;br /&gt;
the Law&lt;br /&gt;
Those in Need&lt;br /&gt;
the Poor&lt;br /&gt;
Social Welfare&lt;br /&gt;
Economic Policy&lt;br /&gt;
Economics&lt;br /&gt;
Government&lt;br /&gt;
Relations&lt;br /&gt;
Etymology&lt;br /&gt;
Absence&lt;br /&gt;
Nothingness&lt;br /&gt;
the Assumption&lt;br /&gt;
the Negation&lt;br /&gt;
the Proof&lt;br /&gt;
the Contradiction&lt;br /&gt;
Beauty&lt;br /&gt;
Generalization&lt;br /&gt;
Belief&lt;br /&gt;
the Believer&lt;br /&gt;
Justification&lt;br /&gt;
Perception&lt;br /&gt;
the Facts&lt;br /&gt;
Stability&lt;br /&gt;
Prosperity&lt;br /&gt;
the State&lt;br /&gt;
the Object&lt;br /&gt;
Thought&lt;br /&gt;
the Soul&lt;br /&gt;
the Body&lt;br /&gt;
the Mind&lt;br /&gt;
Everything&lt;br /&gt;
Existence&lt;br /&gt;
Beliefs&lt;br /&gt;
the Process&lt;br /&gt;
Occurrences&lt;br /&gt;
Happenings&lt;br /&gt;
the Event&lt;br /&gt;
Parts&lt;br /&gt;
the Whole&lt;br /&gt;
Properties&lt;br /&gt;
Objects&lt;br /&gt;
the Military&lt;br /&gt;
Effect from Cause&lt;br /&gt;
Cause and Effect&lt;br /&gt;
Effects&lt;br /&gt;
Causes&lt;br /&gt;
the Effect&lt;br /&gt;
the Cause&lt;br /&gt;
Processes&lt;br /&gt;
the Pyramid&lt;br /&gt;
the Greatest Common Divisor&lt;br /&gt;
the Algorithm&lt;br /&gt;
Uniqueness&lt;br /&gt;
the Prime Divisors&lt;br /&gt;
the Primes&lt;br /&gt;
the Postulates&lt;br /&gt;
Assumptions&lt;br /&gt;
the Table&lt;br /&gt;
Division&lt;br /&gt;
Circles&lt;br /&gt;
the Ratio&lt;br /&gt;
the Circumference&lt;br /&gt;
the Sphere&lt;br /&gt;
the Cone&lt;br /&gt;
the Volume&lt;br /&gt;
Conic Sections&lt;br /&gt;
Area and Circumference&lt;br /&gt;
the Circle&lt;br /&gt;
the Area of Circles&lt;br /&gt;
Area and Sides&lt;br /&gt;
the Triangle&lt;br /&gt;
the Area&lt;br /&gt;
Chords&lt;br /&gt;
the Sums&lt;br /&gt;
the Formula&lt;br /&gt;
Surface Area&lt;br /&gt;
the Incommensurable&lt;br /&gt;
the Infinite&lt;br /&gt;
the Diagonal&lt;br /&gt;
the Parabola&lt;br /&gt;
Remainders&lt;br /&gt;
Place Holders&lt;br /&gt;
Position&lt;br /&gt;
Grains of Sand&lt;br /&gt;
Vast Amounts&lt;br /&gt;
Large Numbers&lt;br /&gt;
Opposites&lt;br /&gt;
the Numbers&lt;br /&gt;
Negativity&lt;br /&gt;
Similarity&lt;br /&gt;
the Method&lt;br /&gt;
Approximation&lt;br /&gt;
Exhaustion&lt;br /&gt;
Shapes&lt;br /&gt;
the Point&lt;br /&gt;
the Shape&lt;br /&gt;
the Line&lt;br /&gt;
Isoceles Triangles&lt;br /&gt;
the Angles&lt;br /&gt;
Perpendicularity&lt;br /&gt;
Right Triangles&lt;br /&gt;
the Altitude&lt;br /&gt;
the Triangles&lt;br /&gt;
Congruence&lt;br /&gt;
Similar Triangles&lt;br /&gt;
the Axioms&lt;br /&gt;
Incommensurable Ratios&lt;br /&gt;
the Sum of Squares&lt;br /&gt;
Sides and Hypotenuse&lt;br /&gt;
the Right Triangle&lt;br /&gt;
the Hypotenuse&lt;br /&gt;
Triangles and Circles&lt;br /&gt;
the Inscribed Triangle&lt;br /&gt;
Personal History&lt;br /&gt;
Conflict&lt;br /&gt;
Disputes&lt;br /&gt;
the Bond&lt;br /&gt;
Bonds&lt;br /&gt;
Historical Cycles&lt;br /&gt;
Repetition&lt;br /&gt;
Cycles&lt;br /&gt;
Cultures&lt;br /&gt;
the Collection&lt;br /&gt;
Lineage&lt;br /&gt;
Your Own Story&lt;br /&gt;
Adventure&lt;br /&gt;
Summaries&lt;br /&gt;
Comparison&lt;br /&gt;
Biographies&lt;br /&gt;
Techniques&lt;br /&gt;
Relics&lt;br /&gt;
Ruins&lt;br /&gt;
Histories&lt;br /&gt;
Outcomes&lt;br /&gt;
Another History&lt;br /&gt;
Alternatives&lt;br /&gt;
Cultural Differences&lt;br /&gt;
Seasons and the Moon&lt;br /&gt;
the Rising of the Moon&lt;br /&gt;
Waxing and Waning&lt;br /&gt;
Lunar Phases&lt;br /&gt;
the Moon&lt;br /&gt;
the Phases&lt;br /&gt;
Technology&lt;br /&gt;
Methods&lt;br /&gt;
Quadratics&lt;br /&gt;
Balancing and Completion&lt;br /&gt;
the Equation&lt;br /&gt;
Completion&lt;br /&gt;
Balancing&lt;br /&gt;
Linear Equations&lt;br /&gt;
Simultaneous Solutions&lt;br /&gt;
the Solution&lt;br /&gt;
Angle Sums&lt;br /&gt;
Ratios&lt;br /&gt;
Chord and Diameter&lt;br /&gt;
Chords and Sides&lt;br /&gt;
Notation&lt;br /&gt;
the Quadratic Formula&lt;br /&gt;
the Quadratic Equation&lt;br /&gt;
Completing the Square&lt;br /&gt;
Circle and Angle&lt;br /&gt;
the Chord&lt;br /&gt;
the Sum&lt;br /&gt;
the Powers&lt;br /&gt;
Coefficients&lt;br /&gt;
Powers of Sums&lt;br /&gt;
the Chords&lt;br /&gt;
Sums and Differences&lt;br /&gt;
Causation&lt;br /&gt;
Conversations&lt;br /&gt;
Interviews&lt;br /&gt;
Propaganda&lt;br /&gt;
Systemic Bias&lt;br /&gt;
Bias&lt;br /&gt;
Reliability&lt;br /&gt;
Sources&lt;br /&gt;
the Movement of Animals&lt;br /&gt;
Migration&lt;br /&gt;
Classification&lt;br /&gt;
the Animals&lt;br /&gt;
the Creatures&lt;br /&gt;
Anatomies&lt;br /&gt;
Anatomy&lt;br /&gt;
Dissection&lt;br /&gt;
Social Animals&lt;br /&gt;
Predator and Prey&lt;br /&gt;
the Food Chain&lt;br /&gt;
Animal Diets&lt;br /&gt;
Foraging Behavior&lt;br /&gt;
Animal Courtship&lt;br /&gt;
Reproduction&lt;br /&gt;
Mating&lt;br /&gt;
the Struggle of Animals&lt;br /&gt;
Animal Survival&lt;br /&gt;
Animal Development&lt;br /&gt;
Animal Embryos&lt;br /&gt;
Animals and the Climate&lt;br /&gt;
the Diseases of Animals&lt;br /&gt;
Animal Diseases&lt;br /&gt;
Animal Societies&lt;br /&gt;
Hardness&lt;br /&gt;
Alloys&lt;br /&gt;
Metals&lt;br /&gt;
Minerals&lt;br /&gt;
Ores&lt;br /&gt;
Combustion&lt;br /&gt;
Burning&lt;br /&gt;
the Survival of Animals&lt;br /&gt;
the Rising of the Sun&lt;br /&gt;
Tides and the Sun&lt;br /&gt;
the Height of Tides&lt;br /&gt;
Tides and the Moon&lt;br /&gt;
the Moon and Tides&lt;br /&gt;
the Tides&lt;br /&gt;
the Path of the Moon&lt;br /&gt;
the Moon's Path&lt;br /&gt;
the Moving World&lt;br /&gt;
the Moving Sun&lt;br /&gt;
the Center&lt;br /&gt;
Daylight and the Seasons&lt;br /&gt;
the Light of Day&lt;br /&gt;
the Year&lt;br /&gt;
the Sun and Moon&lt;br /&gt;
Seasons and the Sun&lt;br /&gt;
Star Color&lt;br /&gt;
the Color of Stars&lt;br /&gt;
Star Catalogues&lt;br /&gt;
the Stars&lt;br /&gt;
Star Charts&lt;br /&gt;
Eclipses&lt;br /&gt;
the Eclipse&lt;br /&gt;
the Stationary Sun&lt;br /&gt;
Paths&lt;br /&gt;
the Path&lt;br /&gt;
Precession&lt;br /&gt;
the Equinoxes&lt;br /&gt;
the Shape of the World&lt;br /&gt;
the World's Shape&lt;br /&gt;
Star Brightness&lt;br /&gt;
the Brightness of Stars&lt;br /&gt;
the Map&lt;br /&gt;
the Staff&lt;br /&gt;
the Surveying Staff&lt;br /&gt;
Surveying&lt;br /&gt;
Laboratory Ovens&lt;br /&gt;
the Laboratory Oven&lt;br /&gt;
Retorts&lt;br /&gt;
the Retort&lt;br /&gt;
the Straight Road&lt;br /&gt;
Surveying and War&lt;br /&gt;
Allocation&lt;br /&gt;
Plots&lt;br /&gt;
Triangulation&lt;br /&gt;
Mapmaking&lt;br /&gt;
Making Maps&lt;br /&gt;
Maps&lt;br /&gt;
Maps and the Economy&lt;br /&gt;
Mountains and Valleys&lt;br /&gt;
Height Measurement&lt;br /&gt;
Maps and Distances&lt;br /&gt;
the Distance Scale&lt;br /&gt;
Map Grids&lt;br /&gt;
the Grid&lt;br /&gt;
Minerals and Maps&lt;br /&gt;
the Origin of Rainfall&lt;br /&gt;
Wind Direction&lt;br /&gt;
Wind Patterns&lt;br /&gt;
the Wind&lt;br /&gt;
the Delta&lt;br /&gt;
the River Mouth&lt;br /&gt;
the Atlas&lt;br /&gt;
Trade Maps&lt;br /&gt;
the Alembic&lt;br /&gt;
the Blast Furnace&lt;br /&gt;
the Furnace&lt;br /&gt;
Glue&lt;br /&gt;
Adhesives&lt;br /&gt;
Composition&lt;br /&gt;
the Elements&lt;br /&gt;
the Scratch Test&lt;br /&gt;
Experiments&lt;br /&gt;
Acids and Alkalis&lt;br /&gt;
Alkalis and Acids&lt;br /&gt;
Evaporation&lt;br /&gt;
Distillation&lt;br /&gt;
Solutions&lt;br /&gt;
the Liquids&lt;br /&gt;
Alembics&lt;br /&gt;
the Funnel&lt;br /&gt;
Vials&lt;br /&gt;
the Vial&lt;br /&gt;
Beakers&lt;br /&gt;
the Beaker&lt;br /&gt;
Flasks&lt;br /&gt;
the Flask&lt;br /&gt;
the Laboratory&lt;br /&gt;
Ampoules&lt;br /&gt;
the Ampoule&lt;br /&gt;
Aqua Regia&lt;br /&gt;
Oil of Vitriol&lt;br /&gt;
Spirit of Niter&lt;br /&gt;
Crucibles&lt;br /&gt;
the Crucible&lt;br /&gt;
Funnels&lt;br /&gt;
the Injury&lt;br /&gt;
Injuries&lt;br /&gt;
Trauma&lt;br /&gt;
Convalescence&lt;br /&gt;
Relapse&lt;br /&gt;
Sudden Attacks&lt;br /&gt;
Paroxysm&lt;br /&gt;
Exacerbation&lt;br /&gt;
the Traction Bench&lt;br /&gt;
Traction&lt;br /&gt;
Different Fractures&lt;br /&gt;
the Fractures&lt;br /&gt;
Fracture Treatment&lt;br /&gt;
Breaks&lt;br /&gt;
Fractures&lt;br /&gt;
Treating Injuries&lt;br /&gt;
Scraping&lt;br /&gt;
Removing Stones&lt;br /&gt;
Tracheotomy&lt;br /&gt;
Hernia&lt;br /&gt;
Incision&lt;br /&gt;
Excision&lt;br /&gt;
the Cast&lt;br /&gt;
Immobilization&lt;br /&gt;
Surgical Instruments&lt;br /&gt;
Surgical Tools&lt;br /&gt;
Surgery Models&lt;br /&gt;
Practicing Surgery&lt;br /&gt;
Ligature&lt;br /&gt;
Sutures&lt;br /&gt;
Probing&lt;br /&gt;
Draining&lt;br /&gt;
Fouled Water&lt;br /&gt;
Adjusting Maps&lt;br /&gt;
Maps and the World&lt;br /&gt;
Climate Zones&lt;br /&gt;
Climate&lt;br /&gt;
Rainfall and Rivers&lt;br /&gt;
the Water Cycle&lt;br /&gt;
Evaporation and Condensation&lt;br /&gt;
Herbal Remedies&lt;br /&gt;
the Course of Disease&lt;br /&gt;
Prognosis&lt;br /&gt;
Examination of the Dead&lt;br /&gt;
Autopsy&lt;br /&gt;
the Examination&lt;br /&gt;
Examination of the Patient&lt;br /&gt;
Disease and Water&lt;br /&gt;
Disease Classification&lt;br /&gt;
Types of Diseases&lt;br /&gt;
Diseases&lt;br /&gt;
Wound Wrapping&lt;br /&gt;
Bandages&lt;br /&gt;
Mineral Remedies&lt;br /&gt;
Animal Remedies&lt;br /&gt;
the Healing Plants&lt;br /&gt;
Contagion&lt;br /&gt;
Plagues&lt;br /&gt;
the Plague&lt;br /&gt;
Epidemic Diseases&lt;br /&gt;
Endemic Diseases&lt;br /&gt;
Acute and Chronic Diseases&lt;br /&gt;
Poisons&lt;br /&gt;
Toxic Substances&lt;br /&gt;
Hourglasses&lt;br /&gt;
the Hourglass&lt;br /&gt;
Astrariums&lt;br /&gt;
the Astrarium&lt;br /&gt;
Water Clocks&lt;br /&gt;
the Water Clock&lt;br /&gt;
Shadow Clocks&lt;br /&gt;
Sundials&lt;br /&gt;
the Windlass&lt;br /&gt;
the Wheel-and-Axles&lt;br /&gt;
Screws&lt;br /&gt;
the Screw&lt;br /&gt;
Pulleys&lt;br /&gt;
the Pulley&lt;br /&gt;
Mechanical Clocks&lt;br /&gt;
the Mechanical Clock&lt;br /&gt;
Gears&lt;br /&gt;
the Gear&lt;br /&gt;
Straight-Beam Balances&lt;br /&gt;
the Straight-Beam Balance&lt;br /&gt;
Levers&lt;br /&gt;
the Lever&lt;br /&gt;
Wedges&lt;br /&gt;
the Wedge&lt;br /&gt;
Sawmills&lt;br /&gt;
the Sawmill&lt;br /&gt;
Crankshafts&lt;br /&gt;
the Crankshaft&lt;br /&gt;
Camshafts&lt;br /&gt;
the Camshaft&lt;br /&gt;
Locks&lt;br /&gt;
the Lock&lt;br /&gt;
Cataract Surgery&lt;br /&gt;
Cataracts&lt;br /&gt;
Surgical Needles&lt;br /&gt;
the Surgical Needle&lt;br /&gt;
Surgical Scissors&lt;br /&gt;
Scalpels&lt;br /&gt;
the Scalpel&lt;br /&gt;
Forceps&lt;br /&gt;
Types of Nerves&lt;br /&gt;
the Nerves&lt;br /&gt;
the Anatomy of the Eye&lt;br /&gt;
the Eye&lt;br /&gt;
the Fluids&lt;br /&gt;
Breathing&lt;br /&gt;
Anesthesia&lt;br /&gt;
Cauterization&lt;br /&gt;
Types of Muscles&lt;br /&gt;
the Muscles&lt;br /&gt;
Comparative Anatomy&lt;br /&gt;
Blood and Breath&lt;br /&gt;
Circulation&lt;br /&gt;
Blood Vessels&lt;br /&gt;
Veins and Arteries&lt;br /&gt;
Reaction Time&lt;br /&gt;
the Shadow Clock&lt;br /&gt;
the Sundial&lt;br /&gt;
Asylum&lt;br /&gt;
the School of Medicine&lt;br /&gt;
Medical School&lt;br /&gt;
the Hospital&lt;br /&gt;
Hospitals&lt;br /&gt;
Mental Illness&lt;br /&gt;
the Armillary Sphere&lt;br /&gt;
Astrolabes&lt;br /&gt;
the Astrolabe&lt;br /&gt;
Dioptras&lt;br /&gt;
the Dioptra&lt;br /&gt;
Lamination&lt;br /&gt;
the Template&lt;br /&gt;
the Model&lt;br /&gt;
the Trip Hammer&lt;br /&gt;
Orreries&lt;br /&gt;
the Orrery&lt;br /&gt;
Mural Instruments&lt;br /&gt;
the Mural Instrument&lt;br /&gt;
Spherical Astrolabes&lt;br /&gt;
the Spherical Astrolabe&lt;br /&gt;
Armillary Spheres&lt;br /&gt;
Twilight&lt;br /&gt;
the Sky and Refraction&lt;br /&gt;
Flotation&lt;br /&gt;
Water Displacement&lt;br /&gt;
Buoyancy&lt;br /&gt;
Floating Bodies&lt;br /&gt;
the Bellows&lt;br /&gt;
Trip Hammers&lt;br /&gt;
Water Wheels&lt;br /&gt;
the Water Wheel&lt;br /&gt;
Cranks&lt;br /&gt;
the Crank&lt;br /&gt;
Pistons&lt;br /&gt;
the Piston&lt;br /&gt;
the Height of the Sky&lt;br /&gt;
the Cause of Twilight&lt;br /&gt;
Verge Escapements&lt;br /&gt;
the Verge Escapement&lt;br /&gt;
Mechanical Compasses&lt;br /&gt;
the Mechanical Compass&lt;br /&gt;
Chain Drives&lt;br /&gt;
the Chain Drive&lt;br /&gt;
Odometers&lt;br /&gt;
the Odometer&lt;br /&gt;
Force Pumps&lt;br /&gt;
the Force Pump&lt;br /&gt;
Valves&lt;br /&gt;
the Valve&lt;br /&gt;
Siphons&lt;br /&gt;
the Siphon&lt;br /&gt;
Balance Wheels&lt;br /&gt;
the Balance Wheel&lt;br /&gt;
Color&lt;br /&gt;
the Burning Mirror&lt;br /&gt;
the Burning Glass&lt;br /&gt;
Parabolic Mirror&lt;br /&gt;
the Parabolic Mirror&lt;br /&gt;
the Camera Obscura&lt;br /&gt;
Lenses&lt;br /&gt;
the Lens&lt;br /&gt;
Models and Templates&lt;br /&gt;
Templates&lt;br /&gt;
Models&lt;br /&gt;
the Law of Refraction&lt;br /&gt;
Refraction&lt;br /&gt;
the Origin of Rainbows&lt;br /&gt;
Rainbows&lt;br /&gt;
Light and Color&lt;br /&gt;
Meeting&lt;br /&gt;
Loss&lt;br /&gt;
the Founders&lt;br /&gt;
the Razing&lt;br /&gt;
the Rampage&lt;br /&gt;
the Invasion&lt;br /&gt;
the Attack&lt;br /&gt;
the Infiltration&lt;br /&gt;
the Diplomat&lt;br /&gt;
the Deal&lt;br /&gt;
the Agreement&lt;br /&gt;
Neighbors&lt;br /&gt;
Squabbling&lt;br /&gt;
the Dispute&lt;br /&gt;
First Contact&lt;br /&gt;
Initiation&lt;br /&gt;
the Claim&lt;br /&gt;
the Gift&lt;br /&gt;
the Offering&lt;br /&gt;
the Secret&lt;br /&gt;
Concealment&lt;br /&gt;
the Merchants&lt;br /&gt;
the Caravan&lt;br /&gt;
Tragedy&lt;br /&gt;
the Procession&lt;br /&gt;
the Competition&lt;br /&gt;
the Performance&lt;br /&gt;
the Discovery&lt;br /&gt;
Duplicate&lt;br /&gt;
Transformation&lt;br /&gt;
Perfection&lt;br /&gt;
Genius&lt;br /&gt;
tower&lt;br /&gt;
library&lt;br /&gt;
temple&lt;br /&gt;
keep&lt;br /&gt;
mead hall&lt;br /&gt;
the Artifact&lt;br /&gt;
Treasure&lt;br /&gt;
the Treasure&lt;br /&gt;
the Keep&lt;br /&gt;
the Mead Hall&lt;br /&gt;
catacombs&lt;br /&gt;
sewers&lt;br /&gt;
dungeon&lt;br /&gt;
tomb&lt;br /&gt;
market&lt;br /&gt;
spire&lt;br /&gt;
the Dungeon&lt;br /&gt;
the Tomb&lt;br /&gt;
the Market&lt;br /&gt;
the Spire&lt;br /&gt;
the Tower&lt;br /&gt;
the Tavern&lt;br /&gt;
the Library&lt;br /&gt;
the Temple&lt;br /&gt;
the Raid&lt;br /&gt;
the Seekers&lt;br /&gt;
the Search&lt;br /&gt;
the Rescue&lt;br /&gt;
Freedom&lt;br /&gt;
the Time&lt;br /&gt;
the Catacombs&lt;br /&gt;
the Sewers&lt;br /&gt;
the Summit&lt;br /&gt;
the Reunion&lt;br /&gt;
the Construction&lt;br /&gt;
the Struggle&lt;br /&gt;
the Duel&lt;br /&gt;
the Maiming&lt;br /&gt;
the Wounding&lt;br /&gt;
the Wound&lt;br /&gt;
the Impersonation&lt;br /&gt;
the Companion&lt;br /&gt;
the Pet&lt;br /&gt;
the Journey&lt;br /&gt;
the Traveler&lt;br /&gt;
Debauchery&lt;br /&gt;
the Party&lt;br /&gt;
the Explorer&lt;br /&gt;
the Confrontation&lt;br /&gt;
the Denial&lt;br /&gt;
the Mystery&lt;br /&gt;
Rebirth&lt;br /&gt;
the Resurrection&lt;br /&gt;
Change&lt;br /&gt;
Deceit&lt;br /&gt;
Trickery&lt;br /&gt;
the Ghost&lt;br /&gt;
the Dead&lt;br /&gt;
the Spirit&lt;br /&gt;
the Author&lt;br /&gt;
the Composition&lt;br /&gt;
Storage&lt;br /&gt;
the Obsession&lt;br /&gt;
the Knowledge&lt;br /&gt;
the Punishment&lt;br /&gt;
the Overthrow&lt;br /&gt;
the Uprising&lt;br /&gt;
the Rebellion&lt;br /&gt;
the Revolt&lt;br /&gt;
the Revolution&lt;br /&gt;
the Insurrection&lt;br /&gt;
the Ceremony&lt;br /&gt;
Possession&lt;br /&gt;
Secrets&lt;br /&gt;
Inspiration&lt;br /&gt;
Masterpiece&lt;br /&gt;
the Joining&lt;br /&gt;
the Enlightenment&lt;br /&gt;
the Resettlement&lt;br /&gt;
the Reclamation&lt;br /&gt;
Plunder&lt;br /&gt;
Pillage&lt;br /&gt;
the Clash&lt;br /&gt;
the Battle&lt;br /&gt;
Rage&lt;br /&gt;
Insanity&lt;br /&gt;
Melancholy&lt;br /&gt;
the Brooding&lt;br /&gt;
Hunger&lt;br /&gt;
the Devouring&lt;br /&gt;
the Thief&lt;br /&gt;
the Theft&lt;br /&gt;
the Kidnapping&lt;br /&gt;
the Abduction&lt;br /&gt;
the Desecration&lt;br /&gt;
the Tribute&lt;br /&gt;
the World&lt;br /&gt;
the Joy&lt;br /&gt;
Goodness&lt;br /&gt;
the Horror&lt;br /&gt;
the Place&lt;br /&gt;
the Camp&lt;br /&gt;
the Monument&lt;br /&gt;
the Mausoleum&lt;br /&gt;
the Murk&lt;br /&gt;
the Mire&lt;br /&gt;
the Bog&lt;br /&gt;
the Swamp&lt;br /&gt;
the Marsh&lt;br /&gt;
the Wetland&lt;br /&gt;
the Universe&lt;br /&gt;
the Region&lt;br /&gt;
the Mountain&lt;br /&gt;
the Peaks&lt;br /&gt;
the Mountains&lt;br /&gt;
the Undergrowth&lt;br /&gt;
the Canopy&lt;br /&gt;
the Rocks&lt;br /&gt;
the Sand&lt;br /&gt;
the Desert&lt;br /&gt;
the Ice&lt;br /&gt;
the Glacier&lt;br /&gt;
the Waters&lt;br /&gt;
the Lake&lt;br /&gt;
the Sea&lt;br /&gt;
the Deep&lt;br /&gt;
the Waves&lt;br /&gt;
the Ocean&lt;br /&gt;
the Gutter&lt;br /&gt;
the Trenches&lt;br /&gt;
the Pits&lt;br /&gt;
the Dark Fortress&lt;br /&gt;
the Fortress&lt;br /&gt;
the Mountainhome&lt;br /&gt;
the Mountain Halls&lt;br /&gt;
the Corpse&lt;br /&gt;
the Trees&lt;br /&gt;
the Tree&lt;br /&gt;
the Cavern&lt;br /&gt;
the Hole&lt;br /&gt;
the Darkness&lt;br /&gt;
the Dark&lt;br /&gt;
the Pit&lt;br /&gt;
the Cave&lt;br /&gt;
the Labyrinth&lt;br /&gt;
the Hamlet&lt;br /&gt;
the Village&lt;br /&gt;
the Farm&lt;br /&gt;
the Town&lt;br /&gt;
the City&lt;br /&gt;
the Forest Retreat&lt;br /&gt;
the Forest&lt;br /&gt;
the Burial&lt;br /&gt;
the Vault&lt;br /&gt;
the Castle&lt;br /&gt;
the Burrow&lt;br /&gt;
the Lair&lt;br /&gt;
the Shrine&lt;br /&gt;
the Tunnels&lt;br /&gt;
the Maze&lt;br /&gt;
philosophy:logic:syllogistic logic&lt;br /&gt;
philosophy:logic:deductive reasoning&lt;br /&gt;
philosophy:logic:formal reasoning&lt;br /&gt;
the Criminals&lt;br /&gt;
the Outcasts&lt;br /&gt;
the Squad&lt;br /&gt;
the Fighters&lt;br /&gt;
the Faith&lt;br /&gt;
philosophy:epistemology:truth&lt;br /&gt;
philosophy:ethics:state consequentialism&lt;br /&gt;
philosophy:ethics:individual value&lt;br /&gt;
philosophy:ethics:applied medical&lt;br /&gt;
philosophy:logic:analogical inference&lt;br /&gt;
philosophy:logic:dialectic reasoning&lt;br /&gt;
philosophy:logic:propositional logic&lt;br /&gt;
philosophy:logic:hypothetical syllogisms&lt;br /&gt;
philosophy:metaphysics:wholes and parts&lt;br /&gt;
philosophy:metaphysics:objects and properties&lt;br /&gt;
philosophy:metaphysics:mind body&lt;br /&gt;
philosophy:metaphysics:time&lt;br /&gt;
philosophy:metaphysics:existence&lt;br /&gt;
philosophy:epistemology:belief&lt;br /&gt;
philosophy:epistemology:justification&lt;br /&gt;
philosophy:epistemology:perception&lt;br /&gt;
philosophy:specialized:language grammar&lt;br /&gt;
philosophy:specialized:education&lt;br /&gt;
philosophy:specialized:law&lt;br /&gt;
philosophy:ethics:applied interpersonal conduct&lt;br /&gt;
philosophy:ethics:applied military&lt;br /&gt;
philosophy:metaphysics:causation&lt;br /&gt;
philosophy:metaphysics:processes&lt;br /&gt;
philosophy:metaphysics:events&lt;br /&gt;
the fiery bowels of the earth&lt;br /&gt;
the Hills&lt;br /&gt;
the Shrubland&lt;br /&gt;
the Savanna&lt;br /&gt;
the Plains&lt;br /&gt;
the Grassland&lt;br /&gt;
the Frozen Wastes&lt;br /&gt;
the Tundra&lt;br /&gt;
Hell&lt;br /&gt;
the Fiery Depths&lt;br /&gt;
the Magma&lt;br /&gt;
the Flames&lt;br /&gt;
the Fire&lt;br /&gt;
the Caverns&lt;br /&gt;
the Underground&lt;br /&gt;
the Depths&lt;br /&gt;
the People&lt;br /&gt;
an unnamed group&lt;br /&gt;
the Art&lt;br /&gt;
the Coins&lt;br /&gt;
the Creature&lt;br /&gt;
 corpse&lt;br /&gt;
 corpses&lt;br /&gt;
a population of &lt;br /&gt;
the Religion&lt;br /&gt;
the Troupe&lt;br /&gt;
Entertainment&lt;br /&gt;
the Show&lt;br /&gt;
the Migration&lt;br /&gt;
the Vessel&lt;br /&gt;
the Settlement&lt;br /&gt;
the Group&lt;br /&gt;
mathematics:numbers:chinese remainder algorithm&lt;br /&gt;
mathematics:geometry:definitions and basic properties of conic sections&lt;br /&gt;
mathematics:geometry:pi to 6 digits&lt;br /&gt;
mathematics:geometry:area of circle&lt;br /&gt;
mathematics:geometry:area of triangle from side lengths&lt;br /&gt;
mathematics:geometry:table of chord values&lt;br /&gt;
mathematics:numbers:division algorithm&lt;br /&gt;
mathematics:geometry:pi to 4 digits&lt;br /&gt;
mathematics:algebra:solving linear systems&lt;br /&gt;
mathematics:algebra:finite summation formulas&lt;br /&gt;
mathematics:geometry:surface area of sphere&lt;br /&gt;
mathematics:numbers:root 2 irrational&lt;br /&gt;
mathematics:numbers:infinite primes&lt;br /&gt;
mathematics:numbers:root 2 to 5 digits&lt;br /&gt;
mathematics:numbers:sieve algorithm for primes&lt;br /&gt;
mathematics:geometry:area enclosed by line and parabola&lt;br /&gt;
mathematics:algebra:solving higher order polynomials&lt;br /&gt;
mathematics:algebra:pascal's triangle&lt;br /&gt;
mathematics:geometry:angle sum difference trig identities&lt;br /&gt;
mathematics:geometry:law of sines&lt;br /&gt;
mathematics:notation:syncopated algebra&lt;br /&gt;
mathematics:algebra:quadratic formula&lt;br /&gt;
mathematics:algebra:quadratic by completing square&lt;br /&gt;
mathematics:algebra:balancing and completion&lt;br /&gt;
history:theory:historical causation&lt;br /&gt;
history:sourcing:personal interviews&lt;br /&gt;
history:sourcing:role of state bias and propaganda&lt;br /&gt;
history:sourcing:role of systemic bias&lt;br /&gt;
history:sourcing:basic reliability&lt;br /&gt;
mathematics:geometry:properties of chords&lt;br /&gt;
mathematics:algebra:divergence of harmonic series&lt;br /&gt;
mathematics:notation:early symbols for operations&lt;br /&gt;
philosophy:aesthetics:nature of beauty&lt;br /&gt;
philosophy:logic:direct inference&lt;br /&gt;
philosophy:logic:inductive reasoning&lt;br /&gt;
philosophy:specialized:politics social welfare&lt;br /&gt;
philosophy:specialized:politics economic policy&lt;br /&gt;
philosophy:specialized:politics government forms&lt;br /&gt;
philosophy:specialized:politics diplomacy&lt;br /&gt;
philosophy:specialized:language etymology&lt;br /&gt;
mathematics:geometry:basic objects&lt;br /&gt;
mathematics:notation:positional&lt;br /&gt;
mathematics:notation:large numbers&lt;br /&gt;
mathematics:notation:negative numbers&lt;br /&gt;
mathematics:notation:zero&lt;br /&gt;
mathematics:method:proof by contradiction&lt;br /&gt;
philosophy:specialized:language dictionary&lt;br /&gt;
philosophy:aesthetics:value of art&lt;br /&gt;
mathematics:geometry:pythagorean triples 3 digit&lt;br /&gt;
mathematics:geometry:pythagorean triples small&lt;br /&gt;
mathematics:geometry:pythagorean theorem&lt;br /&gt;
mathematics:geometry:inscribed triangle on diameter is right&lt;br /&gt;
mathematics:geometry:isosceles base angles equal&lt;br /&gt;
mathematics:geometry:geometric mean theorem&lt;br /&gt;
mathematics:geometry:similar and congruent triangles&lt;br /&gt;
mathematics:method:exhaustion&lt;br /&gt;
mathematics:geometry:volume of sphere&lt;br /&gt;
mathematics:geometry:volume of cone&lt;br /&gt;
mathematics:geometry:volume of pyramid&lt;br /&gt;
mathematics:numbers:algorithm for computing gcd&lt;br /&gt;
mathematics:numbers:unique prime factorization&lt;br /&gt;
mathematics:method:axiomatic reasoning&lt;br /&gt;
mathematics:geometry:existence of incommensurable ratios&lt;br /&gt;
mathematics:geometry:pythagorean triples 4 digit&lt;br /&gt;
naturalist:observation:migration patterns&lt;br /&gt;
naturalist:theory:classification by physical features&lt;br /&gt;
naturalist:theory:comparative anatomy&lt;br /&gt;
naturalist:observation:anatomy&lt;br /&gt;
naturalist:method:dissection&lt;br /&gt;
astronomy:method path models&lt;br /&gt;
astronomy:method empirical observation&lt;br /&gt;
astronomy:precession of equinoxes&lt;br /&gt;
naturalist:theory:struggle for existence&lt;br /&gt;
naturalist:observation:embriological development&lt;br /&gt;
naturalist:theory:climatic adaptation&lt;br /&gt;
naturalist:observation:diseases&lt;br /&gt;
naturalist:observation:social behavior&lt;br /&gt;
naturalist:theory:food chain&lt;br /&gt;
naturalist:observation:foraging behavior and diet&lt;br /&gt;
naturalist:observation:reproductive behavior&lt;br /&gt;
chemistry:laboratory:alembic&lt;br /&gt;
chemistry:laboratory:blast furnace&lt;br /&gt;
chemistry:chemicals:adhesives&lt;br /&gt;
chemistry:classification:elemental theory&lt;br /&gt;
chemistry:classification:scratch test&lt;br /&gt;
chemistry:metallurgy:alloys&lt;br /&gt;
chemistry:classification:ores&lt;br /&gt;
chemistry:classification:combustibles&lt;br /&gt;
chemistry:laboratory:glass vial&lt;br /&gt;
chemistry:laboratory:glass beaker&lt;br /&gt;
chemistry:laboratory:glass flask&lt;br /&gt;
chemistry:laboratory:systematic experiments&lt;br /&gt;
chemistry:classification:alkali and acids&lt;br /&gt;
chemistry:laboratory:theory of evaporation&lt;br /&gt;
chemistry:laboratory:theory of distillation&lt;br /&gt;
chemistry:laboratory:theory of liquid-liquid extraction&lt;br /&gt;
history:form:genealogy&lt;br /&gt;
history:form:autobiographical adventure&lt;br /&gt;
history:form:biographical dictionaries&lt;br /&gt;
history:form:comparative biography&lt;br /&gt;
history:form:biography&lt;br /&gt;
history:theory:social conflict&lt;br /&gt;
history:theory:social cohesion&lt;br /&gt;
history:theory:historical cycles&lt;br /&gt;
astronomy:phases of the moon&lt;br /&gt;
history:form:treatise on tech evolution&lt;br /&gt;
history:sourcing:basic archaeology&lt;br /&gt;
history:form:alternate history&lt;br /&gt;
history:sourcing:role of cultural differences&lt;br /&gt;
history:form:cultural comparison&lt;br /&gt;
history:form:cultural history&lt;br /&gt;
history:form:encyclopedia&lt;br /&gt;
astronomy:geocentric model&lt;br /&gt;
astronomy:daylight variation with solar year&lt;br /&gt;
astronomy:relationship between lunar solar year&lt;br /&gt;
astronomy:summer winter sun&lt;br /&gt;
astronomy:height of tides vs moon and sun&lt;br /&gt;
astronomy:tides and the moon&lt;br /&gt;
astronomy:path of the moon&lt;br /&gt;
astronomy:summer winter moon&lt;br /&gt;
astronomy:shape of the world&lt;br /&gt;
astronomy:star magnitude classification&lt;br /&gt;
astronomy:star color classification&lt;br /&gt;
astronomy:star catalogues 1000&lt;br /&gt;
astronomy:star catalogues 100&lt;br /&gt;
astronomy:star charts&lt;br /&gt;
astronomy:dates of lunar and solar eclipses&lt;br /&gt;
astronomy:heliocentric model&lt;br /&gt;
medicine:theory:toxicology&lt;br /&gt;
medicine:theory:disease classification&lt;br /&gt;
medicine:tool:bandages&lt;br /&gt;
medicine:tool:mineral remedies&lt;br /&gt;
medicine:tool:animal remedies&lt;br /&gt;
medicine:tool:herbal remedies&lt;br /&gt;
medicine:theory:prognosis&lt;br /&gt;
medicine:method:autopsy&lt;br /&gt;
medicine:method:treatment of traumatic injuries&lt;br /&gt;
medicine:theory:convalescence&lt;br /&gt;
medicine:theory:relapse&lt;br /&gt;
medicine:theory:paroxysm&lt;br /&gt;
medicine:theory:exacerbation&lt;br /&gt;
medicine:theory:epidemic disease&lt;br /&gt;
medicine:theory:endemic disease&lt;br /&gt;
medicine:theory:acute and chronic conditions&lt;br /&gt;
medicine:method:hernia surgery&lt;br /&gt;
medicine:method:surgery incision&lt;br /&gt;
medicine:method:surgery excision&lt;br /&gt;
medicine:tool:orthopedic cast&lt;br /&gt;
medicine:method:fracture immobilization&lt;br /&gt;
medicine:tool:traction bench&lt;br /&gt;
medicine:theory:fracture classification&lt;br /&gt;
medicine:method:fracture treatment&lt;br /&gt;
medicine:theory:surgical models&lt;br /&gt;
medicine:method:surgery ligature&lt;br /&gt;
medicine:method:surgery suturing&lt;br /&gt;
medicine:method:surgery probing&lt;br /&gt;
medicine:method:surgery draining&lt;br /&gt;
medicine:method:surgery scraping&lt;br /&gt;
medicine:method:lithotomy surgery&lt;br /&gt;
medicine:method:tracheotomy surgery&lt;br /&gt;
chemistry:laboratory:lab ovens&lt;br /&gt;
chemistry:laboratory:glass retort&lt;br /&gt;
chemistry:laboratory:glass ampoule&lt;br /&gt;
chemistry:chemicals:aqua regia&lt;br /&gt;
chemistry:chemicals:sulfuric acid&lt;br /&gt;
chemistry:chemicals:nitric acid&lt;br /&gt;
chemistry:laboratory:crucible&lt;br /&gt;
chemistry:laboratory:glass funnel&lt;br /&gt;
geography:surveying:engineering&lt;br /&gt;
geography:surveying:military&lt;br /&gt;
geography:surveying:land&lt;br /&gt;
geography:surveying:cartographical&lt;br /&gt;
geography:surveying:triangulation&lt;br /&gt;
geography:cartography:basic&lt;br /&gt;
geography:surveying:staff&lt;br /&gt;
geography:surveying:basic&lt;br /&gt;
geography:theory:delta formation&lt;br /&gt;
geography:form:atlas&lt;br /&gt;
geography:cartography:economic&lt;br /&gt;
geography:method:economic data collection&lt;br /&gt;
geography:cartography:height measurements&lt;br /&gt;
geography:cartography:distance scale&lt;br /&gt;
geography:cartography:grid system&lt;br /&gt;
geography:cartography:geological&lt;br /&gt;
medicine:method:physical examination&lt;br /&gt;
medicine:theory:disease and fouled water&lt;br /&gt;
geography:cartography:map projections&lt;br /&gt;
geography:cartography:accurate maps&lt;br /&gt;
geography:theory:latitude climate zones&lt;br /&gt;
geography:theory:water cycle&lt;br /&gt;
geography:theory:origin of rainfall from evap condense&lt;br /&gt;
geography:theory:wind patterns&lt;br /&gt;
engineering:machine:pulley&lt;br /&gt;
engineering:machine:theory of pulley&lt;br /&gt;
engineering:horology:mechanical clock&lt;br /&gt;
engineering:horology:hourglass&lt;br /&gt;
engineering:horology:astrarium&lt;br /&gt;
engineering:horology:water clock reservoir&lt;br /&gt;
engineering:horology:conical water clock&lt;br /&gt;
engineering:horology:water clock&lt;br /&gt;
engineering:machine:straight-beam balance&lt;br /&gt;
engineering:machine:lever&lt;br /&gt;
engineering:machine:theory of lever&lt;br /&gt;
engineering:machine:theory of wedge&lt;br /&gt;
engineering:machine:windlass&lt;br /&gt;
engineering:machine:theory of wheel-and-axle&lt;br /&gt;
engineering:machine:screw&lt;br /&gt;
engineering:machine:theory of screw&lt;br /&gt;
engineering:machine:chariot odometer&lt;br /&gt;
engineering:machine:water-powered sawmill&lt;br /&gt;
engineering:machine:crankshaft&lt;br /&gt;
engineering:machine:camshaft&lt;br /&gt;
engineering:machine:padlock&lt;br /&gt;
engineering:machine:tumbler lock&lt;br /&gt;
engineering:machine:warded lock&lt;br /&gt;
engineering:machine:theory of gears&lt;br /&gt;
engineering:fluid:valves&lt;br /&gt;
engineering:fluid:theory of siphon&lt;br /&gt;
engineering:machine:balance wheel&lt;br /&gt;
engineering:machine:verge escapement&lt;br /&gt;
engineering:machine:combination lock&lt;br /&gt;
engineering:machine:differential gear&lt;br /&gt;
engineering:machine:mechanical compass&lt;br /&gt;
engineering:machine:chain drive&lt;br /&gt;
medicine:tool:surgical needles&lt;br /&gt;
medicine:tool:surgical scissors&lt;br /&gt;
medicine:tool:scalpel&lt;br /&gt;
medicine:tool:forceps&lt;br /&gt;
medicine:theory:specialized surgical instruments&lt;br /&gt;
medicine:tool:animals as surgical models&lt;br /&gt;
medicine:tool:plants as surgical models&lt;br /&gt;
medicine:tool:mud bags as surgical models&lt;br /&gt;
medicine:theory:motor vs sensory nerves&lt;br /&gt;
medicine:theory:eye anatomy&lt;br /&gt;
medicine:theory:classification of bodily fluids&lt;br /&gt;
medicine:theory:anatomical studies&lt;br /&gt;
medicine:theory:pulmonary medicine&lt;br /&gt;
medicine:method:anesthesia&lt;br /&gt;
medicine:method:cauterization&lt;br /&gt;
medicine:method:cataract surgery&lt;br /&gt;
medicine:theory:classification of mental illnesses&lt;br /&gt;
medicine:theory:classification of muscles&lt;br /&gt;
medicine:theory:the voice&lt;br /&gt;
medicine:theory:comparative anatomy&lt;br /&gt;
medicine:theory:pulmonary circulation&lt;br /&gt;
medicine:theory:blood vessels&lt;br /&gt;
medicine:theory:reaction time&lt;br /&gt;
medicine:theory:nervous system function&lt;br /&gt;
engineering:horology:shadow clock&lt;br /&gt;
medicine:method:asylum for mentally ill&lt;br /&gt;
medicine:method:medical school&lt;br /&gt;
medicine:method:hospital lab&lt;br /&gt;
medicine:method:specialized wards&lt;br /&gt;
medicine:method:professional hospital staff&lt;br /&gt;
medicine:tool:dedicated hospitals&lt;br /&gt;
medicine:theory:treatment of mental illnesses&lt;br /&gt;
events&lt;br /&gt;
wholes and parts&lt;br /&gt;
objects and properties&lt;br /&gt;
mind and body&lt;br /&gt;
time&lt;br /&gt;
existence&lt;br /&gt;
belief&lt;br /&gt;
justification&lt;br /&gt;
proof by contradiction&lt;br /&gt;
social welfare&lt;br /&gt;
economic policy&lt;br /&gt;
education&lt;br /&gt;
interpersonal ethics&lt;br /&gt;
military ethics&lt;br /&gt;
causation&lt;br /&gt;
processes&lt;br /&gt;
isosceles triangles&lt;br /&gt;
right triangles&lt;br /&gt;
congruent triangles&lt;br /&gt;
exhaustion&lt;br /&gt;
geometric objects&lt;br /&gt;
very large numbers&lt;br /&gt;
negative quantities&lt;br /&gt;
nothingness&lt;br /&gt;
circles&lt;br /&gt;
spheres&lt;br /&gt;
cones&lt;br /&gt;
pyramids&lt;br /&gt;
common divisors&lt;br /&gt;
prime divisors&lt;br /&gt;
incommensurable ratios&lt;br /&gt;
inscribed triangles&lt;br /&gt;
engineering:optics:theory of rainbows&lt;br /&gt;
engineering:optics:theory of color&lt;br /&gt;
engineering:optics:parabolic mirror&lt;br /&gt;
engineering:optics:camera obscura&lt;br /&gt;
engineering:optics:glass lens&lt;br /&gt;
engineering:optics:water-filled spheres&lt;br /&gt;
engineering:optics:crystal lens&lt;br /&gt;
engineering:fluid:force pump&lt;br /&gt;
engineering:astronomy:mural instrument&lt;br /&gt;
engineering:astronomy:spherical astrolabe&lt;br /&gt;
engineering:astronomy:armillary sphere&lt;br /&gt;
engineering:astronomy:astrolabe&lt;br /&gt;
engineering:astronomy:dioptra&lt;br /&gt;
engineering:construction:wood lamination&lt;br /&gt;
engineering:design:models and templates&lt;br /&gt;
engineering:optics:law of refraction&lt;br /&gt;
engineering:machine:piston&lt;br /&gt;
engineering:optics:height of atmosphere&lt;br /&gt;
engineering:optics:cause of twilight&lt;br /&gt;
engineering:optics:atmospheric refraction&lt;br /&gt;
engineering:fluid:archimedes principle&lt;br /&gt;
engineering:machine:double-acting piston bellows&lt;br /&gt;
engineering:machine:water-powered trip hammer&lt;br /&gt;
engineering:astronomy:orrery&lt;br /&gt;
perception&lt;br /&gt;
ethics and the state&lt;br /&gt;
individual happiness&lt;br /&gt;
engineering:machine:trip hammer&lt;br /&gt;
engineering:machine:water wheel&lt;br /&gt;
engineering:machine:water-powered piston bellows&lt;br /&gt;
engineering:machine:bellows&lt;br /&gt;
engineering:machine:crank&lt;br /&gt;
eclipses&lt;br /&gt;
the sun&lt;br /&gt;
daylight and seasons&lt;br /&gt;
lunar and solar years&lt;br /&gt;
the sun and seasons&lt;br /&gt;
tidal height&lt;br /&gt;
the moon and tides&lt;br /&gt;
the moon's path&lt;br /&gt;
dissection&lt;br /&gt;
astronomical models&lt;br /&gt;
empirical observation&lt;br /&gt;
equinoxes&lt;br /&gt;
the brightness of stars&lt;br /&gt;
the color of stars&lt;br /&gt;
star catalogues&lt;br /&gt;
star charts&lt;br /&gt;
social behavior&lt;br /&gt;
dietary relationships&lt;br /&gt;
foraging behavior&lt;br /&gt;
reproductive behavior&lt;br /&gt;
migratory patterns&lt;br /&gt;
physical features&lt;br /&gt;
comparative anatomy&lt;br /&gt;
anatomy&lt;br /&gt;
hardness&lt;br /&gt;
alloys&lt;br /&gt;
ores&lt;br /&gt;
combustible materials&lt;br /&gt;
the struggle for survival&lt;br /&gt;
embriological development&lt;br /&gt;
climatic adaptation&lt;br /&gt;
diseases&lt;br /&gt;
large sums&lt;br /&gt;
diagonals&lt;br /&gt;
prime numbers&lt;br /&gt;
parabolas&lt;br /&gt;
remainders&lt;br /&gt;
conic sections&lt;br /&gt;
chord lengths&lt;br /&gt;
division&lt;br /&gt;
chords&lt;br /&gt;
the harmonic series&lt;br /&gt;
powers&lt;br /&gt;
triangle and circles&lt;br /&gt;
notation&lt;br /&gt;
quadratic equations&lt;br /&gt;
equations&lt;br /&gt;
systems of equations&lt;br /&gt;
community conflict&lt;br /&gt;
community bonds&lt;br /&gt;
cycles&lt;br /&gt;
historical causation&lt;br /&gt;
personal interviews&lt;br /&gt;
state bias&lt;br /&gt;
systemic bias&lt;br /&gt;
source reliability&lt;br /&gt;
the moon and seasons&lt;br /&gt;
moon phases&lt;br /&gt;
technological evolution&lt;br /&gt;
archaeology&lt;br /&gt;
cultural differences&lt;br /&gt;
the encyclopedia&lt;br /&gt;
autobiographical adventures&lt;br /&gt;
biographical dictionaries&lt;br /&gt;
climate zones&lt;br /&gt;
the water cycle&lt;br /&gt;
rainfall&lt;br /&gt;
wind patterns&lt;br /&gt;
delta formation&lt;br /&gt;
the atlas&lt;br /&gt;
economic cartography&lt;br /&gt;
economic data&lt;br /&gt;
bandages&lt;br /&gt;
animal remedies&lt;br /&gt;
prognosis&lt;br /&gt;
autopsy&lt;br /&gt;
physical examination&lt;br /&gt;
disease and fouled water&lt;br /&gt;
map projections&lt;br /&gt;
map accuracy&lt;br /&gt;
relapse&lt;br /&gt;
paroxysm&lt;br /&gt;
exacerbation&lt;br /&gt;
epidemic disease&lt;br /&gt;
endemic disease&lt;br /&gt;
acute and chronic conditions&lt;br /&gt;
toxicology&lt;br /&gt;
disease classification&lt;br /&gt;
excision&lt;br /&gt;
the orthopedic cast&lt;br /&gt;
fracture immobilization&lt;br /&gt;
the traction bench&lt;br /&gt;
fracture classification&lt;br /&gt;
fracture treatment&lt;br /&gt;
traumatic injuries&lt;br /&gt;
convalescence&lt;br /&gt;
alkali and acids&lt;br /&gt;
evaporation&lt;br /&gt;
distillation&lt;br /&gt;
liquid extraction&lt;br /&gt;
the alembic&lt;br /&gt;
the blast furnace&lt;br /&gt;
adhesives&lt;br /&gt;
elemental materials&lt;br /&gt;
oil of vitriol&lt;br /&gt;
spirit of niter&lt;br /&gt;
the crucible&lt;br /&gt;
the funnel&lt;br /&gt;
the vial&lt;br /&gt;
the beaker&lt;br /&gt;
the flask&lt;br /&gt;
systematic experiments&lt;br /&gt;
triangulation&lt;br /&gt;
cartography&lt;br /&gt;
the surveying staff&lt;br /&gt;
surveying&lt;br /&gt;
laboratory ovens&lt;br /&gt;
the retort&lt;br /&gt;
the ampoule&lt;br /&gt;
aqua regia&lt;br /&gt;
height measurements&lt;br /&gt;
distance scales&lt;br /&gt;
map grids&lt;br /&gt;
geological cartography&lt;br /&gt;
surveying for engineering&lt;br /&gt;
military surveying&lt;br /&gt;
land surveying&lt;br /&gt;
cartographical surveying&lt;br /&gt;
mechanical clocks&lt;br /&gt;
the hourglass&lt;br /&gt;
the astrarium&lt;br /&gt;
water clock reservoirs&lt;br /&gt;
conical water clocks&lt;br /&gt;
water clocks&lt;br /&gt;
shadow clocks&lt;br /&gt;
asylums&lt;br /&gt;
gears&lt;br /&gt;
the straight-beam balance&lt;br /&gt;
the lever&lt;br /&gt;
the wedge&lt;br /&gt;
the windlass&lt;br /&gt;
the wheel-and-axle&lt;br /&gt;
the screw&lt;br /&gt;
the pulley&lt;br /&gt;
chain drives&lt;br /&gt;
the chariot odometer&lt;br /&gt;
the water-powered sawmill&lt;br /&gt;
the crankshaft&lt;br /&gt;
the camshaft&lt;br /&gt;
the padlock&lt;br /&gt;
the tumbler lock&lt;br /&gt;
the warded lock&lt;br /&gt;
the force pump&lt;br /&gt;
valves&lt;br /&gt;
the siphon&lt;br /&gt;
the balance wheel&lt;br /&gt;
the verge escapement&lt;br /&gt;
combination locks&lt;br /&gt;
the differential gear&lt;br /&gt;
the mechanical compass&lt;br /&gt;
ligature&lt;br /&gt;
suturing&lt;br /&gt;
probing&lt;br /&gt;
draining&lt;br /&gt;
scraping&lt;br /&gt;
lithotomy surgery&lt;br /&gt;
tracheotomy surgery&lt;br /&gt;
incision&lt;br /&gt;
surgical scissors&lt;br /&gt;
the scalpel&lt;br /&gt;
forceps&lt;br /&gt;
specialized surgical instruments&lt;br /&gt;
animals as surgical models&lt;br /&gt;
plants as surgical models&lt;br /&gt;
mud bags as surgical models&lt;br /&gt;
surgical models&lt;br /&gt;
blood vessels&lt;br /&gt;
reaction time&lt;br /&gt;
the nervous system&lt;br /&gt;
nerves&lt;br /&gt;
eye anatomy&lt;br /&gt;
bodily fluids&lt;br /&gt;
anatomical studies&lt;br /&gt;
surgical needles&lt;br /&gt;
medical schools&lt;br /&gt;
hospital laboratories&lt;br /&gt;
hospital wards&lt;br /&gt;
hospital staff&lt;br /&gt;
hospitals&lt;br /&gt;
mental illnesses&lt;br /&gt;
muscles&lt;br /&gt;
the voice&lt;br /&gt;
models and templates&lt;br /&gt;
refraction&lt;br /&gt;
light and color&lt;br /&gt;
the parabolic mirror&lt;br /&gt;
the camera obscura&lt;br /&gt;
the glass lens&lt;br /&gt;
water-filled spheres&lt;br /&gt;
the crystal lens&lt;br /&gt;
the water-powered trip hammer&lt;br /&gt;
the orrery&lt;br /&gt;
mural instruments&lt;br /&gt;
the spherical astrolabe&lt;br /&gt;
the armillary sphere&lt;br /&gt;
the astrolabe&lt;br /&gt;
the dioptra&lt;br /&gt;
lamination&lt;br /&gt;
the water wheel&lt;br /&gt;
the water-powered piston bellows&lt;br /&gt;
the bellows&lt;br /&gt;
the crank&lt;br /&gt;
the piston&lt;br /&gt;
the height of the atmosphere&lt;br /&gt;
water displacement&lt;br /&gt;
double-acting piston bellows&lt;br /&gt;
the trip hammer&lt;br /&gt;
Tundra region count fails by &lt;br /&gt;
Grassland region count fails by &lt;br /&gt;
Hill region count fails by &lt;br /&gt;
Not enough river start points before erosion&lt;br /&gt;
Too many distinct subregions (over by &lt;br /&gt;
 will be logged after parameter dump.&lt;br /&gt;
A world gen error from DF &lt;br /&gt;
Error sorting rivers: working with &lt;br /&gt;
Initial hill square count fails by &lt;br /&gt;
Not enough volcanos&lt;br /&gt;
Swamp region count fails by &lt;br /&gt;
Desert region count fails by &lt;br /&gt;
Forest region count fails by &lt;br /&gt;
Mountain region count fails by &lt;br /&gt;
Ocean region count fails by &lt;br /&gt;
Glacier region count fails by &lt;br /&gt;
Not enough entity placement locations&lt;br /&gt;
No entity definitions available&lt;br /&gt;
No controllable entity definitions available&lt;br /&gt;
Did not place controllable entity&lt;br /&gt;
Placed farming entity without orchard crops&lt;br /&gt;
Placed farming entity without non-orchard crops&lt;br /&gt;
Final swamp region count fails by &lt;br /&gt;
Final desert region count fails by &lt;br /&gt;
 ran into &lt;br /&gt;
Not enough medium altitude locations after erosion&lt;br /&gt;
Not enough low altitude locations after erosion: &lt;br /&gt;
Not enough high altitude locations after erosion&lt;br /&gt;
Not enough mountain cave locations&lt;br /&gt;
Not enough mountain cave locations after location check&lt;br /&gt;
Not enough low-lying cave locations&lt;br /&gt;
Not enough low-lying cave locations after location check&lt;br /&gt;
*START REGION DIM SAVE*&lt;br /&gt;
*START REGION MAP SAVE*&lt;br /&gt;
*START REGION GEOLOGY SAVE*&lt;br /&gt;
*START REGION SUBREGION SAVE*&lt;br /&gt;
Not enough peaks: &lt;br /&gt;
Not enough medium altitudes&lt;br /&gt;
Not enough medium altitudes after shift down&lt;br /&gt;
Not enough low altitudes after shift down: &lt;br /&gt;
Set Region Information Overflow&lt;br /&gt;
*START REGION SAVE*&lt;br /&gt;
Initial swamp square count fails by &lt;br /&gt;
Initial desert square count fails by &lt;br /&gt;
Initial forest square count fails by &lt;br /&gt;
Initial mountain square count fails by &lt;br /&gt;
Initial ocean square count fails by &lt;br /&gt;
Initial glacier square count fails by &lt;br /&gt;
Initial tundra square count fails by &lt;br /&gt;
Initial grassland square count fails by &lt;br /&gt;
Not enough medium altitudes after shift up&lt;br /&gt;
Not enough high altitudes after shift up&lt;br /&gt;
Not enough partial edge oceans&lt;br /&gt;
Not enough complete edge oceans&lt;br /&gt;
Rainfall not evenly distributed: &lt;br /&gt;
Flat/rough areas not evenly distributed: &lt;br /&gt;
Savagery not evenly distributed&lt;br /&gt;
Volcanism not evenly distributed&lt;br /&gt;
western&lt;br /&gt;
eastern&lt;br /&gt;
 sky&lt;br /&gt;
The sun is directly above you&lt;br /&gt;
The sun is setting&lt;br /&gt;
 to the east&lt;br /&gt;
 to the west&lt;br /&gt;
 behind the clouds&lt;br /&gt;
There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
There are scattered puffy clouds above you.&lt;br /&gt;
The sky is otherwise clear above you.&lt;br /&gt;
The sky is clear above you.&lt;br /&gt;
The sun is rising&lt;br /&gt;
 in the west&lt;br /&gt;
 in the east&lt;br /&gt;
The sun is&lt;br /&gt;
 is directly above you&lt;br /&gt;
 is setting&lt;br /&gt;
 bright behind the clouds&lt;br /&gt;
 pale behind the clouds&lt;br /&gt;
 hardly visible behind the clouds&lt;br /&gt;
The stars are out.&lt;br /&gt;
There is a strong breeze blowing from the &lt;br /&gt;
There is a cool breeze blowing from the &lt;br /&gt;
full moon&lt;br /&gt;
waxing gibbous moon&lt;br /&gt;
waxing half moon&lt;br /&gt;
waxing crescent moon&lt;br /&gt;
waning gibbous moon&lt;br /&gt;
waning half moon&lt;br /&gt;
waning crescent moon&lt;br /&gt;
 is rising&lt;br /&gt;
It is snowing outside.&lt;br /&gt;
 is falling outside.&lt;br /&gt;
There is thick fog outside.&lt;br /&gt;
There is a thin mist outside.&lt;br /&gt;
You cannot see the sky clearly from here, but the available sunlight indicates &lt;br /&gt;
the night&lt;br /&gt;
the dawn&lt;br /&gt;
the day&lt;br /&gt;
Final forest region count fails by &lt;br /&gt;
Final mountain region count fails by &lt;br /&gt;
Final ocean region count fails by &lt;br /&gt;
Final glacier region count fails by &lt;br /&gt;
Final tundra region count fails by &lt;br /&gt;
Final grassland region count fails by &lt;br /&gt;
Final hill region count fails by &lt;br /&gt;
It is raining outside.&lt;br /&gt;
The sky above you is a uniform and dark gray.&lt;br /&gt;
The sky above you is gray.&lt;br /&gt;
The sky above you is hazy and white.&lt;br /&gt;
A dark, towering cloud rises into a striped sky.&lt;br /&gt;
Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
There are scattered clouds underneath a striped sky.&lt;br /&gt;
The sky is striped with thin clouds.&lt;br /&gt;
A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
the sunset&lt;br /&gt;
 is falling from the sky.&lt;br /&gt;
There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
Fog enshrouds the area.&lt;br /&gt;
There is a thin mist here.&lt;br /&gt;
The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
The sky above you is completely gray, with dark cloud pillars pressing through it.&lt;br /&gt;
A towering gray cloud descends from the white sky above you.&lt;br /&gt;
DISTURBANCE_INTERACTION_NUMBER:&lt;br /&gt;
EVIL_CLOUD_NUMBER:&lt;br /&gt;
EVIL_RAIN_NUMBER:&lt;br /&gt;
GENERATE_DIVINE_MATERIALS:&lt;br /&gt;
GOOD_SQ_COUNTS:&lt;br /&gt;
EVIL_SQ_COUNTS:&lt;br /&gt;
PEAK_NUMBER_MIN:&lt;br /&gt;
PARTIAL_OCEAN_EDGE_MIN:&lt;br /&gt;
TITAN_ATTACK_TRIGGER:&lt;br /&gt;
DEMON_NUMBER:&lt;br /&gt;
NIGHT_TROLL_NUMBER:&lt;br /&gt;
BOGEYMAN_NUMBER:&lt;br /&gt;
VAMPIRE_NUMBER:&lt;br /&gt;
WEREBEAST_NUMBER:&lt;br /&gt;
SECRET_NUMBER:&lt;br /&gt;
REGIONAL_INTERACTION_NUMBER:&lt;br /&gt;
CAVERN_LAYER_COUNT:&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MIN:&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MAX:&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MIN:&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MAX:&lt;br /&gt;
CAVERN_LAYER_WATER_MIN:&lt;br /&gt;
CAVERN_LAYER_WATER_MAX:&lt;br /&gt;
HAVE_BOTTOM_LAYER_1:&lt;br /&gt;
COMPLETE_OCEAN_EDGE_MIN:&lt;br /&gt;
VOLCANO_MIN:&lt;br /&gt;
[REGION_COUNTS:&lt;br /&gt;
EROSION_CYCLE_COUNT:&lt;br /&gt;
RIVER_MINS:&lt;br /&gt;
PERIODICALLY_ERODE_EXTREMES:&lt;br /&gt;
OROGRAPHIC_PRECIPITATION:&lt;br /&gt;
SUBREGION_MAX:&lt;br /&gt;
-world_gen_param&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
CUSTOM_NAME:&lt;br /&gt;
SEED:&lt;br /&gt;
HISTORY_SEED:&lt;br /&gt;
NAME_SEED:&lt;br /&gt;
CREATURE_SEED:&lt;br /&gt;
DIM:&lt;br /&gt;
There is a gentle breeze blowing from the &lt;br /&gt;
Loop Erase River Overflow&lt;br /&gt;
Loop Erase River Placement Overflow&lt;br /&gt;
Loop Erase River Temp River Placement Overflow&lt;br /&gt;
-detailed.bmp&lt;br /&gt;
-territory_map-&lt;br /&gt;
-historical_map-&lt;br /&gt;
-world_map&lt;br /&gt;
[TEMPERATURE_FREQUENCY:&lt;br /&gt;
[SAVAGERY_FREQUENCY:&lt;br /&gt;
[VOLCANISM_FREQUENCY:&lt;br /&gt;
POLE:&lt;br /&gt;
MINERAL_SCARCITY:&lt;br /&gt;
MEGABEAST_CAP:&lt;br /&gt;
SEMIMEGABEAST_CAP:&lt;br /&gt;
TITAN_NUMBER:&lt;br /&gt;
EMBARK_POINTS:&lt;br /&gt;
END_YEAR:&lt;br /&gt;
BEAST_END_YEAR:&lt;br /&gt;
REVEAL_ALL_HISTORY:&lt;br /&gt;
CULL_HISTORICAL_FIGURES:&lt;br /&gt;
[ELEVATION_FREQUENCY:&lt;br /&gt;
[RAIN_FREQUENCY:&lt;br /&gt;
[DRAINAGE_FREQUENCY:&lt;br /&gt;
 from paternal grandfather&lt;br /&gt;
 from maternal grandmother&lt;br /&gt;
 from maternal grandfather&lt;br /&gt;
, *** New Line&lt;br /&gt;
, *** Original Line&lt;br /&gt;
Married&lt;br /&gt;
 (d. &lt;br /&gt;
Never Married&lt;br /&gt;
[*] &lt;br /&gt;
 (b.&lt;br /&gt;
 d. &lt;br /&gt;
, Reign Began: &lt;br /&gt;
, Inherited&lt;br /&gt;
 from mother&lt;br /&gt;
 from father&lt;br /&gt;
 from paternal grandmother&lt;br /&gt;
      &lt;br /&gt;
Worshipped &lt;br /&gt;
Worships &lt;br /&gt;
-world_sites_and_pops&lt;br /&gt;
Civilized World Population&lt;br /&gt;
Total: &lt;br /&gt;
Parent Civ: &lt;br /&gt;
Unnumbered &lt;br /&gt;
No Children&lt;br /&gt;
 Child&lt;br /&gt;
 (out-lived)&lt;br /&gt;
 (out-lived &lt;br /&gt;
 of them)&lt;br /&gt;
 -- Ages&lt;br /&gt;
 at death&lt;br /&gt;
(d. &lt;br /&gt;
CAVE_MIN_SIZE:&lt;br /&gt;
CAVE_MAX_SIZE:&lt;br /&gt;
MOUNTAIN_CAVE_MIN:&lt;br /&gt;
NON_MOUNTAIN_CAVE_MIN:&lt;br /&gt;
ALL_CAVES_VISIBLE:&lt;br /&gt;
SHOW_EMBARK_TUNNEL:&lt;br /&gt;
TOTAL_CIV_NUMBER:&lt;br /&gt;
TOTAL_CIV_POPULATION:&lt;br /&gt;
HAVE_BOTTOM_LAYER_2:&lt;br /&gt;
LEVELS_ABOVE_GROUND:&lt;br /&gt;
LEVELS_ABOVE_LAYER_1:&lt;br /&gt;
LEVELS_ABOVE_LAYER_2:&lt;br /&gt;
LEVELS_ABOVE_LAYER_3:&lt;br /&gt;
LEVELS_ABOVE_LAYER_4:&lt;br /&gt;
LEVELS_ABOVE_LAYER_5:&lt;br /&gt;
LEVELS_AT_BOTTOM:&lt;br /&gt;
just generated corrupt feature map square&lt;br /&gt;
data/save/current/feature-&lt;br /&gt;
Mountain-Slope Overflow&lt;br /&gt;
/site-&lt;br /&gt;
, Region Pop: Null Square Count&lt;br /&gt;
-world_history&lt;br /&gt;
Worship List&lt;br /&gt;
 List&lt;br /&gt;
SITE_CAP:&lt;br /&gt;
PLAYABLE_CIVILIZATION_REQUIRED:&lt;br /&gt;
ELEVATION_RANGES:&lt;br /&gt;
RAIN_RANGES:&lt;br /&gt;
DRAINAGE_RANGES:&lt;br /&gt;
SAVAGERY_RANGES:&lt;br /&gt;
VOLCANISM_RANGES:&lt;br /&gt;
feature-&lt;br /&gt;
region_snapshot-&lt;br /&gt;
's corpse&lt;br /&gt;
Midmap creation failure on graphical map export: &lt;br /&gt;
Elevation negative on graphical map export (main)&lt;br /&gt;
Elevation negative on graphical map export (midmap)&lt;br /&gt;
The Arena&lt;br /&gt;
Test Seed &lt;br /&gt;
STANDARD_CLIMBING_GAITS&lt;br /&gt;
Unnumbered&lt;br /&gt;
visitor&lt;br /&gt;
outcast&lt;br /&gt;
Unnumbered animated &lt;br /&gt;
 animated &lt;br /&gt;
Outdoor Animal Populations (Including Undead)&lt;br /&gt;
Underground Animal Populations (Including Undead)&lt;br /&gt;
data/save/current/region_snapshot-&lt;br /&gt;
STANDARD_SWIMMING_GAITS&lt;br /&gt;
STANDARD_CRAWLING_GAITS&lt;br /&gt;
STANDARD_FLYING_GAITS&lt;br /&gt;
Cannot generate random creatures -- missing creature variation &lt;br /&gt;
Inappropriate Waterlevel Biome Choice (2)&lt;br /&gt;
Inappropriate Waterlevel Biome Choice (4)&lt;br /&gt;
Midmap effective coordinate check out of bounds&lt;br /&gt;
trenches&lt;br /&gt;
fortress entrance&lt;br /&gt;
no layer area available for historical figure&lt;br /&gt;
hillock&lt;br /&gt;
house&lt;br /&gt;
shop&lt;br /&gt;
market square&lt;br /&gt;
temp&lt;br /&gt;
vault&lt;br /&gt;
warehouse&lt;br /&gt;
pasture&lt;br /&gt;
Woe unto any that disturb the resting place of &lt;br /&gt;
 The &lt;br /&gt;
 is with &lt;br /&gt;
Metal Crafts&lt;br /&gt;
Leather Goods&lt;br /&gt;
Wooden Furniture&lt;br /&gt;
Stone Furniture&lt;br /&gt;
Metal Furniture&lt;br /&gt;
building out of bounds: &lt;br /&gt;
cottage plot&lt;br /&gt;
yard&lt;br /&gt;
 but&lt;br /&gt;
 watches still&lt;br /&gt;
Imported Food&lt;br /&gt;
Imported Clothing&lt;br /&gt;
Imported Goods&lt;br /&gt;
Woven Clothing&lt;br /&gt;
Leather Clothing&lt;br /&gt;
Blacksmith&lt;br /&gt;
DIPSCRIPT&lt;br /&gt;
SETVAR&lt;br /&gt;
UNIT&lt;br /&gt;
LONG&lt;br /&gt;
ACTION&lt;br /&gt;
ELSE&lt;br /&gt;
ENDIF&lt;br /&gt;
DIPEV&lt;br /&gt;
MEETING&lt;br /&gt;
FIRSTCONTACT&lt;br /&gt;
TEXTVIEWER&lt;br /&gt;
HISTORY_DIPEV&lt;br /&gt;
DISCUSS&lt;br /&gt;
TOPICDISCUSSION&lt;br /&gt;
CONSTRUCTTOPICLIST&lt;br /&gt;
DIPEVENT&lt;br /&gt;
INVASION&lt;br /&gt;
data/dipscript/text/&lt;br /&gt;
Thick&lt;br /&gt;
Moderate&lt;br /&gt;
Serene&lt;br /&gt;
Surroundings: &lt;br /&gt;
Sinister&lt;br /&gt;
Calm&lt;br /&gt;
Wilderness&lt;br /&gt;
Mirthful&lt;br /&gt;
Temperature: &lt;br /&gt;
Tropical Moist Brdlf Forst&lt;br /&gt;
Trees: &lt;br /&gt;
Temperate&lt;br /&gt;
Woodland&lt;br /&gt;
Scarce&lt;br /&gt;
Other Vegetation: &lt;br /&gt;
Heavily Forested&lt;br /&gt;
Brook: &lt;br /&gt;
Stream: &lt;br /&gt;
Mountain: &lt;br /&gt;
Volcano: &lt;br /&gt;
Little soil&lt;br /&gt;
Shallow Clay&lt;br /&gt;
Deep soil&lt;br /&gt;
Some soil&lt;br /&gt;
Joyous Wilds&lt;br /&gt;
Haunted&lt;br /&gt;
Terrifying&lt;br /&gt;
Untamed Wilds&lt;br /&gt;
Major River: &lt;br /&gt;
Multiple Constructions&lt;br /&gt;
Minor River: &lt;br /&gt;
River: &lt;br /&gt;
data/announcement/unretire&lt;br /&gt;
Update Connectivity Placement Overflow&lt;br /&gt;
  Choose Fortress Location  &lt;br /&gt;
FLUX&lt;br /&gt;
Region&lt;br /&gt;
Local&lt;br /&gt;
Tropical Dry Brdlf Forest&lt;br /&gt;
Temperate Conifer Forest&lt;br /&gt;
Connectivity Placement Overflow&lt;br /&gt;
Connectivity Overflow&lt;br /&gt;
Connected Component Overflow&lt;br /&gt;
Soil&lt;br /&gt;
Deep Metal&lt;br /&gt;
 Little&lt;br /&gt;
Multiple&lt;br /&gt;
 Deep&lt;br /&gt;
 Some&lt;br /&gt;
: Change Mode&lt;br /&gt;
Reclaim/Unretire a Fortress&lt;br /&gt;
Underground River&lt;br /&gt;
Flux Stone Layer&lt;br /&gt;
Magma Pool&lt;br /&gt;
Underground Pool&lt;br /&gt;
Bottomless Pit&lt;br /&gt;
Magma Pipe&lt;br /&gt;
Shallow Metal&lt;br /&gt;
Other Features&lt;br /&gt;
: View Note&lt;br /&gt;
: Add Note&lt;br /&gt;
NOTICE: Notes are saved only when you save/lose your fort.&lt;br /&gt;
: Delete Note&lt;br /&gt;
: Do Search&lt;br /&gt;
: Change Selection&lt;br /&gt;
: Stop Search Here&lt;br /&gt;
: Browse Results&lt;br /&gt;
: Enter Text&lt;br /&gt;
: Text Done&lt;br /&gt;
: Resize Local Area&lt;br /&gt;
: Move Local Area&lt;br /&gt;
: Adopt Symbol&lt;br /&gt;
: Symbol Select&lt;br /&gt;
Movement keys control region cursor.&lt;br /&gt;
: List&lt;br /&gt;
No Trade&lt;br /&gt;
--------&lt;br /&gt;
Relative Elevation&lt;br /&gt;
Your Civilization&lt;br /&gt;
Flat&lt;br /&gt;
Cliff Indicator&lt;br /&gt;
Low Cliffs&lt;br /&gt;
Slopes&lt;br /&gt;
Extremely deep soil&lt;br /&gt;
Very deep soil&lt;br /&gt;
Shallow metals&lt;br /&gt;
Aquifer&lt;br /&gt;
Deep metals&lt;br /&gt;
Shallow metal&lt;br /&gt;
Flux stone layer&lt;br /&gt;
Deep metal&lt;br /&gt;
Find Desired Location&lt;br /&gt;
Searching &lt;br /&gt;
Partial Candidate&lt;br /&gt;
No Suitable Site&lt;br /&gt;
X Dimension&lt;br /&gt;
Suitable Site&lt;br /&gt;
Rain&lt;br /&gt;
Y Dimension&lt;br /&gt;
High Cliffs&lt;br /&gt;
Medium Cliffs&lt;br /&gt;
Extreme Cliffs (20+)&lt;br /&gt;
Very High Cliffs (10+)&lt;br /&gt;
Reclaim &lt;br /&gt;
Unretire &lt;br /&gt;
Ruin&lt;br /&gt;
Inhabited&lt;br /&gt;
First Adjective&lt;br /&gt;
Rear Compound&lt;br /&gt;
Hyphen Compound&lt;br /&gt;
Second Adjective&lt;br /&gt;
Of X&lt;br /&gt;
The X&lt;br /&gt;
 skill: &lt;br /&gt;
Could not give dwarf &lt;br /&gt;
Present Participle&lt;br /&gt;
Past Participle&lt;br /&gt;
: Clear&lt;br /&gt;
: Random&lt;br /&gt;
 to use selected word.  You can also use the mouse.&lt;br /&gt;
 to move.  &lt;br /&gt;
Front Compound&lt;br /&gt;
: First Name&lt;br /&gt;
: Items&lt;br /&gt;
: Prepare to embark!&lt;br /&gt;
: Name Group&lt;br /&gt;
: Name Fort&lt;br /&gt;
: Add&lt;br /&gt;
: Symbol&lt;br /&gt;
: Save&lt;br /&gt;
Pts: &lt;br /&gt;
Cannot afford &lt;br /&gt;
No dwarf in position &lt;br /&gt;
  Prepare for the Expedition to &lt;br /&gt;
 available&lt;br /&gt;
Play Now!&lt;br /&gt;
  Prepare for the Journey to &lt;br /&gt;
Use &lt;br /&gt;
Prepare for the journey carefully&lt;br /&gt;
Are you sure you want to embark here?&lt;br /&gt;
: View Biome&lt;br /&gt;
You have selected the largest possible area.&lt;br /&gt;
This is your only warning!&lt;br /&gt;
You have selected a large area.&lt;br /&gt;
You have selected a very large area.&lt;br /&gt;
You have selected the smallest possible area.&lt;br /&gt;
Choose a smaller area if you experience lags.&lt;br /&gt;
: Reclaim!&lt;br /&gt;
: Unretire!&lt;br /&gt;
: Embark!&lt;br /&gt;
: Cancel Reclaim/Unretire&lt;br /&gt;
: Clear find results&lt;br /&gt;
: Reclaim/Unretire&lt;br /&gt;
: Notes&lt;br /&gt;
: Find Desired Location&lt;br /&gt;
Singular Noun&lt;br /&gt;
  Choose Name  &lt;br /&gt;
Adjective&lt;br /&gt;
Plural Noun&lt;br /&gt;
Present (1st)&lt;br /&gt;
Prefix&lt;br /&gt;
Preterite&lt;br /&gt;
Present (3rd)&lt;br /&gt;
It might be difficult to find resources.&lt;br /&gt;
You have selected a narrow area.&lt;br /&gt;
It might be very difficult to survive here.&lt;br /&gt;
You have selected an area with salt water.&lt;br /&gt;
It might be very difficult to obtain stone here.&lt;br /&gt;
You have selected an area with an aquifer.&lt;br /&gt;
Your dwarves might assume important positions.&lt;br /&gt;
Your selected civilization is dead or dying.&lt;br /&gt;
: I am ready!&lt;br /&gt;
 remain!&lt;br /&gt;
Active/Training&lt;br /&gt;
Profile &lt;br /&gt;
** Unretiring Outpost **&lt;br /&gt;
** Starting New Outpost **&lt;br /&gt;
data/init/embark_profiles.txt&lt;br /&gt;
** Starting Reclaim **&lt;br /&gt;
Warning!  The following embark profile name is already in use:&lt;br /&gt;
: Problems&lt;br /&gt;
: Go back&lt;br /&gt;
: Overwrite&lt;br /&gt;
Embark preparations were not completed.&lt;br /&gt;
To save these settings, choose a name for this embark profile:&lt;br /&gt;
 point&lt;br /&gt;
Are you sure you want to embark?&lt;br /&gt;
RECLAIM_SKILL&lt;br /&gt;
PROFILE&lt;br /&gt;
  Unintelligible!  &lt;br /&gt;
Unrecognized Embark Profile Token: &lt;br /&gt;
This strange language cannot be translated.&lt;br /&gt;
old save: correcting possibly erroneous site pop&lt;br /&gt;
old save: correcting possibly erroneous site animal pop&lt;br /&gt;
&amp;quot;, a &lt;br /&gt;
You have located &lt;br /&gt;
site_color_key.txt&lt;br /&gt;
-site_map-&lt;br /&gt;
watch tower (128,128,128)&lt;br /&gt;
main tower (255,0,255)&lt;br /&gt;
cottage plot (30,100,10)&lt;br /&gt;
house (100,70,10)&lt;br /&gt;
temple (170,120,230)&lt;br /&gt;
mead hall (255,128,255)&lt;br /&gt;
crops 1 (255,195,0), rows&lt;br /&gt;
library (255,192,255)&lt;br /&gt;
crops 3 (100,60,20), rows&lt;br /&gt;
crops 2 (195,255,0), rows&lt;br /&gt;
metal furniture shop (255,0,64)&lt;br /&gt;
stone furniture shop (255,64,0)&lt;br /&gt;
underground farming (50,20,50)&lt;br /&gt;
fortress (129,129,129)&lt;br /&gt;
underground living (20,50,30)&lt;br /&gt;
underground industrial (250,50,20)&lt;br /&gt;
well (0,0,255)&lt;br /&gt;
tavern (255,255,32)&lt;br /&gt;
fortress&lt;br /&gt;
NULL artifact on site realization, skipping&lt;br /&gt;
hillocks&lt;br /&gt;
mountain halls&lt;br /&gt;
cave&lt;br /&gt;
pits&lt;br /&gt;
hamlet&lt;br /&gt;
forest retreat&lt;br /&gt;
orchard (0,100,0)/(0,200,0)&lt;br /&gt;
meadow (100,255,0)&lt;br /&gt;
waste (0,20,0)&lt;br /&gt;
woodland (0,95,0)&lt;br /&gt;
abandoned (75,50,20), border (50,50,50)&lt;br /&gt;
town yards (100,50,10)&lt;br /&gt;
unknown (100,100,100)&lt;br /&gt;
ruin (50,20,20), border (50,50,50)&lt;br /&gt;
general import market (50,30,15)&lt;br /&gt;
warehouse (50,50,50)&lt;br /&gt;
clothing import market (50,30,35)&lt;br /&gt;
food import market (50,40,15)&lt;br /&gt;
edible produce market (0,255,0)&lt;br /&gt;
meat market (255,0,0)&lt;br /&gt;
edible processed plants market (255,200,200)&lt;br /&gt;
cheese market (255,255,0)&lt;br /&gt;
dungeon-tower interface (50,20,50)&lt;br /&gt;
trenches (0,0,0)&lt;br /&gt;
living pits (20,50,40)&lt;br /&gt;
work pits (50,30,20)&lt;br /&gt;
castle tower (110,110,110)&lt;br /&gt;
COULD NOT NULLIFY CONSTRUCTION ROAD EDGE&lt;br /&gt;
castle wall walkway (40,40,40)&lt;br /&gt;
castle wall (70,70,70)&lt;br /&gt;
metal weapons shop (255,0,255)&lt;br /&gt;
gem cutter shop (0,255,0)&lt;br /&gt;
blacksmith shop (64,64,64)&lt;br /&gt;
wood weapons shop (255,128,128)&lt;br /&gt;
metal crafter shop (128,128,128)&lt;br /&gt;
armorsmith shop (0,0,0)&lt;br /&gt;
wooden furniture shop (255,0,0)&lt;br /&gt;
leather accessories shop (100,70,30)&lt;br /&gt;
food import store (128,192,128), border (128,128,128)&lt;br /&gt;
general import store (192,192,192), border (128,128,128)&lt;br /&gt;
cloth shop (200,200,200)&lt;br /&gt;
clothing import store (255,255,255), border (128,128,128)&lt;br /&gt;
cloth clothing shop (255,255,100)&lt;br /&gt;
tanning shop (128,100,50)&lt;br /&gt;
bone carver shop (128,255,255)&lt;br /&gt;
leather clothing shop (255,128,64)&lt;br /&gt;
shrine&lt;br /&gt;
labyrinth&lt;br /&gt;
camp&lt;br /&gt;
monument&lt;br /&gt;
Site Center Flood Overflow&lt;br /&gt;
important location&lt;br /&gt;
NULL artifact removed on load&lt;br /&gt;
Non-feature related elevation hole&lt;br /&gt;
 is angry&lt;br /&gt;
begins to talk in a hushed whisper when &lt;br /&gt;
 is trying to remember something&lt;br /&gt;
starts to whisper when &lt;br /&gt;
 generally speaks very slowly&lt;br /&gt;
 starts to talk slowly&lt;br /&gt;
talks very quickly when &lt;br /&gt;
begins to talk rapidly when &lt;br /&gt;
's excited&lt;br /&gt;
speaks rapidly when &lt;br /&gt;
's been surprised&lt;br /&gt;
talks very rapidly after &lt;br /&gt;
's speaking&lt;br /&gt;
 voice has a tendency to trail off when &lt;br /&gt;
's angry&lt;br /&gt;
begins to talk more slowly when &lt;br /&gt;
's exasperated&lt;br /&gt;
begins to talk much more slowly when &lt;br /&gt;
's annoyed, &lt;br /&gt;
When &lt;br /&gt;
starts to mutter under &lt;br /&gt;
's trying to remember something&lt;br /&gt;
's thinking&lt;br /&gt;
 gets excited&lt;br /&gt;
 breath&lt;br /&gt;
 starts to mutter under &lt;br /&gt;
's bored&lt;br /&gt;
Whenever there's a pause in a conversation, &lt;br /&gt;
speaks very deliberately when &lt;br /&gt;
 usually talks very quickly&lt;br /&gt;
 begins to speak very deliberately&lt;br /&gt;
 becomes exasperated, &lt;br /&gt;
tends to speak very deliberately&lt;br /&gt;
's annoyed&lt;br /&gt;
 breath when &lt;br /&gt;
mutters under &lt;br /&gt;
starts yelling whenever &lt;br /&gt;
speaks very quietly&lt;br /&gt;
begins to talk louder when &lt;br /&gt;
 gets angry&lt;br /&gt;
 is excited&lt;br /&gt;
talks very loudly when &lt;br /&gt;
 surprised&lt;br /&gt;
shouts when &lt;br /&gt;
's nervous&lt;br /&gt;
whispers when &lt;br /&gt;
usually speaks in a whisper&lt;br /&gt;
 is thinking hard about something&lt;br /&gt;
keeps &lt;br /&gt;
talks very quietly when &lt;br /&gt;
 is nervous&lt;br /&gt;
 voice very quiet when &lt;br /&gt;
 is bored&lt;br /&gt;
begins to talk in a monotone when &lt;br /&gt;
has a very monotonous way of speaking&lt;br /&gt;
speaks in a monotone when &lt;br /&gt;
 tries to remember something&lt;br /&gt;
 voice trails off whenever &lt;br /&gt;
 is thinking about something&lt;br /&gt;
 voice trails off when &lt;br /&gt;
 is exasperated&lt;br /&gt;
talks very loudly whenever &lt;br /&gt;
 is annoyed&lt;br /&gt;
greets others very loudly&lt;br /&gt;
begins speaking in a monotone whenever &lt;br /&gt;
speaks very loudly&lt;br /&gt;
starts to drone when &lt;br /&gt;
 is angered&lt;br /&gt;
 is nervous, &lt;br /&gt;
has a way of arguing with those that are in agreement with &lt;br /&gt;
can't stand quiet pauses in conversations and always finds something to say&lt;br /&gt;
 never allows pauses to occur in conversation&lt;br /&gt;
talks about others behind their backs&lt;br /&gt;
pauses before speaking&lt;br /&gt;
tends to interrupts others during conversations when &lt;br /&gt;
interrupts others during conversations when &lt;br /&gt;
becomes very focused during conversations when &lt;br /&gt;
will frequently ramble on with stories that don't have any point or even conclusion&lt;br /&gt;
will often pause in conversation to look for the right word&lt;br /&gt;
tends to be very focused during conversations&lt;br /&gt;
will often touch others when greeting them&lt;br /&gt;
often touches others during conversations when &lt;br /&gt;
 is speaking&lt;br /&gt;
often touches those to whom &lt;br /&gt;
has trouble speaking when &lt;br /&gt;
 rarely talks&lt;br /&gt;
rarely starts conversations&lt;br /&gt;
rarely speaks&lt;br /&gt;
repeatedly snaps &lt;br /&gt;
has the habit of answering questions with questions&lt;br /&gt;
snaps &lt;br /&gt;
often snaps &lt;br /&gt;
 is excited during conversations, &lt;br /&gt;
 often interrupts others during conversations&lt;br /&gt;
has a habit of interrupting speakers&lt;br /&gt;
 often can't help interrupting others&lt;br /&gt;
will without fail turn any conversation to &lt;br /&gt;
gives incredibly vague answers to questions&lt;br /&gt;
's nervous, &lt;br /&gt;
rarely speaks when &lt;br /&gt;
often talks to inanimate objects when &lt;br /&gt;
talks to inanimate objects when &lt;br /&gt;
 gets bored, &lt;br /&gt;
 talks to inanimate objects when there is a lull in the conversation&lt;br /&gt;
has a tendency to talk to inanimate objects&lt;br /&gt;
 starts talking to inanimate objects&lt;br /&gt;
 when &lt;br /&gt;
talks to &lt;br /&gt;
starts to stutter when &lt;br /&gt;
constantly mutters under &lt;br /&gt;
stammers when &lt;br /&gt;
always stutters when &lt;br /&gt;
begins to stammer when &lt;br /&gt;
's surprised&lt;br /&gt;
stutters occasionally&lt;br /&gt;
 becomes exasperated&lt;br /&gt;
gets distracted during conversations when &lt;br /&gt;
is distracted from conversations easily when &lt;br /&gt;
gets easily distracted during conversations when &lt;br /&gt;
is easily distracted during conversations when &lt;br /&gt;
often tells pointless stories when &lt;br /&gt;
tends to be easily distracted during conversations&lt;br /&gt;
quite often tells pointless stories when &lt;br /&gt;
 often tells stories without any real point&lt;br /&gt;
 often starts talking to &lt;br /&gt;
 gets excited, &lt;br /&gt;
When there's a pause in a conversation, &lt;br /&gt;
starts talking to &lt;br /&gt;
 gets bored&lt;br /&gt;
 whenever &lt;br /&gt;
gets distracted from conversations easily when &lt;br /&gt;
 all of the time&lt;br /&gt;
 cackles when &lt;br /&gt;
has a very distinct laugh&lt;br /&gt;
 laughs very loudly whenever &lt;br /&gt;
 has more a cackle than a laugh&lt;br /&gt;
 laughs very loudly&lt;br /&gt;
 laughs loudly when &lt;br /&gt;
has a nervous laugh&lt;br /&gt;
laughs silently&lt;br /&gt;
occasionally cracks &lt;br /&gt;
's thinking hard&lt;br /&gt;
has a very distinct laugh for when &lt;br /&gt;
laughs in a unique way when &lt;br /&gt;
 has a very unique laugh&lt;br /&gt;
's surprised, &lt;br /&gt;
laughs in a unique way whenever &lt;br /&gt;
laughs in a distinct fashion when &lt;br /&gt;
walks with a confident stride&lt;br /&gt;
 goes&lt;br /&gt;
 tenses up when &lt;br /&gt;
 becomes very rigid when &lt;br /&gt;
's thinking, &lt;br /&gt;
 stiffens up when &lt;br /&gt;
 in a rigid posture&lt;br /&gt;
 body becomes very still&lt;br /&gt;
 own jokes&lt;br /&gt;
laughs at &lt;br /&gt;
 goes anywhere&lt;br /&gt;
walks as if in a terrible hurry whenever &lt;br /&gt;
skips over to others when &lt;br /&gt;
skips around when &lt;br /&gt;
skips wherever &lt;br /&gt;
 meets them&lt;br /&gt;
has a habit of drumming &lt;br /&gt;
's sitting down&lt;br /&gt;
's bored, &lt;br /&gt;
scratches &lt;br /&gt;
has a habit of scratching &lt;br /&gt;
 often scratches &lt;br /&gt;
 quite often&lt;br /&gt;
tends to scratch &lt;br /&gt;
always snaps &lt;br /&gt;
 repeatedly when &lt;br /&gt;
has a habit of snapping &lt;br /&gt;
's greeting somebody&lt;br /&gt;
 often drums &lt;br /&gt;
drums &lt;br /&gt;
 drums &lt;br /&gt;
 gets excited, it's easy to tell because &lt;br /&gt;
runs &lt;br /&gt;
 always points at others when greeting them&lt;br /&gt;
has a habit of running &lt;br /&gt;
 through &lt;br /&gt;
 sometimes cracks &lt;br /&gt;
cracks &lt;br /&gt;
 a good crack when &lt;br /&gt;
often gives &lt;br /&gt;
 a lot&lt;br /&gt;
always scratches &lt;br /&gt;
points and shakes &lt;br /&gt;
often rubs &lt;br /&gt;
 up and down when &lt;br /&gt;
shakes &lt;br /&gt;
 often points and shakes &lt;br /&gt;
 gets exasperated, &lt;br /&gt;
tends to stare unwaveringly when &lt;br /&gt;
stares intently when &lt;br /&gt;
has a certain stare for when &lt;br /&gt;
's speaking to somebody&lt;br /&gt;
has a habit of staring at others&lt;br /&gt;
 gets annoyed&lt;br /&gt;
winks during conversations&lt;br /&gt;
winks when &lt;br /&gt;
lowers &lt;br /&gt;
has a habit of tapping &lt;br /&gt;
 is speaking, &lt;br /&gt;
often lowers &lt;br /&gt;
often has &lt;br /&gt;
 usually lowers &lt;br /&gt;
has a menacing stare when &lt;br /&gt;
 lowered to the ground&lt;br /&gt;
 breath out when &lt;br /&gt;
blows &lt;br /&gt;
always takes a deep breath whenever &lt;br /&gt;
inhales sharply when &lt;br /&gt;
clicks &lt;br /&gt;
 is surprised&lt;br /&gt;
 repeatedly&lt;br /&gt;
 clicks &lt;br /&gt;
is quick to wink at others&lt;br /&gt;
commonly winks as a form of greeting&lt;br /&gt;
 constantly rolls &lt;br /&gt;
 rolls &lt;br /&gt;
exhales sharply when &lt;br /&gt;
 has a habit of rolling &lt;br /&gt;
 starts getting bored&lt;br /&gt;
exhales slowly and deliberately when &lt;br /&gt;
 tends to chew on &lt;br /&gt;
tends to chew &lt;br /&gt;
gnaws on &lt;br /&gt;
 has a habit of chewing on &lt;br /&gt;
has a habit of chewing on &lt;br /&gt;
 has a tendency to chew on &lt;br /&gt;
bites &lt;br /&gt;
often bites &lt;br /&gt;
 has a slouching posture&lt;br /&gt;
slouches when &lt;br /&gt;
's trying to remember something, &lt;br /&gt;
chews &lt;br /&gt;
 intently when &lt;br /&gt;
 often starts chewing on &lt;br /&gt;
gnaws &lt;br /&gt;
idly chews &lt;br /&gt;
 begin moving when &lt;br /&gt;
 are animated when &lt;br /&gt;
stomps &lt;br /&gt;
 speaks&lt;br /&gt;
taps &lt;br /&gt;
 usually starts tapping &lt;br /&gt;
 when there's a lull in conversation&lt;br /&gt;
 constantly when &lt;br /&gt;
gives hugs out freely&lt;br /&gt;
 often greets others with a hug&lt;br /&gt;
 always smiles nervously&lt;br /&gt;
When greeting others, &lt;br /&gt;
 become animated when &lt;br /&gt;
has a nervous smile&lt;br /&gt;
 jump all over the place when &lt;br /&gt;
 move frantically when &lt;br /&gt;
tends to stretch &lt;br /&gt;
 tends to stretch &lt;br /&gt;
has a habit of stretching &lt;br /&gt;
 body when &lt;br /&gt;
tends to stretch out when &lt;br /&gt;
 body during pauses in conversation&lt;br /&gt;
 stands up&lt;br /&gt;
 body after &lt;br /&gt;
has a habit of clicking &lt;br /&gt;
 occasionally when &lt;br /&gt;
 sticks out &lt;br /&gt;
 sticks out when &lt;br /&gt;
's thinking hard, &lt;br /&gt;
licks &lt;br /&gt;
 frequently&lt;br /&gt;
 has a habit of licking &lt;br /&gt;
 out frequently&lt;br /&gt;
likes to stretch &lt;br /&gt;
 is sitting down&lt;br /&gt;
bounces &lt;br /&gt;
Cause trouble for &lt;br /&gt;
Drive &lt;br /&gt;
Defend &lt;br /&gt;
 various&lt;br /&gt;
Retrieve &lt;br /&gt;
 etc.&lt;br /&gt;
Patrol &lt;br /&gt;
Defend Burrows&lt;br /&gt;
Station&lt;br /&gt;
Train&lt;br /&gt;
Patrol Route&lt;br /&gt;
No scheduled order&lt;br /&gt;
Invalid order&lt;br /&gt;
Drive any members of &lt;br /&gt;
Kill &lt;br /&gt;
Mixed&lt;br /&gt;
TILE_DIM&lt;br /&gt;
FILE&lt;br /&gt;
Unrecognized Tile Page Token: &lt;br /&gt;
PAGE_DIM&lt;br /&gt;
CREATURE_GRAPHICS&lt;br /&gt;
TILE_PAGE&lt;br /&gt;
Not found: &lt;br /&gt;
Tileset not found&lt;br /&gt;
Image not found&lt;br /&gt;
 catalog.&lt;br /&gt;
&lt;br /&gt;
GL error&lt;br /&gt;
GPU does not support non-power-of-two textures, using &lt;br /&gt;
Asked for nonexistent texture data&lt;br /&gt;
&lt;br /&gt;
GPU unable to accommodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU.&lt;br /&gt;
grayscale_texture ran into mysteriously uncanonicalized texture&lt;br /&gt;
&lt;br /&gt;
Asked to clone nonexistent texture!&lt;br /&gt;
&lt;br /&gt;
Need empty trap&lt;br /&gt;
Need empty bucket&lt;br /&gt;
Need empty cage&lt;br /&gt;
Need empty bag&lt;br /&gt;
Need valid, active clay collection zone&lt;br /&gt;
Need valid, active sand collection zone&lt;br /&gt;
Sand vanished&lt;br /&gt;
No available colony&lt;br /&gt;
Cannot reach site&lt;br /&gt;
Unscheduled&lt;br /&gt;
Interrupted by &lt;br /&gt;
Getting married&lt;br /&gt;
Inappropriate dig square&lt;br /&gt;
combat&lt;br /&gt;
Moved&lt;br /&gt;
Area became inappropriate&lt;br /&gt;
Drop-off inaccessible&lt;br /&gt;
Item inaccessible&lt;br /&gt;
Area inaccessible&lt;br /&gt;
Building inaccessible&lt;br /&gt;
Nothing to cage&lt;br /&gt;
Nothing in cage&lt;br /&gt;
No patient&lt;br /&gt;
Nothing to catch&lt;br /&gt;
Incapable of carrying&lt;br /&gt;
Clay vanished&lt;br /&gt;
Resting injury&lt;br /&gt;
Too injured&lt;br /&gt;
Patient inaccessible&lt;br /&gt;
Animal inaccessible&lt;br /&gt;
No partner&lt;br /&gt;
Infant inaccessible&lt;br /&gt;
 cancels &lt;br /&gt;
Frightened&lt;br /&gt;
Distressed&lt;br /&gt;
Mortified&lt;br /&gt;
Miserable&lt;br /&gt;
In existential crisis&lt;br /&gt;
Shaken&lt;br /&gt;
Too depressed&lt;br /&gt;
Too insane&lt;br /&gt;
Horrified&lt;br /&gt;
Experiencing emotional shock&lt;br /&gt;
Too sad&lt;br /&gt;
Grieving&lt;br /&gt;
Anguished&lt;br /&gt;
In agony&lt;br /&gt;
Dismayed&lt;br /&gt;
Despairing&lt;br /&gt;
Going to bed&lt;br /&gt;
Handling dangerous creature&lt;br /&gt;
Dangerous terrain&lt;br /&gt;
Seeking Infant&lt;br /&gt;
Job item misplaced&lt;br /&gt;
Forbidden area&lt;br /&gt;
Getting food&lt;br /&gt;
Job item lost or destroyed&lt;br /&gt;
Catatonic&lt;br /&gt;
Oblivious&lt;br /&gt;
Went insane&lt;br /&gt;
Taken by mood&lt;br /&gt;
Could not find path&lt;br /&gt;
Throwing tantrum&lt;br /&gt;
Seeking artifact&lt;br /&gt;
Path blocked&lt;br /&gt;
Bucket full of extraneous material&lt;br /&gt;
No bucket at well&lt;br /&gt;
Need office&lt;br /&gt;
Well dry&lt;br /&gt;
Wrong ammunition&lt;br /&gt;
No weapon&lt;br /&gt;
No ammunition&lt;br /&gt;
Ammunition inaccessible&lt;br /&gt;
No infant&lt;br /&gt;
Patient not resting&lt;br /&gt;
No food available&lt;br /&gt;
Already leading creature&lt;br /&gt;
No water source&lt;br /&gt;
Water source vanished&lt;br /&gt;
Creature occupying site&lt;br /&gt;
Water source contaminated&lt;br /&gt;
No party&lt;br /&gt;
No designated area&lt;br /&gt;
Nothing in building&lt;br /&gt;
Wrong justice state&lt;br /&gt;
Water is frozen&lt;br /&gt;
Relieved&lt;br /&gt;
Mortally afraid&lt;br /&gt;
Terrified&lt;br /&gt;
Item blocking site&lt;br /&gt;
No item&lt;br /&gt;
Animal not restrained&lt;br /&gt;
Building site submerged&lt;br /&gt;
Inappropriate building&lt;br /&gt;
No creature&lt;br /&gt;
No floor space&lt;br /&gt;
No building&lt;br /&gt;
carpenter&lt;br /&gt;
woodworker&lt;br /&gt;
woodcutter&lt;br /&gt;
bowyer&lt;br /&gt;
engraver&lt;br /&gt;
stoneworker&lt;br /&gt;
ranger&lt;br /&gt;
mason&lt;br /&gt;
No longer requested&lt;br /&gt;
Not appointed&lt;br /&gt;
 suspended a linkage from &lt;br /&gt;
 suspended the construction of &lt;br /&gt;
OVERWROTE JOB: &lt;br /&gt;
) has been completed.&lt;br /&gt;
miner&lt;br /&gt;
 BY &lt;br /&gt;
metalcrafter&lt;br /&gt;
blacksmith&lt;br /&gt;
gem cutter&lt;br /&gt;
jeweler&lt;br /&gt;
woodcrafter&lt;br /&gt;
gem setter&lt;br /&gt;
bookbinder&lt;br /&gt;
papermaker&lt;br /&gt;
animal trainer&lt;br /&gt;
animal caretaker&lt;br /&gt;
animal dissector&lt;br /&gt;
trapper&lt;br /&gt;
furnace operator&lt;br /&gt;
metalsmith&lt;br /&gt;
armorer&lt;br /&gt;
weaponsmith&lt;br /&gt;
Attacking building&lt;br /&gt;
No trigger&lt;br /&gt;
Invalid officer&lt;br /&gt;
Lost pick&lt;br /&gt;
Removed from guard&lt;br /&gt;
&amp;quot;Farewell!&amp;quot;  Leaving&lt;br /&gt;
Caged&lt;br /&gt;
Equipment mismatch&lt;br /&gt;
Hunting vermin for food&lt;br /&gt;
Getting water&lt;br /&gt;
Target too injured&lt;br /&gt;
Target inaccessible&lt;br /&gt;
No mechanism for target&lt;br /&gt;
No target&lt;br /&gt;
No mechanism for trigger&lt;br /&gt;
No target building&lt;br /&gt;
Need crutch&lt;br /&gt;
Need cloth&lt;br /&gt;
Bad script! #2&lt;br /&gt;
Bad script! #1&lt;br /&gt;
Need bag containing powder suitable for cast application&lt;br /&gt;
Bad script! #3&lt;br /&gt;
No appropriate ammunition&lt;br /&gt;
No weapon for execution&lt;br /&gt;
Getting something to drink&lt;br /&gt;
In Custody&lt;br /&gt;
Lost axe&lt;br /&gt;
Using well&lt;br /&gt;
No available traction bench&lt;br /&gt;
Not responsible for trade&lt;br /&gt;
Need thread&lt;br /&gt;
Need splint&lt;br /&gt;
trader&lt;br /&gt;
clerk&lt;br /&gt;
doctor&lt;br /&gt;
architect&lt;br /&gt;
bone doctor&lt;br /&gt;
diagnoser&lt;br /&gt;
surgeon&lt;br /&gt;
suturer&lt;br /&gt;
lye maker&lt;br /&gt;
potash maker&lt;br /&gt;
engineer&lt;br /&gt;
wood burner&lt;br /&gt;
siege engineer&lt;br /&gt;
mechanic&lt;br /&gt;
pump operator&lt;br /&gt;
siege operator&lt;br /&gt;
wrestler&lt;br /&gt;
Elite Crossbowman&lt;br /&gt;
axeman&lt;br /&gt;
Elite Wrestler&lt;br /&gt;
swordsman&lt;br /&gt;
Axe Lord&lt;br /&gt;
maceman&lt;br /&gt;
Swordmaster&lt;br /&gt;
merchant&lt;br /&gt;
alchemist&lt;br /&gt;
hammerman&lt;br /&gt;
drunk&lt;br /&gt;
spearman&lt;br /&gt;
Hammer Lord&lt;br /&gt;
crossbowman&lt;br /&gt;
Spearmaster&lt;br /&gt;
strand extractor&lt;br /&gt;
glassmaker&lt;br /&gt;
fisherman&lt;br /&gt;
fishery worker&lt;br /&gt;
fish cleaner&lt;br /&gt;
fish dissector&lt;br /&gt;
cheese maker&lt;br /&gt;
farmer&lt;br /&gt;
glazer&lt;br /&gt;
potter&lt;br /&gt;
stonecrafter&lt;br /&gt;
wax worker&lt;br /&gt;
bone carver&lt;br /&gt;
leatherworker&lt;br /&gt;
clothier&lt;br /&gt;
weaver&lt;br /&gt;
dyer&lt;br /&gt;
tanner&lt;br /&gt;
beekeeper&lt;br /&gt;
presser&lt;br /&gt;
herbalist&lt;br /&gt;
planter&lt;br /&gt;
soap maker&lt;br /&gt;
brewer&lt;br /&gt;
gelder&lt;br /&gt;
milker&lt;br /&gt;
spinner&lt;br /&gt;
shearer&lt;br /&gt;
thresher&lt;br /&gt;
cook&lt;br /&gt;
butcher&lt;br /&gt;
miller&lt;br /&gt;
the deity&lt;br /&gt;
 (Tame)&lt;br /&gt;
Woodworker&lt;br /&gt;
the force&lt;br /&gt;
Stoneworker&lt;br /&gt;
Woodcutter&lt;br /&gt;
Armorer&lt;br /&gt;
Ranger&lt;br /&gt;
 Prisoner&lt;br /&gt;
 Slave&lt;br /&gt;
Cultist&lt;br /&gt;
Stray &lt;br /&gt;
-Trained-&lt;br /&gt;
 Cultist&lt;br /&gt;
*Trained*&lt;br /&gt;
+Trained+&lt;br /&gt;
Clerk&lt;br /&gt;
Engineer&lt;br /&gt;
Trader&lt;br /&gt;
Administrator&lt;br /&gt;
Bard&lt;br /&gt;
Architect&lt;br /&gt;
Philosopher&lt;br /&gt;
Sage&lt;br /&gt;
Jeweler&lt;br /&gt;
Metalcrafter&lt;br /&gt;
Stonecrafter&lt;br /&gt;
Woodcrafter&lt;br /&gt;
Farmer&lt;br /&gt;
Fishery Worker&lt;br /&gt;
Soap Maker&lt;br /&gt;
Planter&lt;br /&gt;
recruit&lt;br /&gt;
Master Lasher&lt;br /&gt;
beast hunter&lt;br /&gt;
Master Thief&lt;br /&gt;
sage&lt;br /&gt;
snatcher&lt;br /&gt;
mathematician&lt;br /&gt;
philosopher&lt;br /&gt;
pikeman&lt;br /&gt;
Mace Lord&lt;br /&gt;
bowman&lt;br /&gt;
Pikemaster&lt;br /&gt;
blowgunner&lt;br /&gt;
Elite Bowman&lt;br /&gt;
lasher&lt;br /&gt;
Master Blowgunner&lt;br /&gt;
babies&lt;br /&gt;
monk&lt;br /&gt;
peasant&lt;br /&gt;
baby&lt;br /&gt;
stray &lt;br /&gt;
 prisoner&lt;br /&gt;
 cultist&lt;br /&gt;
cultist&lt;br /&gt;
astronomer&lt;br /&gt;
historian&lt;br /&gt;
chemist&lt;br /&gt;
naturalist&lt;br /&gt;
peddler&lt;br /&gt;
geographer&lt;br /&gt;
pilgrim&lt;br /&gt;
prophet&lt;br /&gt;
 caught in a pool of magma!&lt;br /&gt;
 caught in a pool of lava!&lt;br /&gt;
You have learned the power &amp;quot;&lt;br /&gt;
transformed into a &lt;br /&gt;
You have &lt;br /&gt;
 falls&lt;br /&gt;
 fall&lt;br /&gt;
 has imposed a ban on certain exports.&lt;br /&gt;
 has a new demand.&lt;br /&gt;
 has altered the prices of goods.&lt;br /&gt;
 has mandated the construction of certain goods.&lt;br /&gt;
 caught in a lava mist!&lt;br /&gt;
 caught in a cloud of &lt;br /&gt;
 caught in a burst of steam!&lt;br /&gt;
 caught in dragonfire!&lt;br /&gt;
 feeling sluggish!&lt;br /&gt;
 partially paralyzed!&lt;br /&gt;
 partially overcome the paralysis.&lt;br /&gt;
 numb!&lt;br /&gt;
 into the ocean wave&lt;br /&gt;
 vomits&lt;br /&gt;
 into the dragonfire&lt;br /&gt;
 into the lava mist&lt;br /&gt;
 regain&lt;br /&gt;
 over.&lt;br /&gt;
 consciousness.&lt;br /&gt;
 regains&lt;br /&gt;
 completely free of the web.&lt;br /&gt;
 partially free of the web.&lt;br /&gt;
 fully overcome the paralysis.&lt;br /&gt;
 completely paralyzed!&lt;br /&gt;
Peddler&lt;br /&gt;
Recruit&lt;br /&gt;
Pilgrim&lt;br /&gt;
Prophet&lt;br /&gt;
Baby&lt;br /&gt;
Monk&lt;br /&gt;
There is nothing to catch in the &lt;br /&gt;
There is nothing to catch in &lt;br /&gt;
Naturalist&lt;br /&gt;
Historian&lt;br /&gt;
Diagnoser&lt;br /&gt;
Doctor&lt;br /&gt;
Scout&lt;br /&gt;
Drunk&lt;br /&gt;
Snatcher&lt;br /&gt;
Beast Hunter&lt;br /&gt;
eerie cavern&lt;br /&gt;
magma sea&lt;br /&gt;
 is stricken by melancholy!&lt;br /&gt;
swamps&lt;br /&gt;
 has gone berserk!&lt;br /&gt;
 has gone stark raving mad!&lt;br /&gt;
 has forgotten a demand.&lt;br /&gt;
 has stopped responding to the world...&lt;br /&gt;
southwestern&lt;br /&gt;
northwestern&lt;br /&gt;
southeastern&lt;br /&gt;
northeastern&lt;br /&gt;
southern&lt;br /&gt;
northern&lt;br /&gt;
cavern&lt;br /&gt;
central&lt;br /&gt;
An ambush!  Drive them out!&lt;br /&gt;
Horrors!  Demons in the deep!&lt;br /&gt;
  &amp;quot;You will not stand between me and &lt;br /&gt;
 was spotted sneaking around!&lt;br /&gt;
Intruders!  Drive them away!&lt;br /&gt;
  &amp;quot;I'll live to fight another day!&amp;quot;&lt;br /&gt;
An ambush!  Skulking vermin!&lt;br /&gt;
Thief!  Protect the hoard from skulking filth!&lt;br /&gt;
 has calmed down.&lt;br /&gt;
 has left the martial trance.&lt;br /&gt;
 is aware of &lt;br /&gt;
 has climbed out of depression.&lt;br /&gt;
 has given birth to &lt;br /&gt;
 surroundings again.&lt;br /&gt;
 is unable to break&lt;br /&gt;
 are unable to break&lt;br /&gt;
 the fire.&lt;br /&gt;
 the dragonfire.&lt;br /&gt;
 breathe&lt;br /&gt;
 the breath.&lt;br /&gt;
 hurl&lt;br /&gt;
 breathes&lt;br /&gt;
 a ball of fire&lt;br /&gt;
 hurls&lt;br /&gt;
An ambush!  Curse them!&lt;br /&gt;
An ambush!  Curse all friends of nature!&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
!  Drive it away!&lt;br /&gt;
 has sprung from ambush!&lt;br /&gt;
An injured &lt;br /&gt;
 blocks&lt;br /&gt;
 hidden away here.&lt;br /&gt;
The rest of the vomit falls away into the chasm.&lt;br /&gt;
The vomit disappears into the water.&lt;br /&gt;
The rest of the vomit falls away into the underworld.&lt;br /&gt;
The vomit falls away into the chasm.&lt;br /&gt;
The rest of the vomit splatters into the shallow puddle of water.&lt;br /&gt;
The vomit falls away into the underworld.&lt;br /&gt;
 retch&lt;br /&gt;
The vomit splatters into the shallow puddle of water.&lt;br /&gt;
 and bits of it get stuck in the web&lt;br /&gt;
 into the flames&lt;br /&gt;
The rest of the vomit burns away in the lava.&lt;br /&gt;
 into the sea foam&lt;br /&gt;
The rest of the vomit burns away in the magma.&lt;br /&gt;
The vomit burns away in the lava.&lt;br /&gt;
The rest of the vomit disappears into the water.&lt;br /&gt;
The vomit burns away in the magma.&lt;br /&gt;
 reverted to a wild state!&lt;br /&gt;
 in to pain.&lt;br /&gt;
 training!&lt;br /&gt;
 forgotten &lt;br /&gt;
 the name &lt;br /&gt;
 have given a resident &lt;br /&gt;
 is no longer enraged.&lt;br /&gt;
 has grown to become a &lt;br /&gt;
 no longer stunned.&lt;br /&gt;
 retches&lt;br /&gt;
 collapse and fall&lt;br /&gt;
 out from exhaustion.&lt;br /&gt;
 to the ground from over-exertion.&lt;br /&gt;
 collapses and falls&lt;br /&gt;
 gives&lt;br /&gt;
 give&lt;br /&gt;
very flimsy&lt;br /&gt;
remarkably flimsy&lt;br /&gt;
absolutely inexhaustible&lt;br /&gt;
flimsy&lt;br /&gt;
very slow to tire&lt;br /&gt;
indefatigable&lt;br /&gt;
truly quick to tire&lt;br /&gt;
slow to tire&lt;br /&gt;
quite clumsy&lt;br /&gt;
totally clumsy&lt;br /&gt;
basically unbreakable&lt;br /&gt;
clumsy&lt;br /&gt;
quite durable&lt;br /&gt;
incredibly tough&lt;br /&gt;
shockingly fragile&lt;br /&gt;
tough&lt;br /&gt;
very slow to heal&lt;br /&gt;
really slow to heal&lt;br /&gt;
virtually never sick&lt;br /&gt;
slow to heal&lt;br /&gt;
very rarely sick&lt;br /&gt;
almost never sick&lt;br /&gt;
stunningly susceptible to disease&lt;br /&gt;
rarely sick&lt;br /&gt;
very quick to tire&lt;br /&gt;
extremely quick to tire&lt;br /&gt;
possessed of amazing recuperative powers&lt;br /&gt;
quick to tire&lt;br /&gt;
quite quick to heal&lt;br /&gt;
incredibly quick to heal&lt;br /&gt;
shockingly slow to heal&lt;br /&gt;
quick to heal&lt;br /&gt;
You are &lt;br /&gt;
 has mandated that certain jobs be completed.&lt;br /&gt;
being incinerated&lt;br /&gt;
blistering&lt;br /&gt;
being frozen solid&lt;br /&gt;
freezing&lt;br /&gt;
on fire&lt;br /&gt;
freezing to death&lt;br /&gt;
 shoots&lt;br /&gt;
 shoot&lt;br /&gt;
unit contained in unit&lt;br /&gt;
 out thick strands of webbing&lt;br /&gt;
Receive job pay: NULL JOB&lt;br /&gt;
Double Caged Unit&lt;br /&gt;
 has changed the guild wages.&lt;br /&gt;
 has taken a request from the &lt;br /&gt;
very weak&lt;br /&gt;
unquestionably weak&lt;br /&gt;
amazingly agile&lt;br /&gt;
weak&lt;br /&gt;
very agile&lt;br /&gt;
extremely agile&lt;br /&gt;
abysmally clumsy&lt;br /&gt;
agile&lt;br /&gt;
burning to death&lt;br /&gt;
burning alive&lt;br /&gt;
You are melting!&lt;br /&gt;
mighty&lt;br /&gt;
unbelievably strong&lt;br /&gt;
unfathomably weak&lt;br /&gt;
very strong&lt;br /&gt;
lousy intuition&lt;br /&gt;
horrible intuition&lt;br /&gt;
bad intuition&lt;br /&gt;
very bad intuition&lt;br /&gt;
a deep well of patience&lt;br /&gt;
absolutely boundless patience&lt;br /&gt;
a sum of patience&lt;br /&gt;
a great deal of patience&lt;br /&gt;
lousy creativity&lt;br /&gt;
next to no creative talent&lt;br /&gt;
meager creativity&lt;br /&gt;
poor creativity&lt;br /&gt;
great intuition&lt;br /&gt;
uncanny intuition&lt;br /&gt;
good intuition&lt;br /&gt;
very good intuition&lt;br /&gt;
a really bad memory&lt;br /&gt;
little memory to speak of&lt;br /&gt;
an iffy memory&lt;br /&gt;
a poor memory&lt;br /&gt;
a great affinity for language&lt;br /&gt;
an astonishing ability with languages and words&lt;br /&gt;
a way with words&lt;br /&gt;
a natural inclination toward language&lt;br /&gt;
very little patience&lt;br /&gt;
no patience at all&lt;br /&gt;
a shortage of patience&lt;br /&gt;
little patience&lt;br /&gt;
an amazing memory&lt;br /&gt;
an astonishing memory&lt;br /&gt;
a good memory&lt;br /&gt;
a great memory&lt;br /&gt;
a lousy intellect&lt;br /&gt;
a stunning lack of analytical ability&lt;br /&gt;
poor analytical abilities&lt;br /&gt;
very bad analytical abilities&lt;br /&gt;
a great ability to focus&lt;br /&gt;
unbreakable focus&lt;br /&gt;
the ability to focus&lt;br /&gt;
very good focus&lt;br /&gt;
quite susceptible to disease&lt;br /&gt;
really susceptible to disease&lt;br /&gt;
but &lt;br /&gt;
susceptible to disease&lt;br /&gt;
great analytical abilities&lt;br /&gt;
awesome intellectual powers&lt;br /&gt;
a good intellect&lt;br /&gt;
a sharp intellect&lt;br /&gt;
next to no willpower&lt;br /&gt;
absolutely no willpower&lt;br /&gt;
little willpower&lt;br /&gt;
a large deficit of willpower&lt;br /&gt;
great creativity&lt;br /&gt;
a boundless creative imagination&lt;br /&gt;
good creativity&lt;br /&gt;
very good creativity&lt;br /&gt;
really poor focus&lt;br /&gt;
the absolute inability to focus&lt;br /&gt;
poor focus&lt;br /&gt;
quite poor focus&lt;br /&gt;
an iron will&lt;br /&gt;
an unbreakable will&lt;br /&gt;
willpower&lt;br /&gt;
a lot of willpower&lt;br /&gt;
an absolute inability to understand social relationships&lt;br /&gt;
a good feel for social relationships&lt;br /&gt;
a poor ability to manage or understand social relationships&lt;br /&gt;
a lack of understanding of social relationships&lt;br /&gt;
Return Treasure&lt;br /&gt;
a meager ability with social relationships&lt;br /&gt;
Attend Parley&lt;br /&gt;
Conduct Meeting&lt;br /&gt;
the utter inability to judge others' emotions&lt;br /&gt;
an ability to read emotions fairly well&lt;br /&gt;
a very bad sense of empathy&lt;br /&gt;
next to no empathy&lt;br /&gt;
a shockingly profound feel for social relationships&lt;br /&gt;
poor empathy&lt;br /&gt;
a very good feel for social relationships&lt;br /&gt;
a great feel for social relationships&lt;br /&gt;
 (no archery target)&lt;br /&gt;
 (does not exist)&lt;br /&gt;
 (unreachable location)&lt;br /&gt;
 (improper building)&lt;br /&gt;
 (no reachable valid target)&lt;br /&gt;
 (invalid location)&lt;br /&gt;
 (not in squad)&lt;br /&gt;
 (no burrow)&lt;br /&gt;
New Arrival&lt;br /&gt;
Attend Meeting&lt;br /&gt;
 (activity cancelled)&lt;br /&gt;
No Activity&lt;br /&gt;
 (improper barracks)&lt;br /&gt;
 (no barracks)&lt;br /&gt;
 (cannot individually drill)&lt;br /&gt;
 (no activity)&lt;br /&gt;
an atrocious spatial sense&lt;br /&gt;
no sense for spatial relationships&lt;br /&gt;
a questionable spatial sense&lt;br /&gt;
poor spatial senses&lt;br /&gt;
a great musical sense&lt;br /&gt;
an astonishing knack for music&lt;br /&gt;
a feel for music&lt;br /&gt;
a natural ability with music&lt;br /&gt;
very little linguistic ability&lt;br /&gt;
difficulty with words and language&lt;br /&gt;
a little difficulty with words&lt;br /&gt;
little linguistic ability&lt;br /&gt;
an amazing spatial sense&lt;br /&gt;
a stunning feel for spatial relationships&lt;br /&gt;
a good spatial sense&lt;br /&gt;
a great feel for the surrounding space&lt;br /&gt;
an unbelievably atrocious sense of the position of &lt;br /&gt;
a good kinesthetic sense&lt;br /&gt;
a poor kinesthetic sense&lt;br /&gt;
a very clumsy kinesthetic sense&lt;br /&gt;
an absolutely remarkable sense of others' emotions&lt;br /&gt;
a meager kinesthetic sense&lt;br /&gt;
a very good sense of empathy&lt;br /&gt;
a great sense of empathy&lt;br /&gt;
next to no natural musical ability&lt;br /&gt;
absolutely no feel for music at all&lt;br /&gt;
an iffy sense for music&lt;br /&gt;
little natural inclination toward music&lt;br /&gt;
 own body&lt;br /&gt;
an astounding feel for the position of &lt;br /&gt;
a very good sense of the position of &lt;br /&gt;
a great kinesthetic sense&lt;br /&gt;
 old, born on the &lt;br /&gt;
 day&lt;br /&gt;
 was created today, which makes the world very young indeed.  &lt;br /&gt;
 year&lt;br /&gt;
 old and is&lt;br /&gt;
 has the appearance of somebody that is &lt;br /&gt;
 is very young.&lt;br /&gt;
 kind.  &lt;br /&gt;
's mandates have ended.&lt;br /&gt;
's mandate has ended.&lt;br /&gt;
 a cloud of &lt;br /&gt;
path fail: &lt;br /&gt;
 was born today, which makes &lt;br /&gt;
 a glob of &lt;br /&gt;
 month&lt;br /&gt;
 very young indeed.  &lt;br /&gt;
inflicts excruciating pain upon&lt;br /&gt;
convulse and retch&lt;br /&gt;
paralyzes&lt;br /&gt;
causes a spell of dizziness in&lt;br /&gt;
 batters &lt;br /&gt;
stuns&lt;br /&gt;
 has risen and is haunting the fortress!&lt;br /&gt;
 is throwing a tantrum, possessed by &lt;br /&gt;
 old.  &lt;br /&gt;
 is about &lt;br /&gt;
 has grown attached to a &lt;br /&gt;
 has bestowed the name &lt;br /&gt;
sucks the wind out of&lt;br /&gt;
You have disturbed the sleep of the dead!&lt;br /&gt;
makes&lt;br /&gt;
raises a high fever in&lt;br /&gt;
Noble&lt;br /&gt;
 (cannot follow order)&lt;br /&gt;
Null Precise Civ Equipment Link: &lt;br /&gt;
Chained&lt;br /&gt;
Hauled&lt;br /&gt;
In Mouth&lt;br /&gt;
Wrapped around &lt;br /&gt;
Multigrasp&lt;br /&gt;
 (no reachable point on route)&lt;br /&gt;
 (no patrol route)&lt;br /&gt;
 (invalid order)&lt;br /&gt;
 (not following order)&lt;br /&gt;
 (no library)&lt;br /&gt;
 (no temple)&lt;br /&gt;
 (cannot leave site)&lt;br /&gt;
 (no item)&lt;br /&gt;
Unit has misaligned body modifiers.  Adjusting.&lt;br /&gt;
drops&lt;br /&gt;
Your miners have defaced a &lt;br /&gt;
Unit has misaligned bp modifiers.  Adjusting.&lt;br /&gt;
Acceptable Fish Liquid Flood Overflow&lt;br /&gt;
Acceptable Liquid Flood Overflow&lt;br /&gt;
 skids along the ground&lt;br /&gt;
 takes the full force of the impact&lt;br /&gt;
Stuck in &lt;br /&gt;
Strapped to &lt;br /&gt;
Right shoulder&lt;br /&gt;
Sewn into &lt;br /&gt;
On head&lt;br /&gt;
Left shoulder&lt;br /&gt;
releases&lt;br /&gt;
 pulls out and &lt;br /&gt;
burned up in a magma mist.&lt;br /&gt;
been scalded to death.&lt;br /&gt;
been crushed under the collapsing ceiling.&lt;br /&gt;
been crushed by a drawbridge.&lt;br /&gt;
been shot and killed.&lt;br /&gt;
been killed by falling rocks.&lt;br /&gt;
succumbed to infection.&lt;br /&gt;
bled to death.&lt;br /&gt;
solidified.&lt;br /&gt;
condensed.&lt;br /&gt;
been encased in cooling lava.&lt;br /&gt;
died in the heat.&lt;br /&gt;
been encased in ice.&lt;br /&gt;
been encased in cooling magma.&lt;br /&gt;
burned to death.&lt;br /&gt;
frozen to death.&lt;br /&gt;
been executed by drowning.&lt;br /&gt;
been executed by being left out in the air.&lt;br /&gt;
been fed to beasts.&lt;br /&gt;
been burned alive.&lt;br /&gt;
been drained of blood by &lt;br /&gt;
been drained of blood&lt;br /&gt;
been killed by a trap.&lt;br /&gt;
been murdered by &lt;br /&gt;
been struck down.&lt;br /&gt;
suffocated.&lt;br /&gt;
been scuttled.&lt;br /&gt;
been slaughtered.&lt;br /&gt;
been beheaded.&lt;br /&gt;
been hacked to pieces.&lt;br /&gt;
been buried alive.&lt;br /&gt;
been crucified.&lt;br /&gt;
An angry ghost.&lt;br /&gt;
A violent ghost.&lt;br /&gt;
A howling spirit.  The ceaseless noise is making sleep difficult.&lt;br /&gt;
A moaning spirit returned from the dead.  It will generally trouble one unfortunate at a time.&lt;br /&gt;
An energetic poltergeist.&lt;br /&gt;
A secretive poltergeist.&lt;br /&gt;
A restless haunt, generally troubling past acquaintances and relatives.&lt;br /&gt;
A troublesome poltergeist.&lt;br /&gt;
 has been misplaced.  No doubt &lt;br /&gt;
 is following &lt;br /&gt;
 toppled by &lt;br /&gt;
 is to blame!&lt;br /&gt;
 can be heard howling throughout the fortress!&lt;br /&gt;
 is throwing objects around the fortress!&lt;br /&gt;
A sadistic ghost.&lt;br /&gt;
A murderous ghost.&lt;br /&gt;
starved to death.&lt;br /&gt;
died in the dark.&lt;br /&gt;
drowned.&lt;br /&gt;
died of thirst.&lt;br /&gt;
burned up in dragon fire.&lt;br /&gt;
burned up in magma.&lt;br /&gt;
melted.&lt;br /&gt;
boiled.&lt;br /&gt;
  This spirit has not been properly memorialized or buried.&lt;br /&gt;
A forlorn haunt, seeking out known locations or drifting around the place of death.&lt;br /&gt;
 have &lt;br /&gt;
RESERVED_BLOOD&lt;br /&gt;
fallen into a deep chasm.&lt;br /&gt;
died in a cage.&lt;br /&gt;
been scared to death&lt;br /&gt;
died of old age.&lt;br /&gt;
been found dead, contorted in fear!&lt;br /&gt;
been found dead.&lt;br /&gt;
been found dead, dehydrated.&lt;br /&gt;
been found, starved to death.&lt;br /&gt;
been found dead, badly burned.&lt;br /&gt;
been found dead, drowned.&lt;br /&gt;
been found melted.&lt;br /&gt;
been found boiled.&lt;br /&gt;
been killed by a flying object.&lt;br /&gt;
been killed by a vehicle.&lt;br /&gt;
collapsed.&lt;br /&gt;
vanished.&lt;br /&gt;
been impaled on spikes.&lt;br /&gt;
died after colliding with an obstacle.&lt;br /&gt;
leapt from a great height.&lt;br /&gt;
been put to rest.&lt;br /&gt;
You reorganize your possessions.&lt;br /&gt;
&amp;lt;pro_pos&amp;gt;&lt;br /&gt;
 possessions.&lt;br /&gt;
 reorganizes &lt;br /&gt;
been found solidified.&lt;br /&gt;
been found condensed.&lt;br /&gt;
been found dead, badly crushed.&lt;br /&gt;
been found dead, frozen.&lt;br /&gt;
been found dead, completely drained of blood!&lt;br /&gt;
been found scuttled.&lt;br /&gt;
&amp;lt;pro_obj&amp;gt;&lt;br /&gt;
&amp;lt;pro_sub&amp;gt;&lt;br /&gt;
unit-&lt;br /&gt;
data/save/current/unit-&lt;br /&gt;
defend&lt;br /&gt;
training&lt;br /&gt;
move/station&lt;br /&gt;
kill&lt;br /&gt;
invalid order&lt;br /&gt;
: Cannot disband&lt;br /&gt;
retrieve artifact&lt;br /&gt;
raid site&lt;br /&gt;
AVAILABLE&lt;br /&gt;
You need somebody who&lt;br /&gt;
 (traveling)&lt;br /&gt;
VACANT&lt;br /&gt;
 active&lt;br /&gt;
No positions&lt;br /&gt;
can appoint this position.&lt;br /&gt;
 squad&lt;br /&gt;
: Commander is traveling&lt;br /&gt;
: Must assign commander first&lt;br /&gt;
Order: &lt;br /&gt;
No orders&lt;br /&gt;
: Equip&lt;br /&gt;
: Uniforms&lt;br /&gt;
: Positions&lt;br /&gt;
: Alerts&lt;br /&gt;
: Need commander to appoint sub-commander&lt;br /&gt;
No relevant skills&lt;br /&gt;
: Disband squad&lt;br /&gt;
: Create squad appointed by this leader&lt;br /&gt;
: Cannot remove traveling squad member&lt;br /&gt;
: Cannot remove commander with subordinates&lt;br /&gt;
skilled&lt;br /&gt;
Schedule: &lt;br /&gt;
SQUAD POSITIONS&lt;br /&gt;
CANDIDATES&lt;br /&gt;
  The Military of &lt;br /&gt;
SQUADS/LEADERS&lt;br /&gt;
specific pants&lt;br /&gt;
specific gloves&lt;br /&gt;
specific armor&lt;br /&gt;
specific helm&lt;br /&gt;
specific weapon&lt;br /&gt;
 (foreign)&lt;br /&gt;
specific shoes&lt;br /&gt;
specific shield&lt;br /&gt;
individual choice&lt;br /&gt;
indiv choice, melee&lt;br /&gt;
plant fiber&lt;br /&gt;
BROKEN&lt;br /&gt;
 (Dye)&lt;br /&gt;
any material&lt;br /&gt;
indiv choice, ranged&lt;br /&gt;
any color&lt;br /&gt;
: Weapon&lt;br /&gt;
: Color&lt;br /&gt;
: Boots&lt;br /&gt;
: Shield&lt;br /&gt;
: Exact matches&lt;br /&gt;
: Partial matches&lt;br /&gt;
: Replace clthng&lt;br /&gt;
: Over clthng&lt;br /&gt;
: View/Customize&lt;br /&gt;
: Assign uniforms&lt;br /&gt;
&amp;lt;no uniforms&amp;gt;&lt;br /&gt;
&amp;lt;no assigned items&amp;gt;&lt;br /&gt;
: Helm&lt;br /&gt;
: Gloves&lt;br /&gt;
: Pri/Assignments&lt;br /&gt;
: Legs&lt;br /&gt;
no burrow restrictions&lt;br /&gt;
 burrow&lt;br /&gt;
BURROWS&lt;br /&gt;
[CIV]&lt;br /&gt;
: Delete alert&lt;br /&gt;
: Set civilian alert&lt;br /&gt;
Civilian alert: &lt;br /&gt;
: Add alert&lt;br /&gt;
: Schedule&lt;br /&gt;
ERROR&lt;br /&gt;
: Supplies&lt;br /&gt;
: Ammunition&lt;br /&gt;
ALERTS&lt;br /&gt;
SQUADS&lt;br /&gt;
: Use position&lt;br /&gt;
: Select uniform&lt;br /&gt;
&amp;lt;no uniform&amp;gt;&lt;br /&gt;
missing item&lt;br /&gt;
&amp;lt;no squads&amp;gt;&lt;br /&gt;
&amp;lt;no positions&amp;gt;&lt;br /&gt;
 indiv choice, melee&lt;br /&gt;
 indiv choice, ranged&lt;br /&gt;
 individual choice&lt;br /&gt;
, weapon&lt;br /&gt;
: Name alert&lt;br /&gt;
: Set squad to alert, retaining orders (&lt;br /&gt;
: Set squad to alert&lt;br /&gt;
: Restrict civs to burrow&lt;br /&gt;
Are you sure?  Squad alert schedules will be lost!&lt;br /&gt;
POSITION UNIFORM&lt;br /&gt;
no orders&lt;br /&gt;
 order&lt;br /&gt;
: Change food amount&lt;br /&gt;
Carry three food&lt;br /&gt;
: Change water amount&lt;br /&gt;
SELECTION&lt;br /&gt;
&amp;lt;no items&amp;gt;&lt;br /&gt;
UNIFORMS&lt;br /&gt;
ITEMS&lt;br /&gt;
: Add uniform&lt;br /&gt;
: Delete uniform&lt;br /&gt;
&amp;lt;no materials&amp;gt;&lt;br /&gt;
&amp;lt;no colors&amp;gt;&lt;br /&gt;
: Use color&lt;br /&gt;
: Del item&lt;br /&gt;
: Add item&lt;br /&gt;
: Use mat&lt;br /&gt;
: Choose squad to reorder&lt;br /&gt;
: Place squad in list&lt;br /&gt;
: Use for position&lt;br /&gt;
: Use for squad&lt;br /&gt;
Do not carry water&lt;br /&gt;
Carry water&lt;br /&gt;
: Use in training&lt;br /&gt;
: No training&lt;br /&gt;
Carry one food&lt;br /&gt;
Carry two food&lt;br /&gt;
Carry any drink&lt;br /&gt;
Do not carry food&lt;br /&gt;
AMMUNITION&lt;br /&gt;
ASSIGNED&lt;br /&gt;
: Name uniform&lt;br /&gt;
SQUADS/GROUP&lt;br /&gt;
: Use in combat&lt;br /&gt;
: Non-combat&lt;br /&gt;
Hunters&lt;br /&gt;
&amp;lt;no ammunition&amp;gt;&lt;br /&gt;
: Settings&lt;br /&gt;
: Becoming the Capital&lt;br /&gt;
: Replace&lt;br /&gt;
: View Unit/Fill Vacancy&lt;br /&gt;
Lowest Precision&lt;br /&gt;
Low Precision&lt;br /&gt;
Leave Vacant&lt;br /&gt;
There are no reasonable candidates.&lt;br /&gt;
  The Nobles and Administrators of &lt;br /&gt;
  Choose the &lt;br /&gt;
[DEMAND]&lt;br /&gt;
[MANDATE]&lt;br /&gt;
 Settings  &lt;br /&gt;
[REQUIRE]&lt;br /&gt;
low precision&lt;br /&gt;
medium precision&lt;br /&gt;
Your bookkeeper has done enough work to attain &lt;br /&gt;
Your bookkeeper needs to work in an office to improve precision&lt;br /&gt;
The stockpile records are &lt;br /&gt;
% updated toward the next precision level.&lt;br /&gt;
high precision&lt;br /&gt;
highest precision&lt;br /&gt;
Highest Precision&lt;br /&gt;
77 -&amp;gt; 80   777 -&amp;gt; 800   7777 -&amp;gt; 8000   77777 -&amp;gt; 80000&lt;br /&gt;
Medium Precision&lt;br /&gt;
High Precision&lt;br /&gt;
77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7777   77777 -&amp;gt; 77780&lt;br /&gt;
All counts accurate&lt;br /&gt;
77 -&amp;gt; 77   777 -&amp;gt; 780   7777 -&amp;gt; 7800   77777 -&amp;gt; 78000&lt;br /&gt;
77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7780   77777 -&amp;gt; 77800&lt;br /&gt;
inorganic&lt;br /&gt;
creaturebody&lt;br /&gt;
Duplicate Object: &lt;br /&gt;
word&lt;br /&gt;
translation&lt;br /&gt;
creaturebodygloss&lt;br /&gt;
entity&lt;br /&gt;
Generating world using parameter set &lt;br /&gt;
old save: resizing plant values&lt;br /&gt;
interaction&lt;br /&gt;
failed vermin colony deletion&lt;br /&gt;
old save: updating resource pile information&lt;br /&gt;
Null unit chunk on export&lt;br /&gt;
old save: resetting out of bound hf coordinates&lt;br /&gt;
old save: fixing possible broken hostile migrants&lt;br /&gt;
color_pattern&lt;br /&gt;
reaction&lt;br /&gt;
color&lt;br /&gt;
shape&lt;br /&gt;
body_detail_plan&lt;br /&gt;
creature_variation&lt;br /&gt;
material_template&lt;br /&gt;
tissue_template&lt;br /&gt;
 masterfully designed&lt;br /&gt;
 image&lt;br /&gt;
 superiorly designed&lt;br /&gt;
n exceptionally designed&lt;br /&gt;
The image &lt;br /&gt;
is the symbol of&lt;br /&gt;
The artwork relates to &lt;br /&gt;
 during &lt;br /&gt;
on the wall &lt;br /&gt;
is a&lt;br /&gt;
Engraved &lt;br /&gt;
on the floor &lt;br /&gt;
 well-designed&lt;br /&gt;
 finely-designed&lt;br /&gt;
 fine&lt;br /&gt;
 rendition of &lt;br /&gt;
objects/material_template_*.txt&lt;br /&gt;
objects/inorganic_*.txt&lt;br /&gt;
objects/descriptor_color_*.txt&lt;br /&gt;
objects/descriptor_pattern_*.txt&lt;br /&gt;
objects/item_*.txt&lt;br /&gt;
objects/building_*.txt&lt;br /&gt;
objects/plant_*.txt&lt;br /&gt;
objects/tissue_template_*.txt&lt;br /&gt;
objects/text/book_instruction.txt&lt;br /&gt;
 NOT FOUND&lt;br /&gt;
was commissioned by&lt;br /&gt;
objects/&lt;br /&gt;
objects/language_*.txt&lt;br /&gt;
objects/descriptor_shape_*.txt&lt;br /&gt;
objects/text/book_art.txt&lt;br /&gt;
objects/text/secret_death.txt&lt;br /&gt;
Autumn has come.&lt;br /&gt;
Autumn has arrived on the calendar.&lt;br /&gt;
Summer has arrived on the calendar.&lt;br /&gt;
The dry season has come.&lt;br /&gt;
 improved &lt;br /&gt;
 masterfully!&lt;br /&gt;
Winter is upon you.&lt;br /&gt;
Winter has arrived on the calendar.&lt;br /&gt;
It is raining &lt;br /&gt;
It is snowing &lt;br /&gt;
A cloud of &lt;br /&gt;
 has drifted nearby!&lt;br /&gt;
Spring has arrived on the calendar.&lt;br /&gt;
It is now summer.&lt;br /&gt;
The wet season has arrived!&lt;br /&gt;
Spring has arrived!&lt;br /&gt;
This artwork is a&lt;br /&gt;
It is a&lt;br /&gt;
This engraving appears on a wall &lt;br /&gt;
 somewhere&lt;br /&gt;
On the front of the coin &lt;br /&gt;
On the coin's back &lt;br /&gt;
The item &lt;br /&gt;
On the item &lt;br /&gt;
This artwork appears on a &lt;br /&gt;
 and was crafted in &lt;br /&gt;
This artwork appears on &lt;br /&gt;
This work of art is a &lt;br /&gt;
on the back of &lt;br /&gt;
This engraving appears on a floor &lt;br /&gt;
This artwork appears &lt;br /&gt;
on the front of &lt;br /&gt;
a day's travel&lt;br /&gt;
nearly a day's travel&lt;br /&gt;
very near&lt;br /&gt;
in the depths&lt;br /&gt;
aboveground&lt;br /&gt;
a half day's travel&lt;br /&gt;
a short walk&lt;br /&gt;
After a polite discussion with a local rival, &lt;br /&gt;
 has claimed the position of &lt;br /&gt;
A section of the cavern has collapsed!&lt;br /&gt;
After a polite discussion with local rivals, &lt;br /&gt;
 has been appointed to the position of &lt;br /&gt;
 has been elected to the position of &lt;br /&gt;
succession traveler placed out of bounds&lt;br /&gt;
, being the rightful heir, has inherited the position of &lt;br /&gt;
Load Game: Invalid Machine ID Number&lt;br /&gt;
Load Game: Invalid Flow Guide ID Number&lt;br /&gt;
Load Game: Invalid Nemesis ID Number, &lt;br /&gt;
Load Game: Invalid Building ID Number, &lt;br /&gt;
Load Game: Invalid Proj ID Number&lt;br /&gt;
Load Game: Invalid Schedule ID Number&lt;br /&gt;
Load Game: Invalid Artifact ID Number, &lt;br /&gt;
Unloaded&lt;br /&gt;
A snow storm has come.&lt;br /&gt;
It has started raining.&lt;br /&gt;
inaccessible from here&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
Load Game: Invalid Item ID Number, &lt;br /&gt;
Load Game: Invalid Entity ID Number&lt;br /&gt;
Load Game: Invalid Job ID Number, &lt;br /&gt;
Load Game: Invalid Unit ID Number, &lt;br /&gt;
Missing Tissue Template: &lt;br /&gt;
Missing Item Definition: &lt;br /&gt;
Missing Inorganic Gloss: &lt;br /&gt;
Missing Plant Gloss: &lt;br /&gt;
Missing Creature Body Definition: &lt;br /&gt;
Missing Creature Body Gloss Definition&lt;br /&gt;
Missing Building Definition: &lt;br /&gt;
Missing Body Detail Plan: &lt;br /&gt;
objects/c_variation_*.txt&lt;br /&gt;
objects/creature_*.txt&lt;br /&gt;
objects/b_detail_plan_*.txt&lt;br /&gt;
objects/body_*.txt&lt;br /&gt;
objects/interaction_*.txt&lt;br /&gt;
Missing Material Template: &lt;br /&gt;
objects/entity_*.txt&lt;br /&gt;
objects/reaction_*.txt&lt;br /&gt;
Missing Interaction Definition: &lt;br /&gt;
: NULL job on building load&lt;br /&gt;
Missing Color Pattern Definition&lt;br /&gt;
Missing Reaction Definition&lt;br /&gt;
Site Map:  Extra Item Occupancy &lt;br /&gt;
Something has collapsed on the surface!&lt;br /&gt;
: NULL master on building load&lt;br /&gt;
: NULL subord on building load&lt;br /&gt;
Missing Entity Definition&lt;br /&gt;
Missing Word Definition&lt;br /&gt;
Missing Creature Variation: &lt;br /&gt;
Missing Creature Definition: &lt;br /&gt;
Missing Color Definition&lt;br /&gt;
Missing Shape Definition&lt;br /&gt;
Missing Symbol Definition&lt;br /&gt;
Missing Translation Definition&lt;br /&gt;
You have discovered a great magma sea.&lt;br /&gt;
You have discovered an eerie cavern.  The air above the dark stone floor is alive with vortices of purple light and dark, boiling clouds.  Seemingly bottomless glowing pits mark the surface.&lt;br /&gt;
You have discovered a river.&lt;br /&gt;
You have discovered an expansive cavern deep underground.&lt;br /&gt;
You have discovered a deep pit.&lt;br /&gt;
You have discovered a magma pool.&lt;br /&gt;
You have discovered a cave entrance.&lt;br /&gt;
You have discovered a downward passage.&lt;br /&gt;
You have written &lt;br /&gt;
 on to &lt;br /&gt;
You failed to compose anything.&lt;br /&gt;
You have authored &lt;br /&gt;
site-&lt;br /&gt;
NULL artifact on site adoption, skipping&lt;br /&gt;
You failed to write anything.&lt;br /&gt;
data/save/current/site-&lt;br /&gt;
Dungeon Floodfill Overflow&lt;br /&gt;
Dungeon Floodfill Overflow 3&lt;br /&gt;
corrupt feature population&lt;br /&gt;
corrupt feature layer population&lt;br /&gt;
The impertinent vegetation has defaced a &lt;br /&gt;
A careless farmer has defaced a &lt;br /&gt;
Dungeon Floodfill Overflow 4&lt;br /&gt;
Dungeon Flood Fill Overflow 2&lt;br /&gt;
You have found a curious underground structure.&lt;br /&gt;
You have struck &lt;br /&gt;
You have discovered a volcano.&lt;br /&gt;
!  Praise the miners!&lt;br /&gt;
The falling debris has defaced a &lt;br /&gt;
Sizing Flow... Overflow&lt;br /&gt;
column update out of bounds: &lt;br /&gt;
Evaluate Wagon Edge Access Overflow&lt;br /&gt;
Load Game: Invalid Identity ID Number&lt;br /&gt;
Load Game: Invalid Incident ID Number&lt;br /&gt;
Load Game: Invalid Interaction Instance ID Number&lt;br /&gt;
Load Game: Invalid Written Content ID Number&lt;br /&gt;
Load Game: Invalid Army ID Number&lt;br /&gt;
Load Game: Invalid Army Controller ID Number&lt;br /&gt;
Load Game: Invalid Crime ID Number&lt;br /&gt;
Load Game: Invalid Vehicle ID Number&lt;br /&gt;
Load Game: Invalid Hist Figure ID Number&lt;br /&gt;
Load Game: Invalid Hist Event ID Number&lt;br /&gt;
Load Game: Invalid Unit Chunk ID Number&lt;br /&gt;
Load Game: Invalid Art Image Chunk ID Number&lt;br /&gt;
Load Game: Invalid Formation ID Number&lt;br /&gt;
Load Game: Invalid Activity ID Number&lt;br /&gt;
Load Game: Invalid Hist Event Collection ID Number&lt;br /&gt;
Load Game: Invalid Squad ID Number&lt;br /&gt;
 has engraved a masterpiece!&lt;br /&gt;
Night creatures!&lt;br /&gt;
Load Game: Invalid Occupation ID Number&lt;br /&gt;
Load Game: Invalid Belief System ID Number&lt;br /&gt;
You feel uneasy.&lt;br /&gt;
You have composed &lt;br /&gt;
Night creature!&lt;br /&gt;
Ambush!&lt;br /&gt;
Load Game: Invalid Agreement ID Number&lt;br /&gt;
Load Game: Invalid Poetic Form ID Number&lt;br /&gt;
Load Game: Invalid Army Tracking Info ID Number&lt;br /&gt;
Load Game: Invalid Cultural Identity ID Number&lt;br /&gt;
Load Game: Invalid Scale ID Number&lt;br /&gt;
Load Game: Invalid Rhythm ID Number&lt;br /&gt;
Load Game: Invalid Musical Form ID Number&lt;br /&gt;
Load Game: Invalid Dance Form ID Number&lt;br /&gt;
&amp;lt;page_written_content_id&amp;gt;&lt;br /&gt;
&amp;lt;/writing_written_content_id&amp;gt;&lt;br /&gt;
&amp;lt;page_number&amp;gt;&lt;br /&gt;
&amp;lt;/page_written_content_id&amp;gt;&lt;br /&gt;
&amp;lt;/abs_tile_x&amp;gt;&lt;br /&gt;
&amp;lt;abs_tile_x&amp;gt;&lt;br /&gt;
&amp;lt;writing_written_content_id&amp;gt;&lt;br /&gt;
&amp;lt;/item&amp;gt;&lt;br /&gt;
&amp;lt;artifacts&amp;gt;&lt;br /&gt;
&amp;lt;artifact&amp;gt;&lt;br /&gt;
&amp;lt;world_constructions&amp;gt;&lt;br /&gt;
&amp;lt;/world_constructions&amp;gt;&lt;br /&gt;
&amp;lt;name_string&amp;gt;&lt;br /&gt;
&amp;lt;/page_number&amp;gt;&lt;br /&gt;
&amp;lt;item&amp;gt;&lt;br /&gt;
&amp;lt;/name_string&amp;gt;&lt;br /&gt;
&amp;lt;historical_figures&amp;gt;&lt;br /&gt;
&amp;lt;historical_figure&amp;gt;&lt;br /&gt;
&amp;lt;/artifact&amp;gt;&lt;br /&gt;
&amp;lt;/artifacts&amp;gt;&lt;br /&gt;
&amp;lt;/caste&amp;gt;&lt;br /&gt;
&amp;lt;caste&amp;gt;&lt;br /&gt;
&amp;lt;/race&amp;gt;&lt;br /&gt;
&amp;lt;race&amp;gt;&lt;br /&gt;
&amp;lt;/abs_tile_z&amp;gt;&lt;br /&gt;
&amp;lt;abs_tile_z&amp;gt;&lt;br /&gt;
&amp;lt;/abs_tile_y&amp;gt;&lt;br /&gt;
&amp;lt;abs_tile_y&amp;gt;&lt;br /&gt;
&amp;lt;/holder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;holder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/structure_local_id&amp;gt;&lt;br /&gt;
&amp;lt;structure_local_id&amp;gt;&lt;br /&gt;
&amp;lt;df_world&amp;gt;&lt;br /&gt;
&amp;lt;regions&amp;gt;&lt;br /&gt;
.xml&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding='CP437'?&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;&lt;br /&gt;
&amp;lt;/region&amp;gt;&lt;br /&gt;
&amp;lt;region&amp;gt;&lt;br /&gt;
&amp;lt;/type&amp;gt;&lt;br /&gt;
 have married.  Congratulations!&lt;br /&gt;
ivory/tooth&lt;br /&gt;
A foolish builder defaced a &lt;br /&gt;
 has revealed the presence of &lt;br /&gt;
data/init/arena.txt&lt;br /&gt;
-legends&lt;br /&gt;
unknown material&lt;br /&gt;
arena&lt;br /&gt;
&amp;lt;/rectangle&amp;gt;&lt;br /&gt;
&amp;lt;rectangle&amp;gt;&lt;br /&gt;
&amp;lt;sites&amp;gt;&lt;br /&gt;
&amp;lt;site&amp;gt;&lt;br /&gt;
&amp;lt;/site&amp;gt;&lt;br /&gt;
&amp;lt;/sites&amp;gt;&lt;br /&gt;
&amp;lt;structures&amp;gt;&lt;br /&gt;
&amp;lt;/structures&amp;gt;&lt;br /&gt;
&amp;lt;underground_region&amp;gt;&lt;br /&gt;
underworld&lt;br /&gt;
&amp;lt;/regions&amp;gt;&lt;br /&gt;
&amp;lt;underground_regions&amp;gt;&lt;br /&gt;
&amp;lt;/underground_region&amp;gt;&lt;br /&gt;
&amp;lt;/underground_regions&amp;gt;&lt;br /&gt;
&amp;lt;/depth&amp;gt;&lt;br /&gt;
&amp;lt;depth&amp;gt;&lt;br /&gt;
&amp;lt;title&amp;gt;&lt;br /&gt;
&amp;lt;/author_hfid&amp;gt;&lt;br /&gt;
&amp;lt;written_content&amp;gt;&lt;br /&gt;
&amp;lt;/title&amp;gt;&lt;br /&gt;
&amp;lt;author_roll&amp;gt;&lt;br /&gt;
&amp;lt;form&amp;gt;&lt;br /&gt;
&amp;lt;author_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/author_roll&amp;gt;&lt;br /&gt;
&amp;lt;/historical_event_collections&amp;gt;&lt;br /&gt;
&amp;lt;historical_eras&amp;gt;&lt;br /&gt;
&amp;lt;/historical_events&amp;gt;&lt;br /&gt;
&amp;lt;historical_event_collections&amp;gt;&lt;br /&gt;
&amp;lt;/historical_eras&amp;gt;&lt;br /&gt;
&amp;lt;written_contents&amp;gt;&lt;br /&gt;
&amp;lt;historical_era&amp;gt;&lt;br /&gt;
&amp;lt;/historical_era&amp;gt;&lt;br /&gt;
puerile&lt;br /&gt;
self indulgent&lt;br /&gt;
forceful&lt;br /&gt;
humorous&lt;br /&gt;
vicious&lt;br /&gt;
concise&lt;br /&gt;
tender&lt;br /&gt;
compassionate&lt;br /&gt;
meandering&lt;br /&gt;
cheerful&lt;br /&gt;
&amp;lt;/form&amp;gt;&lt;br /&gt;
&amp;lt;style&amp;gt;&lt;br /&gt;
disjointed&lt;br /&gt;
florid&lt;br /&gt;
mechanical&lt;br /&gt;
serious&lt;br /&gt;
&amp;lt;deity/&amp;gt;&lt;br /&gt;
&amp;lt;force/&amp;gt;&lt;br /&gt;
&amp;lt;/death_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;death_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/associated_type&amp;gt;&lt;br /&gt;
&amp;lt;associated_type&amp;gt;&lt;br /&gt;
&amp;lt;animated/&amp;gt;&lt;br /&gt;
&amp;lt;ghost/&amp;gt;&lt;br /&gt;
&amp;lt;/birth_year&amp;gt;&lt;br /&gt;
&amp;lt;birth_year&amp;gt;&lt;br /&gt;
&amp;lt;/appeared&amp;gt;&lt;br /&gt;
&amp;lt;appeared&amp;gt;&lt;br /&gt;
&amp;lt;/death_year&amp;gt;&lt;br /&gt;
&amp;lt;death_year&amp;gt;&lt;br /&gt;
&amp;lt;/birth_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;birth_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/entity_populations&amp;gt;&lt;br /&gt;
&amp;lt;entities&amp;gt;&lt;br /&gt;
&amp;lt;entity_population&amp;gt;&lt;br /&gt;
&amp;lt;/entity_population&amp;gt;&lt;br /&gt;
&amp;lt;/entities&amp;gt;&lt;br /&gt;
&amp;lt;historical_events&amp;gt;&lt;br /&gt;
&amp;lt;entity&amp;gt;&lt;br /&gt;
&amp;lt;/entity&amp;gt;&lt;br /&gt;
&amp;lt;ent_pop_id&amp;gt;&lt;br /&gt;
&amp;lt;/breed_id&amp;gt;&lt;br /&gt;
&amp;lt;adventurer/&amp;gt;&lt;br /&gt;
&amp;lt;/ent_pop_id&amp;gt;&lt;br /&gt;
&amp;lt;/historical_figures&amp;gt;&lt;br /&gt;
&amp;lt;entity_populations&amp;gt;&lt;br /&gt;
&amp;lt;breed_id&amp;gt;&lt;br /&gt;
&amp;lt;/historical_figure&amp;gt;&lt;br /&gt;
 flounder&lt;br /&gt;
 flounders&lt;br /&gt;
: site walker could not return to home zone&lt;br /&gt;
You feed on &lt;br /&gt;
 in the magma&lt;br /&gt;
 push &lt;br /&gt;
 in the water&lt;br /&gt;
 in the lava&lt;br /&gt;
 drinks &lt;br /&gt;
camp order missing parent -- unit will camp forever&lt;br /&gt;
 draws &lt;br /&gt;
 straps &lt;br /&gt;
 has guzzled some &lt;br /&gt;
: site walker could not find walkable area&lt;br /&gt;
eats&lt;br /&gt;
NULL artifact on wg ruin building, skipping&lt;br /&gt;
adventuring traveler placed out of bounds&lt;br /&gt;
You are now in control of &lt;br /&gt;
, ruling &lt;br /&gt;
 loses hold of the &lt;br /&gt;
You stand up.&lt;br /&gt;
 pushes &lt;br /&gt;
 lose hold of the &lt;br /&gt;
 lies on the ground.&lt;br /&gt;
marriage traveler placed out of bounds&lt;br /&gt;
 stands up.&lt;br /&gt;
You lie on the ground.&lt;br /&gt;
&amp;lt;poetic_forms&amp;gt;&lt;br /&gt;
&amp;lt;poetic_form&amp;gt;&lt;br /&gt;
&amp;lt;/written_content&amp;gt;&lt;br /&gt;
&amp;lt;/written_contents&amp;gt;&lt;br /&gt;
&amp;lt;/poetic_form&amp;gt;&lt;br /&gt;
&amp;lt;/poetic_forms&amp;gt;&lt;br /&gt;
&amp;lt;/description&amp;gt;&lt;br /&gt;
&amp;lt;description&amp;gt;&lt;br /&gt;
rant&lt;br /&gt;
sardonic&lt;br /&gt;
witty&lt;br /&gt;
&amp;lt;/style&amp;gt;&lt;br /&gt;
clear glass gems&lt;br /&gt;
crystal glass gems&lt;br /&gt;
&amp;lt;/df_world&amp;gt;&lt;br /&gt;
green glass gems&lt;br /&gt;
 is stumbling around obliviously!&lt;br /&gt;
 has entered a martial trance!&lt;br /&gt;
 is throwing a tantrum!&lt;br /&gt;
 has slipped into depression...&lt;br /&gt;
&amp;lt;/musical_form&amp;gt;&lt;br /&gt;
&amp;lt;/musical_forms&amp;gt;&lt;br /&gt;
&amp;lt;musical_forms&amp;gt;&lt;br /&gt;
&amp;lt;musical_form&amp;gt;&lt;br /&gt;
&amp;lt;/dance_form&amp;gt;&lt;br /&gt;
&amp;lt;/dance_forms&amp;gt;&lt;br /&gt;
&amp;lt;dance_forms&amp;gt;&lt;br /&gt;
&amp;lt;dance_form&amp;gt;&lt;br /&gt;
incorrect data check&lt;br /&gt;
incorrect length check&lt;br /&gt;
unknown compression method&lt;br /&gt;
unknown header flags set&lt;br /&gt;
invalid stored block lengths&lt;br /&gt;
too many length or distance symbols&lt;br /&gt;
invalid block type&lt;br /&gt;
invalid code -- missing end-of-block&lt;br /&gt;
invalid literal/lengths set&lt;br /&gt;
invalid code lengths set&lt;br /&gt;
invalid bit length repeat&lt;br /&gt;
invalid distance code&lt;br /&gt;
invalid distance too far back&lt;br /&gt;
invalid distances set&lt;br /&gt;
invalid literal/length code&lt;br /&gt;
invalid window size&lt;br /&gt;
header crc mismatch&lt;br /&gt;
incorrect header check&lt;br /&gt;
stream error&lt;br /&gt;
data error&lt;br /&gt;
stream end&lt;br /&gt;
file error&lt;br /&gt;
incompatible version&lt;br /&gt;
insufficient memory&lt;br /&gt;
buffer error&lt;br /&gt;
need dictionary&lt;br /&gt;
RSDSz&lt;br /&gt;
C:\Users\Toady One\Desktop\sdl df\x64\Release\Dwarf Fortress.pdb&lt;br /&gt;
GCTL&lt;br /&gt;
FSOUND_StopSound&lt;br /&gt;
FSOUND_SetDriver&lt;br /&gt;
FSOUND_Sample_GetDefaults&lt;br /&gt;
FSOUND_Sample_SetMode&lt;br /&gt;
FSOUND_PlaySound&lt;br /&gt;
FSOUND_GetCurrentSample&lt;br /&gt;
FSOUND_Close&lt;br /&gt;
FSOUND_SetPriority&lt;br /&gt;
FSOUND_SetSFXMasterVolume&lt;br /&gt;
FSOUND_Sample_Load&lt;br /&gt;
FSOUND_Init&lt;br /&gt;
FSOUND_SetOutput&lt;br /&gt;
FSOUND_Sample_Free&lt;br /&gt;
FSOUND_Sample_SetDefaults&lt;br /&gt;
FSOUND_GetNumHWChannels&lt;br /&gt;
fmod64.dll&lt;br /&gt;
SDL_GetAppState&lt;br /&gt;
SDL_SemTryWait&lt;br /&gt;
SDL_GL_SwapBuffers&lt;br /&gt;
SDL_EnableKeyRepeat&lt;br /&gt;
SDL_Init&lt;br /&gt;
SDL_WM_SetIcon&lt;br /&gt;
SDL_GetVideoSurface&lt;br /&gt;
SDL_NumJoysticks&lt;br /&gt;
SDL_GetError&lt;br /&gt;
SDL_WM_SetCaption&lt;br /&gt;
SDL_Quit&lt;br /&gt;
SDL_Delay&lt;br /&gt;
SDL_SemPost&lt;br /&gt;
SDL_ShowCursor&lt;br /&gt;
SDL_SemWait&lt;br /&gt;
SDL_GL_SetAttribute&lt;br /&gt;
SDL_UnlockSurface&lt;br /&gt;
SDL_GetMouseState&lt;br /&gt;
SDL_InitSubSystem&lt;br /&gt;
SDL_DestroySemaphore&lt;br /&gt;
SDL_ThreadID&lt;br /&gt;
SDL_GL_GetAttribute&lt;br /&gt;
SDL_GetVideoInfo&lt;br /&gt;
SDL_Flip&lt;br /&gt;
SDL_UpperBlit&lt;br /&gt;
SDL_LockSurface&lt;br /&gt;
SDL_PollEvent&lt;br /&gt;
SDL_MapRGB&lt;br /&gt;
SDL_GetTicks&lt;br /&gt;
SDL_SetVideoMode&lt;br /&gt;
SDL_FreeSurface&lt;br /&gt;
SDL_CreateRGBSurface&lt;br /&gt;
SDL_CreateThread&lt;br /&gt;
SDL_FillRect&lt;br /&gt;
SDL_CreateSemaphore&lt;br /&gt;
SDL_EnableUNICODE&lt;br /&gt;
SDL_SaveBMP_RW&lt;br /&gt;
SDL_CreateRGBSurfaceFrom&lt;br /&gt;
SDL_RWFromFile&lt;br /&gt;
SDL_DisplayFormat&lt;br /&gt;
SDL_SetAlpha&lt;br /&gt;
SDL_GetRGBA&lt;br /&gt;
SDL_ConvertSurface&lt;br /&gt;
SDL_DisplayFormatAlpha&lt;br /&gt;
SDL_SetColorKey&lt;br /&gt;
SDL.dll&lt;br /&gt;
IMG_Load&lt;br /&gt;
SDL_image.dll&lt;br /&gt;
timeEndPeriod&lt;br /&gt;
timeBeginPeriod&lt;br /&gt;
WINMM.dll&lt;br /&gt;
TTF_SizeUNICODE&lt;br /&gt;
TTF_WasInit&lt;br /&gt;
TTF_FontHeight&lt;br /&gt;
TTF_Init&lt;br /&gt;
TTF_RenderUNICODE_Blended&lt;br /&gt;
TTF_CloseFont&lt;br /&gt;
TTF_OpenFont&lt;br /&gt;
TTF_GlyphMetrics&lt;br /&gt;
SDL_ttf.dll&lt;br /&gt;
CreateDirectoryA&lt;br /&gt;
GetTickCount&lt;br /&gt;
FindFirstFileA&lt;br /&gt;
FindNextFileA&lt;br /&gt;
FindClose&lt;br /&gt;
SetPriorityClass&lt;br /&gt;
GetCurrentProcess&lt;br /&gt;
KERNEL32.dll&lt;br /&gt;
MessageBoxA&lt;br /&gt;
USER32.dll&lt;br /&gt;
?uncaught_exception@std@@YA_NXZ&lt;br /&gt;
?_Xbad_alloc@std@@YAXXZ&lt;br /&gt;
?_Xout_of_range@std@@YAXPEBD@Z&lt;br /&gt;
?_Xlength_error@std@@YAXPEBD@Z&lt;br /&gt;
?sputn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAA_JPEBD_J@Z&lt;br /&gt;
?put@?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@D@Z&lt;br /&gt;
?widen@?$basic_ios@DU?$char_traits@D@std@@@std@@QEBADD@Z&lt;br /&gt;
?sputc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHD@Z&lt;br /&gt;
?_Osfx@?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAXXZ&lt;br /&gt;
?flush@?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@XZ&lt;br /&gt;
?setstate@?$basic_ios@DU?$char_traits@D@std@@@std@@QEAAXH_N@Z&lt;br /&gt;
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@P6AAEAV01@AEAV01@@Z@Z&lt;br /&gt;
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@H@Z&lt;br /&gt;
?good@ios_base@std@@QEBA_NXZ&lt;br /&gt;
??1_Lockit@std@@QEAA@XZ&lt;br /&gt;
??0_Lockit@std@@QEAA@H@Z&lt;br /&gt;
?_Getgloballocale@locale@std@@CAPEAV_Locimp@12@XZ&lt;br /&gt;
?_BADOFF@std@@3_JB&lt;br /&gt;
?id@?$codecvt@DDU_Mbstatet@@@std@@2V0locale@2@A&lt;br /&gt;
?_Getcat@?$codecvt@DDU_Mbstatet@@@std@@SA_KPEAPEBVfacet@locale@2@PEBV42@@Z&lt;br /&gt;
?_Init@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAAXXZ&lt;br /&gt;
?unshift@?$codecvt@DDU_Mbstatet@@@std@@QEBAHAEAU_Mbstatet@@PEAD1AEAPEAD@Z&lt;br /&gt;
?in@?$codecvt@DDU_Mbstatet@@@std@@QEBAHAEAU_Mbstatet@@PEBD1AEAPEBDPEAD3AEAPEAD@Z&lt;br /&gt;
?out@?$codecvt@DDU_Mbstatet@@@std@@QEBAHAEAU_Mbstatet@@PEBD1AEAPEBDPEAD3AEAPEAD@Z&lt;br /&gt;
??1?$basic_ios@DU?$char_traits@D@std@@@std@@UEAA@XZ&lt;br /&gt;
??1?$basic_streambuf@DU?$char_traits@D@std@@@std@@UEAA@XZ&lt;br /&gt;
?showmanyc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA_JXZ&lt;br /&gt;
?xsgetn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA_JPEAD_J@Z&lt;br /&gt;
?xsputn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA_JPEBD_J@Z&lt;br /&gt;
?read@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@PEAD_J@Z&lt;br /&gt;
?write@?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@PEBD_J@Z&lt;br /&gt;
??1?$basic_iostream@DU?$char_traits@D@std@@@std@@UEAA@XZ&lt;br /&gt;
?always_noconv@codecvt_base@std@@QEBA_NXZ&lt;br /&gt;
??Bid@locale@std@@QEAA_KXZ&lt;br /&gt;
?_Fiopen@std@@YAPEAU_iobuf@@PEBDHH@Z&lt;br /&gt;
??0?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAA@XZ&lt;br /&gt;
?getloc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEBA?AVlocale@2@XZ&lt;br /&gt;
??0?$basic_ios@DU?$char_traits@D@std@@@std@@IEAA@XZ&lt;br /&gt;
??0?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAA@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@_N@Z&lt;br /&gt;
?_Lock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@UEAAXXZ&lt;br /&gt;
?_Unlock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@UEAAXXZ&lt;br /&gt;
?uflow@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAHXZ&lt;br /&gt;
?setbuf@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAPEAV12@PEAD_J@Z&lt;br /&gt;
?sync@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAHXZ&lt;br /&gt;
?imbue@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAXAEBVlocale@2@@Z&lt;br /&gt;
??1?$basic_ostream@DU?$char_traits@D@std@@@std@@UEAA@XZ&lt;br /&gt;
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.?AVactive_script_var_unitst@@&lt;br /&gt;
.?AVviewscreen_layer_export_play_mapst@@&lt;br /&gt;
.?AVinterface_button_construction_donest@@&lt;br /&gt;
.?AVviewscreen_layer_world_gen_param_presetst@@&lt;br /&gt;
.?AVviewscreen_layer_world_gen_paramst@@&lt;br /&gt;
.?AVactive_script_varst@@&lt;br /&gt;
.?AVviewscreen_customize_unitst@@&lt;br /&gt;
.?AVviewscreen_layer_stockpilest@@&lt;br /&gt;
.?AUworld_gen_param_memberst@@&lt;br /&gt;
.?AVviewscreen_savegamest@@&lt;br /&gt;
.?AVviewscreen_adopt_regionst@@&lt;br /&gt;
.?AUworld_gen_param_basest@@&lt;br /&gt;
.?AVlayer_objectst@@&lt;br /&gt;
.?AUworld_gen_param_seedst@@&lt;br /&gt;
.?AVinterface_button_constructionst@@&lt;br /&gt;
.?AVinterface_button_construction_building_selectorst@@&lt;br /&gt;
.?AVviewscreen_workshop_profilest@@&lt;br /&gt;
.?AVadventure_environment_ingest_materialst@@&lt;br /&gt;
.?AVadventure_movement_release_hold_itemst@@&lt;br /&gt;
.?AVviewscreen_adventure_logst@@&lt;br /&gt;
.?AVadventure_movement_hold_itemst@@&lt;br /&gt;
.?AVadventure_item_interact_choicest@@&lt;br /&gt;
.?AVadventure_environment_pickup_chop_treest@@&lt;br /&gt;
.?AVhistory_event_create_entity_positionst@@&lt;br /&gt;
.?AVitem_instrumentst@@&lt;br /&gt;
.?AVadventure_item_interact_heat_from_tilest@@&lt;br /&gt;
.?AVadventure_option_view_contaminantst@@&lt;br /&gt;
.?AVitem_toolst@@&lt;br /&gt;
.?AVitem_drinkst@@&lt;br /&gt;
.?AVadventure_item_interact_give_namest@@&lt;br /&gt;
.?AVviewscreen_setupadventurest@@&lt;br /&gt;
.?AVadventure_item_interact_pull_outst@@&lt;br /&gt;
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.?AVadventure_option_eat_item_contaminantst@@&lt;br /&gt;
.?AVadventure_item_interact_readst@@&lt;br /&gt;
.?AVitem_woodst@@&lt;br /&gt;
.?AVadventure_movement_hold_tilest@@&lt;br /&gt;
.?AVitem_globst@@&lt;br /&gt;
.?AVadventure_movement_item_interactst@@&lt;br /&gt;
.?AVadventure_environment_pickup_make_campfirest@@&lt;br /&gt;
.?AVadventure_environment_pickup_ignite_vegst@@&lt;br /&gt;
.?AVadventure_movement_climbst@@&lt;br /&gt;
.?AVadventure_optionst@@&lt;br /&gt;
.?AVitem_eggst@@&lt;br /&gt;
.?AVitem_hatch_coverst@@&lt;br /&gt;
.?AVhistory_event_entity_createdst@@&lt;br /&gt;
.?AVadventure_movement_movest@@&lt;br /&gt;
.?AVadventure_option_eat_unit_contaminantst@@&lt;br /&gt;
.?AVadventure_environment_unit_suck_bloodst@@&lt;br /&gt;
.?AVitem_powder_miscst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_reach_summitst@@&lt;br /&gt;
.?AVadventure_movement_item_interact_pushst@@&lt;br /&gt;
.?AVadventure_movement_item_interact_ridest@@&lt;br /&gt;
.?AVviewscreen_dungeon_monsterstatusst@@&lt;br /&gt;
.?AVadventure_environment_ingest_from_containerst@@&lt;br /&gt;
.?AVadventure_environment_place_in_it_containerst@@&lt;br /&gt;
.?AVitem_coinst@@&lt;br /&gt;
.?AVadventure_movement_item_interact_guidest@@&lt;br /&gt;
.?AVadventure_movement_release_hold_tilest@@&lt;br /&gt;
.?AVadventure_movement_building_interactst@@&lt;br /&gt;
.?AVviewscreen_dungeon_wrestlest@@&lt;br /&gt;
.?AVadventure_environment_pickup_vermin_eventst@@&lt;br /&gt;
.?AVadventure_environment_place_in_bld_containerst@@&lt;br /&gt;
.?AVadventure_movement_attack_creaturest@@&lt;br /&gt;
.?AVadventure_item_interact_fill_from_containerst@@&lt;br /&gt;
.?AVadventure_item_interact_strugglest@@&lt;br /&gt;
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.?AVadventure_movement_optionst@@&lt;br /&gt;
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.?AVitem_powderst@@&lt;br /&gt;
.?AVinterface_button_building_category_selectorst@@&lt;br /&gt;
.?AVsquad_order_movest@@&lt;br /&gt;
.?AVviewscreen_dwarfmodest@@&lt;br /&gt;
.?AVinterface_button_building_new_jobst@@&lt;br /&gt;
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.?AVsquad_order_trainst@@&lt;br /&gt;
.?AVinterface_button_building_custom_category_selectorst@@&lt;br /&gt;
.?AVviewscreen_selectitemst@@&lt;br /&gt;
.?AVbuild_req_choice_genst@@&lt;br /&gt;
.?AVbuild_req_choice_specst@@&lt;br /&gt;
.?AVbuild_req_choicest@@&lt;br /&gt;
.?AVsquad_order_kill_listst@@&lt;br /&gt;
.?AVinterface_button_building_material_selectorst@@&lt;br /&gt;
.?AVtext_info_element_stringst@@&lt;br /&gt;
.?AVrenderer_vbo@@&lt;br /&gt;
.?AVrenderer_partial@@&lt;br /&gt;
.?AVrenderer_once@@&lt;br /&gt;
.?AVrenderer_opengl@@&lt;br /&gt;
.?AVrenderer_framebuffer@@&lt;br /&gt;
.?AVrenderer_2d@@&lt;br /&gt;
.?AVrenderer_accum_buffer@@&lt;br /&gt;
.?AVtext_info_element_longst@@&lt;br /&gt;
.?AVrenderer@@&lt;br /&gt;
.?AVrenderer_2d_base@@&lt;br /&gt;
.?AVtext_info_elementst@@&lt;br /&gt;
.?AV?$basic_istringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
.?AVhistory_event_artifact_foundst@@&lt;br /&gt;
.?AVitem_pantsst@@&lt;br /&gt;
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.?AVhistory_event_war_peace_acceptedst@@&lt;br /&gt;
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.?AVitem_barrelst@@&lt;br /&gt;
.?AVitem_shoesst@@&lt;br /&gt;
.?AVhistory_event_replaced_buildingst@@&lt;br /&gt;
.?AVhistory_event_change_hf_body_statest@@&lt;br /&gt;
.?AVhistory_event_poetic_form_createdst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_new_petst@@&lt;br /&gt;
.?AVitem_armorst@@&lt;br /&gt;
.?AVitem_skin_tannedst@@&lt;br /&gt;
.?AVhistory_event_artifact_givenst@@&lt;br /&gt;
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.?AVhistory_event_artifact_claim_formedst@@&lt;br /&gt;
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.?AVitem_cabinetst@@&lt;br /&gt;
.?AVitem_anvilst@@&lt;br /&gt;
.?AVitem_glovesst@@&lt;br /&gt;
.?AVitem_cheesest@@&lt;br /&gt;
.?AVhistory_event_musical_form_createdst@@&lt;br /&gt;
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.?AVhistory_event_dance_form_createdst@@&lt;br /&gt;
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.?AVitem_fishst@@&lt;br /&gt;
.?AVhistory_event_artifact_copiedst@@&lt;br /&gt;
.?AVitem_shieldst@@&lt;br /&gt;
.?AVhistory_event_regionpop_incorporated_into_entityst@@&lt;br /&gt;
.?AVhistory_event_collection_purgest@@&lt;br /&gt;
.?AVitem_flaskst@@&lt;br /&gt;
.?AVgeneral_ref_entity_art_imagest@@&lt;br /&gt;
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.?AVitem_backpackst@@&lt;br /&gt;
.?AVitem_traction_benchst@@&lt;br /&gt;
.?AVhistory_event_artifact_lostst@@&lt;br /&gt;
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.?AVitem_smallgemst@@&lt;br /&gt;
.?AVitem_quiverst@@&lt;br /&gt;
.?AVhistory_event_created_world_constructionst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_travelst@@&lt;br /&gt;
.?AVitem_clothst@@&lt;br /&gt;
.?AVhistory_event_collection_warst@@&lt;br /&gt;
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.?AVgeneral_ref_building_well_tagst@@&lt;br /&gt;
.?AVitem_boulderst@@&lt;br /&gt;
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.?AVgeneral_ref_mapsquarest@@&lt;br /&gt;
.?AVfeature_init_deep_surface_portalst@@&lt;br /&gt;
.?AVfeature_outdoor_riverst@@&lt;br /&gt;
.?AVfeature_alterationst@@&lt;br /&gt;
.?AVfeature_init_subterranean_from_layerst@@&lt;br /&gt;
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.?AVfeature_deep_special_tubest@@&lt;br /&gt;
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.?AVfeature_volcanost@@&lt;br /&gt;
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.?AVfeature_magma_core_from_layerst@@&lt;br /&gt;
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.?AVflow_guide_item_cloudst@@&lt;br /&gt;
.?AVhistory_event_hf_act_on_buildingst@@&lt;br /&gt;
.?AVflow_guidest@@&lt;br /&gt;
.?AVflow_guide_trailing_flowst@@&lt;br /&gt;
.?AVjob_handlerst@@&lt;br /&gt;
.?AVviewscreen_layer_squad_schedulest@@&lt;br /&gt;
.?AVviewscreen_petst@@&lt;br /&gt;
.?AVviewscreen_itemst@@&lt;br /&gt;
.?AVviewscreen_storesst@@&lt;br /&gt;
.?AVviewscreen_buildinglistst@@&lt;br /&gt;
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.?AVviewscreen_image_creatorst@@&lt;br /&gt;
.?AVhistory_event_topicagreement_rejectedst@@&lt;br /&gt;
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.?AVmachine_handlerst@@&lt;br /&gt;
.?AVviewscreen_legendsst@@&lt;br /&gt;
.?AVviewscreen_entityst@@&lt;br /&gt;
.?AVviewscreen_layer_overall_healthst@@&lt;br /&gt;
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.?AVviewscreen_createquotast@@&lt;br /&gt;
.?AVviewscreen_pricest@@&lt;br /&gt;
.?AVviewscreen_joblistst@@&lt;br /&gt;
.?AVviewscreen_locationsst@@&lt;br /&gt;
.?AVviewscreen_workquota_detailsst@@&lt;br /&gt;
.?AVviewscreen_layer_unit_actionst@@&lt;br /&gt;
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.?AVviewscreen_overallstatusst@@&lt;br /&gt;
.?AVviewscreen_titlest@@&lt;br /&gt;
.?AVviewscreen_assign_display_itemst@@&lt;br /&gt;
.?AVsquad_order_defend_burrowsst@@&lt;br /&gt;
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.?AVhistory_event_topicagreement_concludedst@@&lt;br /&gt;
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.?AVhistory_event_agreements_voidedst@@&lt;br /&gt;
.?AVhistory_event_topicagreement_madest@@&lt;br /&gt;
.?AVviewscreen_workquota_conditionst@@&lt;br /&gt;
.?AVviewscreen_treasurelistst@@&lt;br /&gt;
.?AVviewscreen_export_graphical_mapst@@&lt;br /&gt;
.?AVviewscreen_update_regionst@@&lt;br /&gt;
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.?AVhistory_event_diplomat_lostst@@&lt;br /&gt;
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.?AVviewscreen_reportlistst@@&lt;br /&gt;
.?AVviewscreen_civlistst@@&lt;br /&gt;
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.?AVhistory_event_hist_figure_abductedst@@&lt;br /&gt;
.?AVviewscreen_game_cleanerst@@&lt;br /&gt;
.?AVhistory_event_change_hf_moodst@@&lt;br /&gt;
.?AVviewscreen_noblest@@&lt;br /&gt;
.?AVviewscreen_jobst@@&lt;br /&gt;
.?AVviewscreen_announcelistst@@&lt;br /&gt;
.?AVviewscreen_layer_currencyst@@&lt;br /&gt;
.?AVviewscreen_layer_reactionst@@&lt;br /&gt;
.?AVviewscreen_justicest@@&lt;br /&gt;
.?AVsquad_order_patrol_routest@@&lt;br /&gt;
.?AVviewscreen_wagesst@@&lt;br /&gt;
.?AUbuildreqst@@&lt;br /&gt;
.?AVhistory_event_first_contact_failedst@@&lt;br /&gt;
.?AVviewscreen_petitionsst@@&lt;br /&gt;
.?AVviewscreen_jobmanagementst@@&lt;br /&gt;
.?AVviewscreen_layer_arena_creaturest@@&lt;br /&gt;
.?AVviewscreen_layer_stone_restrictionst@@&lt;br /&gt;
.?AVhistory_event_artifact_destroyedst@@&lt;br /&gt;
.?AVviewscreen_unitlistst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_occupationst@@&lt;br /&gt;
.?AVgeneral_ref_interactionst@@&lt;br /&gt;
.?AVhistfig_site_link_hangoutst@@&lt;br /&gt;
.?AVhistfig_entity_link_enemyst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_slavest@@&lt;br /&gt;
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.?AVhistfig_entity_link_position_claimst@@&lt;br /&gt;
.?AVhistory_event_remove_hf_hf_linkst@@&lt;br /&gt;
.?AVhistfig_entity_link_squadst@@&lt;br /&gt;
.?AVgeneral_ref_abstract_buildingst@@&lt;br /&gt;
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.?AVhistory_event_creature_devouredst@@&lt;br /&gt;
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.?AVhistory_event_hf_destroyed_sitest@@&lt;br /&gt;
.?AVhistory_event_collection_insurrectionst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_item_improvementst@@&lt;br /&gt;
.?AVhistory_event_ceremonyst@@&lt;br /&gt;
.?AVhistory_event_hf_gains_secret_goalst@@&lt;br /&gt;
.?AVhistory_event_change_hf_jobst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_mercenaryst@@&lt;br /&gt;
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.?AVhistfig_hf_link_companionst@@&lt;br /&gt;
.?AVhistfig_hf_link_childst@@&lt;br /&gt;
.?AVhistfig_hf_link_motherst@@&lt;br /&gt;
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.?AVhistory_event_entity_incorporatedst@@&lt;br /&gt;
.?AVhistfig_entity_link_slavest@@&lt;br /&gt;
.?AVgeneral_ref_poetic_formst@@&lt;br /&gt;
.?AVhistfig_site_linkst@@&lt;br /&gt;
.?AVhistfig_hf_link_imprisonerst@@&lt;br /&gt;
.?AVhistory_event_collection_performancest@@&lt;br /&gt;
.?AVhistory_event_remove_hf_site_linkst@@&lt;br /&gt;
.?AVhistfig_entity_link_mercenaryst@@&lt;br /&gt;
.?AVhistfig_hf_link_fatherst@@&lt;br /&gt;
.?AVhistfig_entity_link_positionst@@&lt;br /&gt;
.?AVhistfig_hf_link_deityst@@&lt;br /&gt;
.?AVhistfig_site_link_seat_of_powerst@@&lt;br /&gt;
.?AVhistory_event_add_hf_hf_linkst@@&lt;br /&gt;
.?AVhistory_event_war_site_new_leaderst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_memberst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_foodst@@&lt;br /&gt;
.?AVhistfig_hf_linkst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_squadst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_reunionst@@&lt;br /&gt;
.?AVhistfig_entity_link_memberst@@&lt;br /&gt;
.?AVhistfig_entity_link_criminalst@@&lt;br /&gt;
.?AVhistfig_site_link_lairst@@&lt;br /&gt;
.?AVhistfig_site_link_home_site_saved_civzonest@@&lt;br /&gt;
.?AVgeneral_ref_historical_figurest@@&lt;br /&gt;
.?AVgeneral_ref_subregionst@@&lt;br /&gt;
.?AVhistory_event_artifact_droppedst@@&lt;br /&gt;
.?AVhistory_event_merchantst@@&lt;br /&gt;
.?AVhistory_event_collection_processionst@@&lt;br /&gt;
.?AVhistfig_site_link_home_site_realization_buildingst@@&lt;br /&gt;
.?AVhistory_event_hfs_formed_reputation_relationshipst@@&lt;br /&gt;
.?AVhistfig_site_link_occupationst@@&lt;br /&gt;
.?AVhistory_event_add_hf_site_linkst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_engravingst@@&lt;br /&gt;
.?AVgeneral_ref_written_contentst@@&lt;br /&gt;
.?AVhistory_event_hf_attacked_sitest@@&lt;br /&gt;
.?AVhistory_event_hist_figure_revivedst@@&lt;br /&gt;
.?AVgeneral_ref_feature_layerst@@&lt;br /&gt;
.?AVhistfig_hf_link_spousest@@&lt;br /&gt;
.?AVhistfig_entity_link_prisonerst@@&lt;br /&gt;
.?AVhistory_event_insurrection_startedst@@&lt;br /&gt;
.?AVgeneral_ref_musical_formst@@&lt;br /&gt;
.?AVhistfig_hf_link_pet_ownerst@@&lt;br /&gt;
.?AVhistory_event_competitionst@@&lt;br /&gt;
.?AVhistfig_hf_link_prisonerst@@&lt;br /&gt;
.?AVhistory_event_entity_razed_buildingst@@&lt;br /&gt;
.?AVhistory_event_entity_lawst@@&lt;br /&gt;
.?AVhistfig_entity_linkst@@&lt;br /&gt;
.?AVhistory_event_change_hf_statest@@&lt;br /&gt;
.?AVhistfig_hf_link_apprenticest@@&lt;br /&gt;
.?AVhistfig_hf_link_loverst@@&lt;br /&gt;
.?AVhistory_event_site_diedst@@&lt;br /&gt;
.?AVhistory_event_hf_confrontedst@@&lt;br /&gt;
.?AVhistory_event_hf_recruited_unit_type_for_entityst@@&lt;br /&gt;
.?AVgeneral_ref_languagest@@&lt;br /&gt;
.?AVhistory_event_change_creature_typest@@&lt;br /&gt;
.?AVhistfig_site_link_home_site_realization_sulst@@&lt;br /&gt;
.?AVhistfig_hf_link_masterst@@&lt;br /&gt;
.?AVhistory_event_processionst@@&lt;br /&gt;
.?AVgeneral_ref_artifactst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_dye_itemst@@&lt;br /&gt;
.?AVhistory_event_site_retiredst@@&lt;br /&gt;
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.?AVhistfig_site_link_home_site_abstract_buildingst@@&lt;br /&gt;
.?AVhistfig_hf_link_former_masterst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_positionst@@&lt;br /&gt;
.?AVhistory_event_collection_ceremonyst@@&lt;br /&gt;
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.?AVhistory_event_collection_beast_attackst@@&lt;br /&gt;
.?AVhistory_event_written_content_composedst@@&lt;br /&gt;
.?AVhistory_event_hf_relationship_deniedst@@&lt;br /&gt;
.?AVhistory_event_insurrection_endedst@@&lt;br /&gt;
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.?AVhistory_event_war_field_battlest@@&lt;br /&gt;
.?AVhistory_event_artifact_hiddenst@@&lt;br /&gt;
.?AVhistory_event_war_destroyed_sitest@@&lt;br /&gt;
.?AVhistory_event_artifact_transformedst@@&lt;br /&gt;
.?AVhistory_event_hf_razed_buildingst@@&lt;br /&gt;
.?AVhistory_event_war_plundered_sitest@@&lt;br /&gt;
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.?AVviewscreen_movieplayerst@@&lt;br /&gt;
.?AVinteraction_target_materialst@@&lt;br /&gt;
.?AVinteraction_target_creaturest@@&lt;br /&gt;
.?AVinteraction_effect_material_emissionst@@&lt;br /&gt;
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.?AVinteraction_source_underground_specialst@@&lt;br /&gt;
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.?AVinteraction_source_disturbancest@@&lt;br /&gt;
.?AVinteraction_target_locationst@@&lt;br /&gt;
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.?AVinteraction_effect_hidest@@&lt;br /&gt;
.?AVinteraction_effect_resurrectst@@&lt;br /&gt;
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.?AVinteraction_source_creature_actionst@@&lt;br /&gt;
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.?AVinteraction_effect_animatest@@&lt;br /&gt;
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.?AVitemdef_siegeammost@@&lt;br /&gt;
.?AVMacroScreenLoad@@&lt;br /&gt;
.?AVKeybindingScreen@@&lt;br /&gt;
.?AVMacroScreenSave@@&lt;br /&gt;
.?AVmachinest@@&lt;br /&gt;
.?AVmachine_standardst@@&lt;br /&gt;
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.?AVcreature_interaction_effect_feverst@@&lt;br /&gt;
.?AVcreature_interaction_effect_add_simple_flagst@@&lt;br /&gt;
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.?AVcreature_interaction_effect_display_namest@@&lt;br /&gt;
.?AVcreature_interaction_effect_body_transformationst@@&lt;br /&gt;
.?AVcreature_interaction_effect_ment_att_changest@@&lt;br /&gt;
.?AVcreature_interaction_effect_change_personalityst@@&lt;br /&gt;
.?AVcreature_interaction_effect_cough_bloodst@@&lt;br /&gt;
.?AVcreature_interaction_effect_bleedingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_flash_symbolst@@&lt;br /&gt;
.?AVcreature_interaction_effect_oozingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_drowsinessst@@&lt;br /&gt;
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.?AVcreature_interaction_effect_phys_att_changest@@&lt;br /&gt;
.?AVcreature_interaction_effect_swellingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_feel_emotionst@@&lt;br /&gt;
.?AVcreature_interaction_effect_vomit_bloodst@@&lt;br /&gt;
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.?AVcreature_interaction_effect_can_do_interactionst@@&lt;br /&gt;
.?AVcreature_interaction_effect_blistersst@@&lt;br /&gt;
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.?AVcreature_interaction_effect_sense_creature_classst@@&lt;br /&gt;
.?AVcreature_interaction_effect_impair_functionst@@&lt;br /&gt;
.?AVcreature_interaction_effect_body_appearance_modifierst@@&lt;br /&gt;
.?AVcreature_interaction_effect_nauseast@@&lt;br /&gt;
.?AVcreature_interaction_effect_unconsciousnessst@@&lt;br /&gt;
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.?AVcreature_interaction_effect_material_force_adjustst@@&lt;br /&gt;
.?AVcreature_interaction_effect_speed_changest@@&lt;br /&gt;
.?AVcreature_interaction_effect_bruisingst@@&lt;br /&gt;
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.?AVmental_picture_property_adjectivest@@&lt;br /&gt;
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.?AVgeneral_ref_building_triggertargetst@@&lt;br /&gt;
.?AVgeneral_ref_nemesisst@@&lt;br /&gt;
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.?AVgeneral_ref_unit_milkeest@@&lt;br /&gt;
.?AVgeneral_ref_unit_riderst@@&lt;br /&gt;
.?AVgeneral_ref_unit_traineest@@&lt;br /&gt;
.?AVgeneral_ref_locationst@@&lt;br /&gt;
.?AVgeneral_ref_unit_sheareest@@&lt;br /&gt;
.?AVgeneral_ref_building_display_furniturest@@&lt;br /&gt;
.?AVgeneral_ref_entity_itemownerst@@&lt;br /&gt;
.?AVgeneral_ref_contained_in_itemst@@&lt;br /&gt;
.?AVgeneral_ref_building_civzone_assignedst@@&lt;br /&gt;
.?AVgeneral_ref_unit_tradebringerst@@&lt;br /&gt;
.?AVgeneral_ref_projectilest@@&lt;br /&gt;
.?AVgeneral_ref_is_nemesisst@@&lt;br /&gt;
.?AVgeneral_ref_unit_infantst@@&lt;br /&gt;
.?AVgeneral_ref_building_triggerst@@&lt;br /&gt;
.?AVgeneral_ref_entity_stolenst@@&lt;br /&gt;
.?AVgeneral_ref_unit_slaughtereest@@&lt;br /&gt;
.?AVgeneral_ref_building_holderst@@&lt;br /&gt;
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.?AVresource_allotment_specifier_clothing_helmst@@&lt;br /&gt;
.?AVresource_allotment_specifier_metalst@@&lt;br /&gt;
.?AVresource_allotment_specifier_extractst@@&lt;br /&gt;
.?AVresource_allotment_specifier_tallowst@@&lt;br /&gt;
.?AVresource_allotment_specifier_powderst@@&lt;br /&gt;
.?AVresource_allotment_specifier_armor_bodyst@@&lt;br /&gt;
.?AVsite_realization_building_info_castle_courtyardst@@&lt;br /&gt;
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.?AVsite_realization_building_info_castle_wallst@@&lt;br /&gt;
.?AVresource_allotment_specifier_flaskst@@&lt;br /&gt;
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.?AVsite_realization_building_info_trenchesst@@&lt;br /&gt;
.?AVresource_allotment_specifier_ammost@@&lt;br /&gt;
.?AVresource_allotment_specifier_toothst@@&lt;br /&gt;
.?AVsite_realization_building_info_market_squarest@@&lt;br /&gt;
.?AVresource_allotment_specifier_craftsst@@&lt;br /&gt;
.?AVresource_allotment_specifier_pearlst@@&lt;br /&gt;
.?AVsite_realization_building_info_shop_housest@@&lt;br /&gt;
.?AVresource_allotment_specifier_skinst@@&lt;br /&gt;
.?AVresource_allotment_specifier_cheesest@@&lt;br /&gt;
.?AVresource_allotment_specifier_clothing_pantsst@@&lt;br /&gt;
.?AVresource_allotment_specifier_clothing_glovesst@@&lt;br /&gt;
.?AVsite_realization_building_info_hillock_housest@@&lt;br /&gt;
.?AVresource_allotment_specifier_cabinetst@@&lt;br /&gt;
.?AVresource_allotment_specifier_meatst@@&lt;br /&gt;
.?AVresource_allotment_specifier_clothst@@&lt;br /&gt;
.?AVresource_allotment_specifier_weapon_meleest@@&lt;br /&gt;
.?AVresource_allotment_specifier_anvilst@@&lt;br /&gt;
.?AVresource_allotment_specifier_weapon_rangedst@@&lt;br /&gt;
.?AVresource_allotment_specifier_gemsst@@&lt;br /&gt;
.?AVresource_allotment_specifier_bonest@@&lt;br /&gt;
.?AVresource_allotment_specifier_bagst@@&lt;br /&gt;
.?AVresource_allotment_specifier_armor_bootsst@@&lt;br /&gt;
.?AVresource_allotment_specifierst@@&lt;br /&gt;
.?AVresource_allotment_specifier_hornst@@&lt;br /&gt;
.?AVresource_allotment_specifier_woodst@@&lt;br /&gt;
.?AVresource_allotment_specifier_clothing_bootsst@@&lt;br /&gt;
.?AVresource_allotment_specifier_cropst@@&lt;br /&gt;
.?AVresource_allotment_specifier_stonest@@&lt;br /&gt;
.?AVresource_allotment_specifier_soapst@@&lt;br /&gt;
.?AVresource_allotment_specifier_chairst@@&lt;br /&gt;
.?AVresource_allotment_specifier_boxst@@&lt;br /&gt;
.?AVresource_allotment_specifier_shellst@@&lt;br /&gt;
.?AVsite_realization_building_infost@@&lt;br /&gt;
.?AVsite_realization_building_info_castle_towerst@@&lt;br /&gt;
.?AVresource_allotment_specifier_bedst@@&lt;br /&gt;
.?AVresource_allotment_specifier_tablest@@&lt;br /&gt;
.?AVresource_allotment_specifier_armor_helmst@@&lt;br /&gt;
.?AVsite_realization_building_info_tree_housest@@&lt;br /&gt;
.?AVresource_allotment_specifier_backpackst@@&lt;br /&gt;
.?AVresource_allotment_specifier_leatherst@@&lt;br /&gt;
.?AVresource_allotment_specifier_armor_glovesst@@&lt;br /&gt;
.?AVresource_allotment_specifier_clothing_bodyst@@&lt;br /&gt;
.?AVviewscreen_layer_militaryst@@&lt;br /&gt;
.?AVviewscreen_layer_noblelistst@@&lt;br /&gt;
.?AVworld_construction_square_bridgest@@&lt;br /&gt;
.?AVworld_construction_square_wallst@@&lt;br /&gt;
.?AVworld_construction_square_roadst@@&lt;br /&gt;
.?AVworld_construction_bridgest@@&lt;br /&gt;
.?AVworld_constructionst@@&lt;br /&gt;
.?AVworld_construction_wallst@@&lt;br /&gt;
.?AVworld_construction_square_tunnelst@@&lt;br /&gt;
.?AVworld_construction_tunnelst@@&lt;br /&gt;
.?AVworld_construction_squarest@@&lt;br /&gt;
.?AVworld_construction_roadst@@&lt;br /&gt;
++++++++&lt;br /&gt;
+++&lt;br /&gt;
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&amp;lt;?xml version='1.0' encoding='UTF-8' standalone='yes'?&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;assembly xmlns='urn:schemas-microsoft-com:asm.v1' manifestVersion='1.0'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;trustInfo xmlns=&amp;quot;urn:schemas-microsoft-com:asm.v3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;security&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;requestedPrivileges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;requestedExecutionLevel level='asInvoker' uiAccess='false' /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;/requestedPrivileges&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/security&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/trustInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/assembly&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=234003</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=234003"/>
		<updated>2017-12-01T12:15:59Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Requesting Raws Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
*Do '''''not''''' click the &amp;quot;+&amp;quot; button at the top of the page - if you do, your comment will be added as a new section below the [[#Bot Requests|Bot Requests]] section, which probably isn't what you want to do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past discussion are archived here: [[User talk:Quietust/archive|1]]&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
&lt;br /&gt;
===Default tile===&lt;br /&gt;
If you happen accross the default values for PICKED_TILE and PICKED_COLOR, stick them into &lt;br /&gt;
[[Template:Plantlookup/0]]. Currently using a black on black question mark. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 17:59, 26 July 2014 (UTC)&lt;br /&gt;
*They're already documented on [[Plant token]] - 231 (τ) and 2:0:0 (dark green). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:36, 26 July 2014 (UTC)&lt;br /&gt;
::It's corrected now. Thanks. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 12:50, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Raw data===&lt;br /&gt;
&lt;br /&gt;
I noticed something strange. The contents of [[template:gamedata]] sometimes don't match the contents of the corresponding raw page. See [[Olm man]] and [[Olm man/raw]]. What's up with that? Also, an extra line is showing up in the biome section of the creature info for subterranean creatures (like the [[Olm man]]). I poked around a bit and found &amp;lt;nowiki&amp;gt;{{#switch: {{NAMESPACE}}| ...}}&amp;lt;/nowiki&amp;gt; inside of [[Template:BiomeToken]] with an older namespace setup, but I haven't touched it so I'm not sure if that's the cause. (The error isn't present on Materwork: pages).&lt;br /&gt;
&lt;br /&gt;
It's cool that you got this stuff to work so well, though. :) [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 03:54, 24 July 2014 (UTC)&lt;br /&gt;
:The first thing you mentioned is because most/all /raw pages expand creature variations. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:00, 24 July 2014 (UTC)&lt;br /&gt;
::But [[template:gamedata]]  transcludes &amp;lt;nowiki&amp;gt;{{NAMESPACE}}:{{PAGENAME}}/raw&amp;lt;/nowiki&amp;gt;. It seems really strange to me that the unexpanded version is being displayed in the main article. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:13, 24 July 2014 (UTC)&lt;br /&gt;
:::Oh, I see it now. &amp;lt;nowiki&amp;gt;{{{{NAMESPACE}}:{{PAGENAME}}/raw|1}}&amp;lt;/nowiki&amp;gt; produces the unexpanded version. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:17, 24 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Redirect extension===&lt;br /&gt;
You can look at the code [https://github.com/illideristudios/dfwikifiles/pull/12 here], if you're interested. I'm planning on migrating it to a public repo as soon as I can (and getting rid of the commented-out echo statements), but let me know if you see any problems that I missed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 14 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Release notes===&lt;br /&gt;
Thanks for filling in the pages I left blank. (I copied the list from the &amp;quot;Older versions&amp;quot; page and used a [https://gist.github.com/lethosor/9512967 script] to convert them to wikitext, which is why I missed the unavailable releases from the 23a series.) One question: Where are you getting the release notes for releases like [[23a:Release information/0.21.104.21b‎|this one]]? I can't seem to find them on the devlog or the DF announcements board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:22, 12 March 2014 (UTC)&lt;br /&gt;
*If you're referring to the Toady One quote, I got it from &amp;quot;release notes.txt&amp;quot;; if you're referring to the individual changes, I reconstructed them from the old devlog entries between releases. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:29, 12 March 2014 (UTC)&lt;br /&gt;
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===Edition reverted===&lt;br /&gt;
Hi. I made an edition some minutes ago, intending to also upload an image to it, but when I was about to fix the issue, I saw you have reverted my Edition. Why? --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:09, 24 February 2014 (UTC)&lt;br /&gt;
:Mainly because the image link was broken, and it looked like it may have been a test edit of some sort (as is quite common on Wikipedia). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 22:10, 24 February 2014 (UTC)&lt;br /&gt;
::Hope it is right now. I just needed some minutes more to fix it :) --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:25, 24 February 2014 (UTC)&lt;br /&gt;
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===EXE patches===&lt;br /&gt;
I would like to use the miscarriage buxfix thats on your userpage, how can I apply it? I can use binpatch, however I tried looking up data on its structure and the only suitable one was on wikipedia which didnt cover HEX patching. &amp;lt;br /&amp;gt;{{User:Latias1290/Sig/src|16:30|January 25, 2014}}&lt;br /&gt;
:Open dwarfort.exe in a hex-editor, then go to each address listed in the patch, check that the original values match, then replace them with the new values. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:19, 26 January 2014 (UTC)&lt;br /&gt;
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===large number of new accounts - Spam?===&lt;br /&gt;
I &amp;quot;determined&amp;quot; ;) that you are an admin and since I'm not sure where to report it: Recent changes implies a large number of new bot-created accounts in the last days. Preparation for a spam avalanche? Should something be done about it? If you're the wrong guy to ask, would you mind forwarding it to the right place? --[[User:2013|2013]] 18:02, 27 March 2013 (UTC)&lt;br /&gt;
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=== Parser issue ===&lt;br /&gt;
Hey Quietust, little question for you. I have put DFRawFunctions into extensions folder of mediawiki. Then installed both php files in LocalSettings.php. Yet &amp;lt;nowiki&amp;gt;{{#df_raw}}&amp;lt;/nowiki&amp;gt; gives  &amp;quot;Not found!&amp;quot;, being unable to find the file. Are &amp;quot;raws&amp;quot; meant to be placed in special location? Or maybe few lines are to be added in LocalSettings.php?&lt;br /&gt;
&amp;lt;br/&amp;gt;P.S. Question is not related to english wiki but russian one. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 06:11, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You need to add this line to &amp;lt;code&amp;gt;LocalSettings.php&amp;lt;/code&amp;gt;:&lt;br /&gt;
 $wgDFRawEnableDisk = true;&lt;br /&gt;
:--[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:30, 31 August 2013 (UTC)&lt;br /&gt;
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::I made another function on github and sent a pull request. Will it be implemented into DFwiki? --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 09:21, 6 September 2013 (UTC)&lt;br /&gt;
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=== Bot files ===&lt;br /&gt;
Do you happen to have the text files used to generate the DF2012 raw pages (the format you mentioned on [[User talk:J. d'Orc]])? I was thinking of making similar files for Masterwork pages, and I wanted to make sure I was formatting them correctly. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:15, 31 July 2013 (UTC)&lt;br /&gt;
:Sample data:&lt;br /&gt;
 toad	DF2012:creature_amphibians.txt	creature	CREATURE	TOAD&lt;br /&gt;
 worm	DF2012:creature_annelids.txt	creature	CREATURE	WORM&lt;br /&gt;
 blue jay	DF2012:creature_birds.txt	creature	CREATURE	BIRD_BLUEJAY&lt;br /&gt;
 cardinal	DF2012:creature_birds.txt	creature	CREATURE	BIRD_CARDINAL&lt;br /&gt;
 penguin man	DF2012:creature_birds.txt	creature	CREATURE	PENGUIN MAN	DF2012:c_variation_default.txt&lt;br /&gt;
 giant penguin	DF2012:creature_birds.txt	creature	CREATURE	BIRD_PENGUIN_GIANT	DF2012:c_variation_default.txt&lt;br /&gt;
 peregrine falcon man	DF2012:creature_birds.txt	creature	CREATURE	PEREGRINE FALCON MAN	DF2012:c_variation_default.txt&lt;br /&gt;
:Column 1 is the page name, column 2 is the raw file that contains it, column 3 is what goes into the category name (e.g. &amp;quot;Category:DF2012:Creature raw pages&amp;quot;), column 4 is the object type (should always be CREATURE here), column 5 is the creature's ID token, and column 6 (optional) is the file that contains all of the variations used by the creature. Note that some of the Masterwork creatures will probably require '''multiple''' creature variation files - for those, you should specify the variation files separated by a &amp;quot;|&amp;quot; character. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:39, 2 August 2013 (UTC)&lt;br /&gt;
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=== Hi ===&lt;br /&gt;
Just wanted to stop by and say hi, and thanks for correcting [http://dwarffortresswiki.org/index.php?title=DF2012%3AExtinction&amp;amp;diff=189929&amp;amp;oldid=189928 stupid things] I've been sprinkling about. Shoutout to [[User:Lethosor|Lethosor]] and [[User:Loci|Loci]] too, on that count. Nice wiki you got here. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 02:52, 12 July 2013 (UTC)&lt;br /&gt;
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=== Patch Licence ===&lt;br /&gt;
Just a quick question about your MediaWiki patch at http://www.qmtpro.com/~quietust/misc/ns_link-1.17.0.diff&lt;br /&gt;
I don't see a licence for this patch specified anywhere.  Is it also GPLv2?&lt;br /&gt;
:That's because there isn't one - I have more important things to do than explicitly license every piece of code I write. Since it modifies MediaWiki, assume that it uses the same license. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:39, 20 June 2013 (UTC)&lt;br /&gt;
::Sorry for bothering you, and thanks.17:36, 20 June 2013 (UTC)&lt;br /&gt;
:::What version of MediaWiki are you using? If you're using 1.20+, there's a simpler version of the patch (although I'm not sure how to generate a patch file from it). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:43, 20 June 2013 (UTC)&lt;br /&gt;
::::It looks like this wiki has since been updated to version 1.20, and I'm guessing the original patch was simply reapplied to it. How exactly is it possible to simplify it? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 20:30, 20 June 2013 (UTC)&lt;br /&gt;
:::::I managed to get it to work (on a separate wiki) from the first commit listed in the wiki repo ([https://github.com/illideristudios/dfwikifiles/commit/a2a78972134188af635775f7e7ca5483c11ac949 a2a78972]). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:01, 20 June 2013 (UTC)&lt;br /&gt;
::::::That commit is enough to get basic links working, but unless you include the rest of the patch I highly suspect that interwiki links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[wikipedia:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot;) and fragment-only links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[#section]]&amp;lt;/nowiki&amp;gt;&amp;quot; will be rather horribly broken... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:26, 21 June 2013 (UTC)&lt;br /&gt;
:::::::Looks like you're right. I hadn't noticed that before, but they aren't interpreted as links at all. I'll try applying the rest of the patch now and see how that works on 1.20. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:10, 21 June 2013 (UTC)&lt;br /&gt;
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=== Adding mod raws to DFRawFunctions ===&lt;br /&gt;
I was wondering what you thought about adding Masterwork raws (since it would make creating new Masterwork: pages a lot easier). They are significantly larger than the vanilla raws, but the individual files are small enough that they shouldn't cause much extra load (I can test this myself and let you know how it works with MediaWiki if you like). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:07, 20 June 2013 (UTC)&lt;br /&gt;
*DFRawFunctions can automatically load raws from disk for any namespace that exists on the wiki, so all I would need to do would be to add them to the Git repository and wait for the server to pick them up (as I recall, it does a periodic check). If you can provide me a copy of the raw files, I should be able to get them imported fairly quickly. One concern I have, though, is how often these raws are going to be changing... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:47, 20 June 2013 (UTC)&lt;br /&gt;
::They do change periodically, but there usually aren't a lot of changes between versions. I sent you a PR, which (hopefully) works on MW 1.20.  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:02, 20 June 2013 (UTC)&lt;br /&gt;
Sorry to bother you about this, but any idea what's causing the layout issues at [[Masterwork:Golem/raw]]? I haven't noticed any inconsistent indentation in the original file (creature_masterwork.txt), and I don't see any problems with the template either... --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:44, 21 June 2013 (UTC)&lt;br /&gt;
:I'm assuming you're referring to the dotted-bordered boxes - those are caused by lines that have leading spaces '''before''' the tabs. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:20, 21 June 2013 (UTC)&lt;br /&gt;
::Apparently my terminal doesn't display tabs the way I thought it did. That would explain it, thanks. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:13, 21 June 2013 (UTC)&lt;br /&gt;
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===Link template===&lt;br /&gt;
I noticed you deleted [[:Template:L]] (in fact, it was over a year ago). I know it's probably unnecessary, but it renders the revision history of old pages practically unreadable (take [http://dwarffortresswiki.org/index.php?title=23a:Bedroom&amp;amp;oldid=123591 this page] for example). It's likely that someone else has pointed it out already and I didn't notice, in which case I apologize. I doubt many people tend to look at past revisions of pages, especially from old versions, but it would be nice to get rid of some of those red links. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:35, 23 February 2013 (UTC)&lt;br /&gt;
:I don't see how it's a problem that outdated revisions of pages are unreadable due to a template being removed - the template could have just as easily been '''changed''' to something incompatible and the effect would've been the same. Besides, people shouldn't be looking at outdated revisions of pages anyways, because they're '''outdated''' and likely incorrect. --[[User:Quietust|Quietust]] 02:14, 24 February 2013 (UTC)&lt;br /&gt;
::Yes, I agree that recreating an unused template is probably useless. I only ran across it when I was doing a little research and ran across a revision I didn't really need anyway. Also, since your bot fixed the links in the old namespaces, it really isn't a problem. If I ever need to look at an old revision (and to be honest, I'm not sure why I would either), I could always just view the source instead. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 24 February 2013 (UTC)&lt;br /&gt;
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===SPAMBOT DELETION===&lt;br /&gt;
Hey Quietust. I strongly suspect Hrtrey is a spambot. I reversed the edits made, but I thought I should point it out immediately since it began inserted external links at five minute intervals after the account creation, which seemed atypical.&lt;br /&gt;
&lt;br /&gt;
===SLEEP_PRETENSION ===&lt;br /&gt;
I noticed your change to the Noble page recently and want to inquire about the noble logic. I was under the impression that nobles could get two different kinds of upset: their own room is under value, OR another dwarf has a room that exceeds the value that the other dwarf should have. &lt;br /&gt;
&lt;br /&gt;
Do nobles actually compare their own rooms to the other dwarves, or do they just insist that other dwarves not exceed the other dwarves' place in society?&lt;br /&gt;
:I recently did some disassembly diving to figure out how that behavior actually worked, and it turns out it's 100% based on the other dwarf's room value compared to the noble's room value. Specifically, it takes the PRECEDENCE of each unit (for non-nobles, this is 30001), takes &amp;quot;(30001 - precedence) / 150&amp;quot; to get an &amp;quot;importance&amp;quot; figure (if the other dwarf's importance is greater than or equal to the noble's, it doesn't care), then it compares the other dwarf's room value to the highest valued room of that type belonging to the noble (it actually compares the room quality rating i.e. &amp;quot;Royal&amp;quot;/&amp;quot;Grand&amp;quot;/&amp;quot;Great&amp;quot;/etc.) and generates a complaint if the other's room is better '''or equal''' to the noble's room. The actual severity of the thought is &amp;quot;(importance_delta - 1) / 15 + (quality delta) + 1&amp;quot; , which corresponds to &amp;quot;put off&amp;quot;/&amp;quot;flustered&amp;quot;/&amp;quot;upset&amp;quot;//.../&amp;quot;traumatized&amp;quot;/&amp;quot;utterly traumatized&amp;quot;. --[[User:Quietust|Quietust]] 20:19, 9 September 2012 (UTC)&lt;br /&gt;
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=== Stockpile settings info ===&lt;br /&gt;
I'd like to read your oppinion on my planned long-term editing concerning [[User_talk:Emi#Stockpile_setting_info|Stockpile settings information]]. --[[User:Nagidal|Nagidal]] 07:17, 10 August 2012 (UTC)&lt;br /&gt;
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=== Any dragon fire proof materials? ===&lt;br /&gt;
Seeing you have mentioned that the dragonfire will melt dolomite, I guess there is no material safe from dragonfire in DF (except for dragon skin, bones, etc.), so maybe this note should have all material articles. (it is a mild Fun spoiler, though). Or the note about dragonfire it should be missing everywhere, because it is so general. --[[User:Nagidal|Nagidal]] 21:22, 9 August 2012 (UTC)&lt;br /&gt;
:Any material with a FIXED_TEMP is immune to dragonfire, which means that [[nether cap]] wood should be safe. --[[User:Quietust|Quietust]] 21:41, 9 August 2012 (UTC)&lt;br /&gt;
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===Ban===&lt;br /&gt;
Why did you ban my previus account (ilsinopeo)? I do not understand what is wrong in that username--Sinop&lt;br /&gt;
:I blocked it for the same reason that I've been blocking dozens of other accounts every day - it looked like a spambot, and it hadn't made a single edit within 2 hours of signup (lots of them have been known to wait several ''days'' before filling their talk page with spam links, hoping to escape detection). Also, why did you create a new account when '''Briess unbanned you about 6 hours ago'''? --[[User:Quietust|Quietust]] 11:22, 29 June 2012 (UTC)&lt;br /&gt;
::Ops i did not notice that, my bad--[[User:Ilsinopeo|Ilsinopeo]] 12:38, 29 June 2012 (UTC)&lt;br /&gt;
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===Binary Patches===&lt;br /&gt;
I've noticed some binary patches you've posted around and was wondering exactly what to do with them.  I'm guessing something like CFF Explorer?  Usually when I hex edit it's with Cheat Engine, so if I screw something up at least it's gone next program run. Wanted to make sure before I did anything drastic.  Also, would those edits screw up tools like DFHack and Therapist that depend on exact offsets? [[User:Hesuchia|Hesuchia]] 17:14, 26 June 2012 (UTC)&lt;br /&gt;
*You apply them by editing the EXE file itself (while it's not running) with a hex-editor. The Windows patches ones won't affect any existing tools since said tools look at the PE timestamp (which doesn't get changed), and the patches themselves have no effect on any of the offsets. --[[User:Quietust|Quietust]] 18:32, 26 June 2012 (UTC)&lt;br /&gt;
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=== Blocked for &amp;quot;Unacceptable username&amp;quot; ===&lt;br /&gt;
Why has my account (jimj316) been blocked? Just because it ends in a number?&lt;br /&gt;
If you need proof that I'm not a spambot, view the [[DF2012_Talk:Creature_token|Talk page for creature tokens]], where I left a message (before I made an account) about an edit I had made to improve the page. &lt;br /&gt;
[[Special:Contributions/212.219.142.161|212.219.142.161]] 09:22, 18 June 2012 (UTC)&lt;br /&gt;
:Yes, it was because your username, like many of the spambots, ended with a number. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
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=== Potential contributor banned ===&lt;br /&gt;
&lt;br /&gt;
I've got a message from 76.185.119.161 that he would like to contribute to the DF wiki, but his IP is banned. Why is he banned? Do you think you can unban him and see how it goes? --[[User:Nagidal|Nagidal]] 23:00, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:FYI, that IP address is in the Road Runner IP block in the Dallas, Texas area.  It's dynamically allocated to their customers so, unless this is a recent ban, the person who has it now probably isn't the same person who got it banned (assuming it's not part of a block of banned IP addresses).  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 00:07, 18 June 2012 (UTC)&lt;br /&gt;
::The ban is almost definitely an automatic one placed as a result of banning a suspected spambot - I need to which one it was (the wiki should say &amp;quot;Autoblocked because your IP address has been recently used by 'username'&amp;quot;) so I can remove it. --[[User:Quietust|Quietust]] 01:17, 18 June 2012 (UTC)&lt;br /&gt;
::: Please remove it. I think it's unlikely that will cause any trouble. This is what he gets when he tries to create an account:&lt;br /&gt;
::::Login error Your IP address is listed as an open proxy in the DNSBL used by Dwarf Fortress Wiki. You cannot create an account (76.185.119.161)&lt;br /&gt;
:::--[[User:Nagidal|Nagidal]] 08:44, 18 June 2012 (UTC)&lt;br /&gt;
::::There's nothing I can do to fix that one - you'll need to talk to Briess. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
::::Have him try again now.  If he still encounters the same issue, he'll have to apply to get his IP address removed from the blocklist at [http://www.spamhaus.org/lookup/] (I removed 3 of the blocklists we were using so it's only spamhaus now) --[[User:Briess|Briess]] 07:27, 19 June 2012 (UTC)&lt;br /&gt;
::::&amp;lt;s&amp;gt;Just checked, he is listed on [http://www.spamhaus.org/pbl/query/PBL238586] so he'll need to follow those instructions to get delisted. --[[User:Briess|Briess]] 07:30, 19 June 2012 (UTC)&amp;lt;/s&amp;gt; incorrect, this won't affect wiki signup --[[User:Briess|Briess]] 07:32, 19 June 2012 (UTC)&lt;br /&gt;
:::::Thank you guys for looking into it. He said he would sign up soon now. --[[User:Nagidal|Nagidal]] 08:33, 20 June 2012 (UTC)&lt;br /&gt;
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=== Would My Username Be Rejected? ===&lt;br /&gt;
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked.  I do appreciate your hard work.  It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.&lt;br /&gt;
&lt;br /&gt;
But then it occurred to me... My name looks like a spammer's!  If I signed up today, would I be blocked immediately?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)&lt;br /&gt;
:Probably not - the recent spammers have been signing up with account names following very specific patterns, and yours doesn't match any of them. While you're here, I thought you might be interested in knowing that I've confirmed a lot of your findings from studying my disassembly of 0.23.130.23a - while lots of things have changed in the past 5 years, lots of other things have stayed exactly the same. --[[User:Quietust|Quietust]] 20:01, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Registration Spam===&lt;br /&gt;
Q, methinks the method shown under &amp;quot;Comment Spam defeated at last&amp;quot; on Steve Hanov's Blog stevehanov.ca would save you a lot of work.&lt;br /&gt;
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===More spammer blocking===&lt;br /&gt;
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8,  were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)&lt;br /&gt;
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)&lt;br /&gt;
::While reporting [[User talk:BrettWCotton7|BrettWCotton7]], I noticed that [[User talk:Lonna44|Lonna44]] was overlooked. --[[User:Cali|Cali]] 22:06, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blocking Vroomvroom1970===&lt;br /&gt;
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Clean up some deleted pages===&lt;br /&gt;
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Creaturelookup/0 and Creaturedesc templates===&lt;br /&gt;
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)&lt;br /&gt;
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)&lt;br /&gt;
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===See Bot request===&lt;br /&gt;
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Gravitates/animal men===&lt;br /&gt;
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing.  Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)&lt;br /&gt;
===DFRawFunctions===&lt;br /&gt;
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)&lt;br /&gt;
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Re:DFRawFunctions===&lt;br /&gt;
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 22:30, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Error submiting updates to DF2012:Creatures===&lt;br /&gt;
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Re: Stuff===&lt;br /&gt;
Gonna go do it right now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:59, 7 March 2012 (UTC)&lt;br /&gt;
===Good job===&lt;br /&gt;
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)&lt;br /&gt;
=== A new list ===&lt;br /&gt;
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&amp;amp;curid=17187&amp;amp;diff=153614&amp;amp;oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)&lt;br /&gt;
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Creature Logic + diagrams===&lt;br /&gt;
Thanks for the edits to creature logic.  It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page.  If there is a preferred method, maybe someone (lol &amp;quot;someone,&amp;quot; although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]?  Might save you from some future tedium, unless of course you enjoy those kind of edits.&lt;br /&gt;
  &lt;br /&gt;
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time.  Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals?  That is, if an edge detector detects an &amp;quot;edge&amp;quot; signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)&lt;br /&gt;
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off-&amp;gt;on and a different thing when the signal changes from on-&amp;gt;off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
=== v0.44.02 Raws Update ===&lt;br /&gt;
::Hi!&lt;br /&gt;
&lt;br /&gt;
::I'm not sure if this bot is still maintained, or if you're still accepting requests, but I figured I might as well give it a shot. Although the diff between the raws of v0.43.05 and v0.44.02 is minuscule, it's still a sizable enough number of changes to warrant some form of automation. Additionally, some of the Raws (like [[DF2014:Dog/raw|dogs]]) haven't been updated since 2014.&lt;br /&gt;
&lt;br /&gt;
::If you're still accepting requests, I'd like to request a general raws update throughout the wiki. If this isn't feasible, or you'd rather it be handled manually, no problem. &lt;br /&gt;
&lt;br /&gt;
:: Thank you!&lt;br /&gt;
&lt;br /&gt;
:: [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 12:15, 1 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== DF:2012 Namespace ===&lt;br /&gt;
::Hello, &lt;br /&gt;
&lt;br /&gt;
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.&lt;br /&gt;
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.&lt;br /&gt;
::For every article moved to a previous version namespace, create a new article in the new namespace with the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.&lt;br /&gt;
&lt;br /&gt;
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
::Thanks,&lt;br /&gt;
&lt;br /&gt;
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Entity_token&amp;diff=234002</id>
		<title>DF2014 Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Entity_token&amp;diff=234002"/>
		<updated>2017-12-01T11:57:37Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Created talk page for Entity token with opening note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New Set Of Tokens In Entity Definitions == &lt;br /&gt;
&lt;br /&gt;
Kobolds now seem to use a different form of animal specification in their entity_default.txt entry - in the previous version, it was &amp;lt;pre&amp;gt;[USE_CAVE_ANIMALS]&amp;lt;/pre&amp;gt;. It's now this set of tokens:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ANIMAL]&lt;br /&gt;
 	[ANIMAL_CLASS:POISONOUS]&lt;br /&gt;
 	[ANIMAL_FORBIDDEN_CLASS:MAMMAL]&lt;br /&gt;
 	[ANIMAL_NEVER_MOUNT]&lt;br /&gt;
 	[ANIMAL_NEVER_WAGON_PULLER]&lt;br /&gt;
 	[ANIMAL_NEVER_PACK_ANIMAL]&lt;br /&gt;
 	[ANIMAL_ALWAYS_PET]&lt;br /&gt;
 	[ANIMAL_ALWAYS_SIEGE]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of these seem to be fairly self explanatory? Just sorta posting this because I wanted to highlight the change, but don't currently have the time to play with these enough to give accurate descriptions. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 11:57, 1 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234001</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234001"/>
		<updated>2017-12-01T08:31:37Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Add point about artifact recovery on dwarven sites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|18:02, 30 November 2017 (UTC)}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] for one or more [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site with the cursor (controllable with the arrow keys). If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected an object or citizen, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves select a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
When a squad returns from a missions it is announced by &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot;. A mission [[report]] will be viewable from the {{k|r}}eport menu. In the report, the path the squad took is traced on the map and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete, please contribute''&lt;br /&gt;
* Slipped into settlement undetected&lt;br /&gt;
* Searched settlement&lt;br /&gt;
* Stole artifact&lt;br /&gt;
* Freed the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* Confronted the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* The Human/Elf/Goblin/Dwarf fought with&lt;br /&gt;
* Human/Elf/Goblin/Dwarf's (body part) was torn out/ripped off&lt;br /&gt;
* Human/Elf/Goblin/Dwarf was struck down&lt;br /&gt;
* Item/Artifact was looted from Human/Elf/Goblin/Dwarf&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234000</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234000"/>
		<updated>2017-12-01T08:28:17Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|18:02, 30 November 2017 (UTC)}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] for one or more [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site with the cursor (controllable with the arrow keys). If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected an object or citizen, press {{k|r}} to create a new mission, and move into squad selection.&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves select a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
When a squad returns from a missions it is announced by &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot;. A mission [[report]] will be viewable from the {{k|r}}eport menu. In the report, the path the squad took is traced on the map and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete, please contribute''&lt;br /&gt;
* Slipped into settlement undetected&lt;br /&gt;
* Searched settlement&lt;br /&gt;
* Stole artifact&lt;br /&gt;
* Freed the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* Confronted the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* The Human/Elf/Goblin/Dwarf fought with&lt;br /&gt;
* Human/Elf/Goblin/Dwarf's (body part) was torn out/ripped off&lt;br /&gt;
* Human/Elf/Goblin/Dwarf was struck down&lt;br /&gt;
* Item/Artifact was looted from Human/Elf/Goblin/Dwarf&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233999</id>
		<title>DF2014 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233999"/>
		<updated>2017-12-01T01:33:39Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anonymous: Does anyone know if military dwarves that name weapons also give them the X3 to hit multiply thing that other Artifact weapons have?&lt;br /&gt;
&lt;br /&gt;
== Named weapons no longer fixed to their namer? ==&lt;br /&gt;
&lt;br /&gt;
In 40.xx it's possible for a dwarf to drop his named weapon (upon a military uniform change, for example). It can then be picked up by another dwarf while the former one is still alive.&lt;br /&gt;
[[User:Qrox|Qrox]] ([[User talk:Qrox|talk]]) 12:01, 27 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact gems ==&lt;br /&gt;
is it worth mentioning that artifact gems can be included into other artifacts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, assuming someone can prove this happens in the game. ~SomeGuy&lt;br /&gt;
&lt;br /&gt;
== Family Heirlooms == &lt;br /&gt;
&lt;br /&gt;
It's briefly touched on in the article, but a little more research into what family heirlooms affect, if anything, is warranted. Additionally, it looks like there's multiple ways in which a family heirloom can be claimed - for instance, they can claim it in the name of an ancestor. I'd like to see if anyone else has anything they've noticed about heirlooms. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 21:10, 30 November 2017 (UTC)&lt;br /&gt;
:I've seen an artifact created from a mood be dedicated to the fortress's civilization. I didn't record how it was phrased though. I guess these &amp;quot;dedications&amp;quot; are used in worldgen as motivation for entities to seek and recover artifacts, which keeps things interesting. So you'd get civilizations waging a war to recover a artifact that was dedicated to them, or the children of a artifact creator doing the same for an artifact claimed as a heirloom. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 21:39, 30 November 2017 (UTC)&lt;br /&gt;
::That makes sense, although it does still puzzle me why an artifact could be claimed in the name of some ancestor and what effect it has on the recovery of artifacts, if any. I'm also wondering if there's some predisposition to claiming family heirlooms (on behalf of the creator - valuing family, perhaps?) [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]])&lt;br /&gt;
:::I've been looking through Legends mode. Artifact creators either claim the artifact as a family heirloom (that's all it says) or offer it to their ruler who then proceeds to make it their symbol (&amp;quot;...was made a symbol of the king/baron/duke/count&amp;quot;). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:35, 30 November 2017 (UTC)&lt;br /&gt;
::::Interesting - my research seems to conclude the same. So I suppose that any mention of ancestry is just a cosmetic addition, rather than a link to any HF? The particular dwarf I'm looking at supposedly dedicated a toy boat to his maternal great-grandfather, but indeed, the legends file only mentions the creation of a family heirloom.&lt;br /&gt;
::I've had an artifact dedicated to the local site's government as well (not the civilization, nor the fortress itself). [https://imgur.com/a/ckXEb Here's a pic] for reference. --[[User:Beardistheword|Beardistheword]] ([[User talk:Beardistheword|talk]]) 22:42, 30 November 2017 (UTC)&lt;br /&gt;
::For future reference, [https://imgur.com/a/kBPVs this] and [https://imgur.com/a/D7rtU this] are what I was talking about re: &amp;quot;ancestry&amp;quot; claiming. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 22:57, 30 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Unofficial List Of Known Artifact Claims ===&lt;br /&gt;
* Familial Claim (&amp;quot;He/She claims it as a family heirloom&amp;quot;/&amp;quot;He/She claims it as an heirloom in the name of the family ancestor &amp;lt;ancestor&amp;gt;&amp;quot;)&lt;br /&gt;
* Personal Claim (&amp;quot;He/She claims it as a personal treasure&amp;quot;)&lt;br /&gt;
* Entity Offer (&amp;quot;He/She offers it to &amp;lt;entity name&amp;gt;&amp;quot;)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233998</id>
		<title>DF2014 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233998"/>
		<updated>2017-12-01T00:47:41Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Add unofficial list of artifact claim types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anonymous: Does anyone know if military dwarves that name weapons also give them the X3 to hit multiply thing that other Artifact weapons have?&lt;br /&gt;
&lt;br /&gt;
== Named weapons no longer fixed to their namer? ==&lt;br /&gt;
&lt;br /&gt;
In 40.xx it's possible for a dwarf to drop his named weapon (upon a military uniform change, for example). It can then be picked up by another dwarf while the former one is still alive.&lt;br /&gt;
[[User:Qrox|Qrox]] ([[User talk:Qrox|talk]]) 12:01, 27 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact gems ==&lt;br /&gt;
is it worth mentioning that artifact gems can be included into other artifacts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, assuming someone can prove this happens in the game. ~SomeGuy&lt;br /&gt;
&lt;br /&gt;
== Family Heirlooms == &lt;br /&gt;
&lt;br /&gt;
It's briefly touched on in the article, but a little more research into what family heirlooms affect, if anything, is warranted. Additionally, it looks like there's multiple ways in which a family heirloom can be claimed - for instance, they can claim it in the name of an ancestor. I'd like to see if anyone else has anything they've noticed about heirlooms. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 21:10, 30 November 2017 (UTC)&lt;br /&gt;
:I've seen an artifact created from a mood be dedicated to the fortress's civilization. I didn't record how it was phrased though. I guess these &amp;quot;dedications&amp;quot; are used in worldgen as motivation for entities to seek and recover artifacts, which keeps things interesting. So you'd get civilizations waging a war to recover a artifact that was dedicated to them, or the children of a artifact creator doing the same for an artifact claimed as a heirloom. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 21:39, 30 November 2017 (UTC)&lt;br /&gt;
::That makes sense, although it does still puzzle me why an artifact could be claimed in the name of some ancestor and what effect it has on the recovery of artifacts, if any. I'm also wondering if there's some predisposition to claiming family heirlooms (on behalf of the creator - valuing family, perhaps?) [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]])&lt;br /&gt;
:::I've been looking through Legends mode. Artifact creators either claim the artifact as a family heirloom (that's all it says) or offer it to their ruler who then proceeds to make it their symbol (&amp;quot;...was made a symbol of the king/baron/duke/count&amp;quot;). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:35, 30 November 2017 (UTC)&lt;br /&gt;
::::Interesting - my research seems to conclude the same. So I suppose that any mention of ancestry is just a cosmetic addition, rather than a link to any HF? The particular dwarf I'm looking at supposedly dedicated a toy boat to his maternal great-grandfather, but indeed, the legends file only mentions the creation of a family heirloom.&lt;br /&gt;
::I've had an artifact dedicated to the local site's government as well (not the civilization, nor the fortress itself). [https://imgur.com/a/ckXEb Here's a pic] for reference. --[[User:Beardistheword|Beardistheword]] ([[User talk:Beardistheword|talk]]) 22:42, 30 November 2017 (UTC)&lt;br /&gt;
::For future reference, [https://imgur.com/a/kBPVs this] is what I was talking about re: &amp;quot;ancestry&amp;quot; claiming. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 22:57, 30 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Unofficial List Of Known Artifact Claims ===&lt;br /&gt;
* Familial Claim (&amp;quot;He/She claims it as a family heirloom&amp;quot;/&amp;quot;He/She claims it as an heirloom in the name of the family ancestor &amp;lt;ancestor&amp;gt;&amp;quot;)&lt;br /&gt;
* Personal Claim (&amp;quot;He/She claims it as a personal treasure&amp;quot;)&lt;br /&gt;
* Entity Offer (&amp;quot;He/She offers it to &amp;lt;entity name&amp;gt;&amp;quot;)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Rope&amp;diff=233997</id>
		<title>DF2014 Talk:Rope</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Rope&amp;diff=233997"/>
		<updated>2017-12-01T00:02:45Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think it should be noted that ropes made from dyed cloth cannot be used to make traction benches.&lt;br /&gt;
&lt;br /&gt;
== Suggested Merge With Chain ==&lt;br /&gt;
&lt;br /&gt;
This article admits that there's no categorical or functional difference between ropes and [[chain|chains]] - this seems to fulfill the criteria for a merge, as far as I'm concerned. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 00:02, 1 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=233996</id>
		<title>Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=233996"/>
		<updated>2017-11-30T23:16:26Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Add furniture template to Grate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Grate&lt;br /&gt;
|tile=#&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a [[furniture]]-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from [[stone]] or [[ore]] (with the [[masonry]] [[labor]] at a [[mason's workshop]]), wood (with the [[carpentry]] labor in a [[carpenter's workshop]]), [[Metal|metal bar]]s (with the [[blacksmithing]] labor at a [[forge]]), or [[glass]] (with the [[glassmaking]] labor at a [[glass furnace]]).&lt;br /&gt;
&lt;br /&gt;
== Wall grate ==&lt;br /&gt;
A '''wall grate''' is basically a [[fortification]], but with two differences:&lt;br /&gt;
* It is a [[building]] instead of a [[construction]]. It doesn't overwrite the tile below it, and it can be smashed by [[building destroyer]]s.&lt;br /&gt;
* It can be linked to a [[lever]] or [[pressure plate]]. Once linked, it works like a linked [[door]] which doesn't stop fluids, [[arrow]]s or [[Miasma]] when closed.&lt;br /&gt;
Wall grates act as boundaries for rooms being resized, but they do not provide support for doors.  &lt;br /&gt;
Unlike a constructed wall, the grate has some quality level and can be decorated.&lt;br /&gt;
&lt;br /&gt;
== Floor grate ==&lt;br /&gt;
A '''floor grate''' is similar to a floor or a closed [[floor hatch]] in that it can be walked upon and blocks [[creature]] and item movement between Z-levels. However, it lets [[water]] and [[magma]] through like an open tile. Floor grates block projectiles, unlike wall grates. They do not block line of sight. Floor grates can be linked to a [[lever]] or a [[pressure plate]]. When triggered, a floor grate opens like a hatch, but with a 100-tick delay.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached [[orthogonal]]ly (i.e. not diagonally) to firm ground or some solid construction (a [[wall]], [[floor]], etc.) if they are to be supported over empty space, not (just) other grates.  Floor grates can also be placed directly on top of a non-constructed floor or [[stairs|staircase]], rather than empty space, in which case it doesn't need any support next to it.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to [[cave-in]] immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s cannot be placed over floor grates.&lt;br /&gt;
&lt;br /&gt;
Like [[bridge]]s and [[floor hatch]]es, floor grates will mark areas beneath them as being &amp;quot;inside&amp;quot;, even if they are retracted.&lt;br /&gt;
&lt;br /&gt;
If a floor grate is placed right on top of a [[soil]] floor or [[mud]]dy floor it will prevent [[grass]], [[shrub]]s and [[tree|saplings]] from growing.&lt;br /&gt;
&lt;br /&gt;
Floor grates do not block [[fishing]] or taking water directly from a [[activity zone#Water_Source|water source]], nor do they block collecting [[sand]] or [[clay]], though they do prevent [[well]]s from working if between the well and the water.&lt;br /&gt;
&lt;br /&gt;
Floor grates over empty space block [[miasma]] from rising through them (miasma will normally flow upward through empty space).&lt;br /&gt;
&lt;br /&gt;
== Bars vs. grates ==&lt;br /&gt;
Vertical/horizontal [[bars]] seem to be functionally identical to wall/floor grates. The only notable difference between grates and bars is that grates are finished goods (which must be produced from raw materials) and have [[quality]] levels (and thus boost your fortress's architecture value significantly), while bars are simply raw materials that can be thrown into place at a moment's notice and then deconstructed later should they be needed later for other jobs.&lt;br /&gt;
&lt;br /&gt;
Another difference is that building destroyers will topple bars, destroying them in seconds compared to minutes with grates.&lt;br /&gt;
&lt;br /&gt;
One other important difference is that grates can be made from stone, which is generally much more plentiful than the materials for bars.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If you wish to remove a floor piece that is linked to a grate, make sure that the dwarf that carries out the job does not stand on the grate, or remove all grates first. The grate will not be supported, and fall (with your uncareful dwarf on it), and you will experience the famous idiom: &amp;quot;It's not the fall that kills you, it's the sudden stop at the end.&amp;quot;&lt;br /&gt;
* On a similar note, be cautious when removing a large number of grates next to each other, as a dwarf trying to remove a grate ''will'' stand on one his neighbor is about to yank out from under his feet. This can be largely avoided by removing them in batches of alternating grates (IE: Grates 1, 3, 5 then 2, 4, 6, etc...)&lt;br /&gt;
* Floor grates can be used in watchtowers: place a locked-in animal on top of them, and let them observe possible intruders from above. Since no alternative route to the watcher exists, building destroyers cannot destroy the grate. Getting the animal in place can be tricky, if the floor is all grates - pitting is an option. Bonus points for combining this with an automated magma release valve.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Creatures and dwarves pushed by water flow can be pushed through wall grates.  {{Bug|5458}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Density&amp;diff=233995</id>
		<title>DF2014 Talk:Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Density&amp;diff=233995"/>
		<updated>2017-11-30T23:03:43Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Forgot to sign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Candy&amp;quot; spoilers ==&lt;br /&gt;
&lt;br /&gt;
Attempting to hide categorical information about materials under joking nicknames seems to be a bad idea. Having the name of this material listed in the article provides no spoiler-ish content, as far as I can see, given that it discloses nothing about the nature of the material or its interaction with spoilers, but rather simply that it exists, and it has density. The same goes for [[Magma-safe|this]] article, but I'd hate to be redundant. Can anyone provide a valid reason why this ''shouldn't'' be Adamantine instead of &amp;quot;Candy&amp;quot;? [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 23:03, 30 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Density&amp;diff=233994</id>
		<title>DF2014 Talk:Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Density&amp;diff=233994"/>
		<updated>2017-11-30T23:03:25Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Created page with &amp;quot;== &amp;quot;Candy&amp;quot; spoilers ==  Attempting to hide categorical information about materials under joking nicknames seems to be a bad idea. Having the name of this material listed in th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Candy&amp;quot; spoilers ==&lt;br /&gt;
&lt;br /&gt;
Attempting to hide categorical information about materials under joking nicknames seems to be a bad idea. Having the name of this material listed in the article provides no spoiler-ish content, as far as I can see, given that it discloses nothing about the nature of the material or its interaction with spoilers, but rather simply that it exists, and it has density. The same goes for [[Magma-safe|this]] article, but I'd hate to be redundant. Can anyone provide a valid reason why this ''shouldn't'' be Adamantine instead of &amp;quot;Candy&amp;quot;?&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233993</id>
		<title>DF2014 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233993"/>
		<updated>2017-11-30T22:57:55Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anonymous: Does anyone know if military dwarves that name weapons also give them the X3 to hit multiply thing that other Artifact weapons have?&lt;br /&gt;
&lt;br /&gt;
== Named weapons no longer fixed to their namer? ==&lt;br /&gt;
&lt;br /&gt;
In 40.xx it's possible for a dwarf to drop his named weapon (upon a military uniform change, for example). It can then be picked up by another dwarf while the former one is still alive.&lt;br /&gt;
[[User:Qrox|Qrox]] ([[User talk:Qrox|talk]]) 12:01, 27 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact gems ==&lt;br /&gt;
is it worth mentioning that artifact gems can be included into other artifacts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, assuming someone can prove this happens in the game. ~SomeGuy&lt;br /&gt;
&lt;br /&gt;
== Family Heirlooms == &lt;br /&gt;
&lt;br /&gt;
It's briefly touched on in the article, but a little more research into what family heirlooms affect, if anything, is warranted. Additionally, it looks like there's multiple ways in which a family heirloom can be claimed - for instance, they can claim it in the name of an ancestor. I'd like to see if anyone else has anything they've noticed about heirlooms. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 21:10, 30 November 2017 (UTC)&lt;br /&gt;
:I've seen an artifact created from a mood be dedicated to the fortress's civilization. I didn't record how it was phrased though. I guess these &amp;quot;dedications&amp;quot; are used in worldgen as motivation for entities to seek and recover artifacts, which keeps things interesting. So you'd get civilizations waging a war to recover a artifact that was dedicated to them, or the children of a artifact creator doing the same for an artifact claimed as a heirloom. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 21:39, 30 November 2017 (UTC)&lt;br /&gt;
::That makes sense, although it does still puzzle me why an artifact could be claimed in the name of some ancestor and what effect it has on the recovery of artifacts, if any. I'm also wondering if there's some predisposition to claiming family heirlooms (on behalf of the creator - valuing family, perhaps?) [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]])&lt;br /&gt;
:::I've been looking through Legends mode. Artifact creators either claim the artifact as a family heirloom (that's all it says) or offer it to their ruler who then proceeds to make it their symbol (&amp;quot;...was made a symbol of the king/baron/duke/count&amp;quot;). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:35, 30 November 2017 (UTC)&lt;br /&gt;
::::Interesting - my research seems to conclude the same. So I suppose that any mention of ancestry is just a cosmetic addition, rather than a link to any HF? The particular dwarf I'm looking at supposedly dedicated a toy boat to his maternal great-grandfather, but indeed, the legends file only mentions the creation of a family heirloom.&lt;br /&gt;
::I've had an artifact dedicated to the local site's government as well (not the civilization, nor the fortress itself). [https://imgur.com/a/ckXEb Here's a pic] for reference. --[[User:Beardistheword|Beardistheword]] ([[User talk:Beardistheword|talk]]) 22:42, 30 November 2017 (UTC)&lt;br /&gt;
::For future reference, [https://imgur.com/a/kBPVs this] is what I was talking about re: &amp;quot;ancestry&amp;quot; claiming. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 22:57, 30 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Hive&amp;diff=233992</id>
		<title>Template:Floor Plan Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Hive&amp;diff=233992"/>
		<updated>2017-11-30T22:51:54Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Create Template:Floor Plan for Hive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: {{fgcolor|2:1}}; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Floor Plan Templates|Hive]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Picture_Hive&amp;diff=233991</id>
		<title>Template:Picture Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Picture_Hive&amp;diff=233991"/>
		<updated>2017-11-30T22:47:18Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Create Template:Picture for Hive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border-spacing: 0; background: black; border: 2px solid black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0; line-height: 1.25em&amp;quot; | {{Raw Tile|▬|6:0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Picture Templates|Hive]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233989</id>
		<title>DF2014 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233989"/>
		<updated>2017-11-30T22:38:04Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anonymous: Does anyone know if military dwarves that name weapons also give them the X3 to hit multiply thing that other Artifact weapons have?&lt;br /&gt;
&lt;br /&gt;
== Named weapons no longer fixed to their namer? ==&lt;br /&gt;
&lt;br /&gt;
In 40.xx it's possible for a dwarf to drop his named weapon (upon a military uniform change, for example). It can then be picked up by another dwarf while the former one is still alive.&lt;br /&gt;
[[User:Qrox|Qrox]] ([[User talk:Qrox|talk]]) 12:01, 27 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact gems ==&lt;br /&gt;
is it worth mentioning that artifact gems can be included into other artifacts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, assuming someone can prove this happens in the game. ~SomeGuy&lt;br /&gt;
&lt;br /&gt;
== Family Heirlooms == &lt;br /&gt;
&lt;br /&gt;
It's briefly touched on in the article, but a little more research into what family heirlooms affect, if anything, is warranted. Additionally, it looks like there's multiple ways in which a family heirloom can be claimed - for instance, they can claim it in the name of an ancestor. I'd like to see if anyone else has anything they've noticed about heirlooms. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 21:10, 30 November 2017 (UTC)&lt;br /&gt;
:I've seen an artifact created from a mood be dedicated to the fortress's civilization. I didn't record how it was phrased though. I guess these &amp;quot;dedications&amp;quot; are used in worldgen as motivation for entities to seek and recover artifacts, which keeps things interesting. So you'd get civilizations waging a war to recover a artifact that was dedicated to them, or the children of a artifact creator doing the same for an artifact claimed as a heirloom. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 21:39, 30 November 2017 (UTC)&lt;br /&gt;
::That makes sense, although it does still puzzle me why an artifact could be claimed in the name of some ancestor and what effect it has on the recovery of artifacts, if any. I'm also wondering if there's some predisposition to claiming family heirlooms (on behalf of the creator - valuing family, perhaps?) [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]])&lt;br /&gt;
:::I've been looking through Legends mode. Artifact creators either claim the artifact as a family heirloom (that's all it says) or offer it to their ruler who then proceeds to make it their symbol (&amp;quot;...was made a symbol of the king/baron/duke/count&amp;quot;). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:35, 30 November 2017 (UTC)&lt;br /&gt;
::::Interesting - my research seems to conclude the same. So I suppose that any mention of ancestry is just a cosmetic addition, rather than a link to any HF? The particular dwarf I'm looking at supposedly dedicated a toy boat to his maternal great-grandfather, but indeed, the legends file only mentions the creation of a family heirloom.&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233987</id>
		<title>DF2014 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233987"/>
		<updated>2017-11-30T22:24:17Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anonymous: Does anyone know if military dwarves that name weapons also give them the X3 to hit multiply thing that other Artifact weapons have?&lt;br /&gt;
&lt;br /&gt;
== Named weapons no longer fixed to their namer? ==&lt;br /&gt;
&lt;br /&gt;
In 40.xx it's possible for a dwarf to drop his named weapon (upon a military uniform change, for example). It can then be picked up by another dwarf while the former one is still alive.&lt;br /&gt;
[[User:Qrox|Qrox]] ([[User talk:Qrox|talk]]) 12:01, 27 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact gems ==&lt;br /&gt;
is it worth mentioning that artifact gems can be included into other artifacts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, assuming someone can prove this happens in the game. ~SomeGuy&lt;br /&gt;
&lt;br /&gt;
== Family Heirlooms == &lt;br /&gt;
&lt;br /&gt;
It's briefly touched on in the article, but a little more research into what family heirlooms affect, if anything, is warranted. Additionally, it looks like there's multiple ways in which a family heirloom can be claimed - for instance, they can claim it in the name of an ancestor. I'd like to see if anyone else has anything they've noticed about heirlooms. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 21:10, 30 November 2017 (UTC)&lt;br /&gt;
:I've seen an artifact created from a mood be dedicated to the fortress's civilization. I didn't record how it was phrased though. I guess these &amp;quot;dedications&amp;quot; are used in worldgen as motivation for entities to seek and recover artifacts, which keeps things interesting. So you'd get civilizations waging a war to recover a artifact that was dedicated to them, or the children of a artifact creator doing the same for an artifact claimed as a heirloom. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 21:39, 30 November 2017 (UTC)&lt;br /&gt;
::That makes sense, although it does still puzzle me why an artifact could be claimed in the name of some ancestor and what effect it has on the recovery of artifacts, if any. I'm also wondering if there's some predisposition to claiming family heirlooms (on behalf of the creator - valuing family, perhaps?) [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]])&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233982</id>
		<title>DF2014 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Legendary_artifact&amp;diff=233982"/>
		<updated>2017-11-30T21:10:00Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Family Heirlooms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anonymous: Does anyone know if military dwarves that name weapons also give them the X3 to hit multiply thing that other Artifact weapons have?&lt;br /&gt;
&lt;br /&gt;
== Named weapons no longer fixed to their namer? ==&lt;br /&gt;
&lt;br /&gt;
In 40.xx it's possible for a dwarf to drop his named weapon (upon a military uniform change, for example). It can then be picked up by another dwarf while the former one is still alive.&lt;br /&gt;
[[User:Qrox|Qrox]] ([[User talk:Qrox|talk]]) 12:01, 27 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact gems ==&lt;br /&gt;
is it worth mentioning that artifact gems can be included into other artifacts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, assuming someone can prove this happens in the game. ~SomeGuy&lt;br /&gt;
&lt;br /&gt;
== Family Heirlooms == &lt;br /&gt;
&lt;br /&gt;
It's briefly touched on in the article, but a little more research into what family heirlooms affect, if anything, is warranted. Additionally, it looks like there's multiple ways in which a family heirloom can be claimed - for instance, they can claim it in the name of an ancestor. I'd like to see if anyone else has anything they've noticed about heirlooms. [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 21:10, 30 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crutch-walker&amp;diff=233966</id>
		<title>v0.34:Crutch-walker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crutch-walker&amp;diff=233966"/>
		<updated>2017-11-30T07:37:54Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Removed vandalism. Again.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:56, 8 November 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Crutch-walker&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Automatic, use crutch to walk after injury&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Crutch-walker''' is the skill typically used by those who have [[wound|lost]] the ability to walk normally. Crutch-walkers use [[crutch]]es while moving around the map.&lt;br /&gt;
&lt;br /&gt;
The crutch-walker [[skill|skill level]] is related to the penalty received to movement. As the skill develops, the character moves at speeds closer to their ambulatory movement rate up to Legendary+5 rank, at which movement rate is no longer impaired while a crutch is held. The quality or type of crutch is not related to outcome. It is possible to gain experience in this skill in [[adventure mode]] by holding a crutch in either hand. &lt;br /&gt;
&lt;br /&gt;
Crutch-walkers are the natural byproducts of a fortress' [[health care|health care industry]].&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crutch-walker&amp;diff=233964</id>
		<title>v0.34:Crutch-walker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crutch-walker&amp;diff=233964"/>
		<updated>2017-11-30T04:12:01Z</updated>

		<summary type="html">&lt;p&gt;CalmBit: Undo vandalism.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:56, 8 November 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Crutch-walker&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Automatic, use crutch to walk after injury&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Crutch-walker''' is the skill typically used by those who have [[wound|lost]] the ability to walk normally. Crutch-walkers use [[crutch]]es while moving around the map.&lt;br /&gt;
&lt;br /&gt;
The crutch-walker [[skill|skill level]] is related to the penalty received to movement. As the skill develops, the character moves at speeds closer to their ambulatory movement rate up to Legendary+5 rank, at which movement rate is no longer impaired while a crutch is held. The quality or type of crutch is not related to outcome. It is possible to gain experience in this skill in [[adventure mode]] by holding a crutch in either hand. &lt;br /&gt;
&lt;br /&gt;
Crutch-walkers are the natural byproducts of a fortress' [[health care|health care industry]].&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>CalmBit</name></author>
	</entry>
</feed>