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	<updated>2026-05-11T17:31:04Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Item_definition_token&amp;diff=168527</id>
		<title>v0.34:Item definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Item_definition_token&amp;diff=168527"/>
		<updated>2012-03-24T14:41:32Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Many of the subtypes are grouped under &amp;quot;armor&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:10, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Item definition tokens''' are used in item definitions in the raws.&lt;br /&gt;
&lt;br /&gt;
Item types:&lt;br /&gt;
* ITEM_WEAPON - [[weapon token]]&lt;br /&gt;
* ITEM_TOY - see below&lt;br /&gt;
* ITEM_TOOL - [[tool token]]&lt;br /&gt;
* ITEM_INSTRUMENT - see below&lt;br /&gt;
* ITEM_TRAPCOMP - [[trap component token]]&lt;br /&gt;
* ITEM_ARMOR - [[Armor token|armor-type armor token]]&lt;br /&gt;
* ITEM_AMMO - [[ammo token]]&lt;br /&gt;
* ITEM_SIEGEAMMO - see below&lt;br /&gt;
* ITEM_GLOVES - [[Armor token|gloves-type armor token]]&lt;br /&gt;
* ITEM_SHOES - [[Armor token|shoes-type armor token]]&lt;br /&gt;
* ITEM_SHIELD - [[Armor token|shield-type armor token]]&lt;br /&gt;
* ITEM_HELM - [[Armor token|helm-type armor token]]&lt;br /&gt;
* ITEM_PANTS - [[Armor token|pants-type armor token]]&lt;br /&gt;
* ITEM_FOOD - see below&lt;br /&gt;
&lt;br /&gt;
==Toy and Instrument Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARD_MAT&lt;br /&gt;
| &lt;br /&gt;
| Presumably prevents the item from being made from cloth, silk, or leather, present on everything but puzzleboxes and drums. Appears to work backwards for [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Siege Ammo Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLASS&lt;br /&gt;
| &lt;br /&gt;
| Specifies what type of siege engine uses this ammunition. Currently, only BALLISTA is permitted.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEVEL&lt;br /&gt;
| &lt;br /&gt;
| Specifies the number of ingredients are used in this type of prepared meal - 2 for Easy, 3 for Fine, 4 for Lavish. Defaults to 2.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Broker&amp;diff=165446</id>
		<title>v0.34:Broker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Broker&amp;diff=165446"/>
		<updated>2012-03-04T17:13:30Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Fixed a couple redlinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:22, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| function=&lt;br /&gt;
* [[Trade]]&lt;br /&gt;
* Visibility of Item [[Value]]s&lt;br /&gt;
* Display of Fortress [[Wealth]] on&amp;lt;br&amp;gt; {{k|z}}-[[Status]] Screen&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Broker is a useful [[noble]] with no [[Demand]]s or [[Noble#Needs|Requirements]]. They have several duties in the running of an organised fortress.&lt;br /&gt;
&lt;br /&gt;
If the broker has the [[Appraiser]] skill, they will allow you to see the count of your fortresses [[Wealth]] in the [[Status]] screen ({{k|z}}). The exactness with which this can be seen is determined by the duties of the [[Bookkeeper]]. Your broker should also have the [[Judge of intent]] skill to see how traders [[Trade#Merchant_mood|react]] to trade offers.&lt;br /&gt;
&lt;br /&gt;
At the [[trade depot]], you can specify that only the broker may [[Trade]] with visiting [[caravan]]s. The advantage of this is that the broker gains skill in appraisal as he trades, which both allows the display of fortress wealth and helps with getting the best deals in your trading efforts.&lt;br /&gt;
&lt;br /&gt;
==Relevant skills==&lt;br /&gt;
Names in bold have known effect, &lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
| '''Judge of Intent''' &lt;br /&gt;
| Liar&lt;br /&gt;
| Conversationalist&lt;br /&gt;
| Intimidator&lt;br /&gt;
|-&lt;br /&gt;
| '''Appraiser'''&lt;br /&gt;
| Comedian&lt;br /&gt;
| Persuader&lt;br /&gt;
| Pacifier&lt;br /&gt;
|-&lt;br /&gt;
| Negotiator&lt;br /&gt;
| Flatterer&lt;br /&gt;
| Consoler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BROKER]&lt;br /&gt;
	[NAME:broker:brokers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:TRADE]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:170]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Interaction_token&amp;diff=165315</id>
		<title>v0.34:Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Interaction_token&amp;diff=165315"/>
		<updated>2012-03-01T14:40:29Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Added [IE_GRIME_LEVEL].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used to define and use interactions.&lt;br /&gt;
&lt;br /&gt;
==Interaction Definitions==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Context&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I_SOURCE&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Defines what things are capable of triggering this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* REGION - The interaction takes place in particular types of regions in the world.&lt;br /&gt;
* UNDERGROUND_SPECIAL - The interaction takes place in [[Demonic fortress|curious underground structure]]s.&lt;br /&gt;
* SECRET - The interaction is a secret that can be learned by particular individuals.&lt;br /&gt;
* DISTURBANCE - The interaction is triggered when disturbing a [[tomb]].&lt;br /&gt;
* DEITY - The interaction is inflicted upon mortals by the gods.&lt;br /&gt;
* ATTACK - The interaction is triggered by an attack during combat.&lt;br /&gt;
* INGESTION - The interaction is triggered by eating or drinking something.&lt;br /&gt;
* CREATURE_ACTION - The interaction is triggered by an explicit action.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_HIST_STRING_1&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that performed the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_1: cursed ]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_HIST_STRING_2&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was targeted by the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_FREQUENCY&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| Number&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_NAME&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| string&lt;br /&gt;
| Generally used with secrets, describes what the secret is about.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_REGION&lt;br /&gt;
| Within I_SOURCE:REGION&lt;br /&gt;
| Region type&lt;br /&gt;
| Indicates what types regions are capable of performing this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANY&lt;br /&gt;
* ANY_TERRAIN&lt;br /&gt;
* NORMAL_ALLOWED&lt;br /&gt;
* EVIL_ALLOWED&lt;br /&gt;
* GOOD_ALLOWED&lt;br /&gt;
* SAVAGE_ALLOWED&lt;br /&gt;
* EVIL_ONLY&lt;br /&gt;
* GOOD_ONLY&lt;br /&gt;
* SAVAGE_ONLY&lt;br /&gt;
* Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_SPHERE&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| [[Sphere]]&lt;br /&gt;
| Indicates the sphere to which this secret pertains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_SECRET_GOAL&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Goal token&lt;br /&gt;
| Indicates why somebody would want to learn the secret. Valid values:&lt;br /&gt;
* IMMORTALITY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_SECRET&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Flag&lt;br /&gt;
| Indicates how the secret can be learned. Valid values:&lt;br /&gt;
* SUPERNATURAL_LEARNING_POSSIBLE - the secret can be learned by supernatural means&lt;br /&gt;
* MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means&lt;br /&gt;
* MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices&lt;br /&gt;
* MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt - the secret can be written in books with the specified title.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_USAGE_HINT&lt;br /&gt;
| Within I_SOURCE:DEITY&lt;br /&gt;
| Usage Hint token&lt;br /&gt;
| Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this content, MAJOR_CURSE is the only value that makes sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I_TARGET&lt;br /&gt;
| Global&lt;br /&gt;
| id, type&lt;br /&gt;
| Specifies what things this interaction acts upon. Can be specified multiple times. Valid values:&lt;br /&gt;
* CORPSE&lt;br /&gt;
* CREATURE&lt;br /&gt;
* MATERIAL&lt;br /&gt;
* LOCATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_LOCATION&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| Location&lt;br /&gt;
| Narrows down exactly what the interaction targets. Valid values:&lt;br /&gt;
* CONTEXT_REGION&lt;br /&gt;
* CONTEXT_CREATURE&lt;br /&gt;
* CONTEXT_ITEM&lt;br /&gt;
* CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below).&lt;br /&gt;
* CONTEXT_LOCATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_MANUAL_INPUT&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| text&lt;br /&gt;
| Tells the player what they should be selecting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_AFFECTED_CREATURE&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| ?&lt;br /&gt;
| Specifies specific creatures the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_AFFECTED_CLASS&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_IMMUNE_CREATURE&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| ?&lt;br /&gt;
| Specifies specific creatures the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_IMMUNE_CLASS&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_REQUIRES&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must have the specified property. Valid values:&lt;br /&gt;
* FIT_FOR_ANIMATION&lt;br /&gt;
* FIT_FOR_RESURRECTION&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
* MORTAL&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
* Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_FORBIDDEN&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_CANNOT_TARGET_IF_ALREADY_AFFECTED&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| &lt;br /&gt;
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_CANNOT_HAVE_SYNDROME_CLASS&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| [[Syndrome]] class&lt;br /&gt;
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_MATERIAL&lt;br /&gt;
| Within I_TARGET:MATERIAL&lt;br /&gt;
| Type&lt;br /&gt;
| Specifies the type of material the interaction targets. Valid values:&lt;br /&gt;
* FLOW:Breath attack token - Specifies an attack not made of any material.&lt;br /&gt;
* MATERIAL:[[Material token]]:Breath attack token - Specifies an attack made of a specific material.&lt;br /&gt;
* CONTEXT_MATERIAL - Use material from CDI:MATERIAL token (below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I_EFFECT&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Specifies what the interaction does to the targets. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANIMATE&lt;br /&gt;
* RESURRECT&lt;br /&gt;
* ADD_SYNDROME&lt;br /&gt;
* CLEAN&lt;br /&gt;
* HIDE&lt;br /&gt;
* CONTACT&lt;br /&gt;
* MATERIAL_EMISSION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_TARGET&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which I_TARGET this effect will be applied to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_INTERMITTENT&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Frequency&lt;br /&gt;
| Indicates that the effect happens intermittently and specifies roughly how often. Valid values:&lt;br /&gt;
* WEEKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_IMMEDIATE&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| Indicates that the effect happens immediately.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_LOCATION&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Indicates where the effect can take place. Valid values:&lt;br /&gt;
* IN_WATER&lt;br /&gt;
* IN_MAGMA&lt;br /&gt;
* NO_WATER&lt;br /&gt;
* NO_MAGMA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_ARENA_NAME&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| text&lt;br /&gt;
| Allows the interaction to be applied to newly spawned creatures in Arena mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_GRIME_LEVEL&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| amount?&lt;br /&gt;
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATED&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Interaction Usage==&lt;br /&gt;
In order to actually use an interaction, add the [[creature token]] [CAN_DO_INTERACTION:NAME] followed by a series of [CDI:...] tokens. Interactions can also be granted through [[syndrome]]s using the token [CE_CAN_DO_INTERACTION] (plus the same series of CDI tokens).&lt;br /&gt;
&lt;br /&gt;
The following CDI tokens can be specified:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERACTION&lt;br /&gt;
| id&lt;br /&gt;
| Specifies which interaction can be performed. Only to be used with syndromes, since CE_CAN_DO_INTERACTION does not allow specifying the interaction ID directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TARGET&lt;br /&gt;
| target ID, target types&lt;br /&gt;
| Specifies how the creature chooses what to . Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. Valid target types:&lt;br /&gt;
* LINE_OF_SIGHT - the source needs to be able to see the target&lt;br /&gt;
* TOUCHABLE - the source needs to be able to touch the target&lt;br /&gt;
* DISTURBER_ONLY - the target must be whoever disturbed the source&lt;br /&gt;
* SELF_ALLOWED - the target can be the source&lt;br /&gt;
* SELF_ONLY - the target '''must''' be the source&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_RANGE&lt;br /&gt;
| target ID, range&lt;br /&gt;
| Specifies how far away the target can be, in tiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCATION_HINT&lt;br /&gt;
| Location Hint (see avove)&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USAGE_HINT&lt;br /&gt;
| Usage hint token&lt;br /&gt;
| Indicates how the interaction is to be used. Valid values:&lt;br /&gt;
* MAJOR_CURSE&lt;br /&gt;
* GREETING&lt;br /&gt;
* CLEAN_SELF&lt;br /&gt;
* CLEAN_FRIEND&lt;br /&gt;
* ATTACK&lt;br /&gt;
* FLEEING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADV_NAME&lt;br /&gt;
| text&lt;br /&gt;
| Specifies the interaction's name when used in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TARGET_NUMBER&lt;br /&gt;
| ID, number&lt;br /&gt;
| Specifies the maximum number of things that can be selected for a particular I_TARGET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAIT_PERIOD&lt;br /&gt;
| number&lt;br /&gt;
| Controls how often the interaction can be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERBAL&lt;br /&gt;
| &lt;br /&gt;
| When the creature performs the interaction, they will speak a line of text to their target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERBAL_SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_BE_MUTUAL&lt;br /&gt;
| &lt;br /&gt;
| Presumably, allows two creatures with this same interaction to use it on each other simultaneously, for example cats cleaning each other.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREE_ACTION&lt;br /&gt;
|&lt;br /&gt;
| Indicates that performing the interaction doesn't take any time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB&lt;br /&gt;
| self:other:?&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the source as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB_REVERSE&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_VERB&lt;br /&gt;
| plural:singular&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the target as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP_REQUIRED&lt;br /&gt;
| Body part criteria&lt;br /&gt;
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are BY_CATEGORY:category, BY_TYPE:type, or BY_TOKEN:token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLOW&lt;br /&gt;
| Breath attack token&lt;br /&gt;
| Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| [[Material token]]:Breath attack token&lt;br /&gt;
| Causes the interaction to create an effect made of a specific material. Doesn't make sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Item_token&amp;diff=165311</id>
		<title>v0.34:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Item_token&amp;diff=165311"/>
		<updated>2012-03-01T14:22:10Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Linked to Item_definition_token, since not all definition token pages have &amp;quot;definition&amp;quot; in their name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Item tokens are the first part in defining the target item in reactions, containing the item type and subtype. They determine the most basic form of item, and made more specific by [[material token]]s.  Most item tokens use NO_SUBTYPE or NONE for subtype.&lt;br /&gt;
&lt;br /&gt;
Nearly all items are made of a [[Material token|material]], though several types expect a creature ID and caste ID (e.g. [[Ant|ANT:SOLDIER]]) instead. This currently does not work correctly{{bug|4973}}.&lt;br /&gt;
&lt;br /&gt;
Actually defining an item in item raws is done with [[item definition token]]s.&lt;br /&gt;
&lt;br /&gt;
==Standard Item Tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! # !! Token !! Subtype !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || BAR || NONE || [[Bar]]s, such as [[metal]], [[fuel]], or [[soap]].&lt;br /&gt;
|-&lt;br /&gt;
| 1 || SMALLGEM || NONE || Cut [[gem]]stones usable in [[jeweler's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || BLOCKS || NONE || [[Block]]s of any kind.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || ROUGH || NONE || Rough [[gem]]stones or raw [[glass]].&lt;br /&gt;
|-&lt;br /&gt;
| 4 || BOULDER / STONE || NONE || Raw mined [[stone]].&lt;br /&gt;
|-&lt;br /&gt;
| 5 || WOOD || NONE || Wooden [[log]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || DOOR || NONE || [[Door]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || FLOODGATE || NONE || [[Floodgate]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BED || NONE || [[Bed]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || CHAIR || NONE || [[Chair]]s and thrones.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || CHAIN || NONE || [[Chain]]s and [[rope]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FLASK || NONE || [[Flask]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || GOBLET || NONE || [[Goblet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || INSTRUMENT || item_instrument.txt || Musical [[instrument]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || TOY || item_toy.txt || [[Toy]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || WINDOW || NONE || Glass [[window]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 16 || CAGE || NONE || [[Cage]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || BARREL || NONE || [[Barrel]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || BUCKET || NONE || [[Bucket]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 19 || ANIMALTRAP || NONE || [[Animal trap]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || TABLE || NONE || [[Table]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 21 || COFFIN || NONE || [[Coffin]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 22 || STATUE || NONE || [[Statue]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 23 || CORPSE || NONE || [[Corpse]]s. Does not have a material.&lt;br /&gt;
|-&lt;br /&gt;
| 24 || WEAPON || item_weapon.txt || [[Weapon]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || ARMOR || item_armor.txt || [[Armor]] and clothing worn on the upper body.&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SHOES || item_shoes.txt || Armor and clothing worn on the feet.&lt;br /&gt;
|-&lt;br /&gt;
| 27 || SHIELD || item_shield.txt || [[Shield]]s and bucklers.&lt;br /&gt;
|-&lt;br /&gt;
| 28 || HELM || item_helm.txt || Armor and clothing worn on the head.&lt;br /&gt;
|-&lt;br /&gt;
| 29 || GLOVES || item_gloves.txt || Armor and clothing worn on the hands.&lt;br /&gt;
|-&lt;br /&gt;
| 30 || BOX || NONE || [[Container|Chest]]s (wood), coffers (stone), boxes (glass), and bags (cloth or leather).&lt;br /&gt;
|-&lt;br /&gt;
| 31 || BIN || NONE || [[Bin]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 32 || ARMORSTAND || NONE || [[Armor stand]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 33 || WEAPONRACK || NONE || [[Weapon rack]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 34 || CABINET || NONE || [[Cabinet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 35 || FIGURINE || NONE || [[Figurine]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 36 || AMULET || NONE || [[Amulet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 37 || SCEPTER || NONE || [[Scepter]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 38 || AMMO || item_ammo.txt || [[Ammunition]] for hand-held weapons.&lt;br /&gt;
|-&lt;br /&gt;
| 39 || CROWN || NONE || [[Crown]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 40 || RING || NONE || [[Ring]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 41 || EARRING || NONE || [[Earring]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 42 || BRACELET || NONE || [[Bracelet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 43 || GEM || NONE || Large [[gem]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 44 || ANVIL || NONE || [[Anvil]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 45 || CORPSEPIECE || NONE || [[Body part]]s. Does not have a material.&lt;br /&gt;
|-&lt;br /&gt;
| 46 || REMAINS || NONE || Dead [[vermin]] bodies. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 47 || MEAT || NONE || Butchered [[meat]].&lt;br /&gt;
|-&lt;br /&gt;
| 48 || FISH || NONE || Prepared [[fish]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 49 || FISH_RAW || NONE || Unprepared [[fish]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 50 || VERMIN || NONE || Live [[vermin]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 51 || PET || NONE || Tame [[vermin]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 52 || SEEDS || NONE || [[Seed]]s from plants.&lt;br /&gt;
|-&lt;br /&gt;
| 53 || PLANT || NONE || [[Plant]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 54 || SKIN_TANNED || NONE || [[Leather]].&lt;br /&gt;
|-&lt;br /&gt;
| 55 || LEAVES || NONE || Leaves, usually from [[quarry bush]]es.&lt;br /&gt;
|-&lt;br /&gt;
| 56 || THREAD || NONE || [[Thread]] gathered from webs or made at the [[farmer's workshop]].&lt;br /&gt;
|-&lt;br /&gt;
| 57 || CLOTH || NONE || [[Cloth]] made at the [[loom]].&lt;br /&gt;
|-&lt;br /&gt;
| 58 || TOTEM || NONE || Skull [[totem]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 59 || PANTS || item_pants.txt || Armor and clothing worn on the legs.&lt;br /&gt;
|-&lt;br /&gt;
| 60 || BACKPACK || NONE || [[Backpack]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 61 || QUIVER || NONE || [[Quiver]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 62 || CATAPULTPARTS || NONE || [[Catapult]] parts.&lt;br /&gt;
|-&lt;br /&gt;
| 63 || BALLISTAPARTS || NONE || [[Ballista]] parts.&lt;br /&gt;
|-&lt;br /&gt;
| 64 || SIEGEAMMO || item_siegeammo.txt || Siege engine ammunition.&lt;br /&gt;
|-&lt;br /&gt;
| 65 || BALLISTAARROWHEAD || NONE || Ballista arrow heads.&lt;br /&gt;
|-&lt;br /&gt;
| 66 || TRAPPARTS || NONE || [[Mechanism]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 67 || TRAPCOMP || item_trapcomp.txt || [[Trap component]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 68 || DRINK || NONE || [[Alcohol]]ic drinks.&lt;br /&gt;
|-&lt;br /&gt;
| 69 || POWDER_MISC || NONE || Powders such as [[flour]], [[gypsum plaster]], [[dye]], or [[sand]].&lt;br /&gt;
|-&lt;br /&gt;
| 70 || CHEESE || NONE || Pieces of [[cheese]].&lt;br /&gt;
|-&lt;br /&gt;
| 71 || FOOD || item_food.txt || [[Prepared meal]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 72 || LIQUID_MISC || NONE || Liquids such as [[water]], [[lye]], and extracts.&lt;br /&gt;
|-&lt;br /&gt;
| 73 || COIN || NONE || [[Coin]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 74 || GLOB || NONE || [[Fat]], [[tallow]], pastes/pressed objects, and small bits of molten rock/metal.&lt;br /&gt;
|-&lt;br /&gt;
| 75 || ROCK || NONE || Small rocks (usually [[Knapper|sharpened]] and/or [[Thrower|thrown]] in [[adventurer mode]]).&lt;br /&gt;
|-&lt;br /&gt;
| 76 || PIPE_SECTION || NONE || [[Pipe section]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 77 || HATCH_COVER || NONE || [[Hatch cover]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 78 || GRATE || NONE || [[Grate]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 79 || QUERN || NONE || [[Quern]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 80 || MILLSTONE || NONE || [[Millstone]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 81 || SPLINT || NONE || [[Splint]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 82 || CRUTCH || NONE || [[Crutch]]es.&lt;br /&gt;
|-&lt;br /&gt;
| 83 || TRACTION_BENCH || NONE || [[Traction bench]]es.&lt;br /&gt;
|-&lt;br /&gt;
| 84 || ORTHOPEDIC_CAST || NONE || [[Cast]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 85 || TOOL || item_tool.txt || [[Tool]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 86 || SLAB || NONE || [[Slab]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 87 || EGG || NONE || [[Egg]]s. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Limited/Special Use Item Tokens==&lt;br /&gt;
&lt;br /&gt;
In several specific locations, the values below can be substituted for the item type and subtype (and be followed directly by the [[material token]]).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Subtype&lt;br /&gt;
! Valid Uses&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_CRAFT&lt;br /&gt;
| NONE&lt;br /&gt;
| [[Reaction]] [REAGENT]&lt;br /&gt;
| Matches FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_RAW_MATERIAL&lt;br /&gt;
| NONE&lt;br /&gt;
| [[Reaction]] [REAGENT]&lt;br /&gt;
| Matches POWDER_MISC, BAR, BOULDER, or GLOB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTS&lt;br /&gt;
| NONE&lt;br /&gt;
| [[Reaction]] [PRODUCT]&lt;br /&gt;
| Produces 1-3 items of type FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Related Tokens==&lt;br /&gt;
&lt;br /&gt;
These tokens are not Item Tokens at all, but can take the place of them in some circumstances.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Subtype&lt;br /&gt;
! Valid Uses&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-   &lt;br /&gt;
| METAL_ORE   &lt;br /&gt;
| Metal   &lt;br /&gt;
| [[Reaction]] [REAGENT]   &lt;br /&gt;
| Matches a BOULDER item made of a material having [METAL_ORE:&amp;lt;Metal&amp;gt;:###].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Interaction_token&amp;diff=164855</id>
		<title>v0.34:Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Interaction_token&amp;diff=164855"/>
		<updated>2012-02-24T08:43:55Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Presumed [CAN_BE_MUTUAL] from context.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used to define and use interactions.&lt;br /&gt;
&lt;br /&gt;
==Interaction Definitions==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Context&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I_SOURCE&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Defines what things are capable of triggering this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* REGION - The interaction takes place in particular types of regions in the world.&lt;br /&gt;
* UNDERGROUND_SPECIAL - The interaction takes place in [[Demonic fortress|curious underground structure]]s.&lt;br /&gt;
* SECRET - The interaction is a secret that can be learned by particular individuals.&lt;br /&gt;
* DISTURBANCE - The interaction is triggered when disturbing a [[tomb]].&lt;br /&gt;
* DEITY - The interaction is inflicted upon mortals by the gods.&lt;br /&gt;
* ATTACK - The interaction is triggered by an attack during combat.&lt;br /&gt;
* INGESTION - The interaction is triggered by eating or drinking something.&lt;br /&gt;
* CREATURE_ACTION - The interaction is triggered by an explicit action.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_HIST_STRING_1&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that performed the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_1: cursed ]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_HIST_STRING_2&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was targetted by the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_FREQUENCY&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| Number&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_NAME&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| string&lt;br /&gt;
| Generally used with secrets, describes what the secret is about.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_REGION&lt;br /&gt;
| Within I_SOURCE:REGION&lt;br /&gt;
| Region type&lt;br /&gt;
| Indicates what types regions are capable of performing this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANY&lt;br /&gt;
* ANY_TERRAIN&lt;br /&gt;
* NORMAL_ALLOWED&lt;br /&gt;
* EVIL_ALLOWED&lt;br /&gt;
* GOOD_ALLOWED&lt;br /&gt;
* SAVAGE_ALLOWED&lt;br /&gt;
* EVIL_ONLY&lt;br /&gt;
* GOOD_ONLY&lt;br /&gt;
* SAVAGE_ONLY&lt;br /&gt;
* Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_SPHERE&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| [[Sphere]]&lt;br /&gt;
| Indicates the sphere to which this secret pertains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_SECRET_GOAL&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Goal token&lt;br /&gt;
| Indicates why somebody would want to learn the secret. Valid values:&lt;br /&gt;
* IMMORTALITY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_SECRET&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Flag&lt;br /&gt;
| Indicates how the secret can be learned. Valid values:&lt;br /&gt;
* SUPERNATURAL_LEARNING_POSSIBLE - the secret can be learned by supernatural means&lt;br /&gt;
* MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means&lt;br /&gt;
* MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices&lt;br /&gt;
* MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt - the secret can be written in books with the specified title.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_USAGE_HINT&lt;br /&gt;
| Within I_SOURCE:DEITY&lt;br /&gt;
| Usage Hint token&lt;br /&gt;
| Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this content, MAJOR_CURSE is the only value that makes sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I_TARGET&lt;br /&gt;
| Global&lt;br /&gt;
| id, type&lt;br /&gt;
| Specifies what things this interaction acts upon. Can be specified multiple times. Valid values:&lt;br /&gt;
* CORPSE&lt;br /&gt;
* CREATURE&lt;br /&gt;
* MATERIAL&lt;br /&gt;
* LOCATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_LOCATION&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| Location&lt;br /&gt;
| Narrows down exactly what the interaction targets. Valid values:&lt;br /&gt;
* CONTEXT_REGION&lt;br /&gt;
* CONTEXT_CREATURE&lt;br /&gt;
* CONTEXT_ITEM&lt;br /&gt;
* CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below).&lt;br /&gt;
* CONTEXT_LOCATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_MANUAL_INPUT&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| text&lt;br /&gt;
| Tells the player what they should be selecting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_AFFECTED_CREATURE&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| ?&lt;br /&gt;
| Specifies specific creatures the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_AFFECTED_CLASS&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_IMMUNE_CREATURE&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| ?&lt;br /&gt;
| Specifies specific creatures the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_IMMUNE_CLASS&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_REQUIRES&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must have the specified property. Valid values:&lt;br /&gt;
* FIT_FOR_ANIMATION&lt;br /&gt;
* FIT_FOR_RESURRECTION&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
* MORTAL&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
* Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKESFIGHTING, MISCHIEVIOUS / MISCHIEVOUS, NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_FORBIDDEN&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_CANNOT_TARGET_IF_ALREADY_AFFECTED&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| &lt;br /&gt;
| Prevents the interaction from targetting a creature that's already under the effect of the same interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_CANNOT_HAVE_SYNDROME_CLASS&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| [[Syndrome]] class&lt;br /&gt;
| Prevents the interaction from targetting a creature under the effects of a syndrome having the specified SYN_CLASS value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IT_MATERIAL&lt;br /&gt;
| Within I_TARGET:MATERIAL&lt;br /&gt;
| Type&lt;br /&gt;
| Specifies the type of material the interaction targets. Valid values:&lt;br /&gt;
* FLOW:Breath attack token - Specifies an attack not made of any material.&lt;br /&gt;
* MATERIAL:[[Material token]]:Breath attack token - Specifies an attack made of a specific material.&lt;br /&gt;
* CONTEXT_MATERIAL - Use material from CDI:MATERIAL token (below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| I_EFFECT&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Specifies what the interaction does to the targets. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANIMATE&lt;br /&gt;
* RESURRECT&lt;br /&gt;
* ADD_SYNDROME&lt;br /&gt;
* CLEAN&lt;br /&gt;
* HIDE&lt;br /&gt;
* CONTACT&lt;br /&gt;
* MATERIAL_EMISSION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_TARGET&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which I_TARGET this effect will be applied to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_INTERMITTENT&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Frequency&lt;br /&gt;
| Indicates that the effect happens intermittently and specifies roughly how often. Valid values:&lt;br /&gt;
* WEEKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_IMMEDIATE&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| Indicates that the effect happens immediately.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_LOCATION&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Indicates where the effect can take place. Valid values:&lt;br /&gt;
* IN_WATER&lt;br /&gt;
* IN_MAGMA&lt;br /&gt;
* NO_WATER&lt;br /&gt;
* NO_MAGMA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IE_ARENA_NAME&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| text&lt;br /&gt;
| Allows the interaction to be applied to newly spawned creatures in Arena mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATED&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Interaction Usage==&lt;br /&gt;
In order to actually use an interaction, add the [[creature token]] [CAN_DO_INTERACTION:NAME] followed by a series of [CDI:...] tokens. Interactions can also be granted through [[syndrome]]s using the token [CE_CAN_DO_INTERACTION] (plus the same series of CDI tokens).&lt;br /&gt;
&lt;br /&gt;
The following CDI tokens can be specified:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERACTION&lt;br /&gt;
| id&lt;br /&gt;
| Specifies which interaction can be performed. Only to be used with syndromes, since CE_CAN_DO_INTERACTION does not allow specifying the interaction ID directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TARGET&lt;br /&gt;
| target ID, target types&lt;br /&gt;
| Specifies how the creature chooses what to . Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. Valid target types:&lt;br /&gt;
* LINE_OF_SIGHT - the source needs to be able to see the target&lt;br /&gt;
* TOUCHABLE - the source needs to be able to touch the target&lt;br /&gt;
* DISTURBER_ONLY - the target must be whoever disturbed the source&lt;br /&gt;
* SELF_ALLOWED - the target can be the source&lt;br /&gt;
* SELF_ONLY - the target '''must''' be the source&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_RANGE&lt;br /&gt;
| target ID, range&lt;br /&gt;
| Specifies how far away the target can be, in tiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCATION_HINT&lt;br /&gt;
| Location Hint (see avove)&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USAGE_HINT&lt;br /&gt;
| Usage hint token&lt;br /&gt;
| Indicates how the interaction is to be used. Valid values:&lt;br /&gt;
* MAJOR_CURSE&lt;br /&gt;
* GREETING&lt;br /&gt;
* CLEAN_SELF&lt;br /&gt;
* CLEAN_FRIEND&lt;br /&gt;
* ATTACK&lt;br /&gt;
* FLEEING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADV_NAME&lt;br /&gt;
| text&lt;br /&gt;
| Specifies the interaction's name when used in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TARGET_NUMBER&lt;br /&gt;
| ID, number&lt;br /&gt;
| Specifies the maximum number of things that can be selected for a particular I_TARGET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAIT_PERIOD&lt;br /&gt;
| number&lt;br /&gt;
| Controls how often the interaction can be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERBAL&lt;br /&gt;
| &lt;br /&gt;
| When the creature performs the interaction, they will speak a line of text to their target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERBAL_SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_BE_MUTUAL&lt;br /&gt;
| &lt;br /&gt;
| Presumably, allows two creatures with this same interaction to use it on each other simultaneously, for example cats cleaning each other.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREE_ACTION&lt;br /&gt;
|&lt;br /&gt;
| Indicates that performing the interaction doesn't take any time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB&lt;br /&gt;
| self:other:?&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the source as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERB_REVERSE&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TARGET_VERB&lt;br /&gt;
| plural:singular&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the target as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP_REQUIRED&lt;br /&gt;
| Body part criteria&lt;br /&gt;
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are BY_CATEGORY:category, BY_TYPE:type, or BY_TOKEN:token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLOW&lt;br /&gt;
| Breath attack token&lt;br /&gt;
| Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| [[Material token]]:Breath attack token&lt;br /&gt;
| Causes the interaction to create an effect made of a specific material. Doesn't make sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=164852</id>
		<title>v0.34:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=164852"/>
		<updated>2012-02-24T07:13:23Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Clarified some biome tags. Pet tags need similar clarification, especially since they mix includes and excludes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of [[water]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;tame&amp;quot; biomes. Such creatures will generally avoid dwarves, although they may chase and/or attack them if they get too close, notably including [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOODSUCKER&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE. Civilized creatures (ex. Kobolds) with this tag tend to die out during world generation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_DO_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_ALTTILE&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CDI&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Inteaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUTCH_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONVERTED_SPOUSE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAZED&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE_SOLDIER_TILE&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIVE_HUNTS_VERMIN&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcons]].  The creature hunts vermin by diving from the air.  May be bugged due to fortress pets remaining earthbound.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_ITEM&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_SHAPE&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_MATERIAL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRA_BUTCHER_OBJECT&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  Conflicts with [COMMON_DOMESTIC]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_BEAST&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Renders a creature immune to being damaged by FIREBREATH's short range cone attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERAL_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature chews on food barrels and bags. The verb is past tense, for example [GNAWER:gnawed].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CLASS&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified caste.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CREATURE&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes, for example [[unicorn]]s. Presumably has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_EGGS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of ligaments.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGICAL&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The species or caste is all male.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_*&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to [[Creature mannerism token]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVOUS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MODVALUE&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NATURAL_ANIMAL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_ANIMAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_SKILL&lt;br /&gt;
| Caste&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET &amp;lt;s&amp;gt;of the opposite sex&amp;lt;/s&amp;gt;(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_CONNECTIONS_FOR_MOVEMENT&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_GAIN&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_RUST&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_LIVING&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead. Also prevents ghosts of that creature appearing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| OPPOSED_TO_LIFE&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE_DIVISOR&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| old guess: &amp;quot;The minimum/maximum numbers of how many of these creatures can show up on a map per year.&amp;quot;&amp;lt;br&amp;gt;Toady: &amp;quot;Pop number is the number per square of the region, I think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token &amp;quot;follow its normal behavior, but flip out on occasion, higher rate = more flipping out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETRACT_INTO_BP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract a body part when threatened.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_AROUND&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOUND&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUPERNATURAL&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TITAN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNIQUE_DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*skill used ([[Skill token]])&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack, or possibly percent chance the attack makes contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  Believed to be percent based (so 100 would be &amp;quot;normal&amp;quot;).  May be on same scale as weapon velocity (where 1000 is &amp;quot;normal&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_LAYER_TISSUE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_OVER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_CONNECTS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_MAJOR_ARTERIES&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_PAIN_RECEPTORS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Aquifer&amp;diff=164533</id>
		<title>v0.34 Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Aquifer&amp;diff=164533"/>
		<updated>2012-02-21T14:52:30Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Created page with &amp;quot;==Going Around An Aquifer In A Single Biome?== I noticed something odd in 0.34.01: I was trying to get aquifer and easy magma in one embark, and found a small volcanic mountain b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Going Around An Aquifer In A Single Biome?==&lt;br /&gt;
I noticed something odd in 0.34.01: I was trying to get aquifer and easy magma in one embark, and found a small volcanic mountain by a forest that would work. If I centered on the volcano, with most of the embark being the single forest area, it showed no aquifer, but moving north a bit showed aquifer in the forest area. Are the biomes after embark smaller than the areas that flash on the embark screen? Once embarked it looked contiguous. (I didn't probe much before changing the raws enough to gen a new world.)&lt;br /&gt;
[[User:Darekun|Darekun]] 14:52, 21 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=115376</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=115376"/>
		<updated>2010-05-25T17:50:14Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Reaction Makeup */ Fixed copy/paste error calling all parts reagent declarations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Reactions''' are moddable crafting formulas. They can be tweaked and added onto to allow smelting of new metals, alloys, and many other products. They must be assigned to specific [[Entities]]; if not explicitly added to an entity's definition, they will not be able to produce that reaction. For examples of various forms of reaction, see {{l|Reaction Examples}}.&lt;br /&gt;
&lt;br /&gt;
Currently, a reaction can only result in an object of base quality.&lt;br /&gt;
&lt;br /&gt;
==Reaction Makeup==&lt;br /&gt;
 [REACTION:&amp;lt;REACTION_IDENTIFIER&amp;gt;]&lt;br /&gt;
 [NAME:&amp;lt;REACTION_NAME&amp;gt;]&lt;br /&gt;
 &amp;lt;... [[#Buildings]] One or more building references ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reagents]] Zero or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Products]] Zero or more product declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reaction Modifiers]] Zero or more reaction modifiers ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Skills]] Zero or more skill references ...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_IDENTIFIER&amp;gt;''' - Refers to a unique identifier for the reaction (Used in Entity Raws to allow an Entity to make use of the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_NAME&amp;gt;''' - String displayed in the building for the reaction.&lt;br /&gt;
&lt;br /&gt;
==Entity Use==&lt;br /&gt;
In order for an entity to use the reaction a [PERMITTED_REACTION:] tag must be added.  It works by using the '''&amp;lt;REACTION_IDENTIFIER&amp;gt;''' after the colon.&lt;br /&gt;
 [PERMITTED_REACTION:&amp;lt;REACTION_IDENTIFIER&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
Each reaction requires a building to be declared for it to be used at.&lt;br /&gt;
&lt;br /&gt;
 [BUILDING:&amp;lt;BUILDING_IDENTIFIER&amp;gt;:&amp;lt;BUILDING_KEY&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_IDENTIFIER''' - The building at which this reaction can be used. NOTE: SMELTER, KILN, KITCHEN and TANNER seem to be the only non-custom buildings allowed to be specified at this point.{{verify}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_KEY&amp;gt;''' - The key that is pressed at the building (Such as 'b' for bed at a Carpenter or a block at a Mason's). If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
==Reagents==&lt;br /&gt;
A reagent is some object that is required to produce whatever the intended object is. This is typically something like needing the ore of a metal to smelt bars of it.&lt;br /&gt;
&lt;br /&gt;
===Reagent Types===&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
 or&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Type 1: Is used for reactions where a specific type of object is required, such as a BUCKET, SWORD, etc.&lt;br /&gt;
&lt;br /&gt;
Type 2: Is used for when only a material type is needed, such as METAL_ORE for smelter reactions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Identifier&amp;gt; - Used to refer to this reagent in the reaction Product.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Quantity&amp;gt; - Used to refer to the number of individual units of the reagent needed for the reaction. NOTE: If a bar, thread, or cloth is used as the &amp;lt;ITEM_TOKEN&amp;gt;, then this value refers to the PRODUCT_DENSITY of the object (150, 15000, 10000 respectively).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_TOKEN&amp;gt; - Refers to the hard coded {{l|Item tokens|item token}} that the reagent must be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_SUBTYPE&amp;gt; - Refers to a specific item subtype, defined in the raws, of a specific ITEM_TOKEN, such as TOY:ITEM_TOY_MINIFORGE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_TOKEN&amp;gt; - Refers to the hard coded material type {{l|Matgloss token| token}} of the reagent, such as PLANT_MAT, METAL_ORE, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_SUBTYPE&amp;gt; - Refers to a specific item {{l|Matgloss subtypes|subtype}}, defined in the raws, of a specific MATGLOSS_TOKEN, such as INORGANIC:MICA. In the case of a plant type the syntax is slightly different, the MATGLOSS_SUBTYPE is actually &amp;lt;PLANT_NAME&amp;gt;:&amp;lt;PLANT_PART&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_NAME&amp;gt;'' - Refers to the actual plant's name in the raw files.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_PART&amp;gt;'' - Refers to the plant 'part' you want, whether it's the PLANT, WOOD, LEAVES, SEED, etc.&lt;br /&gt;
&lt;br /&gt;
===Reagent Modifier===&lt;br /&gt;
A reagent can be modified by attaching one, or more, of the following. The modification is used to narrow the available items that can be used for the reaction.&lt;br /&gt;
&lt;br /&gt;
'''[PRESERVE_REAGENT]''' - Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
'''[REACTION_CLASS:X]''' - Reagent's MATGLOSS_SUBTYPE must have a REACTION_CLASS of type X attached to it. Such as the various forms of Gypsum having [REACTION_CLASS:GYPSUM] in them.  Reaction classes are not hard-coded and you may freely insert REACTION_CLASS tags with custom &amp;quot;X&amp;quot; types into object definitions that will be used as reagents.&lt;br /&gt;
&lt;br /&gt;
'''[HAS_MATERIAL_REACTION_PRODUCT:X]''' - Reagent's MATGLOSS_SUBTYPE must have a MATERIAL_REACTION_PRODUCT tag. This is used primarily on items that come from a dead, or butchered, animal such as skins or fat for tanning and rendering.&lt;br /&gt;
&lt;br /&gt;
'''[UNROTTEN]''' - Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDMAT]''' - Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
&lt;br /&gt;
'''[GLASS_MATERIAL]''' - Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[WORTHLESS_STONE_ONLY]''' - Only use objects allowed in the Stone Menu.&lt;br /&gt;
&lt;br /&gt;
'''[FIRE_BUILD_SAFE]''' - Reagent must be considered fire safe (INORGANIC, excluding COAL types).&lt;br /&gt;
&lt;br /&gt;
'''[MAGMA_BUILD_SAFE]''' - Reagent must be considered magma safe (INORGANIC, with a melting point greater than the temperature of Magma.&lt;br /&gt;
&lt;br /&gt;
'''[CAN_USE_ARTIFACT]''' - Reagent can be an Artifact.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PLANT_MATERIAL]''' - Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SILK_MATERIAL]''' - Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SOAP_MATERIAL]''' - Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_LEATHER_MATERIAL]''' - Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_BONE_MATERIAL]''' - Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SHELL_MATERIAL]''' - Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_TOOTH_MATERIAL]''' - Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_HORN_MATERIAL]''' - Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PEARL_MATERIAL]''' - Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
&lt;br /&gt;
'''[USE_BODY_COMPONENT]''' - Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
'''[METAL_ORE]''' - Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_WEB]''' - States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
&lt;br /&gt;
'''[WEB_ONLY]''' - States that the material has to be web (For making only silk thread?).&lt;br /&gt;
&lt;br /&gt;
'''[POTASHABLE]''' - The reagent must be able to be turned into pot ash.&lt;br /&gt;
&lt;br /&gt;
'''[EMPTY]''' - If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
'''[CONTAINS_LYE]''' - If the reagent is a container, it must contain LYE.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_CONTAIN_BARREL_ITEM]''' - If the reagent is a Barrel, it must not contain an item that has to reside in a barrel (Such as alcohol?).&lt;br /&gt;
&lt;br /&gt;
'''[BAG]''' - Reagent has to be a bag.  Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
These are the results of a given reaction. There may be any number of such results.&lt;br /&gt;
&lt;br /&gt;
===Product Format===&lt;br /&gt;
 [PRODUCT:&amp;lt;CHANCE&amp;gt;:&amp;lt;QUANTITY&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;CHANCE&amp;gt;''' - This is the chance (As a percent) that the &amp;lt;QUANTITY&amp;gt; number of items will be created after this reaction completes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;QUANTITY&amp;gt;''' - This is the number of the item to be created.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_TOKEN&amp;gt;''' - This is the ITEM_TOKEN of the result.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_SUBTYPE&amp;gt;''' - This is a ITEM_SUBTYPE listed in an actual Raw File.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS&amp;gt;''' - This is the MATGLOSS of the item. If you want to use the MATGLOSS information of a Reagent, then this is GET_MATERIAL_FROM_REAGENT:IDENTIFIER, where IDENTIFIER is the reagent's identifier in the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS_SUBTYPE&amp;gt;''' - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as PLANT_MAT:MUSHROOM_HELMET_PLUMP. If GET_MATERIAL_FROM_REAGENT was used in the MATGLOSS, you can specify a type, or you can state NONE, to recieve the MATGLOSS_SUBTYPE of the reagent.&lt;br /&gt;
&lt;br /&gt;
Note that vermin can be created by using code similar to: [PRODUCT:100:1:VERMIN:NO_SUBTYPE:ROACH_LARGE:ROACH_LARGE]&lt;br /&gt;
&lt;br /&gt;
===Product Modifiers===&lt;br /&gt;
Each product may have a zero, or more, modifiers following its declaration.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;]''' - This states that the product should be put into a specific container listed in as a reagent.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;IDENTIFIER&amp;gt;'' - Refers back to a reagent identifier.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_DIMENSIONS:&amp;lt;DIMENSION&amp;gt;]''' - Used to specify the dimensions of the object, primarily for use with bars, threads, and cloth.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;DIMENSION&amp;gt;'' - The 'size' of the object, for use in reactions that require a certain amount of bars, threads and cloth. 'Normal' size is bars = 150, threads = 15000 and cloth = 10000.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Reaction Modifiers==&lt;br /&gt;
Reactions can be further modified by the adding zero or more of the following.&lt;br /&gt;
&lt;br /&gt;
'''[FUEL]''' - Which states that it must take some form of COAL (COKE or CHARCOAL) to fuel it. If the building requires magma, it's assumed that this tag is ignored.&lt;br /&gt;
&lt;br /&gt;
'''[AUTOMATIC]''' - Meaning that if the reagents are present, this reaction is automatically added to the work list of the building, such as 'Butcher Animal' at a Butcher's or 'Gather Web' at a Loom.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Skills have to be associated with a reaction. This dictates what skill receives the experience and who can do the job. More than one skill can be associated with the reaction, but only the last SKILL on the list, that a dwarf can perform, receives experience.&lt;br /&gt;
&lt;br /&gt;
 [SKILL:&amp;lt;SKILL_TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;SKILL_TOKEN&amp;gt;''' - This is SKILL_TOKEN for the reaction.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chimera&amp;diff=114648</id>
		<title>v0.31:Chimera</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chimera&amp;diff=114648"/>
		<updated>2010-05-24T00:12:07Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Fixed link to Category:Modding. (It was invoking the category as a template.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Chimera|biome=None|symbol=C|color=2:0:1|butcher=no}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
A '''Chimera''' is a {{L|fanciful}} creature which is merely the stuff of {{L|legend}}s. They do not actually exist, appearing only in {{L|engravings}} as the fancy of artists.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress presently does not include a robust or finalized {{L|magic}} system, so they are in the game's [[:category:modding|raw object data]] only in order to allow them to appear in engravings.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CHIMERA]&lt;br /&gt;
	[NAME:chimera:chimeras:chimeric]&lt;br /&gt;
	[CREATURE_TILE:'C'][COLOR:2:0:1]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[DOES_NOT_EXIST]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[ALL_ACTIVE] }}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=108675</id>
		<title>40d:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=108675"/>
		<updated>2010-05-12T09:29:53Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Doberman Launcher */ Renamed section to &amp;quot;Doberman Bomb&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount time and effort - often for little or no practical benefit. They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in {{L|adventure mode}}. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece steel weapons and armor. Possibly both. A {{L|chasm}}, underground {{L|river}}, or {{L|hidden fun stuff}} can ensure the fortress is occupied. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable. &lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be {{L|Fun}}.  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;Hydraulic Elevation and Lowering Platform&amp;quot; chamber (A H.E.L.P. Chamber, so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very {{L|Fun}}.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a {{L|pump}} stack, preferably powered by a {{L|windmill}} or {{L|water wheel}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love {{L|waterfall}}s. Putting a waterfall in your {{L|meeting hall}} will give your dwarves good {{L|thought}}s, although it can significantly lower framerate.&lt;br /&gt;
&lt;br /&gt;
=={{L|Ballista}} Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are a far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
Bonus: excavate a reservoir and a lower river valley &amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: build a control center to control the water flow &amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: draw your entire energy from a power station within&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See {{L|dam}}, or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fullfill. The Power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
==Day Care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise kidnappable child, but this is a small tradeoff if they usually get kidnapped before maturing anyway.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low but annoying. You may have to micromanage to get every child into the room, and it'll be a hassle to get the grown ones out without releasing all of them. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Protecting the children may be more trouble than it's worth&lt;br /&gt;
&lt;br /&gt;
==Doberman Bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your framerate.  Bonus:  Train all dogs inside as wardogs when they mature.  Super bonus:  Make it a Bear Trap. MEGADWARF bonus: Combine with a drowning chamber and carp trap.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untrainable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
=={{L|Computing|Dwarfputer}} Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible {{L|mega constructions}} dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a {{L|noble}}, complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic {{L|Carp}}. &lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
Station some soldiers at the bottom of a shallow {{L|Activity_zone#Pit/Pond|pit}} and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience.&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A {{L|farming|greenhouse}} is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, {{L|sun berry|sun berries}} can be brewed into valuable {{L|Sunshine}}, and {{L|whip vine}}s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
==Hammer of {{L|Armok}}==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quicksmiting, or any other single-tile collapse mechanism. BONUS: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles length from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more {{L|fun}}, make one out of some exotic material, like {{L|glass}}, {{L|ice}}, {{L|gold}}, or {{L|soap}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;I dinna say we wurren't crazy!&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by Irregular Webcomic.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative, due to the insane amounts of space it takes up.&lt;br /&gt;
&lt;br /&gt;
==It's A TRAP!==&lt;br /&gt;
It seems that {{L|traps}} are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Sieges will be instantaneous, and if you use cage traps, your {{L|arena}} will never want for combatants, including all those pesky wild animals you no longer need to hunt for.&lt;br /&gt;
&lt;br /&gt;
==It's A CRAP!==&lt;br /&gt;
CRAP: Carp trap...wait, why are you laughing? Anyway, here what you do.&lt;br /&gt;
&lt;br /&gt;
Capture some carp in terrarium cage trap. If you don't die instantly, tame them. Then dump them in your moat and breed them.&lt;br /&gt;
All the little goblins (or Orcs) coming toward you in a massive siege must be directed into your moat. When they fall in, they &lt;br /&gt;
become (goblin chunk). Laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
BONUS: Edit the raws to make carps eat their kills.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Like going within two tiles of a carp infested river and surviving.&lt;br /&gt;
'''Usefulness''': Questionable&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.  &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the {{L|Nobles |Best and Brightest}} for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. {{L|Trap}}s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in {{L|adventure mode}}.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Generate a world with large mountain {{L|cave}}s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need {{L|metal}} (or {{L|glass}}) {{L|screw pump}}s to make it work, {{L|magma-safe}} floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  Bonus points for each additional level down you manage to place the coffin.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the {{L|screw pump|pumps}} to use {{L|magma-proof}} pipes and screws in their construction. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those {{L|iron}} or {{L|steel}} pumps and {{L|bauxite}} {{L|floodgate}}s. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but also {{L|Fun}}. &lt;br /&gt;
&lt;br /&gt;
==Mega/Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire demons to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*BONUS:Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an {{L|Aquifer}}, although that is far more difficult.&lt;br /&gt;
&lt;br /&gt;
=={{L|Obsidian}} factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than {{L|flux}} and 3 times as valuable as ordinary stone, making it ideal for your {{L|mason}}s and {{L|stone crafter}}s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.&lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High. Tested with 50 recruits standing infront of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
BONUS: Fill it with Magma instead (though Magma doesn't pressurize). &lt;br /&gt;
&lt;br /&gt;
==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
==Road of the Damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that forboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' None, just looks nice.&lt;br /&gt;
&lt;br /&gt;
'''Usefullness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
BONUS: Spike a goblin on every trap!&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single {{L|support}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely dangerous. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, by definition, but highly amusing.&lt;br /&gt;
&lt;br /&gt;
=={{L|Swimming}} pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain {{L|swimming}} skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though.&lt;br /&gt;
&lt;br /&gt;
=={{L|Tower-cap}} Farm==&lt;br /&gt;
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. More information on it can be found {{L|Tower-cap|here}}&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size - bigger is better.&lt;br /&gt;
&lt;br /&gt;
==Town Destroyer==&lt;br /&gt;
Start your fortress in an area with an existing settlement. Create a channel all the way around it, then dig out everything on the Z-level below and watch it obliterate itself (and probably your framerate).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to medium. It's not hard, just very time-consuming.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very low.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater Statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water soure smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.&lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her. &lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;U.R.I.S.T. - Underground Reasonably Intelligent Settlement Technologist&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;N.O.B.L.E. - Narcissistic Obnoxious Boastful Laughable Excrement &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;M.A.G.M.A. - Massively Alcoholic Gear-Machine Assembly&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.R.M.O.K. - All-Reaching Master Of Killing&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.S.S. - Almost-autonomous Systems Selector&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.I.E.D. - Dedicated Irrigation and Everything else Device&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
Prevents {{L|cave adaption}}. It's like the greenhouse, only instead of a farm, it's {{L|meeting hall}} or {{L|barracks}}. Since you can't build {{L|table}}s or {{L|bed}}s outside, build the room and {{L|channel}} down to it, or build a {{L|bridge}} or two over the top.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very {{L|Fun}} once {{L|goblin}} archers become involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=73418</id>
		<title>40d Talk:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=73418"/>
		<updated>2010-03-18T08:29:22Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Forest Gulag */ Paved road for wagons?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Segregation=&lt;br /&gt;
It is normaly a good idea to seperate your non-cross-trained from your cross-trained, otherwise you end up with flying limbs. --[[User:Derekiv|Derekiv]] 12:13 22 December 2009 (GMT-5)&lt;br /&gt;
&lt;br /&gt;
=Pump operator notes=&lt;br /&gt;
Not sure the toughness note is really that important.  The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them.  It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else.  I've noticed gym graduates make fantastic hunters for example. --[[User:ThunderClaw|ThunderClaw]] 17:47, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year.  So if you have a finite number of dwarves you can spare for training, choose tough ones.  Strong ones can be put in plate and made to spar, or turned into siege operators.&lt;br /&gt;
&lt;br /&gt;
:Currently I'm training all my haulers, in shifts.  Ones that gain toughness get to keep pumping until they're ready for the military.  Strong ones get stone hauling duty.  Everyone else gets food, item, or refuse duty.--[[User:Maximus|Maximus]] 20:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I now give all my haulers the custom profession ''ROTC.'' --[[User:RomeoFalling|RomeoFalling]] 07:50, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I've been trying cross-training, and I'm not really seeing much point at the moment.  The thing is, sparring practices three skills ''at the same time'': Armor user, the weapon you're using, and shield user.  The gym's rate of stat gain is almost the same as regularly sparring dwarves.  And military dwarves are useful for something.  [[User:Greep|Greep]] 09:05, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The &amp;quot;point&amp;quot; is several - 1) that some players don't want to put non-Attribute (or at least, non-Tough) dwarves directly into sparring; 2) that some players want military with more than &amp;quot;one-skill-worth&amp;quot; of training attributes under their belts; 3) that some players want to see what the attribute mix is on a dwarf ''before'' allocating to training (vs hauling/etc); and, 4) it's ''cross''-training.  Military dwarves aren't useful for anything ''but'' military - that's the &amp;quot;cross&amp;quot; part.  There are several suggestions other than pump operator - use them or not - your call. --[[User:Albedo|Albedo]] 18:39, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Alright, I guess gym training just isn't for me.  But as for the one skill worth of attribute training, I thought attributes continued to rise even after legendary + 5.  Like an uber miner would eventually gain 16 attributes? That's what the stat page seems to indicate [[User:Greep|Greep]] 06:16, 24 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
If you make two pumps, one above the other (Y axis, not Z), facing apposing directions, dig 2 channels at each end, making a 2X8 space, you can not only increase toughness and pump operator skill, but get happy [[waterfall]] [[thoughts]]. --[[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
=Dwarf Powered Mill notes=&lt;br /&gt;
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. [[User:Denspb|Denspb]] 02:58, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Managing ==&lt;br /&gt;
&lt;br /&gt;
Assigning a dwarf to manager may be even better than clerking. I had two useless dwarves. Assigned one to clerk, another to manager+broker. Disabled hauling jobs for the manager. I then went to the manager screen and queued up a full screen of &amp;quot;Make Soap x30.&amp;quot; I chose soap because I don't even have an alchemist's workshop and I didn't want any jobs assigned to existing workshops and disrupting work flow. I lost track of how many times I had to go back in and cancel/re-issue the soap orders. The manager reached legendary while the clerk was still a pathetic high master. I didn't measure steps, but their offices and bedrooms were all very close together, should be around 5-10 steps difference for each dwarf to go get food/drink.&lt;br /&gt;
&lt;br /&gt;
Other factors:&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk has a husband (no kids), manager is single&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk went on break at least once&lt;br /&gt;
&amp;lt;br&amp;gt;-Hauling was still enabled for the clerk, not sure if she did any jobs though&lt;br /&gt;
&amp;lt;br&amp;gt;-At the beginning, Clerk had no skills, Manager had Normal Skill Wood Carving (not much good on my treeless map)&lt;br /&gt;
&amp;lt;br&amp;gt;-Manager met with human diplomat and traded at depot during training&lt;br /&gt;
&lt;br /&gt;
--[[User:Mjo625|Mjo625]] 17:18, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chit-chatting ==&lt;br /&gt;
&lt;br /&gt;
Having no meeting halls (well rooms, statue gardens etc) at all, and just having a single 1x1 meeting area REALLY boosted my haulers stats. I might not be the most efficient assigner of work orders, but some of the time most of my haulers were out of work and just spent their time at the meeting area chatting. I had a lot of proficient-or-higher in EVERY social skill within a couple of years. This might be an exploit. Thoughts? [[User:Tardface|Tardface]] 22:53, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes and no. Chatting dwarfs make friends... and if some dies... Well, you'll have a nice domino effect. Dwarf don't like to lose friends.  --[[User:Karl|Karl]] 23:12, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So, dwarves will actually be happier overall if you don't let them have any friends? :) [[User:Tardface|Tardface]] 23:15, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::In the long-run (which inevitably includes many random deaths) yes.. very much so. Rather few, are the fortresses that can survive a death among legendary haulers, and fewer still are those than can survive several. --[[User:N9103|Edward]] 21:06, 4 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Not really. Random deaths are not exactly inevitable unless you want them to be, and party forts are pretty resilient when it comes to a couple odd deaths: everyone is racking up &amp;quot;talked to a friend lately&amp;quot; thoughts like crazy, so even if a few deaths push them down to miserable they will bounce back up to ecstatic in about a minute. The danger is that if you have more than a couple of deaths at once, the immediate surge in unhappiness may cause spontaneous insanity, which will lead to more deaths... [[User:Rpb|Rpb]] 11:09, 5 April 2009 (UTC)&lt;br /&gt;
:::::Thoughts don't stack on themselves, so you can only get one &amp;quot;talked to a friend recently&amp;quot; thought at one time.  The wisdom of having dwarves too busy to make friends is still the best, hands down. --[[User:ThunderClaw|ThunderClaw]] 16:53, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I stumbled on a variant of this one by accident... I'd carve out a huge dining hall(max room size in one dimension, 4 tiles in the other), stuff it full of tables and chairs(in rows) to train stoneworkers, and set a few tables of different stones as room centers. It's easy to get &amp;quot;ate in a legendary dining room&amp;quot; before the first immigrants this way. I'd then get lots of immigrants, and not really have the attention to spare, so they'd stand around chitchatting. They'd all end up ridiculously happy - it'd take a string of close friends' deaths to get them down from ecstatic, and I've never had a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
I also discovered (the hard way) that these high-social-skill dwarves can fight, at least well enough to quickly wipe out an early goblin siege, even with no military skills. I think it's the speed boost from Agility. [[User:Darekun|Darekun]] 08:12, 18 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Swimming ==&lt;br /&gt;
&lt;br /&gt;
Has anybody considered stationing dwarves in an area with 4/7 water, thus giving them skill in swimming? Beds could be constructed in this area prior, turned into a barracks and if a food/booze stockpile is placed there aswell, the dwaves could be locked in there and would then perform all the normal sparring activities while at the same time constantly gaining swimming skill. --[[User:Overspeculated|Overspeculated]] 00:13, 26 September 2009 (UTC)&lt;br /&gt;
:I successfully trained dwarfs in 7/7 water before.  I filled a 5x5 space one z level down from a 15x15 statue garden with water and surrounded with ramps.  Although the dwarfs frequently fell in, they were never far away from the sides and thus never drowned.  (Although a cow managed to drown there and create quite a funk with the miasma since no one would wade in to dump the corpse--I'm still not sure how that happened since the dwarfs had no problem with it.) [[User:3lB33|3lB33]] 01:19, 26 September 2009 (UTC)&lt;br /&gt;
Yes, but would military dwarves still perform sparring activities if their barracks was 4/7 under water? (where they can wade or swim) eventually raising that level once they are good enough at swimming. I'm testing it out as soon as I get my flooding mechanism done (I'm still new to this game so that takes quite a while for me) --[[User:Overspeculated|Overspeculated]] 12:58, 26 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forest Gulag ==&lt;br /&gt;
&lt;br /&gt;
I have set my fortress in an area with:&lt;br /&gt;
# volcano&lt;br /&gt;
# steep &amp;quot;low mountain&amp;quot; (entrance is on top of course)&lt;br /&gt;
# sand&lt;br /&gt;
# canyon (like &amp;quot;Grand Canyon&amp;quot;)&lt;br /&gt;
# chasm (on the &amp;quot;wrong side&amp;quot; of the Grand Canyon thankfully)&lt;br /&gt;
# A forest covers my side of the &amp;quot;Grand Canyon&amp;quot;&lt;br /&gt;
# Elephants wander through periodically, and I have some tame ones now too.&lt;br /&gt;
&lt;br /&gt;
What I want to know is, what is the best way to use the forest to build experience. I'm happy to clear-fell the forest then start again from the beginning, but the fact is I am having a hard time so far keeping the wagon pathway clear as it is. I NEED MORE AXES! (getting there.)&lt;br /&gt;
&lt;br /&gt;
For my non-woodcutter dwarves: what should they do with the lumber to get the most experience without making junk all over the place?&lt;br /&gt;
&lt;br /&gt;
Do I make a stack of asherys, to make potash, to make clear glass &amp;quot;later&amp;quot;?&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:04, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Given the lack of answers to date my best bet seems to be:&lt;br /&gt;
:#clear-fell forest&lt;br /&gt;
:#Construct carpenter workshop from wood. Assign workshop to not lower skilled carpenters.&lt;br /&gt;
:#Build wooden weapons usable for weapon traps&lt;br /&gt;
:#have other dwarves constructing mechanisms&lt;br /&gt;
:#construct weapon traps using wooden weapons&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:35, 7 October 2009 (UTC)&lt;br /&gt;
::Alternatively, if you're planning on making lots of clear glass, you can make all of the ashes into lye - you can fit 100 units of lye in a single barrel, which saves lots of storage space. Plus, you can also use the lye for making soap, if you are inclined. --[[User:Quietust|Quietust]] 12:54, 7 October 2009 (UTC)&lt;br /&gt;
::You can't build wooden weapon. Only the elves have the secret to build them without hurting trees... Damn hippies. Yet you could build menacing wooden spikes or stuff like that... but... Wood only do half damage, so it's a waste of wood and your trap are not going to be really effective.  You could instead do it with glass, a lot more step needed to have the same result, but it's way more fun, and you can build a lot of stuff from clear glass. &lt;br /&gt;
:: Since there's a limit to the number of tree you can fell, and since they don't grow fast enough (if you have 5-10 good woodcutters) you should had more step in the process to use a lot of dwarf, hence the clear glass production.&lt;br /&gt;
:: By the way, obsidian and wood make good rock sword, and it's as good as steel, if you have access to water, you could build an obsidian farm. --[[User:Karl|Karl]] 15:00, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::This is ideas for a forest gulag as such they don't have to be practical!&lt;br /&gt;
:::While wooden weapons are not very efficient, if you can make a stack of them out in the boonies then all you have to cart in from underground is 1 mechanism per trap. So your (gulag) treecutter cuts down 10 trees per trap, your (gulag) carpenter makes 10 wooden spikes per trap, and your mechanic (knowing my fortresses, my ONLY mechanic) makes traps once some other poor sot drages the mechnisms out there. With a nice little wooden fence to restrict pathing a few weapon traps even with wooden spikes should do SOMETHING shouldn't they?&lt;br /&gt;
:::My three treecutters aren't keeping the boundary of 1/2 of my map clear of trees, let alone clear felling the entire map. These guys are full-time treecutters! '''Waste of wood''' is relative to the map, it is better (safer, less hauling) to ask for wood and sell traders the clothes from the invaders to actually get wood into the fortress (1 silk shirt buys 200 or so logs!).&lt;br /&gt;
:::&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:11, 16 October 2009 (UTC)&lt;br /&gt;
::::I have had very good results with spiked wooden balls.  A trap containing 10 of them almost always kills a goblin in one hit.  A bottleneck containing a few rows of such traps can easily cripple a goblin siege before it even gets near your fortress.  --[[User:LaVacaMorada|LaVacaMorada]] 11:49, 16 October 2009 (UTC)&lt;br /&gt;
::::You can use the wood to pave a road for the wagons. That'll suck up material pretty good, and keep the wagon pathway clear, but train a carpenter. Personally, I can never get enough charcoal, but I'm metal-happy. [[User:Darekun|Darekun]] 08:29, 18 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=73417</id>
		<title>40d Talk:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=73417"/>
		<updated>2010-03-18T08:12:58Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Chit-chatting */ Do it in a huge dining hall for great happiness?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Segregation=&lt;br /&gt;
It is normaly a good idea to seperate your non-cross-trained from your cross-trained, otherwise you end up with flying limbs. --[[User:Derekiv|Derekiv]] 12:13 22 December 2009 (GMT-5)&lt;br /&gt;
&lt;br /&gt;
=Pump operator notes=&lt;br /&gt;
Not sure the toughness note is really that important.  The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them.  It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else.  I've noticed gym graduates make fantastic hunters for example. --[[User:ThunderClaw|ThunderClaw]] 17:47, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year.  So if you have a finite number of dwarves you can spare for training, choose tough ones.  Strong ones can be put in plate and made to spar, or turned into siege operators.&lt;br /&gt;
&lt;br /&gt;
:Currently I'm training all my haulers, in shifts.  Ones that gain toughness get to keep pumping until they're ready for the military.  Strong ones get stone hauling duty.  Everyone else gets food, item, or refuse duty.--[[User:Maximus|Maximus]] 20:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I now give all my haulers the custom profession ''ROTC.'' --[[User:RomeoFalling|RomeoFalling]] 07:50, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I've been trying cross-training, and I'm not really seeing much point at the moment.  The thing is, sparring practices three skills ''at the same time'': Armor user, the weapon you're using, and shield user.  The gym's rate of stat gain is almost the same as regularly sparring dwarves.  And military dwarves are useful for something.  [[User:Greep|Greep]] 09:05, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The &amp;quot;point&amp;quot; is several - 1) that some players don't want to put non-Attribute (or at least, non-Tough) dwarves directly into sparring; 2) that some players want military with more than &amp;quot;one-skill-worth&amp;quot; of training attributes under their belts; 3) that some players want to see what the attribute mix is on a dwarf ''before'' allocating to training (vs hauling/etc); and, 4) it's ''cross''-training.  Military dwarves aren't useful for anything ''but'' military - that's the &amp;quot;cross&amp;quot; part.  There are several suggestions other than pump operator - use them or not - your call. --[[User:Albedo|Albedo]] 18:39, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Alright, I guess gym training just isn't for me.  But as for the one skill worth of attribute training, I thought attributes continued to rise even after legendary + 5.  Like an uber miner would eventually gain 16 attributes? That's what the stat page seems to indicate [[User:Greep|Greep]] 06:16, 24 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
If you make two pumps, one above the other (Y axis, not Z), facing apposing directions, dig 2 channels at each end, making a 2X8 space, you can not only increase toughness and pump operator skill, but get happy [[waterfall]] [[thoughts]]. --[[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
=Dwarf Powered Mill notes=&lt;br /&gt;
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. [[User:Denspb|Denspb]] 02:58, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Managing ==&lt;br /&gt;
&lt;br /&gt;
Assigning a dwarf to manager may be even better than clerking. I had two useless dwarves. Assigned one to clerk, another to manager+broker. Disabled hauling jobs for the manager. I then went to the manager screen and queued up a full screen of &amp;quot;Make Soap x30.&amp;quot; I chose soap because I don't even have an alchemist's workshop and I didn't want any jobs assigned to existing workshops and disrupting work flow. I lost track of how many times I had to go back in and cancel/re-issue the soap orders. The manager reached legendary while the clerk was still a pathetic high master. I didn't measure steps, but their offices and bedrooms were all very close together, should be around 5-10 steps difference for each dwarf to go get food/drink.&lt;br /&gt;
&lt;br /&gt;
Other factors:&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk has a husband (no kids), manager is single&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk went on break at least once&lt;br /&gt;
&amp;lt;br&amp;gt;-Hauling was still enabled for the clerk, not sure if she did any jobs though&lt;br /&gt;
&amp;lt;br&amp;gt;-At the beginning, Clerk had no skills, Manager had Normal Skill Wood Carving (not much good on my treeless map)&lt;br /&gt;
&amp;lt;br&amp;gt;-Manager met with human diplomat and traded at depot during training&lt;br /&gt;
&lt;br /&gt;
--[[User:Mjo625|Mjo625]] 17:18, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chit-chatting ==&lt;br /&gt;
&lt;br /&gt;
Having no meeting halls (well rooms, statue gardens etc) at all, and just having a single 1x1 meeting area REALLY boosted my haulers stats. I might not be the most efficient assigner of work orders, but some of the time most of my haulers were out of work and just spent their time at the meeting area chatting. I had a lot of proficient-or-higher in EVERY social skill within a couple of years. This might be an exploit. Thoughts? [[User:Tardface|Tardface]] 22:53, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes and no. Chatting dwarfs make friends... and if some dies... Well, you'll have a nice domino effect. Dwarf don't like to lose friends.  --[[User:Karl|Karl]] 23:12, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So, dwarves will actually be happier overall if you don't let them have any friends? :) [[User:Tardface|Tardface]] 23:15, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::In the long-run (which inevitably includes many random deaths) yes.. very much so. Rather few, are the fortresses that can survive a death among legendary haulers, and fewer still are those than can survive several. --[[User:N9103|Edward]] 21:06, 4 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Not really. Random deaths are not exactly inevitable unless you want them to be, and party forts are pretty resilient when it comes to a couple odd deaths: everyone is racking up &amp;quot;talked to a friend lately&amp;quot; thoughts like crazy, so even if a few deaths push them down to miserable they will bounce back up to ecstatic in about a minute. The danger is that if you have more than a couple of deaths at once, the immediate surge in unhappiness may cause spontaneous insanity, which will lead to more deaths... [[User:Rpb|Rpb]] 11:09, 5 April 2009 (UTC)&lt;br /&gt;
:::::Thoughts don't stack on themselves, so you can only get one &amp;quot;talked to a friend recently&amp;quot; thought at one time.  The wisdom of having dwarves too busy to make friends is still the best, hands down. --[[User:ThunderClaw|ThunderClaw]] 16:53, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I stumbled on a variant of this one by accident... I'd carve out a huge dining hall(max room size in one dimension, 4 tiles in the other), stuff it full of tables and chairs(in rows) to train stoneworkers, and set a few tables of different stones as room centers. It's easy to get &amp;quot;ate in a legendary dining room&amp;quot; before the first immigrants this way. I'd then get lots of immigrants, and not really have the attention to spare, so they'd stand around chitchatting. They'd all end up ridiculously happy - it'd take a string of close friends' deaths to get them down from ecstatic, and I've never had a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
I also discovered (the hard way) that these high-social-skill dwarves can fight, at least well enough to quickly wipe out an early goblin siege, even with no military skills. I think it's the speed boost from Agility. [[User:Darekun|Darekun]] 08:12, 18 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Swimming ==&lt;br /&gt;
&lt;br /&gt;
Has anybody considered stationing dwarves in an area with 4/7 water, thus giving them skill in swimming? Beds could be constructed in this area prior, turned into a barracks and if a food/booze stockpile is placed there aswell, the dwaves could be locked in there and would then perform all the normal sparring activities while at the same time constantly gaining swimming skill. --[[User:Overspeculated|Overspeculated]] 00:13, 26 September 2009 (UTC)&lt;br /&gt;
:I successfully trained dwarfs in 7/7 water before.  I filled a 5x5 space one z level down from a 15x15 statue garden with water and surrounded with ramps.  Although the dwarfs frequently fell in, they were never far away from the sides and thus never drowned.  (Although a cow managed to drown there and create quite a funk with the miasma since no one would wade in to dump the corpse--I'm still not sure how that happened since the dwarfs had no problem with it.) [[User:3lB33|3lB33]] 01:19, 26 September 2009 (UTC)&lt;br /&gt;
Yes, but would military dwarves still perform sparring activities if their barracks was 4/7 under water? (where they can wade or swim) eventually raising that level once they are good enough at swimming. I'm testing it out as soon as I get my flooding mechanism done (I'm still new to this game so that takes quite a while for me) --[[User:Overspeculated|Overspeculated]] 12:58, 26 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forest Gulag ==&lt;br /&gt;
&lt;br /&gt;
I have set my fortress in an area with:&lt;br /&gt;
# volcano&lt;br /&gt;
# steep &amp;quot;low mountain&amp;quot; (entrance is on top of course)&lt;br /&gt;
# sand&lt;br /&gt;
# canyon (like &amp;quot;Grand Canyon&amp;quot;)&lt;br /&gt;
# chasm (on the &amp;quot;wrong side&amp;quot; of the Grand Canyon thankfully)&lt;br /&gt;
# A forest covers my side of the &amp;quot;Grand Canyon&amp;quot;&lt;br /&gt;
# Elephants wander through periodically, and I have some tame ones now too.&lt;br /&gt;
&lt;br /&gt;
What I want to know is, what is the best way to use the forest to build experience. I'm happy to clear-fell the forest then start again from the beginning, but the fact is I am having a hard time so far keeping the wagon pathway clear as it is. I NEED MORE AXES! (getting there.)&lt;br /&gt;
&lt;br /&gt;
For my non-woodcutter dwarves: what should they do with the lumber to get the most experience without making junk all over the place?&lt;br /&gt;
&lt;br /&gt;
Do I make a stack of asherys, to make potash, to make clear glass &amp;quot;later&amp;quot;?&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:04, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Given the lack of answers to date my best bet seems to be:&lt;br /&gt;
:#clear-fell forest&lt;br /&gt;
:#Construct carpenter workshop from wood. Assign workshop to not lower skilled carpenters.&lt;br /&gt;
:#Build wooden weapons usable for weapon traps&lt;br /&gt;
:#have other dwarves constructing mechanisms&lt;br /&gt;
:#construct weapon traps using wooden weapons&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:35, 7 October 2009 (UTC)&lt;br /&gt;
::Alternatively, if you're planning on making lots of clear glass, you can make all of the ashes into lye - you can fit 100 units of lye in a single barrel, which saves lots of storage space. Plus, you can also use the lye for making soap, if you are inclined. --[[User:Quietust|Quietust]] 12:54, 7 October 2009 (UTC)&lt;br /&gt;
::You can't build wooden weapon. Only the elves have the secret to build them without hurting trees... Damn hippies. Yet you could build menacing wooden spikes or stuff like that... but... Wood only do half damage, so it's a waste of wood and your trap are not going to be really effective.  You could instead do it with glass, a lot more step needed to have the same result, but it's way more fun, and you can build a lot of stuff from clear glass. &lt;br /&gt;
:: Since there's a limit to the number of tree you can fell, and since they don't grow fast enough (if you have 5-10 good woodcutters) you should had more step in the process to use a lot of dwarf, hence the clear glass production.&lt;br /&gt;
:: By the way, obsidian and wood make good rock sword, and it's as good as steel, if you have access to water, you could build an obsidian farm. --[[User:Karl|Karl]] 15:00, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::This is ideas for a forest gulag as such they don't have to be practical!&lt;br /&gt;
:::While wooden weapons are not very efficient, if you can make a stack of them out in the boonies then all you have to cart in from underground is 1 mechanism per trap. So your (gulag) treecutter cuts down 10 trees per trap, your (gulag) carpenter makes 10 wooden spikes per trap, and your mechanic (knowing my fortresses, my ONLY mechanic) makes traps once some other poor sot drages the mechnisms out there. With a nice little wooden fence to restrict pathing a few weapon traps even with wooden spikes should do SOMETHING shouldn't they?&lt;br /&gt;
:::My three treecutters aren't keeping the boundary of 1/2 of my map clear of trees, let alone clear felling the entire map. These guys are full-time treecutters! '''Waste of wood''' is relative to the map, it is better (safer, less hauling) to ask for wood and sell traders the clothes from the invaders to actually get wood into the fortress (1 silk shirt buys 200 or so logs!).&lt;br /&gt;
:::&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:11, 16 October 2009 (UTC)&lt;br /&gt;
::::I have had very good results with spiked wooden balls.  A trap containing 10 of them almost always kills a goblin in one hit.  A bottleneck containing a few rows of such traps can easily cripple a goblin siege before it even gets near your fortress.  --[[User:LaVacaMorada|LaVacaMorada]] 11:49, 16 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=53926</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=53926"/>
		<updated>2009-10-04T22:30:08Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* I */ Fixed link to Material tokens.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[Entity_tokens|entity tokens]].&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like.  Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.&lt;br /&gt;
See [[Building destroyer]] for full discussion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal and eat edible items from you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (apparently the highest [[value]] it can find). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Region#Surroundings]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| Determines that something can be extracted from the creature, what it's called, and what [[color]] it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| The extract gotten from the creature can be made into cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature can see regardless of whether it has working eyes.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| &lt;br /&gt;
| pretty worthless now. It was very important in the 2-dimensional DF.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female. Note that a civilization created using an all-female creature will have no population, as they don't have breeding couples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. &amp;quot;High frequency means you get more when the number is high, so 100 would be the most common.  If you don't enter a number, it uses 50.&amp;quot;&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature attract local wildlife in large numbers.  May have more effects when magic is implemented.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male. Note that a civilization created using an all-male creature will have no population, as they don't have breeding couples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACK_ANIMAL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use when insulting the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Clothing width, similar to NARROW. If you have STOUT humans they will have &amp;quot;stout&amp;quot; inventory prefixes. Perhaps also: Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_MICRO&lt;br /&gt;
|&lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.  ''However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers.  This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal.'' (speculation by [[User:Flippantelf|Flippantelf]] 04:45, 15 June 2009 (UTC))&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=53925</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=53925"/>
		<updated>2009-10-04T22:01:36Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* E */ Listed extract colors. (They were listed as value and two unknowns, despite the presence of value tokens.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[Entity_tokens|entity tokens]].&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like.  Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.&lt;br /&gt;
See [[Building destroyer]] for full discussion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal and eat edible items from you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (apparently the highest [[value]] it can find). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Region#Surroundings]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| Determines that something can be extracted from the creature, what it's called, and what [[color]] it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| The extract gotten from the creature can be made into cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature can see regardless of whether it has working eyes.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| &lt;br /&gt;
| pretty worthless now. It was very important in the 2-dimensional DF.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female. Note that a civilization created using an all-female creature will have no population, as they don't have breeding couples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. &amp;quot;High frequency means you get more when the number is high, so 100 would be the most common.  If you don't enter a number, it uses 50.&amp;quot;&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature attract local wildlife in large numbers.  May have more effects when magic is implemented.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male. Note that a civilization created using an all-male creature will have no population, as they don't have breeding couples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACK_ANIMAL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use when insulting the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Clothing width, similar to NARROW. If you have STOUT humans they will have &amp;quot;stout&amp;quot; inventory prefixes. Perhaps also: Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_MICRO&lt;br /&gt;
|&lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.  ''However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers.  This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal.'' (speculation by [[User:Flippantelf|Flippantelf]] 04:45, 15 June 2009 (UTC))&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27983</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27983"/>
		<updated>2009-09-24T09:47:46Z</updated>

		<summary type="html">&lt;p&gt;Darekun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
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== The Demons ==&lt;br /&gt;
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How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
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:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
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:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
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:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
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:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
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:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
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: from Lumpen on SomethingAwful: &amp;quot;Last night I cracked into the glowing pits and massacred the demons by filtering them through a massive maze of twisting fortifications through which my legendary siege operators unleashed a hail of over a hundred ballista arrows cranked out by 6 ballistae.&amp;quot; So, that could work. --[[User:Jellyfishgreen|Jellyfishgreen]] 12:19, 29 September 2008 (EDT)&lt;br /&gt;
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:I broke into the pitlast night, and beforeI could close it up, frog demons were across my cut of adamantine viens. I sent very little, but very strong people down there, as I only had about 39 dwarves :D. They killed them no sweat. They had abit trouble with a demon. There was only about 10 of the that came from the pit. I was quick to seal up where the whole where the demons came out of, yet my fortress still being able to get in.&lt;br /&gt;
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== Magma mini-pipes/vents? ==&lt;br /&gt;
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Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
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:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
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::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
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:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
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::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Rewalling/Flooring ==&lt;br /&gt;
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If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
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:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
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:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
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== First encounter ==&lt;br /&gt;
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A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
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20 tentacle demons, 5 daemons.&lt;br /&gt;
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Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
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:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Captives ==&lt;br /&gt;
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what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
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:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
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::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
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== Unchained humanoids? ==&lt;br /&gt;
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The article talks about caged/chained humanoids.&lt;br /&gt;
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Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
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The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
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has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
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:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]] 00:53, 28 September 2008 (EDT)&lt;br /&gt;
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)&lt;br /&gt;
:::: So how do we get rid of the little lag monsters?  Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate.  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)&lt;br /&gt;
::::: Well, my tentacle demons killed nothing (apart some marksdwarves), and I still got '''104''' (not kidding, there's more than 5 pages of them in the &amp;quot;u&amp;quot; menu) elves, dwarves and humans babbling around. How am I supposed to kill them all ? Most of them are still in the chamber, and because of the adamantine veins I can't force myself to flood it with magma, create a cave in or something like that. It will be fairly complicated to kill them with the dwarven atom smasher too... Do you have any ideas ? [[User:Timst|Timst]] 15:18, 13 April 2009 (UTC)&lt;br /&gt;
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::::::[[Ballista]]e --[[User:LegacyCWAL|LegacyCWAL]] 15:34, 13 April 2009 (UTC)&lt;br /&gt;
::::::Time. Leave it a season and they'll all starve or die of thirst. [[User:Aosher|Aosher]] 09:11, 14 April 2009 (UTC)&lt;br /&gt;
:::::::Oh, they can do that ? Even if it's, err, NPC ? The merchants never die of thirst or starve, for instance. Anyway, it's &amp;quot;great&amp;quot;. :) [[User:Timst|Timst]] 09:30, 14 April 2009 (UTC)&lt;br /&gt;
::::::::They can do that! Don't know about diplomats etc, but the chained humanoids - i.e. anything labelled &amp;quot;From the Deep&amp;quot; in the {{K|u}} menu - can definitely starve, as of 40d. [[User:Aosher|Aosher]] 19:31, 14 April 2009 (UTC)&lt;br /&gt;
::::::::Confirmed. Refugees are physically unharmed but all insane and wearing nothing but filth, blood, and stains. My refugees all died about two months later, all on the same week, except the caged ones. Evidently insanity means forgetting to drink when you're thirsty. The tortured dwarves were laid to rest with proper dwarf coffins by my citizens. The elves...were added to the bonepile. --[[User:Jellyfishgreen|Jellyfishgreen]] 20:25, 30 May 2009 (UTC)&lt;br /&gt;
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== Water? ==&lt;br /&gt;
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Anybody know if pumping the glowing pit full of water will affect the demons? I've started a fortress to try it out, but it's slow going(I'm really more of a modder as DF goes).&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12683</id>
		<title>40d:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12683"/>
		<updated>2009-07-27T15:25:22Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Biomes at World Generation */ Added more-visual table for middle elevations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
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== Selecting a biome ==&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the [[Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide]] for more detail).''&lt;br /&gt;
&lt;br /&gt;
== Understanding Biomes ==&lt;br /&gt;
&amp;lt;small&amp;gt;we should have more details on what these &amp;quot;resources&amp;quot; actually are, or more examples?&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Selecting different Biomes gives you  some abiltiy to influence the difficulty of your game. A wide variety of biomes may give you access to several unique resources provided by each, like the ability to gather and plant certain crops and make the game easier and more  interesting. Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area).&lt;br /&gt;
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''&lt;br /&gt;
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By making use of several biomes you can provide more resources for your fort. Making sure one of your biomes contains either a [[broadleaf]] or [[conifer]] [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]]. &lt;br /&gt;
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[[Surroundings]] are not directly linked to biomes (i.e. a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]), but the more biomes you have, the more likely it is to have several alignments, if so desired.&lt;br /&gt;
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If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach.&lt;br /&gt;
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The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.  They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone.  (More research is needed.)&lt;br /&gt;
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== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== Arctic ===&lt;br /&gt;
*Arctic [[Ocean]]&lt;br /&gt;
*[[Badlands]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Rocky wasteland]]&lt;br /&gt;
*[[Sand desert]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest]]&lt;br /&gt;
*Temperate [[Conifer forest]]&lt;br /&gt;
*Temperate [[Grassland]]&lt;br /&gt;
*Temperate [[Lake|Freshwater lake]]&lt;br /&gt;
*Temperate [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Freshwater swamp]]&lt;br /&gt;
*Temperate [[Ocean]]&lt;br /&gt;
*Temperate [[Marsh|Saltwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Saltwater swamp]]&lt;br /&gt;
*Temperate [[Savanna]]&lt;br /&gt;
*Temperate [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
=== Tropical ===&lt;br /&gt;
*[[Tropical]] Dry [[Broadleaf forest]]&lt;br /&gt;
*Tropical Wet [[Broadleaf forest]]&lt;br /&gt;
*Tropical [[Conifer forest]]&lt;br /&gt;
*Tropical [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Tropical [[Grassland]]&lt;br /&gt;
*Tropical [[Ocean]]&lt;br /&gt;
*Tropical [[Savanna]]&lt;br /&gt;
*Tropical [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==Biomes at World Generation==&lt;br /&gt;
&lt;br /&gt;
Biomes are created at [[world generation]] based on the elevation, rainfall, and drainage of the tile as follows:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|Water ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Sand Desert ||100-299 ||0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Rock Desert ||100-299 ||0-9 ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands A ||100-299 ||0-9 ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands B ||100-299 ||0-9 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|Grassland ||100-299 ||10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Savanna ||100-299 ||20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Marsh ||100-299 ||33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Shrubland ||100-299 ||33-65 ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|Hills ||100-299 ||10-65 ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|Swamp ||100-299 ||66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Forest ||100-299 ||66-100 ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|Low Mountain ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Mountain ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|High Mountain ||366-400 ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More visually, for just the middle elevations:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center; &amp;quot;&amp;lt;!-- copied from Prettytable template, but those colspans required centering. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 |&lt;br /&gt;
! colspan=5 |Rainfall&lt;br /&gt;
|-&lt;br /&gt;
!0-9 ||10-19 ||20-32 ||33-65 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4 |Drainage ||0-32&lt;br /&gt;
| Sand Desert&lt;br /&gt;
| rowspan=2 |Grassland&lt;br /&gt;
| rowspan=2 |Savanna ||Marsh ||Swamp&lt;br /&gt;
|-&lt;br /&gt;
!33-49&lt;br /&gt;
|Rock Desert ||Scrubland&lt;br /&gt;
| rowspan=3 |Forest&lt;br /&gt;
|-&lt;br /&gt;
!50-65&lt;br /&gt;
|Badlands A&lt;br /&gt;
| colspan=3 rowspan=2 |Hills&lt;br /&gt;
|-&lt;br /&gt;
!66-100&lt;br /&gt;
|Badlands B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Regions]] for the possible values for Trees, Vegetation and Surroundings.&lt;br /&gt;
*[[Volcano]]es which are not a biome in Dwarf Fortress, but may provide important resources&lt;br /&gt;
*[[Climate]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46142</id>
		<title>40d Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46142"/>
		<updated>2009-07-16T04:01:55Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Tropical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do the stuff you can search for (rainfall, drainage, etc) interact with what biomes form in a region? [[User:Random832|Random832]] 01:46, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good question.  I want lots and lots of forests in my worlds because I like elephants &amp;lt;small&amp;gt;for their big droopy asses&amp;lt;/small&amp;gt;.--[[User:Maximus|Maximus]] 04:22, 21 November 2008 (EST)&lt;br /&gt;
::Apparently, every biome has some combintions of parameters valis. For example: low rainfall + high drainage = desert, and so on... But we need to gather complete list. Worldgen cookbook is a good place to search for info already known. &amp;lt;small&amp;gt;and we can ask Toady&amp;lt;/small&amp;gt;--[[User:Dorten|Dorten]] 06:45, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== From the forums ==&lt;br /&gt;
&lt;br /&gt;
Hello again.&lt;br /&gt;
&lt;br /&gt;
Since it took me some time to figure these out, im posting them for everyone to save their time. Biome names are taken from wiki by comparing with map legend from here: http://www.dwarffortresswiki.net/index.php/Map_legend , although there seem to be some discrepancies.&lt;br /&gt;
&lt;br /&gt;
Sav and Volc are irrelevant to biomes in world editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By elevation:&lt;br /&gt;
&lt;br /&gt;
  Water&lt;br /&gt;
Elevation: 1 - 99&lt;br /&gt;
&lt;br /&gt;
  Low Mountain&lt;br /&gt;
Elevation: 300 - 332&lt;br /&gt;
&lt;br /&gt;
  Mountain&lt;br /&gt;
Elevation: 333 - 365&lt;br /&gt;
&lt;br /&gt;
  High mountain&lt;br /&gt;
Elevation: 366 - 400&lt;br /&gt;
&lt;br /&gt;
Everything else&lt;br /&gt;
Elevation: 100 - 299&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By rain/drain:&lt;br /&gt;
&lt;br /&gt;
  Hill&lt;br /&gt;
Rain: 10 - 66&lt;br /&gt;
Drain: 50 - 100&lt;br /&gt;
&lt;br /&gt;
  Sand Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
  Rock Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands A&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 50 - 65&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands B&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 66 - 100&lt;br /&gt;
&lt;br /&gt;
Second Desert Badlands biome (per wiki), occupying higher drain areas&lt;br /&gt;
&lt;br /&gt;
  Grassland&lt;br /&gt;
Rain: 10-19&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Savanna&lt;br /&gt;
Rain: 20-32&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Marsh&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
The character is darker than marsh in wiki map legend and matches that of a swamp instead, but on wiki both marsh and savanna have the same characters, so im guessing this one actually is marsh.&lt;br /&gt;
&lt;br /&gt;
  Shrubland&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Swamp&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(conifer icon, probably means temperate)&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 33-100&lt;br /&gt;
&lt;br /&gt;
Forest becomes Broadleaf in high temperatures, which makes it the only biome in world editor that is dependant on temperature. Im guessing that the character for Conifer actually serves for temperate conifer and broadleaf, and the broadleaf icon means tropical broadleaf forest, because thats what the rain/temp/drain stats suggest, and otherwise there would be no differentiation between temperate and tropical.&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(broadleaf icon, probably means tropical)&lt;br /&gt;
Temperature: ~ 60-75 (varies a bit for different drain values) --[[User:Dorten|Dorten]] 07:34, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I added this info to the page, but I notice there seem to be missing ranges; what happens if rainfall is 0-65 and drainage is 50-100?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 22:07, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You missed the first rain/drain listing, Hill - I've added it. [[User:Darekun|Darekun]] 05:07, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Biomes and stone layers ==&lt;br /&gt;
&lt;br /&gt;
 Biomes have no relation to the [[stone]] [[layer]](s) that lie below them, beyond &lt;br /&gt;
 the first (which is often a type of [[soil]].&lt;br /&gt;
:How sure are we about this? [[User:VengefulDonut|VengefulDonut]] 12:26, 3 June 2009 (UTC)&lt;br /&gt;
:: I haven't seen any correlation between rock layers and biomes. Other than granite which is often the base of mountains and is more common there. There are a few soil types that are found only in the ocean, but those are normally never encountered unless you extend your embarkation zone way out to sea.--[[User:Smjjames|Smjjames]] 14:10, 3 June 2009 (UTC)&lt;br /&gt;
:::No, VD is right - it's &amp;quot;apparent&amp;quot;, it's intuitive, it's logical, it's that way in RL, but it's not conclusive nor is there any concrete supporting evidence (proving the absence of something - never easy).  It was my post - I'll edit to reflect that.--[[User:Albedo|Albedo]] 17:40, 3 June 2009 (UTC)&lt;br /&gt;
::: Hmm, now that I think about it, diorite is often found in mountains, sometimes even as two layers on top of each other. According to Wiki ( http://en.wikipedia.org/wiki/Diorite ), it is associated with mountain building and volcanism. I also find it associated with other igneous rocks in biomes and I rarely see diorite outside of either mountains or volcanic areas. This is going to require quite a bit of observation and note taking.--[[User:Smjjames|Smjjames]] 18:42, 3 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tropical ==&lt;br /&gt;
So is there a way to influence worldgen so that it produces more tropical biomes? Cos i have a hard time finding ''any'' on my worlds :( Or search tips? --[[User:Confused|Confused]] 02:09, 23 June 2009 (UTC)&lt;br /&gt;
:Tropical is a temperature band, so increase the temperatures, especially the min. You may also want to reduce the X and Y variance of temperatures, to get a steady Tropical throughout.&lt;br /&gt;
:However, this kind of &amp;quot;uniformity tweak&amp;quot; often results in infinite map rejections - turn on map rejection logging, and if you get a bunch of rejections see what they are, and zero out the demands for the listed biomes or traits. The defaults don't seem to demand any glacier or tundra, so I don't ''think'' all-tropical will be a problem.&lt;br /&gt;
:Searching for High Temperature should find any tropical biomes that did gen. [[User:Darekun|Darekun]] 03:46, 27 June 2009 (UTC)&lt;br /&gt;
::Map rejections are most always easily dealt with simply by turning off the minimum/maximum of most of the &amp;quot;total # of x&amp;quot;  options (only thing that I can't get around is having to make mountains for dwarven civs).  As for tropical I'm honestly not sure if it's temperature dependent.  It should be, but I'd need to test it.  Edit: in fact, upon looking up &amp;quot;tropical&amp;quot; you can apparently have freezing tropical areas. [[User:Greep|Greep]] 08:18, 27 June 2009 (UTC)&lt;br /&gt;
:::Yeah, the minimum/maximum entries is what I meant by &amp;quot;demands&amp;quot;.&lt;br /&gt;
:::To get around needing mountains for dwarves, change their [[Entity_tokens#Placement|[START_BIOME:]]] in the entity def.&lt;br /&gt;
:::If you keep looking, you'll find conflicting data on &amp;quot;tropical&amp;quot;. I couldn't figure it out from the wiki, so I genned a world and looked around it; it seems to be tightly-bound to temperature, and not latitude or anything. [[User:Darekun|Darekun]] 04:01, 16 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12682</id>
		<title>40d:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12682"/>
		<updated>2009-06-27T05:08:50Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Biomes at World Generation */ Fixing typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the [[Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide]] for more detail).''&lt;br /&gt;
&lt;br /&gt;
== Understanding Biomes ==&lt;br /&gt;
&amp;lt;small&amp;gt;we should have more details on what these &amp;quot;resources&amp;quot; actually are, or more examples?&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Selecting different Biomes gives you  some abiltiy to influence the difficulty of your game. A wide variety of biomes may give you access to several unique resources provided by each, like the ability to gather and plant certain crops and make the game easier and more  interesting. Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area).&lt;br /&gt;
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes you can provide more resources for your fort. Making sure one of your biomes contains either a [[broadleaf]] or [[conifer]] [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]]. &lt;br /&gt;
&lt;br /&gt;
[[Surroundings]] are not directly linked to biomes (i.e. a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]), but the more biomes you have, the more likely it is to have several alignments, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach.&lt;br /&gt;
&lt;br /&gt;
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.  They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone.  (More research is needed.)&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== Arctic ===&lt;br /&gt;
*Arctic [[Ocean]]&lt;br /&gt;
*[[Badlands]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Rocky wasteland]]&lt;br /&gt;
*[[Sand desert]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest]]&lt;br /&gt;
*Temperate [[Conifer forest]]&lt;br /&gt;
*Temperate [[Grassland]]&lt;br /&gt;
*Temperate [[Lake|Freshwater lake]]&lt;br /&gt;
*Temperate [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Freshwater swamp]]&lt;br /&gt;
*Temperate [[Ocean]]&lt;br /&gt;
*Temperate [[Marsh|Saltwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Saltwater swamp]]&lt;br /&gt;
*Temperate [[Savanna]]&lt;br /&gt;
*Temperate [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
=== Tropical ===&lt;br /&gt;
*[[Tropical]] Dry [[Broadleaf forest]]&lt;br /&gt;
*Tropical Wet [[Broadleaf forest]]&lt;br /&gt;
*Tropical [[Conifer forest]]&lt;br /&gt;
*Tropical [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Tropical [[Grassland]]&lt;br /&gt;
*Tropical [[Ocean]]&lt;br /&gt;
*Tropical [[Savanna]]&lt;br /&gt;
*Tropical [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==Biomes at World Generation==&lt;br /&gt;
&lt;br /&gt;
Biomes are created at [[world generation]] based on the elevation, rainfall, and drainage of the tile as follows:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|Water ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Sand Desert ||100-299 ||0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Rock Desert ||100-299 ||0-9 ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands A ||100-299 ||0-9 ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands B ||100-299 ||0-9 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|Grassland ||100-299 ||10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Savanna ||100-299 ||20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Marsh ||100-299 ||33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Shrubland ||100-299 ||33-65 ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|Hills ||100-299 ||10-65 ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|Swamp ||100-299 ||66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Forest ||100-299 ||66-100 ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|Low Mountain ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Mountain ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|High Mountain ||366-400 ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Regions]] for the possible values for Trees, Vegetation and Surroundings.&lt;br /&gt;
*[[Volcano]]es which are not a biome in Dwarf Fortress, but may provide important resources&lt;br /&gt;
*[[Climate]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46139</id>
		<title>40d Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46139"/>
		<updated>2009-06-27T05:07:37Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* From the forums */ The &amp;quot;missing&amp;quot; range is right there, Hills.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do the stuff you can search for (rainfall, drainage, etc) interact with what biomes form in a region? [[User:Random832|Random832]] 01:46, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good question.  I want lots and lots of forests in my worlds because I like elephants &amp;lt;small&amp;gt;for their big droopy asses&amp;lt;/small&amp;gt;.--[[User:Maximus|Maximus]] 04:22, 21 November 2008 (EST)&lt;br /&gt;
::Apparently, every biome has some combintions of parameters valis. For example: low rainfall + high drainage = desert, and so on... But we need to gather complete list. Worldgen cookbook is a good place to search for info already known. &amp;lt;small&amp;gt;and we can ask Toady&amp;lt;/small&amp;gt;--[[User:Dorten|Dorten]] 06:45, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== From the forums ==&lt;br /&gt;
&lt;br /&gt;
Hello again.&lt;br /&gt;
&lt;br /&gt;
Since it took me some time to figure these out, im posting them for everyone to save their time. Biome names are taken from wiki by comparing with map legend from here: http://www.dwarffortresswiki.net/index.php/Map_legend , although there seem to be some discrepancies.&lt;br /&gt;
&lt;br /&gt;
Sav and Volc are irrelevant to biomes in world editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By elevation:&lt;br /&gt;
&lt;br /&gt;
  Water&lt;br /&gt;
Elevation: 1 - 99&lt;br /&gt;
&lt;br /&gt;
  Low Mountain&lt;br /&gt;
Elevation: 300 - 332&lt;br /&gt;
&lt;br /&gt;
  Mountain&lt;br /&gt;
Elevation: 333 - 365&lt;br /&gt;
&lt;br /&gt;
  High mountain&lt;br /&gt;
Elevation: 366 - 400&lt;br /&gt;
&lt;br /&gt;
Everything else&lt;br /&gt;
Elevation: 100 - 299&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By rain/drain:&lt;br /&gt;
&lt;br /&gt;
  Hill&lt;br /&gt;
Rain: 10 - 66&lt;br /&gt;
Drain: 50 - 100&lt;br /&gt;
&lt;br /&gt;
  Sand Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
  Rock Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands A&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 50 - 65&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands B&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 66 - 100&lt;br /&gt;
&lt;br /&gt;
Second Desert Badlands biome (per wiki), occupying higher drain areas&lt;br /&gt;
&lt;br /&gt;
  Grassland&lt;br /&gt;
Rain: 10-19&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Savanna&lt;br /&gt;
Rain: 20-32&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Marsh&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
The character is darker than marsh in wiki map legend and matches that of a swamp instead, but on wiki both marsh and savanna have the same characters, so im guessing this one actually is marsh.&lt;br /&gt;
&lt;br /&gt;
  Shrubland&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Swamp&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(conifer icon, probably means temperate)&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 33-100&lt;br /&gt;
&lt;br /&gt;
Forest becomes Broadleaf in high temperatures, which makes it the only biome in world editor that is dependant on temperature. Im guessing that the character for Conifer actually serves for temperate conifer and broadleaf, and the broadleaf icon means tropical broadleaf forest, because thats what the rain/temp/drain stats suggest, and otherwise there would be no differentiation between temperate and tropical.&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(broadleaf icon, probably means tropical)&lt;br /&gt;
Temperature: ~ 60-75 (varies a bit for different drain values) --[[User:Dorten|Dorten]] 07:34, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I added this info to the page, but I notice there seem to be missing ranges; what happens if rainfall is 0-65 and drainage is 50-100?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 22:07, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You missed the first rain/drain listing, Hill - I've added it. [[User:Darekun|Darekun]] 05:07, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Biomes and stone layers ==&lt;br /&gt;
&lt;br /&gt;
 Biomes have no relation to the [[stone]] [[layer]](s) that lie below them, beyond &lt;br /&gt;
 the first (which is often a type of [[soil]].&lt;br /&gt;
:How sure are we about this? [[User:VengefulDonut|VengefulDonut]] 12:26, 3 June 2009 (UTC)&lt;br /&gt;
:: I haven't seen any correlation between rock layers and biomes. Other than granite which is often the base of mountains and is more common there. There are a few soil types that are found only in the ocean, but those are normally never encountered unless you extend your embarkation zone way out to sea.--[[User:Smjjames|Smjjames]] 14:10, 3 June 2009 (UTC)&lt;br /&gt;
:::No, VD is right - it's &amp;quot;apparent&amp;quot;, it's intuitive, it's logical, it's that way in RL, but it's not conclusive nor is there any concrete supporting evidence (proving the absence of something - never easy).  It was my post - I'll edit to reflect that.--[[User:Albedo|Albedo]] 17:40, 3 June 2009 (UTC)&lt;br /&gt;
::: Hmm, now that I think about it, diorite is often found in mountains, sometimes even as two layers on top of each other. According to Wiki ( http://en.wikipedia.org/wiki/Diorite ), it is associated with mountain building and volcanism. I also find it associated with other igneous rocks in biomes and I rarely see diorite outside of either mountains or volcanic areas. This is going to require quite a bit of observation and note taking.--[[User:Smjjames|Smjjames]] 18:42, 3 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tropical ==&lt;br /&gt;
So is there a way to influence worldgen so that it produces more tropical biomes? Cos i have a hard time finding ''any'' on my worlds :( Or search tips? --[[User:Confused|Confused]] 02:09, 23 June 2009 (UTC)&lt;br /&gt;
:Tropical is a temperature band, so increase the temperatures, especially the min. You may also want to reduce the X and Y variance of temperatures, to get a steady Tropical throughout.&lt;br /&gt;
:However, this kind of &amp;quot;uniformity tweak&amp;quot; often results in infinite map rejections - turn on map rejection logging, and if you get a bunch of rejections see what they are, and zero out the demands for the listed biomes or traits. The defaults don't seem to demand any glacier or tundra, so I don't ''think'' all-tropical will be a problem.&lt;br /&gt;
:Searching for High Temperature should find any tropical biomes that did gen. [[User:Darekun|Darekun]] 03:46, 27 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12681</id>
		<title>40d:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12681"/>
		<updated>2009-06-27T05:01:27Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Biomes at World Generation */ Added the missing &amp;quot;hills&amp;quot; biome, as originally noted by Dorten on the talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the [[Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide]] for more detail).''&lt;br /&gt;
&lt;br /&gt;
== Understanding Biomes ==&lt;br /&gt;
&amp;lt;small&amp;gt;we should have more details on what these &amp;quot;resources&amp;quot; actually are, or more examples?&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Selecting different Biomes gives you  some abiltiy to influence the difficulty of your game. A wide variety of biomes may give you access to several unique resources provided by each, like the ability to gather and plant certain crops and make the game easier and more  interesting. Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area).&lt;br /&gt;
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes you can provide more resources for your fort. Making sure one of your biomes contains either a [[broadleaf]] or [[conifer]] [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]]. &lt;br /&gt;
&lt;br /&gt;
[[Surroundings]] are not directly linked to biomes (i.e. a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]), but the more biomes you have, the more likely it is to have several alignments, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach.&lt;br /&gt;
&lt;br /&gt;
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.  They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone.  (More research is needed.)&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== Arctic ===&lt;br /&gt;
*Arctic [[Ocean]]&lt;br /&gt;
*[[Badlands]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Rocky wasteland]]&lt;br /&gt;
*[[Sand desert]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest]]&lt;br /&gt;
*Temperate [[Conifer forest]]&lt;br /&gt;
*Temperate [[Grassland]]&lt;br /&gt;
*Temperate [[Lake|Freshwater lake]]&lt;br /&gt;
*Temperate [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Freshwater swamp]]&lt;br /&gt;
*Temperate [[Ocean]]&lt;br /&gt;
*Temperate [[Marsh|Saltwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Saltwater swamp]]&lt;br /&gt;
*Temperate [[Savanna]]&lt;br /&gt;
*Temperate [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
=== Tropical ===&lt;br /&gt;
*[[Tropical]] Dry [[Broadleaf forest]]&lt;br /&gt;
*Tropical Wet [[Broadleaf forest]]&lt;br /&gt;
*Tropical [[Conifer forest]]&lt;br /&gt;
*Tropical [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Tropical [[Grassland]]&lt;br /&gt;
*Tropical [[Ocean]]&lt;br /&gt;
*Tropical [[Savanna]]&lt;br /&gt;
*Tropical [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==Biomes at World Generation==&lt;br /&gt;
&lt;br /&gt;
Biomes are created at [[world generation]] based on the elevation, rainfall, and drainage of the tile as follows:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|Water ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Sand Desert ||100-299 ||0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Rock Desert ||100-299 ||0-9 ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands A ||100-299 ||0-9 ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands B ||100-299 ||0-9 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|Grassland ||100-299 ||10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Savanna ||100-299 ||20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Marsh ||100-299 ||33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Shrubland ||100-299 ||33-65 ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|Hills ||100-299 ||10-65 ||50-500&lt;br /&gt;
|-&lt;br /&gt;
|Swamp ||100-299 ||66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Forest ||100-299 ||66-100 ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|Low Mountain ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Mountain ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|High Mountain ||366-400 ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Regions]] for the possible values for Trees, Vegetation and Surroundings.&lt;br /&gt;
*[[Volcano]]es which are not a biome in Dwarf Fortress, but may provide important resources&lt;br /&gt;
*[[Climate]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12680</id>
		<title>40d:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12680"/>
		<updated>2009-06-27T03:51:36Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Available Biomes */ Corrected temperature band from &amp;quot;arid&amp;quot; to &amp;quot;arctic&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the [[Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide]] for more detail).''&lt;br /&gt;
&lt;br /&gt;
== Understanding Biomes ==&lt;br /&gt;
&amp;lt;small&amp;gt;we should have more details on what these &amp;quot;resources&amp;quot; actually are, or more examples?&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Selecting different Biomes gives you  some abiltiy to influence the difficulty of your game. A wide variety of biomes may give you access to several unique resources provided by each, like the ability to gather and plant certain crops and make the game easier and more  interesting. Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area).&lt;br /&gt;
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes you can provide more resources for your fort. Making sure one of your biomes contains either a [[broadleaf]] or [[conifer]] [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]]. &lt;br /&gt;
&lt;br /&gt;
[[Surroundings]] are not directly linked to biomes (i.e. a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]), but the more biomes you have, the more likely it is to have several alignments, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach.&lt;br /&gt;
&lt;br /&gt;
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.  They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone.  (More research is needed.)&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== Arctic ===&lt;br /&gt;
*Arctic [[Ocean]]&lt;br /&gt;
*[[Badlands]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Rocky wasteland]]&lt;br /&gt;
*[[Sand desert]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest]]&lt;br /&gt;
*Temperate [[Conifer forest]]&lt;br /&gt;
*Temperate [[Grassland]]&lt;br /&gt;
*Temperate [[Lake|Freshwater lake]]&lt;br /&gt;
*Temperate [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Freshwater swamp]]&lt;br /&gt;
*Temperate [[Ocean]]&lt;br /&gt;
*Temperate [[Marsh|Saltwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Saltwater swamp]]&lt;br /&gt;
*Temperate [[Savanna]]&lt;br /&gt;
*Temperate [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
=== Tropical ===&lt;br /&gt;
*[[Tropical]] Dry [[Broadleaf forest]]&lt;br /&gt;
*Tropical Wet [[Broadleaf forest]]&lt;br /&gt;
*Tropical [[Conifer forest]]&lt;br /&gt;
*Tropical [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Tropical [[Grassland]]&lt;br /&gt;
*Tropical [[Ocean]]&lt;br /&gt;
*Tropical [[Savanna]]&lt;br /&gt;
*Tropical [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==Biomes at World Generation==&lt;br /&gt;
&lt;br /&gt;
Biomes are created at [[world generation]] based on the elevation, rainfall, and drainage of the tile as follows:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|Water ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Sand Desert ||100-299 ||0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Rock Desert ||100-299 ||0-9 ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands A ||100-299 ||0-9 ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands B ||100-299 ||0-9 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|Grassland ||100-299 ||10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Savanna ||100-299 ||20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Marsh ||100-299 ||33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Shrubland ||100-299 ||33-65 ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|Swamp ||100-299 ||66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Forest ||100-299 ||66-100 ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|Low Mountain ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Mountain ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|High Mountain ||366-400 ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Regions]] for the possible values for Trees, Vegetation and Surroundings.&lt;br /&gt;
*[[Volcano]]es which are not a biome in Dwarf Fortress, but may provide important resources&lt;br /&gt;
*[[Climate]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46138</id>
		<title>40d Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46138"/>
		<updated>2009-06-27T03:46:45Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Tropical */ It's high temperatures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do the stuff you can search for (rainfall, drainage, etc) interact with what biomes form in a region? [[User:Random832|Random832]] 01:46, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good question.  I want lots and lots of forests in my worlds because I like elephants &amp;lt;small&amp;gt;for their big droopy asses&amp;lt;/small&amp;gt;.--[[User:Maximus|Maximus]] 04:22, 21 November 2008 (EST)&lt;br /&gt;
::Apparently, every biome has some combintions of parameters valis. For example: low rainfall + high drainage = desert, and so on... But we need to gather complete list. Worldgen cookbook is a good place to search for info already known. &amp;lt;small&amp;gt;and we can ask Toady&amp;lt;/small&amp;gt;--[[User:Dorten|Dorten]] 06:45, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== From the forums ==&lt;br /&gt;
&lt;br /&gt;
Hello again.&lt;br /&gt;
&lt;br /&gt;
Since it took me some time to figure these out, im posting them for everyone to save their time. Biome names are taken from wiki by comparing with map legend from here: http://www.dwarffortresswiki.net/index.php/Map_legend , although there seem to be some discrepancies.&lt;br /&gt;
&lt;br /&gt;
Sav and Volc are irrelevant to biomes in world editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By elevation:&lt;br /&gt;
&lt;br /&gt;
  Water&lt;br /&gt;
Elevation: 1 - 99&lt;br /&gt;
&lt;br /&gt;
  Low Mountain&lt;br /&gt;
Elevation: 300 - 332&lt;br /&gt;
&lt;br /&gt;
  Mountain&lt;br /&gt;
Elevation: 333 - 365&lt;br /&gt;
&lt;br /&gt;
  High mountain&lt;br /&gt;
Elevation: 366 - 400&lt;br /&gt;
&lt;br /&gt;
Everything else&lt;br /&gt;
Elevation: 100 - 299&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By rain/drain:&lt;br /&gt;
&lt;br /&gt;
  Hill&lt;br /&gt;
Rain: 10 - 66&lt;br /&gt;
Drain: 50 - 100&lt;br /&gt;
&lt;br /&gt;
  Sand Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
  Rock Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands A&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 50 - 65&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands B&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 66 - 100&lt;br /&gt;
&lt;br /&gt;
Second Desert Badlands biome (per wiki), occupying higher drain areas&lt;br /&gt;
&lt;br /&gt;
  Grassland&lt;br /&gt;
Rain: 10-19&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Savanna&lt;br /&gt;
Rain: 20-32&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Marsh&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
The character is darker than marsh in wiki map legend and matches that of a swamp instead, but on wiki both marsh and savanna have the same characters, so im guessing this one actually is marsh.&lt;br /&gt;
&lt;br /&gt;
  Shrubland&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Swamp&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(conifer icon, probably means temperate)&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 33-100&lt;br /&gt;
&lt;br /&gt;
Forest becomes Broadleaf in high temperatures, which makes it the only biome in world editor that is dependant on temperature. Im guessing that the character for Conifer actually serves for temperate conifer and broadleaf, and the broadleaf icon means tropical broadleaf forest, because thats what the rain/temp/drain stats suggest, and otherwise there would be no differentiation between temperate and tropical.&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(broadleaf icon, probably means tropical)&lt;br /&gt;
Temperature: ~ 60-75 (varies a bit for different drain values) --[[User:Dorten|Dorten]] 07:34, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I added this info to the page, but I notice there seem to be missing ranges; what happens if rainfall is 0-65 and drainage is 50-100?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 22:07, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Biomes and stone layers ==&lt;br /&gt;
&lt;br /&gt;
 Biomes have no relation to the [[stone]] [[layer]](s) that lie below them, beyond &lt;br /&gt;
 the first (which is often a type of [[soil]].&lt;br /&gt;
:How sure are we about this? [[User:VengefulDonut|VengefulDonut]] 12:26, 3 June 2009 (UTC)&lt;br /&gt;
:: I haven't seen any correlation between rock layers and biomes. Other than granite which is often the base of mountains and is more common there. There are a few soil types that are found only in the ocean, but those are normally never encountered unless you extend your embarkation zone way out to sea.--[[User:Smjjames|Smjjames]] 14:10, 3 June 2009 (UTC)&lt;br /&gt;
:::No, VD is right - it's &amp;quot;apparent&amp;quot;, it's intuitive, it's logical, it's that way in RL, but it's not conclusive nor is there any concrete supporting evidence (proving the absence of something - never easy).  It was my post - I'll edit to reflect that.--[[User:Albedo|Albedo]] 17:40, 3 June 2009 (UTC)&lt;br /&gt;
::: Hmm, now that I think about it, diorite is often found in mountains, sometimes even as two layers on top of each other. According to Wiki ( http://en.wikipedia.org/wiki/Diorite ), it is associated with mountain building and volcanism. I also find it associated with other igneous rocks in biomes and I rarely see diorite outside of either mountains or volcanic areas. This is going to require quite a bit of observation and note taking.--[[User:Smjjames|Smjjames]] 18:42, 3 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tropical ==&lt;br /&gt;
So is there a way to influence worldgen so that it produces more tropical biomes? Cos i have a hard time finding ''any'' on my worlds :( Or search tips? --[[User:Confused|Confused]] 02:09, 23 June 2009 (UTC)&lt;br /&gt;
:Tropical is a temperature band, so increase the temperatures, especially the min. You may also want to reduce the X and Y variance of temperatures, to get a steady Tropical throughout.&lt;br /&gt;
:However, this kind of &amp;quot;uniformity tweak&amp;quot; often results in infinite map rejections - turn on map rejection logging, and if you get a bunch of rejections see what they are, and zero out the demands for the listed biomes or traits. The defaults don't seem to demand any glacier or tundra, so I don't ''think'' all-tropical will be a problem.&lt;br /&gt;
:Searching for High Temperature should find any tropical biomes that did gen. [[User:Darekun|Darekun]] 03:46, 27 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18268</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18268"/>
		<updated>2009-05-07T19:33:34Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Use includes for selling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and usually cost). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce only one in their lives (or die trying). [[Dwarves]] that create an artifact are always granted the status of [[legendary]] unless they were [[Strange_mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] or in an appropriate [[stockpile]] as soon as they are made. They can then be used just like other items, but not sold. However, be warned that when a dwarf equips an artifact item (as a weapon or armour) he will never drop it, and may even carry around several artifact weapons in each hand{{version|0.27.176.38c}}. Of course, you might not see a champion [[swordsdwarf]] wielding eight artifact [[adamantine]] scimitars at once as a bad thing.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed unless lost in a [[chasm]] or dropped to the [[magma]]. They ''can'' be stolen by marauding parties; an artifact lost to you will have a note to that effect in the Artifacts screen(press {{k|l}}).&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Dwarves will use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details). Once the dwarf has started to construct the artifact, you can also use {{k|t}} to see exactly what materials they have claimed.&lt;br /&gt;
&lt;br /&gt;
Workshops which normally require fuel ([[Forge]], [[Glass furnace]]) do not require and will not use fuel to make an artifact at that shop.  Magma versions which lose power, however, will immediately cause the moody dwarves mood to end (with disastrous consequences).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Currently, some artifacts can be used just like all other items, except that it cannot be traded to [[caravan]]s.  Artifacts of types which can be built ([[furniture]], [[animal trap]]s, [[chain]]s, etc...) can be built as normal.  Often artifacts of this nature are used to meet noble room requirements or establish high-quality dinning halls as a single artifact is typically capable of bumping a room up to royal quality on its own, however a particularly poor artifact may turn it to at least grand.  Object types which are used for storage in stockpiles ([[bin]]s, [[barrel]]s) will be used by your dwarves without regard to their status.  &lt;br /&gt;
&lt;br /&gt;
Object types which require a dwarf to wear or use the item will generally not be used by your dwarves, with the exception of artifact weapons and armor.  Artifact weapons and armor can be used by elite and [[champion]] warriors, although these warriors will refuse to relinquish ownership of the item even if you instruct them to wield different weapons or wear different armor - only their death will free up the artifact for reassignment.  This means that an artifact axe can be wielded by your elite or better axedwarf, but could not be used for woodcutting. Similarly, an artifact pick will never be used by your miners.  &lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
Artifact items have a [[quality|quality modifier]] of 120&amp;amp;times;. This is applied on top of the item's [[item value#Base values of items|base value]], its [[decoration]]s and the value of all [[item value#Material multipliers|material]]s used in its construction.&lt;br /&gt;
&lt;br /&gt;
Artifacts will automatically have one &amp;quot;free&amp;quot; decoration of the same type as its base material. For instance, a &amp;quot;Perfect Ruby&amp;quot; might have &amp;quot;Images of mangrove trees in Ruby&amp;quot;. This decoration doesn't consume additional materials: in the above example, only one ruby was used.  &lt;br /&gt;
&lt;br /&gt;
Item types which normally require multiple objects to create (such as Platemail) will cause the moody dwarf to acquire that number of objects, but each such object will also contribute a decoration - basically, the item receives multiple free decorations.  For example, artifact gold platemail will use a minimum of 3 objects (3 bars of gold), and have 3 gold decorations.  &lt;br /&gt;
&lt;br /&gt;
Artifacts can range in value from 2,400☼ (all-stone furniture or finished good) to 7,200,000☼ (full-decorated adamantine Platemail). Since [[immigration]] totals are - among other factors - based on your fortress's &amp;quot;Created Wealth&amp;quot; (and held/worn items count double in the total), expensive artifacts are often the driving factor behind how many immigrants show up in the first years.&lt;br /&gt;
&lt;br /&gt;
Artifact [[armour]] and [[weapons]] have a high damage/protection modifier, at least greater than a similar [[iron]] item of basic quality. Though even [[steel]] artifacts will not surpass basic quality adamantine items. Note that the material of a [[crossbow]], artifact or not, does not change its shooting abilities, only its viability in melee.  However, higher quality crossbows shoot better.  For example, a masterpiece crossbow will shoot better than a finely crafted one.{{verify}}  Only dwarves with hero status{{verify}} will use artifact weapons or armor.&lt;br /&gt;
&lt;br /&gt;
It is possible artifact makers may occasionally glitch in the number of goods needed, with a corresponding increase in value (eg, [http://www.bay12games.com/forum/index.php?topic=28232.0 this monstrosity]).&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27562</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27562"/>
		<updated>2009-05-07T19:28:58Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Tips for living with economy? */ &amp;quot;Exploit&amp;quot; relative to the thing the game's trying to simulate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
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2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
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3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
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4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
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also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
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----&lt;br /&gt;
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It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
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Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
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Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
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None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
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== Wages ==&lt;br /&gt;
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What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
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Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
:one of the nobles can, but rarely does so (bookkeeper?)&lt;br /&gt;
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== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
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== No Coin Economy==&lt;br /&gt;
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How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
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:It works just the same as in the Real Life. As opposed to the economy of the old, when coins were units of precious metals, with real actual value attached to them, currently all money is created as a credit from the central bank (which is paid by taking a new credit). Dwarves get credit from you for work they do, and you can pay it back by providing them with goods other dwarves produced (for another credit). For coins, you must mint actual metal. For going into infinite debt, you don't need anything, and you can never run out of it (gold bars go down to zero, debt goes to minus infinity). But without inflation, it doesn't really hurt in the long run like it does in the Real Life.&lt;br /&gt;
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== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
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It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --[[User:AlexFili|AlexFili]] 04:17, 9 June 2008 (EDT)&lt;br /&gt;
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== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
:Both of sieges in my current fortress (40c) were prior to the economy starting, so I don't think the economy is causal. I think it has to do with population and wealth. More dwarves attract more attention and the pickings are better with more wealth. -[[User:Fuzzy|Fuzzy]] 12:02, 8 September 2008 (EDT)&lt;br /&gt;
I don't believe its a trigger for anything. My current fortress has been besieged five times and attacked by a Dragon. All this happened before I unlocked the economy.--[[User:Max Dougwell|Max Dougwell]] 07:08, 3 December 2008 (EST)&lt;br /&gt;
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::as soon as i got my economy up and running, i had my first siege, then my first (ever) megabeast attack straight after. similar to Eurytus, it's never happened in any of my other fortresses (only one siege prior to these two attacks, in a different fortress).&lt;br /&gt;
::however, i will add that in the year before, i was producing native platinum statues, increasing the fortress wealth considerably (native platinum = 120, native platinum statues = 3k), so what's the formula for it? is it:&lt;br /&gt;
Wealth = Attacks?&lt;br /&gt;
Economy = Attacks?&lt;br /&gt;
Wealth = Economy = Attacks? or maybe&lt;br /&gt;
Wealth = Attacks + Economy?&lt;br /&gt;
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== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
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:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)&lt;br /&gt;
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== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
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Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
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Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
:caravan reports summon migrants, large numbers of deaths or lack of wealth stop it&lt;br /&gt;
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== Childrens' accounts ==&lt;br /&gt;
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&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
:His parents has no money, really. So, he has only three pennies he got hardworking in the fields, harvesting...--[[User:Dorten|Dorten]] 05:04, 16 June 2008 (EDT)&lt;br /&gt;
It appears Legendary Dwarves still get paid, despite being able to take whatever they please. My child of two Legendary Dwarves has 256 in her account. Either that or she's doing odd jobs when I'm not watching.--[[User:Max Dougwell|Max Dougwell]] 07:13, 3 December 2008 (EST)&lt;br /&gt;
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::That may be leftover from before the parents were legendary.  I've seen children of two legendary dwarves maintain a constant or decreasing cash supply following the ascension of the second parent to legendary, despite abundant in-profession work for both parents which should rapidly provide a huge influx of cash.  I can only conclude legendary dwarves no longer earn money. --[[User:Squirrelloid|Squirrelloid]] 05:47, 29 December 2008 (EST)&lt;br /&gt;
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:::They don't need money, they're exempt from the economy.  Also, the children of nobles NOT BEING NOBLES THEMSELVES can create the amusing situation of the baron's son dying of hunger, if you keep churning out *plump helmet roast*s.--[[User:Zipdog|Zipdog]] 06:16, 19 April 2009 (UTC)&lt;br /&gt;
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== Necessary for nobles? ==&lt;br /&gt;
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It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;br /&gt;
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:All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). [[User:G-Flex|G-Flex]] 04:25, 16 June 2008 (EDT)&lt;br /&gt;
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== Effects of turning it off, once it's on? ==&lt;br /&gt;
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Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops.  (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.)   --[[User:Sev|Sev]] 17:00, 28 August 2008 (EDT)&lt;br /&gt;
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== Effect of turning it on, once it's off? ==&lt;br /&gt;
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If you turn the economy off and get the tax collector, baron, etc... what happens when you turn it back on?  Does the economy start back up, or do you only get one shot at it?  I don't think I want the economy but if I miss the opportunity to ever turn it on, then it becomes a tough choice. --[[User:Sowelu|Sowelu]] 02:22, 27 November 2008 (EST)&lt;br /&gt;
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== Tips for living with economy? ==&lt;br /&gt;
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I just read a suggestion on the forum, and was going to add it to a list of economy-survival tips, but there doesn't seem to be one. [http://www.bay12games.com/forum/index.php?topic=29016.msg373478#msg373478 here's the forum post]. Shouldn't there be such a page? [[User:Solarshado|Solarshado]] 21:57, 25 December 2008 (EST)&lt;br /&gt;
:There's a couple tricks for this.  The casino mentioned there, triangle stockpiles (3 stone stockpiles that are all taking from eachother, making constant hauling work), etc.  However, everything like this is classifiable as an exploit since if you put it in the context of an actual economy it would cause gigantic economic inflation and currency devaluation almost overnight.  Really that's all you're doing with techniques like this; you're devaluing what a single ☼ means until it's basically nothing, and taking advantage of the fact that the DF engine doesn't currently have a way to adjust for inflation.&lt;br /&gt;
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:Really, living with economy in a legit, as-intended manner is just making sure there are enough meaningful jobs to do.  Growing [[dimple cup]]s and starting a dyeing attachment to a fully blown clothing industry can employ dozens of dwarves around the clock using only the caravans as resources (for importing cloth and the appropriate volume).  Skilled work like sewing clothes, dying cloth, sewing leather/cloth images, etc all give 20☼ or more for a single job.  A dwarf can afford a very nice apartment and very nice food, with enough money left over to go shopping, if they have a skilled-labor job to do.&lt;br /&gt;
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:Alternatively, you can just provide a way to become legendary easily.  Screw pumps connected to nothing will make Pump Operators legendary pretty quickly, especially if other duties are minimized.&lt;br /&gt;
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:Anyway, it might be worth adding this as a few notes, but I'm not sure there's enough to say to make a full section about it. --[[User:ThunderClaw|ThunderClaw]] 23:03, 25 December 2008 (EST)&lt;br /&gt;
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::Its hard to talk about exploiting an economy which actually operates under an absolute theory of value rather than supply and demand.  Once you assume an absolute theory of value as your model of economics, inflation simply cannot exist and the concept doesn't even make sense. &lt;br /&gt;
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::Ie, meaningless hauling jobs -&amp;gt; inflation is only an exploit if the price of goods fluctuates because of supply and demand.  Or you can just look at it as making dwarves do non-productive wage-paying jobs compensates for the unavoidable 'exploit' that is the stupidity of there being abundantly available rooms of quality X remaining at a stupidly high value instead of having their price become more affordable in the absence of sufficient demand for them at their current price.&lt;br /&gt;
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::--[[User:Squirrelloid|Squirrelloid]] 05:44, 29 December 2008 (EST)&lt;br /&gt;
:::This is exactly what makes it an exploit.  If the system took into account inflation and supply and demand, then this would not be an exploit.  The fact that it does not count these things means that the infinite hauling jobs pay out pleanty of cash while achieving no net bennefit to the community, but are still not effecting the value of money. :P  It is like turning your dwarven colony into a welfare state without the economic drawbacks! [[User:Burlingk|Burlingk]] 20:39, 11 February 2009 (EST)&lt;br /&gt;
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::::No.  Ok, lets be perfectly clear here, while there have been many theories about what creates value, the real economic model has always been supply and demand in the real world.  You have just at various times had people pretending that other things were true (and generally not those whose business involved intimate interaction with said economy, who have always understood how supply effects price, if nothing else).  So in the real world when you try to pretend something wrong is true there are horrible consequences.&lt;br /&gt;
::::Enter DF, which specifically institutes as a law of nature a theory of value totally at odds with supply and demand.  Given the existence of that Truth of the DF world, nothing involving it can be an exploit because it does not and cannot behave like any real economy.  Fact: DF posits a world with an absolute theory of value.  Fact: given an absolute theory of value, pulling a lever really does have a set value even if pulling it accomplishes nothing - because the act of pulling that lever has been defined by the laws of nature as being worth a particular set amount.  That action has an absolute value, just like every other action.  &lt;br /&gt;
::::What it comes down to is the DF theory of value is *stupid*.  However, all these exploits are actually such a thing working exactly as intended, its just the intention is stupid.  But as such its not an exploit -  an exploit requires something working differently than intended.  The moment you assume an absolute theory of value, you necessarily intend for things like this to happen.&lt;br /&gt;
::::--[[User:Squirrelloid|Squirrelloid]] 04:25, 14 February 2009 (EST)&lt;br /&gt;
:::::It's an ALPHA.  The entire game engine is just a placeholder.  Nothing can be taken as cannon at this stage. --[[User:Zchris13|Zchris13]] 17:48, 25 February 2009 (EST)&lt;br /&gt;
::::::....I'm confused.  Are you saying its an exploit because sometime later the design of the economy might change and lever pulling for cash would be an exploit of some presumed future system?  That would make every use of the current economy an exploit.  When the economic engine is fixed, if it is fixed, then doing the listed 'exploits' won't even be possible.  Yes, my position is that an economic engine is impossible to exploit, because its rules are necessarily the rules its implemented to use.&lt;br /&gt;
::::::But there's no evidence that any change is coming.  Not that i've read every feature goal and power goal, but i don't recall incorporating a supply-demand system is on Toadyone's list of priorities at all.  And the fact that its an alpha just means he isn't done implementing what he considers basic features, according to his own design plan.&lt;br /&gt;
::::::--[[User:Squirrelloid|Squirrelloid]] 04:15, 26 February 2009 (EST)&lt;br /&gt;
:::::::The same &amp;quot;impossible to exploit&amp;quot; thing applies to all other imperfect simulations, though. By the same logic, you could say that a drawbridge deleting things isn't an exploit, because that's how drawbridges work in DF, or using one block of aquifer stone to produce unlimited water isn't an exploit, because that's how aquifers work in DF. Triangle stockpiles to generate unlimited money are just as much an exploit as running a waterfall from one block of aquifer stone through a water wheel to a drawbridge. It's not a matter of &amp;quot;some future version&amp;quot;, it's a matter of &amp;quot;the thing the game's trying to simulate&amp;quot;.&lt;br /&gt;
:::::::Notably, the lore doesn't include the dwarven economy operating on a labor theory of value, and the liaisons and guildmasters even use a demand/supply theory of value. So the absolute system is just an alpha-quality simulation of a demand/supply system, and taking advantage of that is an exploit.&lt;br /&gt;
:::::::Of course, this cuts both ways. For example, a proper economy uses mass action, similar to &amp;quot;the wiki magic&amp;quot;; but in DF as it stands, the player has to assign labors and order workshops built - a dwarf who sees a need can't just buy some space, some tools, and some materials, and start fulfilling it. So the economy also exploits you. But that doesn't make exploiting it back into any less of an exploit.&lt;br /&gt;
:::::::But hey, I've modded in some supermetals, and just by not taking the midnightsteel battleaxes I embark with loads of points for equipment, and I bring tetrahedrite and smelt it into billion. I just accept that I'm exploiting flaws and bugs in the game. [[User:Darekun|Darekun]] 19:28, 7 May 2009 (UTC)&lt;br /&gt;
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== Are there any profits? ==&lt;br /&gt;
Is there any reason NOT to turn economy off, other than the extra challenge it creates (plus happy thoughts from shopping for those who can afford that)?&lt;br /&gt;
It looks that the original communism the Dwarves start with, serves them much better, especially that there seems to be little special profit from very happy dwarves, while there's a lot of trouble for the unhappy ones, and economy seems to create more of both extremes.&lt;br /&gt;
Also, slaughtering of the noble or the tax collector won't reverse to the no-economy, will it?&lt;br /&gt;
[[User:Sharp|Sharp]] 11:43, 26 January 2009 (EST)&lt;br /&gt;
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:How can there be profit in a system of absolute values?  What do you mean by 'profit'?  The only profit in the game is the value added by labor, which isn't really profit but the value of the labor itself.  Basically, the game operates under some rather strange economic assumptions (an unholy marriage of the labor theory of value and mercantilism).  So no, there is absolutely no benefit to the dwarven economy, especially as its hardly worth the name economy.  (Economics is about differential rarity and preferences, neither of which the game's economic engine takes into account). --[[User:Squirrelloid|Squirrelloid]] 01:17, 27 January 2009 (EST)&lt;br /&gt;
::I think you misunderstood me, I didn't mean &amp;quot;Profit&amp;quot; by economic meaning, I meant &amp;quot;changes in the mechanics of the game the player benefits from&amp;quot;, &amp;quot;Profit&amp;quot; as opposed to &amp;quot;Trouble&amp;quot;.  [[User:Sharp|Sharp]] 13:05, 27 January 2009 (EST)&lt;br /&gt;
: You mean benefits? Extra complexity and [[fun|challenge]], of course! You get shops, coins with value, and an answer to the question, &amp;quot;My dwarves are all happy, what do I do now?&amp;quot; I have it disabled in the .ini, like any sane dwarfmaster. Oh wait, that's a contradiction in terms. But I still have my Baron-&amp;gt;Count-&amp;gt;Duchess and my Incoming King (pop limit 140). --[[User:Jellyfishgreen|Jellyfishgreen]] 06:12, 12 February 2009 (EST)&lt;br /&gt;
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==Fake Deaths==&lt;br /&gt;
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Toady should add a mechanic where a brewer pretends to kill himself in a pub fire to claim the insurance cos he can't afford a room.--[[User:Warlordzephyr|Warlordzephyr]] 16:29, 24 February 2009 (EST)&lt;br /&gt;
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:Affordable life insurance couldn't possibly exist in a Dwarf Fortress.  They die too easily. --[[User:FJH|FJH]] 17:11, 24 February 2009 (EST)&lt;br /&gt;
::Affordable life insurance.  Classic. oh, this place cracks me up...--[[User:Zchris13|Zchris13]] 17:51, 25 February 2009 (EST)&lt;br /&gt;
:::In Dwarf Fortress, affordable life insurance is an [[artifact]] [[adamantium]] [[flail]]. --[[User:Jurph|Jurph]] 01:50, 17 April 2009 (UTC)&lt;br /&gt;
::::One word:  Magma--[[User:Zipdog|Zipdog]] 06:29, 19 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22358</id>
		<title>40d:Miller</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miller&amp;diff=22358"/>
		<updated>2009-05-04T07:30:06Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Verified &amp;quot;value is increased&amp;quot; note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(128,128,0)&lt;br /&gt;
| skill      = Miller&lt;br /&gt;
| speciality = Miller&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = Milling&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Milling|Mill plants]] (uses a [[bag]])&lt;br /&gt;
&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Millstone]]&lt;br /&gt;
* [[Quern]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''miller''' is a [[dwarf]] who mills [[crops|plants]] at either a [[quern]] or [[millstone]], placing the resulting goods into [[bag]]s.  Milling produces one unit of [[dye]], [[flour]] or [[sugar]] per item milled. Milled items have no [[Item quality|extra quality]] associated with them.&lt;br /&gt;
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A quern must be operated by the dwarf himself, while the millstone uses outside mechanical power (either a [[waterwheel]] or a [[windmill]]).&lt;br /&gt;
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To mill a plant you need the plant to be milled and a [[bag]]. Milling does preserve plant seeds.&lt;br /&gt;
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Milling plants is always done at 1:1 ratio; item number stays the same, but value is increased. All unmodded plants except whip vines mill to 10&amp;amp;times; plant value; whip vines are 25% better.&lt;br /&gt;
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==List of millable plants==&lt;br /&gt;
===Plants that make powders (need to be [[cook]]ed)===&lt;br /&gt;
*[[Cave wheat]]&lt;br /&gt;
*:[[Dwarven wheat flour]]&lt;br /&gt;
*:Worth 20 ☼&lt;br /&gt;
*[[Sweet pod]]&lt;br /&gt;
*:[[Dwarven sugar]]&lt;br /&gt;
*:Worth 20 ☼&lt;br /&gt;
*[[Longland grass]]&lt;br /&gt;
*:[[Longland flour]]&lt;br /&gt;
*:Worth 20 ☼&lt;br /&gt;
*[[Whip vine]]&lt;br /&gt;
*:[[Whip vine flour]]&lt;br /&gt;
*:Worth 25 ☼&lt;br /&gt;
&lt;br /&gt;
===Plants that make [[dye]]s===&lt;br /&gt;
*[[Dimple cup]]&lt;br /&gt;
*:[[Dimple dye]] &lt;br /&gt;
*:Dark blue&lt;br /&gt;
*:Worth 20 ☼&lt;br /&gt;
*[[Blade weed]]&lt;br /&gt;
*:[[Emerald dye]]&lt;br /&gt;
*:Green&lt;br /&gt;
*:Worth 20 ☼&lt;br /&gt;
*[[Hide root]]&lt;br /&gt;
*:[[Redroot dye]]&lt;br /&gt;
*:Red&lt;br /&gt;
*:Worth 10 ☼&lt;br /&gt;
*[[Sliver barb]]&lt;br /&gt;
*:[[Sliver dye]]&lt;br /&gt;
*:Black&lt;br /&gt;
*:Worth 20 ☼&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Crops]]&lt;br /&gt;
*[[The clothing industry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=37554</id>
		<title>40d:On break</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=37554"/>
		<updated>2009-05-04T07:17:25Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* How to stop breaks */ &amp;quot;Military culture&amp;quot; is still exploit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, [[dwarf|dwarves]] do have days off; sooner or later, all dwarves will go '''on break''' for some time. There is nothing you can do to stop it happening, but at least it's less annoying than [[parties]].&lt;br /&gt;
&lt;br /&gt;
==How to stop breaks==&lt;br /&gt;
They will take more breaks if they are thirsty or have no access to [[alcohol]]. Give them lots of booze to keep them active.&lt;br /&gt;
&lt;br /&gt;
You can cancel dwarves' breaks by [[draft]]ing them into the military and then immediately releasing them. This causes an unhappy [[thought]] if the dwarf has no military [[skill]]s at novice or better. Some players consider this an [[exploit]], while others think it is balanced by the unhappy thought.  If all your dwarves have novice in even a single military skill, however, there will be no unhappy thought.  You could rationalize this as having &amp;quot;military culture&amp;quot; at your fort if you wanted, but it's definitely an exploit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30901</id>
		<title>40d:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30901"/>
		<updated>2009-05-04T07:10:22Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Added notes on party reduction &amp;amp; prevention, On Break jobs, and corrected multi-party notes(maybe a version difference?).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you have a [[Meeting hall]] designated from a [[table]] ([[dining room]]), a [[cage]] (&amp;quot;[[zoo]]&amp;quot;), a [[well]], or a [[statue]] ([[Sculpture garden]]), dwarves will often throw parties there and many of your precious productive workers will now display the status '''Attending Party.''' This has benefits, in that dwarves will get happy thoughts from admiring fine or finely placed statues, cages and the animals in the cages, as well as from making [[friend]]s and talking to them. They will also slowly develop social skills. However, parties may slow down your fortress's work as your dwarves idly hang-out, sometimes for more than a [[season]].&lt;br /&gt;
&lt;br /&gt;
Oddly, dwarves usually cancel party attendance to get a drink or some food. Despite their numerous desperate attempts they obviously know next to nothing about how to roll in style. Dwarves will also go [[On break|On Break]] from a party, even if that means hanging out in the same meeting hall, talking to the same people.&lt;br /&gt;
&lt;br /&gt;
Parties can be canceled by &amp;quot;free&amp;quot;ing the room where they take place via {{k|q}} {{k|f}}. Even if you immediately recreate the room the party goers will disperse. Canceling the meeting hall status is not enough.&lt;br /&gt;
&lt;br /&gt;
Each eligible room can have its own party going. With multiple overlapping rooms(like several tables in a dining room set to the same area), each can have its own party. If you free the room a particular party started in, the dwarves attending that party will stop partying, but those partying from other rooms (even in the same space) will keep going. If you're going to overlap rooms that can have parties, it may be best to make each room-designated construction from a different material, so you can free the correct party to get an important dwarf to go back to work.&lt;br /&gt;
&lt;br /&gt;
==Party Reduction &amp;amp; Prevention==&lt;br /&gt;
Less-social dwarves seem to be less likely to throw parties, and less likely to make friends to invite them. Less-happy dwarves also seem to be less likely to throw parties. Thus antisocial and dour dwarves can be assigned important [[labor]]s without as much risk of stopping work to party.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves don't throw parties at meeting halls designated from [[zone]]s. If all your meeting halls are of this type, your dwarves won't party.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31009</id>
		<title>40d Talk:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31009"/>
		<updated>2009-05-04T07:04:02Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Oops, missed a signature.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;nobody ever gets shown as &amp;quot;attend party&amp;quot; as their job except for the guy who initiated it.. for me anyway... but i have noticed that the host can still make friends with the people idling there seeing as they normally hold it in a meeting place, where everyone with no job goes... [[User:Twiggie|Twiggie]] 08:51, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yup - partygoers count as hanging out in the meeting hall, and therefore socialize. Including with people attending different parties. Also, it looks like inviting someone to a party counts as a social interaction, but attending a party only counts by dint of hanging out in the meeting hall. [[User:Darekun|Darekun]] 07:04, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm reasonably sure that only dwarves who are idle for extended periods start parties - can anyone confirm or deny this? --[[User:TangoThree|TangoThree]] 14:30, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I vehemently deny. They dont start parties in the middle of a job, but apart from that they will still party when they know very well that a lot of work is waiting for them (38a). --[[User:Koltom|Koltom]] 11:29, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
There is dispute then. Dwarves with jobs to do spend in parties only the time they would already spend on &amp;quot;On Break&amp;quot;. Toady One already stated this sometime ago. I will make a search on the forums. From my experience, parties don't bring production to a halt, like the article says. It is a low priority &amp;quot;job&amp;quot;.--[[User:ThVaz|ThVaz]] 08:48, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: So you are saying that time spent on parties reduces on break time? Hard to prove and does not contradict the fact that they will start and attend parties without being on &amp;quot;no job&amp;quot; or break some time before. It is definitely not a low priority task. I routinely cancel parties to free a worker i need and while a few sometimes turn (back?) to 'on break' then, most start to work. --[[User:Koltom|Koltom]] 06:03, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Given that I often see dwarves going on break ''from partying'', and that usually half to two-thirds of my fortress is usually partying at a time while maybe 10% are on break, I'd say no, they don't use their break time. Also, canceling a party won't cancel a break, but will free up partygoers for work. Also, I've observed my broker joining a party shortly after a merchant caravan arrived, and still partying when I got the the &amp;quot;the merchants are about to leave&amp;quot; message(at which point I started canceling parties until the broker headed for the depot). Breaks don't last that long. [[User:Darekun|Darekun]] 06:47, 4 May 2009 (UTC)&lt;br /&gt;
==Party Prevention Planning==&lt;br /&gt;
Something I've noticed is that if you designate an area as a Dining Room from a table but as a Meeting Hall from the [i] Zones panel (instead of from the table itself), they'll gather around the tables (like a meeting area) and eat there (like a dining room), but will never throw parties, thus allowing idle dorfs to socialize, but keeping them free for tasks (instead of being locked into party mode). Can anyone confirm? -[[User:JeebusSez|JeebusSez]] 02:44, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Any meeting '''zone''' will always be party free. Where you place it doesn't matter, and infact I'd suggest placing it so that the dwarves using it are as close to your industrial center as possible without generating traffic that gets in the way of workers. Alternatively, place it near the front entrance and they will act as thief/snatcher spotters. Caged animals are better suited to this task however. Personally, I *never* designate statue gardens, zoos, or other meeting rooms, due to the frequent and typically perpetual parties. The happy thoughts aren't nearly worth the loss in productivity, particularly with all the masterpiece meals, drinks, and engravings around the place.&lt;br /&gt;
&lt;br /&gt;
It also looks like dwarves need to be relatively happy already to throw a party, though they can invite unhappy dwarves. [[User:Darekun|Darekun]] 06:47, 4 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31008</id>
		<title>40d Talk:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31008"/>
		<updated>2009-05-04T06:47:20Z</updated>

		<summary type="html">&lt;p&gt;Darekun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;nobody ever gets shown as &amp;quot;attend party&amp;quot; as their job except for the guy who initiated it.. for me anyway... but i have noticed that the host can still make friends with the people idling there seeing as they normally hold it in a meeting place, where everyone with no job goes... [[User:Twiggie|Twiggie]] 08:51, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yup - partygoers count as hanging out in the meeting hall, and therefore socialize. Including with people attending different parties. Also, it looks like inviting someone to a party counts as a social interaction, but attending a party only counts by dint of hanging out in the meeting hall.&lt;br /&gt;
&lt;br /&gt;
I'm reasonably sure that only dwarves who are idle for extended periods start parties - can anyone confirm or deny this? --[[User:TangoThree|TangoThree]] 14:30, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I vehemently deny. They dont start parties in the middle of a job, but apart from that they will still party when they know very well that a lot of work is waiting for them (38a). --[[User:Koltom|Koltom]] 11:29, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
There is dispute then. Dwarves with jobs to do spend in parties only the time they would already spend on &amp;quot;On Break&amp;quot;. Toady One already stated this sometime ago. I will make a search on the forums. From my experience, parties don't bring production to a halt, like the article says. It is a low priority &amp;quot;job&amp;quot;.--[[User:ThVaz|ThVaz]] 08:48, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: So you are saying that time spent on parties reduces on break time? Hard to prove and does not contradict the fact that they will start and attend parties without being on &amp;quot;no job&amp;quot; or break some time before. It is definitely not a low priority task. I routinely cancel parties to free a worker i need and while a few sometimes turn (back?) to 'on break' then, most start to work. --[[User:Koltom|Koltom]] 06:03, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Given that I often see dwarves going on break ''from partying'', and that usually half to two-thirds of my fortress is usually partying at a time while maybe 10% are on break, I'd say no, they don't use their break time. Also, canceling a party won't cancel a break, but will free up partygoers for work. Also, I've observed my broker joining a party shortly after a merchant caravan arrived, and still partying when I got the the &amp;quot;the merchants are about to leave&amp;quot; message(at which point I started canceling parties until the broker headed for the depot). Breaks don't last that long. [[User:Darekun|Darekun]] 06:47, 4 May 2009 (UTC)&lt;br /&gt;
==Party Prevention Planning==&lt;br /&gt;
Something I've noticed is that if you designate an area as a Dining Room from a table but as a Meeting Hall from the [i] Zones panel (instead of from the table itself), they'll gather around the tables (like a meeting area) and eat there (like a dining room), but will never throw parties, thus allowing idle dorfs to socialize, but keeping them free for tasks (instead of being locked into party mode). Can anyone confirm? -[[User:JeebusSez|JeebusSez]] 02:44, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Any meeting '''zone''' will always be party free. Where you place it doesn't matter, and infact I'd suggest placing it so that the dwarves using it are as close to your industrial center as possible without generating traffic that gets in the way of workers. Alternatively, place it near the front entrance and they will act as thief/snatcher spotters. Caged animals are better suited to this task however. Personally, I *never* designate statue gardens, zoos, or other meeting rooms, due to the frequent and typically perpetual parties. The happy thoughts aren't nearly worth the loss in productivity, particularly with all the masterpiece meals, drinks, and engravings around the place.&lt;br /&gt;
&lt;br /&gt;
It also looks like dwarves need to be relatively happy already to throw a party, though they can invite unhappy dwarves. [[User:Darekun|Darekun]] 06:47, 4 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11131</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11131"/>
		<updated>2009-04-23T10:05:34Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Skills */ Added note on Mining in combat, and rephrased Herbalist to complete the thought as it began.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarf|dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations.  For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
It all starts here. The first thing to do when starting Dwarf Fortress is to [[World generation |create a world]]. Later on, you may wish to tweak the parameters to suit your play style, but for now, the ''Create New World Now!'' option is an easy way to get into your first game.&lt;br /&gt;
&lt;br /&gt;
The engine will start to create the world--watch it unfold! You might notice that worlds are rejected, sometimes even after the generator begins running rivers and lakes. This is normal, as the generator seeks a world which meets the criteria for optimum Dwarven Fun.&lt;br /&gt;
&lt;br /&gt;
Generating a standard random world can take several minutes. You can speed things up by selecting ''Design New World with Parameters'' instead of ''Create New World Now!'' and setting a smaller world size. These worlds tend to be less interesting and replayable, but work well if you want to try new things.&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world you will return to the main screen and there will be a new option, &amp;lt;tt&amp;gt;Start Playing&amp;lt;/tt&amp;gt;. Upon selecting that you can choose the game mode - [[Dwarf Fortress]], [[Adventurer]], or [[Legends]]. This article is written with respect to Fortress mode.&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
So long as you have at least one world without an active game, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Select &amp;quot;Dwarf Fortress&amp;quot; and you'll find a four-section window:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
Going from left to right, these windows represent:&lt;br /&gt;
*The local map. The black box represents the area that your fortress will occupy if you decide to embark. The blue line is a stream, the green icons represent forests and swamps, and the gray triangles are mountain slopes.&lt;br /&gt;
*The regional map. This is like zooming out from the local map. The entire local map is represented by that yellow X. Most of the region is forest, with a mountain range in the bottom right. The two light blue lines are minor rivers.&lt;br /&gt;
*The world map. This is zooming out all the way. The yellow X represents the approximate position of the region.&lt;br /&gt;
*Information about the area that the black box is occupying. More on this below.&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. Note that using {{k|Shift}} can cause the key to get &amp;quot;stuck&amp;quot; - press it again to cancel.&lt;br /&gt;
&lt;br /&gt;
You can move around the local map with these keys:&lt;br /&gt;
   {{k|u}}&lt;br /&gt;
 {{k|h}}  {{k|k}}&lt;br /&gt;
   {{k|m}}&lt;br /&gt;
&lt;br /&gt;
You cannot directly move around the world map. Movement across the world map is shown relative to your movement on the region map. In world generated with the default settings, each square of the world map contains several squares of the region map.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display the ''biomes'', ''civilizations'', and ''geology'' of the local area.&lt;br /&gt;
&lt;br /&gt;
====Biomes screen====&lt;br /&gt;
This display gives you an idea for the environment you'll be parachuting into.  Click any of the blue links for more information on the subject. [[Biome]]s are determined by the type of life in the area.  On the Biome screen, you'll see:&lt;br /&gt;
* '''[[Temperature]]''': How hot or cold it gets in the area.  Can be ''Freezing'', ''Cold'', ''Temperate'', ''Warm'', ''Hot'', and ''Scorching''.  In a nutshell, temperature extremes make it harder to get and keep a reliable source of [[water]] going.  In Freezing and Scorching climates, you may have to do without water at all.  Temperate and Warm are both good places to start your first fort.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Amount of [[tree]]s, and [[plant|other vegetation]]''': A general indication of the density of plant life in the area.  For trees, this can be ''none'', ''scarce'', ''sparse'', ''woodland'', or ''heavily forested''.  For other plants, you can see ''none'', ''scarce'', ''moderate'', and ''thick''.  Trees are chopped down for [[wood]], which is a critical, if small, part of your fortress.  You can import lots of it from [[caravan]]s, so don't worry too much about it.  However, more trees never hurt anyone, and totally treeless maps are quite a bit more difficult in the early going, so aim for ''sparse'' or greater trees.  Other plants basically means shrubs, bushes, and other vegetation that you can harvest food from with the [[plant gathering]] skill.  Generally speaking, you will use this trick in the first year of your fortress, then never again.  [[Plant]] density is not very important.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Surroundings]]''': This is a hint at how wild the wilderness is.  The outskirts of a jungle might be fairly calm and safe, while the heart of that same jungle could be thick with vicious predators.  In game terms, this will clue you in to the specific types of [[tree]]s and [[plant]]s you will find, in addition to indicating the [[animal]] types you'll run into.  This also clues you in to the ''alignment'' of the surrounding area.  So, the two things this word tells you is how ''good'' or ''evil'' an area is, and how ''calm'' or ''savage'' an area is.  ''Good''-aligned areas, from calm to savage, are ''serene'', ''mirthful'', or ''joyous wilds''.  ''Neutral''-aligned areas are, from calm to savage, ''calm'', ''wilderness'', or ''untamed wilds''.  ''Evil''-aligned areas are, from calm to savage, ''sinister'', ''haunted'', or ''terrifying''.  ''Good'' zones tend to have one of the most aggressive animals in the game, the [[unicorn]], and ''evil'' areas have a multitude of [[undead]] and some of the most vicious [[creature]]s in the game.  For your first fortress, stick to a ''neutral'' alignment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Major land forms''': A last field, which will not always be full, will mention things you should know about, like [[river]]s.  Rivers provide an unlimited source of [[water]], but can be home to dangerous fish like the [[longnose gar]] and [[carp]].  Still, though, the benefits generally far outweigh the risks.  [[Volcano]]es are also noted here, one of the only guaranteed ways to get [[magma]].  Magma makes a few things a lot easier, but it is dangerous to work with and must be handled very carefully because of the [[fire imp|horrible]] [[magma man|creature]]s that come out of it.  Not critical, especially not for your first time out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes, you'll be looking at a place with more than one [[biome]] in the same selected square.  You can press {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} to view the different types of biomes.  In the picture above, we are looking at the mountain in the center, which is cold and has no trees or plants because it's too high up for those things to grow.&lt;br /&gt;
&lt;br /&gt;
====Civilization screen====&lt;br /&gt;
These are nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.  The possible entries here are ''dwarves'', ''humans'', ''elves'', ''goblins'', and ''kobolds''.&lt;br /&gt;
* '''[[dwarf|Dwarves]]''': You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere.  It is impossible to settle anywhere &amp;lt;i&amp;gt;without&amp;lt;/i&amp;gt; dwarves, assuming there is at least one surviving dwarven civilization.  Depending on how remote the area is, though, you may not get some of the features of the game you would otherwise: being cut off from the world will prevent most [[noble]]s from coming to your fort, which will stop the [[dwarven economy]] from ever being activated.  You will also not get a [[liason]] with your dwarven caravan, so you will be unable to request goods.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Humans]]''': Humans are almost always friendly, and love [[trade]].  They send [[liaison]]s to let you request goods and are generally a huge boon to any fortress.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Elves]]''': Elves are usually friendly and make fair trading partners, but have a [[Trade#Elves|particular ethos]] about trading.  They do not send a trade [[liason]] and their goods are luxuries at best.  They can be very annoying, but are generally not dangerous unless you provoke them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Goblin]]s''':  Goblins are your main enemies in Dwarf Fortress, and will produce most of the aggression against your fort.  They periodically launch ambushes, consisting of five to ten goblin warriors, and will send [[siege]]s after your fort reaches 80 dwarves.  [[Trap]]ped entrances, [[war dog]]s, and eventually a [[military]] will be needed to repel them.  Just be sure not to start in the middle of a goblin citadel.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Kobold]]''': Kobolds are petty thieves that are little more than irritations in most situations.  If you are careless and let their thieves get away with a lot of stuff, though, they may upgrade to raiding parties of archers.&lt;br /&gt;
&lt;br /&gt;
====Elevation screen====&lt;br /&gt;
Relative [[Z-axis|elevation]]. This is a normal topographic map that you're used to from real-life maps.  It just gives you an idea of the lay of the land.&lt;br /&gt;
&lt;br /&gt;
====Slope screen====&lt;br /&gt;
[[Slope]] steepness. This shows you where large cliffs are.  Try to avoid [[cliff]]s of 4 or more, as the taller maps take a lot more computer power to run. On the other hand, flat areas are boring - a good elevation map contains lots of low elevation changes ranging from 1 to 4. However, choosing areas with high elevation changes gives you much more stone, ore, and gems to work with and may even provide decent protection against invaders. It's your choice in the long run, particularly if you don't really care about performance.&lt;br /&gt;
====Embark alerts====&lt;br /&gt;
When you're satisfied with your area and hit {{k|e}} to embark, you may get some alerts about being in a very difficult area, or about an [[aquifer]].  Aquifers can make it frustrating to get started, so if you are alerted about an aquifer, seriously consider moving somewhere else for your first fortress.  After you have the basics down, tackling an aquifer is much easier.&lt;br /&gt;
====Location recap====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try to get a temperate or warm climate, since extreme temperatures are more difficult.&lt;br /&gt;
* Trees and vegetation are good for producing lumber and food for your fortress, but you don't need tons of them.&lt;br /&gt;
* ''Neutral''-aligned [[surroundings]] are best for your first fortress, but ''good''-aligned surroundings are also OK.  Avoid ''evil''-aligned surroundings, however.&lt;br /&gt;
* Running water ([[river]]s, streams, and [[brook]]s) are a permanent source of [[water]]. [[Lake]]s and [[pool]]s have a finite amount of water and may dry out.  Not having enough water can be a big obstacle, so try to get some running water your first time out.&lt;br /&gt;
* [[Humans]] and [[elves]] are friendly, so an area they have access to is nice.&lt;br /&gt;
* [[Magma]] is cool (hah!), but not critical.&lt;br /&gt;
* Areas with [[aquifer]]s require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
** If you insist on starting in an area with an aquifer, read up on the dangers of aquifers, and, if at all possible, choose an embark site that includes an aquifer-less [[biome]].&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more information on specific game mechanics such as [[sand]], [[flux]], and how to find [[iron]], check [[How_to_correctly_start_fortress_mode|this page]].&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area.  This is the size of the game field you're playing on.  Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance (larger areas require more CPU power), higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front gate. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|u}} {{k|m}} {{k|k}} or {{k|h}} keys.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site, or one with an [[aquifer]].&lt;br /&gt;
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==Buying skills and items==&lt;br /&gt;
After you embark, you're given the option to either start immediately or prepare for the journey carefully.  You should pretty much always prepare carefully if you enjoy staying alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several examples for you to choose from.  Here, we are only going to discuss some basics that help you understand enough to make your own decisions.  The embark screen opens up on the ''skills'' screen, and can be changed to the ''items'' screen by pressing {{k|TAB}}.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
In Dwarf Fortress, it's not what you have, it's who you have.  Skilled dwarves are the cornerstone of everything, from domestics to security, so it's extremely important to embark with good people.&lt;br /&gt;
&lt;br /&gt;
As you will see in this screen, you have 7 dwarves, all with 10 points to put toward starting skills.  We will want to use all 10 of the points on all 7 of the dwarves.  By default, you won't have enough ☼ to do this, so hit {{k|TAB}} to go to the items screen and hit {{k|-}} over the ''Steel battle axe'' line to give subtract one.  This should give you enough ☼ to assign all your skills.  You can only spend 5 of the 10 points in any one skill, making the maximum skill level upon embark ''proficient''.  This makes a total of 14 ''proficient'' skills, or a larger number of lower skill levels.&lt;br /&gt;
&lt;br /&gt;
In a fledgling fortress, the 4 indispensable jobs are [[mason]], [[miner]], [[grower]], and [[carpenter]].  A good beginning strategy is to embark with at least 1 dwarf being ''proficient'' in these 4 skills.  Many people choose to double up on proficient miners and growers, since mining and farming are both pretty big jobs.&lt;br /&gt;
&lt;br /&gt;
Other useful skills to consider:&lt;br /&gt;
* '''[[Cook]]:''' Cooks make [[prepared meal]]s in the [[kitchen]], which helps you manage your food stock space.  Well-prepared meals are also valuable [[trade]] goods, and make dwarves happy when eaten.  Highly skilled cooks make better meals, and prepare meals faster.&lt;br /&gt;
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* '''[[Brewer]]:''' Brewers make [[booze]] in the [[still]].  Dwarves being dwarves, they need alcohol to operate at peak efficiency, and highly-skilled brewers make better tasting booze and finish brewing faster.  Dwarves get happier when they drink good booze.&lt;br /&gt;
&lt;br /&gt;
* '''[[Herbalist]]:''' Herbalists gather food and seeds from [[shrub]]s in the local area.  Skilled herbalists pick faster and come away with far more food.  Where an unskilled herbalist will come away with one [[wild strawberry]] or none at all, a proficient herbalist will often pick 3 or 4, and sometimes 5.&lt;br /&gt;
&lt;br /&gt;
* '''[[Woodcutter]]:''' Woodcutters fell [[tree]]s for use by [[carpenter]]s.  Highly skilled woodcutters fell trees much faster.  However, since you don't need that much wood, you can get away with a normal (no tag) woodcutter just fine.&lt;br /&gt;
&lt;br /&gt;
* '''[[Mechanic]]:''' Mechanics build and use [[mechanism]]s, which have myriad uses in [[trap]]s, [[lever]]s and some [[machine]]s.  Highly skilled mechanics finish installing mechanisms much faster, and the mechanisms they build are of higher quality.  However, the quality of the mechanism primarily matters to beginning players for its [[trade]] value, and in early fortresses the need for mechanisms is usually so small that any dwarf can pick it up and handle it well enough.  Still, a solid choice, especially if you like [[trap]]s, which respond more quickly when made with higher-quality mechanisms.&lt;br /&gt;
&lt;br /&gt;
* '''[[Armorsmith]], [[Weaponsmith]], and [[Siege engineer]]:''' These 3 skills are not useful at all in an early fortress, but become very important later on, and training an unskilled dwarf in these skills is hard and requires a lot of material, so if you're in it for the long haul, consider them.&lt;br /&gt;
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* '''Military skills ([[Wrestler]], [[Axedwarf]], [[Hammerdwarf]], etc):''' Early on, it's unlikely that you'll need these, since there's generally very few things that will bother a band of dwarves who aren't hurting anyone, but certain places, such as those with a [[chasm]], will have hostile creatures around.  In these areas, you may consider giving your woodcutter the Axedwarf skill so he can use his chopping axe as a weapon. A miner can &amp;quot;pinch-hit&amp;quot;, since the [[Mining]] skill also covers wielding a pick in combat, but the dwarves don't understand this yet, so a drafted miner will get unhappy [[thought]]s.&lt;br /&gt;
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* '''Social skills ([[Appraiser]], [[Judge of Intent]], [[Consoler]], etc):''' Putting these on one dwarf will make them a shoo-in for the Expedition Leader slot, and ranks in Appraiser and Judge of Intent will make interacting with the first caravan much easier.  However, even if you don't train this at all, some persistence in trading with the first caravan will level your leader up enough to trade with the second caravan like a champion.&lt;br /&gt;
&lt;br /&gt;
Once again, examples can be found in the [[starting builds]] page.  What you bring is incredibly dependent on your play style, though.  Some people think bringing Mechanics along is a total waste of time, others consider them indispensable.  Some people like having skills that aren't even on this list, like [[Leatherworker]].  Read the starting builds, ask questions, and explore!  Who cares if your first idea doesn't work out after playing an hour?  Restarting is easy and ''losing is fun''.&lt;br /&gt;
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===Items===&lt;br /&gt;
Now that we're done with assigning skills, hit {{k|TAB}} to go over to the item screen.  Item worth is another extremely situational thing, and you'll find as many opinions as there are Dwarf Fortress players as to what is good to bring.  Once more, it depends VERY heavily on your play style.  Again, [[starting builds]] can provide some good example reading.  This section will only cover the basics and give you enough information to make your own decisions.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
You'll need a couple of finished tools to get yourself started.&lt;br /&gt;
* '''[[Battle axe]]s''':  Every [[Woodcutter]] needs an axe. Steel battle axes are the only type you can purchase on this screen, and they're expensive. You might want to bring just one, unless you expect to need a lot of lumber and/or axedwarf muscle.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Pick]]s''': Likewise, [[Miner]]s need picks.  All picks work equally well, their material only determines the damage they do in combat.  Thus, copper picks are the budgeting dwarf's choice, at a paltry 20☼ each.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Anvil]]''': One of the big questions to ask yourself is whether to bring an anvil on embark.  It's extremely expensive at 1000☼, but to start a [[metal]] industry, you will either have to start with one or request and purchase (or steal!) one from a [[caravan]] somewhere down the line. &lt;br /&gt;
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Generally, if you are going to a very mountainous area where you're likely to see lots of ore and you want to be able to make use of it right from the get-go, bring an anvil.  If you're going to spend a few years getting your fortress established before worrying about metal production, drop it and bring more raw commodities. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One occasional problem is that axes and picks are absent entirely.  If this is the case, you can bring the materials to build these things yourself. &lt;br /&gt;
* Purchase an anvil.&lt;br /&gt;
* Purchase 3 rocks that are not [[lignite]], [[bituminous coal]], or [[graphite]].  Any other rocks will work fine.&lt;br /&gt;
* Purchase fuel for the forge.  You can purchase it outright as charcoal at 10☼ per unit, or refine it yourself for a big savings.&lt;br /&gt;
** To refine it yourself, purchase one unit of charcoal, and several (at least 5) units of [[bituminous coal]].  When you arrive on site, make sure someone has the [[furnace operating]] labor enabled ({{k|v}} to select a dwarf, then select {{k|p}}references and {{k|l}}abor to designate a dwarf's labor assignments), and build a [[smelter]] (hit {{k|b}}, then {{k|e}}, then {{k|s}}).  Order the smelter to turn bituminous coal into [[coke]].  [[Coke]] is functionally the same as [[charcoal]], and bituminous coal produces 3 coke for each hunk of rock you bring.  You need the first hunk of charcoal to start the string, but after that it feeds itself.&lt;br /&gt;
* Purchase metal to shape.  You can buy bars directly to save time, or again, smelt it yourself.  Take [[copper]] to start out with.  It's cheap, and with any luck your initial tools aren't going to see heavy combat.  You can take the materials for [[bronze]], [[iron]], or [[steel]] if you like, but this is more expensive.  Still, if you're willing to go through the process, you can end up with 2 steel axes, likely of decent quality, for 82☼, instead of 600☼, with no quality modifiers at all.&lt;br /&gt;
** If you want to save points and smelt it yourself, take copper nuggets instead of copper bars, and use the smelter to convert them into copper bars.&lt;br /&gt;
** A good ore to bring along is [[tetrahedrite]] - it acts simultaneously as the ore for copper and [[silver]], a good crafting metal. (That is, with every piece of tetrahedrite, you will always get a copper bar, and will sometimes get a silver bar as well [about a 20 percent chance, or one in five].) This kills two birds with one stone (heh): you still have your copper, and if you get silver you can smelt metal crafts for use as [[trade]] goods. &amp;lt;!-- This note could be cleaned up -GreyMario --&amp;gt;&lt;br /&gt;
* Fuel and metal in hand, deconstruct the smelter (if needed; {{k|q}} to highlight, then {{k|x}} to deconstruct), and construct a [[metalsmith's forge]].  Make sure someone has [[weaponsmith]]ing on.  After the forge is up, order it to make the axes and picks you need.  Deconstruct the forge when you're done and enjoy your new tools, hopefully with [[quality]] modifiers!&lt;br /&gt;
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====Raw materials====&lt;br /&gt;
As it was briefly covered above, sometimes it makes more sense to bring a lot of raw materials than some finished goods.  Raw materials are a lot cheaper than finished goods, and so long as you invest heavily in your dwarves' skills (which you should!), you can probably make better quality stuff, anyway.&lt;br /&gt;
*'''[[Stone]]''': Only bring this if you're trying to build some of your tools on the spot, as noted above.  Otherwise, you will get stone coming out of your ears once you start mining.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*'''[[Metal]]''': Generally not recommended.  However, if you're expecting trouble and you're bringing an anvil, bringing many bars of [[iron]] and [[charcoal]] in lieu of a [[battle axe]] can be a big boon.  If your dwarves can get to a spot that gives them a breather, a proficient [[weaponsmith]] or [[armorsmith]] could stamp out high-quality goods to give your dwarves a better fighting chance.  This is a pretty advanced trick to pull off, though, so don't try to pull it if you're not confident.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*'''[[Wood]]''': Wood is a bargain at only 3☼ per log, and the 100 logs you can bring in exchange for a steel battle axe will last you a long time.  This is a great technique for making [[Woodcutter]] unneeded in the early game, but you need to budget your wood use for the first year very carefully.  When you're out, you're out!&amp;lt;br&amp;gt;&lt;br /&gt;
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====Consumables====&lt;br /&gt;
Easily the most important part of your preparation is what you're going to eat, drink, and plant once you get on site.  Without food and booze, you're not going much of anywhere.&lt;br /&gt;
*'''[[Food]]''': Most food comes at a mere 2☼ per unit, and 8 units will feed 1 dwarf for a year.  Bringing a year of food will give you a good cushion to getting your farms working, so aim for about 60 food if you can.  If you must cut back, though, 40 will be fine if you make your farms an early priority.  The best food staple to bring along is [[turtle]].  Turtle produces [[shell]] and [[bones]] when eaten, which can be used as raw materials for other things you need, including armor, crossbows, and crossbow bolts.  Further, shell is a common request for [[strange mood]]s and is a pain to produce, so getting some early could save yourself a failed mood and a dead dwarf.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*'''[[Booze]]''': Dwarves drink twice as often as they eat, and they always want to down some alcohol if at all possible.  They also like different kinds of alcohol.  Bring twice as much booze as you bring food, and divide it evenly among the 4 types of alcohol you can take ([[dwarven wine]], [[dwarven beer]], [[dwarven ale]], [[dwarven rum]]).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*'''[[Seeds]]''': Your farms have got to start somewhere.  Definitely bring along [[plump helmet spawn]] (for food and booze) and [[pig tails]] (for cloth ropes and booze variety).  How many you bring is dependent on how big you want your initial farms to be.  5 of each is plenty to feed your initial dwarves, and you will get more seeds any time the plants are consumed in any way ''except cooking''.  You may want to use the [[kitchen]] menu to disallow cooking of plump helmets until you have a healthy supply of seeds.  Or, alternatively, just don't make any prepared meals until you've got a healthy supply of seeds.  The other seed types require a lot more labor to use properly, and should probably wait until you have more dwarves in the fortress.  You can buy seeds from the dwarven caravan for almost nothing, but if you want a greater variety along, go for [[rock nuts]].  The [[quarry bush]] that sprouts from it produces the greatest space to yield ratio in the game.  Eventually, though, you should be planting all 6 of the underground [[crop]]s at least.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Food and booze are stored in [[barrel]]s, with each type in its own barrel.  Since barrels have a 10-unit capacity, you can get a lot of free barrels by starting with many, many kinds of food in quantities which in end 1.  Barrels are important, and usually need wood to make, so it's worth it to use this quirk while you can by starting with at least one unit of every type of food. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Seeds are stored in [[bag]]s in multiples of 14, also by type. Bags are not as important as barrels, since making cloth bags is a good way to train up your [[clothier]], but you ''can'' do the math to figure out how to get an extra bag for the cost of a single seed, if you're so inclined: get a multiple of 14, plus 1.&lt;br /&gt;
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====Animals====&lt;br /&gt;
Not only dwarves live in your fortress, after all.&lt;br /&gt;
*'''[[Dog]]s''':  Dogs are dwarf's best friend.  They can be trained into [[hunting dog]]s or [[war dog]]s, require no food or maintenance, and make good pets for your dwarves.  Always bring at least 2.  Genders alternate when picking them up, so 2 will give you a breeding pair that will have more puppies freely.  They make fantastic security early and fantastic dwarfsaving distractions later on.  Dogs will happily lay down their lives to protect their master, which is huge when it means one of your best legendary dwarves is running away from an angry [[goblin]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*'''[[Cat]]s''': Cats provide a wonderful function in controlling [[vermin]] in the fort.  Vermin can make your dwarves extremely unhappy, so some cats are more or less a requirement.  The largest problem with cats, however, is that their population is very difficult to control.  Cats will choose their own owners (without the dwarf in question's consent), and after they've done so, you cannot order them butchered to control their numbers.  The resulting [[catsplosion|population explosion]] can clutter hallways and murder your framerate.  The best thing to do is to put all stray cats and kittens in a [[cage]] (one will hold them all).  You can then butcher them without running the risk of the cats adopting dwarves before the butcher gets around to them, and if vermin start to get out of hand, you can always release one or two to help.  If you want vermin control from the start, bring just ONE cat so it cannot breed and cause a population problem early.  However, immigrants will very commonly bring their pet cats to the fortress, so if you can live with vermin early, you'll likely get a cat for free within a year.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*'''Beasts of burden ([[Horse]]s, [[muskox]]en, etc)''': You will probably get a breeding pair of these for free when you start the game (they pull your starting wagon), and they will breed just as fast as anything else, so don't bring any along, and don't be afraid to use that [[cage]] to contain their numbers.  Unlike cats, dwarves must choose to adopt beasts of burden, which they won't do unless you let them to do so (in z-&amp;gt;animals menu).  That's fairly rare, so the vast majority of the beasts of burden in your fortress will stay strays. Many immigrants may bring useless animals with them though - as they are adopted already you can't butcher or cage them. All newborns belong to the fortress, so you can do what you want with them.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once again, check the [[starting builds]] page for more ideas, read the pages linked above, and experiment.  The learning process is half the fun in Dwarf Fortress; enjoy it!&lt;br /&gt;
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==Game on!==&lt;br /&gt;
We've chosen an area, selected our supplies, and we're ready to play.  The game opens with your dwarves huddled around the wagon they used to get here.&lt;br /&gt;
==Gameplay overview==&lt;br /&gt;
This section will deal with the tasks you'll need to tackle in your first year of gameplay.  These tasks are ''selecting a dig site'', ''building workshops'' (and ''marking stockpiles''), ''building lodging'', ''starting farms'', and ''trading''.&lt;br /&gt;
===Selecting a dig site===&lt;br /&gt;
You'll have to decide where you're going to dig in and start your fortress.  You should consider the natural formations of the surrounding area when deciding where you want your main entrance.  Ideally, there should be one way in and one way out.  This one way should be fairly sizable, to pander to [[caravans]] and [[traffic]].  Proximity to a good [[water]] source so you can build a [[well]] more easily is also desirable.  You can fix either of these things with extra digging and building later on, though, so don't sweat the decision too much.&amp;lt;r&amp;gt;&lt;br /&gt;
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The most direct way to start is to find the side of a nearby mountain and dig into it, but if you're in a very flat area, you might have to dig downward instead.  To start digging, hit {{k|d}}esignations, then {{k|d}}ig.  Move your cursor using the arrow keys to where you want to dig, and hit {{k|ENTER}}, then move your cursor over to the place you want the digging to end.  Mining designations are rectangular, so you can go both left and right and up and down as you're designating area.  This tells your dwarves to cut into a wall and hollow it out, often leaving behind a [[stone]] if it is a rock wall.  [[Soil]] walls become hollowed out, but never drop anything.  These hollowed out areas are where you'll build the vast majority of everything you need.  &amp;lt;br&amp;gt;&lt;br /&gt;
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If you need to dig down instead of in, you need to use either a '''[[stairs|stairwell]]''' or a '''[[ramp]]'''.  For a stairwell, use {{k|d}}esignations, and downward stairway ({{k|j}}).  Note that this is only half of a stairwell.  To build the other half, you must go down a z-level ({{k|&amp;gt;}}) and {{k|d}}esignate an {{k|u}}pward stairway to connect to it.  You are then underground and can use {{k|m}}ining normally.  For a ramp, you must go down a z-level ({{k|&amp;gt;}}) and {{k|d}}esignate a {{k|r}}amp on the area you want cut away.  You do not need to build anything above it; your miners will figure it out.  If you are building downward and want [[caravans]] to come down into your fortress, you will need to use [[ramp]]s, at least 3 right next to each other.  Keep this in mind when deciding where you want to dig down.&amp;lt;br&amp;gt;&lt;br /&gt;
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When designing your main entrance, be mindful that as many as 200 dwarves could be coming and going eventually, and that [[goblin]]s are going to want in at some point or another.  A 3-wide entrance corridor is ideal.  It is wide enough to accept a good amount of traffic and caravans, but narrow enough to use diabolical traps and designs to kill lots of goblins.  Your main doors will have to be only 2-wide, though, as [[door]]s require a wall adjacent to them to build properly.&lt;br /&gt;
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Once you've decided where you want your main entrance, it's time to move your supplies over there.  We will have to set them outside for now, but we'll want to move them indoors as soon as we can.  Press stock{{k|p}}iles, and designate areas for {{k|f}}ood, {{k|w}}ood, and {{k|r}}efuse.  You can designate all sorts of stockpiles from this screen, so hit {{k|t}} and poke around in the custom stockpile settings for a little bit, figuring out what you can do.  Do '''NOT''' designate a stone stockpile for now.  It will eat up a lot of time unnecessarily.  While we're organizing our supplies, deconstruct your wagon by pressing {{k|q}}uery, putting the cursor over your wagon, and pressing deconstruct ({{k|x}}).  A dwarf with the [[carpentry]] labor enabled will come by and pull the wagon apart, turning it into 3 [[log]]s.  The wagon is useless to you, so there's no reason to not do this. Some people prefer to wait until the wagon has been emptied before deconstructing it. In order to see the contents of a building, use the {{k|t}} command and scroll over the wagon.&lt;br /&gt;
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Plan for your finished, 200-dwarf fortress right from the get-go.  It's very easy to dig out new area.  It's very HARD to go back and redo something the way it should've been from the start.  3-wide hallways is typically plenty for high-traffic areas.&lt;br /&gt;
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===Building workshops===&lt;br /&gt;
Time to get some work done!  Taking in raw materials and spitting out stuff that's useful: that's the name of the game for workshops.  You should start putting down workshops as soon as you have raw materials.  You'll need to get basic living provisions like [[bed]]s, [[table]]s, [[chair]]s, [[chest]]s, and the like down for not only your first 7 dwarves, but the [[immigrant]]s that could come at any time as soon as possible, so you can't waste any time.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Stone]] will show up from your miners digging.  Once you have an area with a decent amount of stone, you should get a [[mason's workshop]] built in the area.  Check the [[workshop]] page for full details if you have problems building one. The keyboard command is:&lt;br /&gt;
* {{k|b}}uild order&lt;br /&gt;
* the {{k|w}}orkshops sub-menu&lt;br /&gt;
* {{k|m}}ason's workshop.  &lt;br /&gt;
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Once the workshop has been built by a dwarf with the [[masonry]] [[labor]], you can {{k|q}}uery the workshop to find out what it's current orders are, {{k|a}}dd or {{k|c}}ancel orders, set an existing order to {{k|r}}epeat,  order the workshop dismantled, and other tasks.&lt;br /&gt;
&lt;br /&gt;
Add orders for a {{k|d}}oor, a {{k|t}}able, and a {{k|c}}hair. Stone chairs will show up as ''thrones'' in the orders.  They are exactly the same.  Then set each order to repeat.  This workshop will now make [[door]]s, [[table]]s, and [[chair]]s until you tell it to stop.  You'll need a lot of these, so that's OK.&lt;br /&gt;
&lt;br /&gt;
Also build a [[carpenter's workshop]] near the wood stockpile you designated earlier, and tell it to make {{k|b}}eds.  Put this on {{k|r}}epeat, also.  The wood you brought along, even after disassembling your wagon, won't last long. If you brought along a [[woodcutter]], now would be a good time to get him to chop down some trees.  Hit {{k|d}}esignations, and then hit chop down {{k|t}}rees.  Chopping designations work exactly like mining designations, but it will only highlight trees in the rectangle you give it.  Don't worry about chopping a ton of wood right now; trees don't go anywhere fast, so you can always come back for more.&lt;br /&gt;
&lt;br /&gt;
While making workshops anywhere the material happens to be works fine right now, you will want a more organized way of doing it later.  Check out the [[Design_strategies#Workshop_Logistics|workshop logistics]] page for ideas on how to set it up.  After you do get things set up, be sure to move your stockpiles underground; aboveground stockpiles are vulnerable to thieves and are usually a long way away.  Don't be afraid to tear down workshops; they are built quickly and easily, and tearing them down does absolutely nothing harmful, even returning the materials used in it's construction.  Be aware that workshops create [[noise]] when they are in use, which can disturb your dwarves' sleep, so don't build them close to any [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
===Building lodging===&lt;br /&gt;
With commodities coming out, it's time to set up places where they can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tell your miners to dig out a large (5x5 minimum) room to become your [[barracks]].  The barracks is essentially a communal sleeping room where dwarves without their own apartment can come to crash.  It is also the place where your [[military]] will come to [[sparring|spar]] once you start recruiting soldiers.  Since your military hangs out in the barracks a lot, it's a good idea to put it near the main entrance of the fortress.  If [[Thief|thieves]] stumble in, they are likely to meet a very grisly end as they bump into a pair of dwarves in the middle of combat training, and later, in case of a more major attack, they are more likely to be closer to where you need them.  Note, however, that sparring dwarves can very seriously [[wound|hurt]] or kill eachother if their sparring area is too crowded, so keep beds stacked along one wall and the rest of the room clear and uncluttered.  You do not need too many beds in the barracks right now.  Beds in the barracks are public, and dwarves have their own schedules, so the entire fortress will not sleep at once.&lt;br /&gt;
&lt;br /&gt;
After the barracks is dug, tell your dwarves to {{k|b}}uild a {{k|b}}ed.  Your cursor will come up, turning red on an unacceptable location and green on an acceptable location.  Unacceptable locations will give you a short reason as to why they're unacceptable.  Again, just stack beds against one wall of the barracks; 5 beds will be fine to start out with.  After indicating the placement of the beds, your dwarves will haul them over and install them.  Once they are installed, {{k|q}}uery a bed, then make a {{k|r}}oom.  Use the {{k|+}} and {{k|-}} keys to size the room that will be considered the barracks.  All beds within the flashing square will be considered public, so there's no need to do this more than once.  Fill up the whole 5x5 area ({{k|b}}uild {{k|d}}oors if you need to cordon off the area to make it a nice square) and hit {{k|ENTER}}.  You've created your first [[room]]!  A room status screen shows up.  Be sure to hit {{k|b}} to confirm that it is a barracks.  If you don't, the first dwarf that sleeps in this room will claim it as his or her apartment, which isn't what we want.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The barracks will keep your dwarves from sleeping on the floor, which would make them [[thought|unhappy]].  As the game goes on, though, it is a very good idea to move dwarves into their own apartments.  They get much [[thought|happier]] for it, it keeps traffic down, and provides you with some more diabolical options such as locking a troublemaker in his room by {{k|q}}uerying the door and {{k|l}}ocking (forbidding) it.  See the [[bedroom design]] page for ideas on how to set up your apartments.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With bedding handled, we need to set up a [[dining room]], which will double as our [[meeting area]].  Dwarves will eat in their apartment sometimes if you install a table and chair in it, but mostly, dwarves prefer to eat in a public [[dining room|dining hall]] with a table all to themselves.  As the [[meeting area]], dwarves will also show up there whenever they have nothing better to do (have 'No Job') to socialize and kill time.  It is a pretty high-traffic area, so be sure to use double-doors as the entrance and exit. It should again be fairly large (25 tiles minimum; this could be 5x5, 4x6, whatever suits your fancy).   Once it's dug out, {{k|b}}uild {{k|t}}ables along the walls, and then {{k|b}}uild {{k|c}}hairs next to the tables, one per table.  Once a table is laid out, {{k|q}}uery the table and make a {{k|r}}oom out of it.  Fill up the dining hall area, and hit {{k|ENTER}}.  Be sure to hit {{k|p}} to set it as a meeting area, and you're done here.&lt;br /&gt;
&lt;br /&gt;
As with most kinds of furniture, dwarves can walk through tiles containing tables, chairs and beds. The most notable exception to this are [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
===Starting farms===&lt;br /&gt;
The basics of life are in place!  Now it's just a matter of getting the farms in place to make sure life goes on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Farming]] is the most reliable source of food in the game, and the only way to be sure you're going to feed a large population.  The catch is, we can only farm on [[mud]] or [[soil]].  Mud is only created through [[irrigation]], which is complicated and more trouble than it's worth if you have access to any serious quantity of soil.  Avoid using irrigation if you can.  The logistics of controlling enough water to make arable land on stone are extremely annoying.&lt;br /&gt;
&lt;br /&gt;
On [[soil]], however, farming couldn't be easier.  Simply mine out an area of soil (underground, since the seeds you can embark with will NOT grow aboveground), then {{k|b}}uild a farm {{k|p}}lot.  Use {{k|u}}, {{k|m}}, {{k|k}}, and {{k|j}} to resize your plot to the size you want; 3x3 should be plenty to start out, and you will max out at roughly 30 to 40 total squares being used for food and booze production to support a full fortress.  This changes some depending on the skill of your [[grower]]s, but it's a fair guideline.  After placing the farmland, a dwarf with the Farming (Fields) labor enabled will come by and prepare it for use.  After it's done, {{k|q}}uery the new field and decide on your crops for each season.  The crop display will show every crop that can possibly be planted there - it does not nessecerally mean you have seeds to plant.  [[Plump helmet]]s are best for your first field, since they can be brewed to [[booze]], eaten raw, and cooked.  If you find some seasons have red letters, that is because the season has already passed and you cannot edit it again this year.  You will have to pick it up in the spring of the following year.  Be aware that Dwarf Fortress will '''NOT''' give you an error if you attempt to plant something you have no seeds of.  It will give you an error if you '''run out''' of seeds after starting planting, but not if you simply have none to begin with.  If you can't remember what kind of seeds you have, check around your wagon and your designated food stockpile using {{k|k}} for a seeds bag.  Hit {{k|Enter}} when you find it to inspect the bag and see what kind of seeds it carries.  Later on, you will be able to find it more easily using the {{k|z}} key and the &amp;quot;Stocks&amp;quot; menu, but right now your stocks will lack the precision to use the &amp;quot;zoom&amp;quot; key.  See the [[bookkeeper]] article for more information on stockpile precision.&lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to be planting many, many different kinds of crops.  [[Dimple cups]] are great later on, because they produce [[dimple dye]], which can be used to increase the value of the clothing your fortress produces.  [[Cave wheat]] can be used to provide fodder for luxury prepared meals, and to make more brewing fodder.  As your fortress grows and you need more and more luxuries to keep everyone happy, diversifying can only help you.  &lt;br /&gt;
&lt;br /&gt;
On a note about [[irrigation]] before wrapping this section up, mud behaves almost identically to soil.  All below-ground crops can be grown equally well on either, and you build and place the plots exactly the same.  There are a few differences, though.  Mud can be [[Farming#Increasing_yield|fertilized]] with [[potash]], while dry soil cannot.  Some above-ground crops can only be grown in mud, while others can only be planted in dry soil.  Check the [[crops]] page for more details.  Irrigation is a very advanced technique that provides only marginal benefits.  Some &amp;quot;unlivable&amp;quot; areas can be turned around with skillful irrigation and fertilizer, but by and large they're not necessary.  Just use soil whenever you can.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Now that you've given your dwarves a place to sleep and avoided the possibility of starvation, you can start thinking about the finer things in life.  &lt;br /&gt;
&lt;br /&gt;
First, we'll take care of a few organizational considerations, to make trading easier.  Our carpenter will take care of this, since he's done making beds.  Order up 2 or 3 [[bucket]]s.  Buckets are used to carry water to injured, bedridden dwarves from water source [[zone]]s and are one of the requirements to building a [[well]].  Then, get to work stamping out some [[bin]]s.  Bins are used to store a lot of non-perishable items in the same square; they work much the same as [[barrel]]s, but barrels are used on perishables like food and booze.  You'll need a LOT of bins, but for the moment 5 or so will do.  You will also need to make a lot of barrels, but since you brought a number of them with you, you can hold off a bit. Both of these can be made from [[metal]] as well, but producing them from wood is far more economical.&lt;br /&gt;
&lt;br /&gt;
Since you have all this stone lying around, let's put it to use. Build a [[Craftsdwarf's workshop]], assign one of your dwarves to [[stonecrafting]]. Order this [[workshop]] to build rock {{k|c}}rafts of all sorts {{k|r}}epeatedly. Stone mugs are a good trade good - you get three mugs from one stone, adding up to 30☼ at the start. Since your stonecrafter will level up relatively quickly (and if you have several dwarves working on stonecrafts) this can quickly add up to several thousand monies worth of goods.&lt;br /&gt;
&lt;br /&gt;
Now that you've got some goods to [[trade]], we'll need to {{k|b}}uild a trade {{k|D}}epot. Build this somewhere easily accessible from all edges of the map, but close to (or inside) your entrance. [[Trade depot]]s require [[architecture]] and a [[mason]], assuming you make it out of your copious quantities of stone.  Many times you will not have an [[building designer]] on embark, so you will have to assign one to get the [[architecture]] phase of the depot done.&lt;br /&gt;
&lt;br /&gt;
In the long term, you'll want your trade depot to be in a defensible spot. As it is 5x5 squares, and requires a 3-square wide path for the caravans to get in and out of it, you'll eventually want to spend some time thinking about its [[defense]]. Once the depot has been completed, you can check for depot access using the {{k|shift}}-{{k|D}} key.&lt;br /&gt;
&lt;br /&gt;
The first caravan will come in your first autumn: the dwarven caravan from the mountainhome.  When it comes, the game will pause, you'll be alerted, and the screen will center on the [[caravan]].  If you do not have a depot, or they can't get to it, they will wait on the edge of the map for you to build a depot they can get to, or to clear the obstructions.  The two most common obstructions are [[tree]]s and [[boulder]]s.  Trees can be chopped down, and boulders can be eliminated by {{k|d}}esignating them to be {{k|s}}moothed.  This uses the [[stone detailing]] labor, so turn it on if you need.&lt;br /&gt;
&lt;br /&gt;
After the caravan is on its way, you'll need to fill the depot with things to trade, and get a trader there to broker the negotiations.  Hit {{k|q}}uery over the depot and press {{k|g}} to start moving supplies.  Use the arrow keys to navigate the trade goods window.  If you've been making stone crafts, you'll want the ''crafts'' heading to make the game filter out the bins you've been filling.  Otherwise, you'll have to sift through every stone you've created while digging the fortress, which is a huge pain.  Press {{k|ENTER}} on the bins to mark them for trading, and some dwarves will come along to haul the bins to the depot.  Once that's take care of, {{k|q}}uery the depot and {{k|r}}equest a trader there.  By default, only the broker will trade at the depot.  This is generally what you want, since brokers with better [[appraisal]] skills can see the worth of all the commodities and tend to get away with giving the caravan boss a lower profit margin on the trade.  Trading at the depot is a low-priority job, though, so you may have to turn off your broker's other labors temporarily to get him to respond to the request in a timely manner.  Once your broker is at the depot, {{k|q}}uery the depot and start {{k|t}}rading.&lt;br /&gt;
&lt;br /&gt;
On the screen that comes up, the left side shows the trader's goods, while the right side shows your own.  Use the arrow keys to navigate and {{k|ENTER}} to mark something for trading.  If your trader does not have at least Novice Appraiser in his skill set, you will not be able to see the values of everything, so you'll have to guess.  The caravan boss will refuse to sell at a loss, and if you're close to making a deal, he'll give you a counteroffer that he'd accept.  Being able to see the values of things is really helpful, but don't worry if you can't.  It usually only takes one or two successful trades before your broker will hit Novice Appraiser and all will become known to you.  One fun note is that raw materials cost the same from merchants as they do at the embark screen; so you already know that [[plump helmets]] are 4☼, most meat is 2☼, wooden logs are 3☼, and so on.  It's difficult to know the value of your crafts, and some things must be bought as a package deal (you cannot buy seeds alone, you must also buy the bag they come in), though, so it can still be hard to trade without Appraiser.&lt;br /&gt;
&lt;br /&gt;
On your first year, you're probably pretty light on things to trade with, so start small.  Wood [[log]]s are very useful and cheap.  Extra food can be useful if your farms are lagging behind.  Maybe a barrel or two.  Sell what goods you have and don't fret about it any longer. &lt;br /&gt;
&lt;br /&gt;
Next year, after you get some immigrants you can think about exploring other kinds of industry as well, like the [[furniture industry]], [[meat industry]], or [[clothing industry]], but this is a great place to start.&lt;br /&gt;
&lt;br /&gt;
The last element to trading is the [[liason]].  The dwarven liason will want to meet with your [[expedition leader]] to work out your requests for next year, and let you know what their requests are.  By making a request of the caravan, you are essentially promising to pay more (up to double the normal price) for various things, which entices the traders to bring more of those things. Wood logs are always a great thing to request.  Even at double the normal price, they're still very cheap, and merchants bring a lot of them.  It's not unusual to get 50 logs from a single caravan.  It saves you a massive amount of time and effort.  [[Barrel]]s and [[bag]]s are also good to request, as are [[dog]]s.  You can also request [[seed]]s to get your more diverse crops started.  Look around, explore, and experiment.  That's half the fun of the game.&lt;br /&gt;
&lt;br /&gt;
The liason will also tell you what they want from you, with the same deal: they'll pay more for it if you build it.  Unfortunately, they usually want stupid things that don't trade well (such as stone [[block]]s) or things you'd rather keep to yourself (such as [[booze]]).  Many players simply ignore their liason's requests and build the same things they always build.  Diplomatic relations will not suffer at all.  &lt;br /&gt;
&lt;br /&gt;
Your expedition leader must actually pick up the job ''conduct meeting'' to get this process done, and it ends up being a very low-priority job, so again, you may consider turning off your leader's other labors to make sure he gets to it.  If you really want to force the liason to take the meeting, move him to the meeting spot by enlisting him in the [[Military]] and [[Military#Controlling your squads|stationing]] him at the meeting spot. Then [[Door#Door settings|forbid the door]] behind him and the liason, locking them in until the meeting is completed (when the Liason says &amp;quot;Goodbye&amp;quot; in a message).&lt;br /&gt;
&lt;br /&gt;
=== The future ===&lt;br /&gt;
&lt;br /&gt;
After this point, you'll be able to start exploring the other intricacies of the game. Here is a list of some other gameplay commands which have not been covered:&lt;br /&gt;
&lt;br /&gt;
* [[labor]]&lt;br /&gt;
* [[noble]]s&lt;br /&gt;
* [[military]]&lt;br /&gt;
&lt;br /&gt;
==Sample games==&lt;br /&gt;
These are sample games that others have played and recorded to provide good learning examples.  They are not routinely updated, so some information may be out of date, but they still provide good hands-on tutorials of how to prepare for your fortress and play the game.&lt;br /&gt;
&lt;br /&gt;
* [[Indecisive's illustrated fortress mode tutorial]]&lt;br /&gt;
* [[Savok's first fortress playthrough]]&lt;br /&gt;
* [[ThunderClaw's 0.28.181.40d graphical tileset playthrough]]&lt;br /&gt;
* [http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newbie Tutorial for Dwarf Fortress]&lt;br /&gt;
&lt;br /&gt;
You can also look at the [http://mkv25.net/dfma/index.php Dwarf Fortress Map Archive] to see multi-layered snapshots of fortresses that others have built.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27760</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27760"/>
		<updated>2009-04-19T15:13:16Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* P */ Added [PACK_ANIMAL].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACK_ANIMAL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use when insulting the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27759</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27759"/>
		<updated>2009-04-19T15:07:31Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* S */ Added the actual use for [SPEECH].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use when insulting the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27758</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27758"/>
		<updated>2009-04-19T05:10:48Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* V */ Conjectural chance of injection on [VERMIN_BITE].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27757</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27757"/>
		<updated>2009-04-19T00:59:24Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* M */ Documented the limited use of [MOUNT], and its interactions with the [FLIER] AI bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Material_token&amp;diff=46574</id>
		<title>40d:Material token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Material_token&amp;diff=46574"/>
		<updated>2009-04-19T00:58:50Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Added link to Matgloss tokens.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for [[Matgloss tokens]].''&lt;br /&gt;
These tokens are types of materials, used to specify for example what material an item is made of.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Token&lt;br /&gt;
! Information&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || WOOD || Subtypes come from MATGLOSS_WOOD; or USE_RACEGLOSS within creature raws (e.g. ITEMCORPSE)&lt;br /&gt;
|-  &lt;br /&gt;
| 2 || STONE || Subtypes come from MATGLOSS_STONE; or USE_LAVA_STONE&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || METAL || Subtypes come from MATGLOSS_METAL&lt;br /&gt;
|-  &lt;br /&gt;
| 4 || BONE || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || IVORY || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 6 || HORN || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || AMBER || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 8 || CORAL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || PEARL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 10 || SHELL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 11 || LEATHER || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 12 || SILK || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 13 || PLANT_ALCOHOL || Subtypes come from MATGLOSS_PLANT&lt;br /&gt;
|-  &lt;br /&gt;
| 14 || GLASS_GREEN || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|- &lt;br /&gt;
| 15 || GLASS_CLEAR || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 16 || GLASS_CRYSTAL || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 17 || SAND || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 18 || COAL || Subtype is either COKE or CHARCOAL&lt;br /&gt;
|-  &lt;br /&gt;
| 19 || POTASH || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 20 || ASH || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 21 || PEARLASH || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 22 || LYE || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 23 || RENDERED_FAT || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 24 || SOAP_ANIMAL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 25 || FAT || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 26 || MUD || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 27 || VOMIT || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 28 || BLOOD_NONSPECIFIC || Subtypes are probably the same as BLOODTYPE{{verify}}&lt;br /&gt;
|-  &lt;br /&gt;
| 29 || BLOOD_SPECIFIC || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 30 || SLIME || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 31 || SALT || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 32 || FILTH_B || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 33 || FILTH_Y || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 34 || UNKNOWN_SUBSTANCE || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 35 || GRIME || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
CREATURE does not appear here in the exe, but has been observed with EXTRACT and CHEESE. PLANT does not appear here, but has been observed with POWDER_MISC. Subtypes come from the appropriate matgloss.&lt;br /&gt;
&lt;br /&gt;
When making reactions that use the PLANT or SEEDS Item Tokens, use the name of the appropriate plant from matgloss_plant.txt as the Material Token, and NO_MATGLOSS for Matgloss Subtype.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
When making reactions that use the REMAINS Item Tokens, use the name of the appropriate creature from creature_xxx.txt as the Material Token, and NO_MATGLOSS for Matgloss Subtype.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6296</id>
		<title>40d:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6296"/>
		<updated>2009-04-13T10:47:54Z</updated>

		<summary type="html">&lt;p&gt;Darekun: Capped some headers, added note on sand to dryland section, revised pond section to a model more useful for cave crops(and more dragon-safe), and added outdoor and de- sections based on OR.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Irrigation''' is the process of making rocky ground suitable for [[farming]]. This is usually done by [[flood]]ing it with [[water]]. Inside [[cave]]s, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build [[farm plot]]s on. There are many possible methods for getting the farm area muddy.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress uses reasonably-realistic water dynamics, including measures of [[water depth]]. A depth of 7 is full, depths of 1 will evaporate, leaving the stone wet and thus suitable for farming. Your goal in irrigation is to get a section of ground to be 1/7s.&lt;br /&gt;
&lt;br /&gt;
== Dryland Farming: farming without irrigation ==&lt;br /&gt;
&lt;br /&gt;
Some locations have layers of [[soil]] a few z-levels thick. It is not necessary to irrigate soil in order to grow crops on it; it is possible to build a farm plot directly on any soil tiles, although the dwarven crops such as [[plump helmet]]s can only be grown in a [[subterranean]] plot.  Likewise, a farm plot built on any tile marked [[Tile_attributes|Above Ground]] can be used to grow outdoor crops such as [[prickle berry|prickle berries]]. This method obviates the need for irrigation entirely, so is recommended for newbies.&lt;br /&gt;
&lt;br /&gt;
NOTE: Sand is a type of soil in Dwarf Fortress, so you can build farm plots on sand.&lt;br /&gt;
&lt;br /&gt;
== Easy Irrigation ==&lt;br /&gt;
&lt;br /&gt;
# {{K|d}}ig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt passage and the water.&lt;br /&gt;
# Dig a passage from the plot towards lower ground or a pit, to serve as a water drain ''(this stage is not 100% necessary, but means you don't have to worry about having too much water and so is recommended)''.&lt;br /&gt;
# Build a [[floodgate]], and three [[mechanism]]s. (If you're worried about delay, use [[door]]s instead of floodgates.&lt;br /&gt;
# Place the floodgate in the passage. The idea is that it'll block the water from coming through when it's closed.&lt;br /&gt;
# Build a [[lever]] and link it to the floodgate.&lt;br /&gt;
# If you are building a drain, follow steps 3-5 again and place the second floodgate at the entrance to the drainage channel, linked to the second lever.&lt;br /&gt;
# {{K|P}}ull the first lever so the gate opens.&lt;br /&gt;
# Send a miner to dig that last wall keeping the water from rushing in.&lt;br /&gt;
#: Alternatively, have the miner dig a [[channel]] ({{K|d}},{{K|h}}) on that last wall from the Z-level above. This is much safer, since the miner will dig out the wall without actually having to stand in the way of the water.&lt;br /&gt;
# Use the first lever to close the channel once you've got enough water to spread over the area. If you have a drain, you can now let any excess drain off using your second lever.&lt;br /&gt;
# The water should now cover (or have covered) 1/7 of each tile.&lt;br /&gt;
# Wait for the water to evaporate and/or drain off (Dwarves can built farm plots in 1/7 water, so you don't need to wait).&lt;br /&gt;
# Enjoy your newly irrigated land.&lt;br /&gt;
&lt;br /&gt;
== Reservoir Irrigation ==&lt;br /&gt;
&lt;br /&gt;
The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber about 7 times as large as the reservoir. A reservoir of 12 tiles, for instance, can water a 70 tile chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep.&lt;br /&gt;
&lt;br /&gt;
The reservoir may be built above the plot to be irrigated with a [[hatch]] or [[bridge]] in the floor, to one side using floodgates, or below and [[pump]]ed upwards. Note that [[Bridge|bridges]], in their default state, will block water from falling between levels. The large surface area you can get this way can make the water spread over your farm area much faster than by using floodgates.&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve the same result using a natural pond as the water reservoir. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring.&lt;br /&gt;
&lt;br /&gt;
=== Worked Example ===&lt;br /&gt;
&lt;br /&gt;
To create this irrigation system, you need: [[Image:Tree_farm.png|right]] &amp;lt;!-- GreyMario sez: Had to play around with the placement for this image. This looks like the best spot for it, as it doesn't interrupt the Wood FAQ. --&amp;gt; &amp;lt;!-- Fastjack's comment: You got a problem with this system after cave-ins are reinstated --&amp;gt; &amp;lt;!-- GreyMario: Oh, right. Okay. It won't be too hard to modify that design, though. Water can flow through supports IIRC. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A large growing room.&lt;br /&gt;
:*The large room can be any size. (For this example, we will use a 24 by 24 size room.)&lt;br /&gt;
* An adjacent smaller filling room that will be filled with exactly the right amount of water.&lt;br /&gt;
:*To calculate the size of this room, see below.&lt;br /&gt;
* A water supply line such as a tube leading to a water source. &lt;br /&gt;
* Lever-controlled [[door]]s or floodgates connecting the large room to the smaller one, and the smaller one to the water supply. Doors are preferred as you don't need levers for your [[dwarf]] to pass. (However, if you're paranoid or your dwarves are particularly dumb, you might want to lever them anyways. The creator of this method ([[User:GreyMario|GreyMario]]) recommends using doors because they have no delay when triggered.)&lt;br /&gt;
&lt;br /&gt;
'''Calculating Room Size'''&lt;br /&gt;
&lt;br /&gt;
There are 576 (24²) floor tiles in the large room (L). The small room (S) must hold enough water to cover the large room, the small room, and the space occupied by the door(s) (D) in between with 1 unit of water. Each tile of the small room can hold 7 units of water, so:&lt;br /&gt;
&lt;br /&gt;
S = (L + S + D) / 7&lt;br /&gt;
&lt;br /&gt;
-or-&lt;br /&gt;
&lt;br /&gt;
S = (L + D) / 6&lt;br /&gt;
&lt;br /&gt;
577/6 = 96 1/6; rounding up, this gives 97. This is the number of floor tiles in the smaller room: a 9X10 room with 7 extra tiles. Be aware, however, that if you make your &amp;quot;large&amp;quot; room ''too'' large, some of the water from the &amp;quot;small&amp;quot; room will [[evaporate]] before reaching the other end, and you will not have enough [[water]] to coat the floor. This behavior was observed in a room of 42X35 tiles.&lt;br /&gt;
&lt;br /&gt;
Now, get digging. The water supply connects to the smaller filling room by a 1-tile hole where a door or [[floodgate]] will go. The filling room connects to the growing room the same way, and the growing room needs a door too. Remember to have the [[door|doors]] in place before breaching the water source and flooding the water supply line!&lt;br /&gt;
&lt;br /&gt;
When you do breach the water source, immediately forbid the first door your miner runs through (see, this is why we use doors), which should be the door closest to the water source. Don't bother forbidding the other two. Link all three doors to three separate [[lever|levers]] and test the system. Close the door between the filling chamber and main farm area and open the door that leads to the water source. When the filling chamber is full, close the door to the water source, close the door leading to the farm, and open the door between the [[farm]] and filling chamber. The water should spread out and coat the entire farm in a thin layer of water. At this time, plant your farms and begin the wait until they yield products.&lt;br /&gt;
&lt;br /&gt;
== Pond Irrigation ==&lt;br /&gt;
&lt;br /&gt;
Dig a ramp down from a tunnel, preferably near a well or other water source, and dig a farm room next to the ramp on the lower level. Create a [[zone]] above the ramp, and make it a pond. Your dwarves will attempt to fill it with water carried in buckets. As they dump water in, it will muddy the farm room floor. After it has been sufficiently muddied, disable or remove the pond zone until you need to irrigate it again. Dwarves can build farm plots in 1 unit deep water.&lt;br /&gt;
&lt;br /&gt;
NOTE: Even though it works, this is probably the slowest way to irrigate a room since dwarves only carry 1 unit of water per trip. It's especially slow if you don't have more than one or two idle dwarves and buckets, or if the water source is far away. It also probably wouldn't work very well on larger farm areas.  It works great with constructed staircases for creating outdoor farm plots where there's an occasional stone in the ground though.&lt;br /&gt;
&lt;br /&gt;
NOTE: Digging a ramp or channel down from the surface will mark the tile below Outside. This means that cave plants will not grow there.&lt;br /&gt;
&lt;br /&gt;
== Pump Irrigation ==&lt;br /&gt;
&lt;br /&gt;
If you have access to [[wood]], [[stone]] floors can be irrigated conveniently from a water source on the level below, by use of a [[screw pump]]. Simply dig a channel to access the water on z-1, install a [[Screw Pump]] and set to Start Pump Manually ({{k|Enter}}). Any dwarf with the 'Pump Operating' duty active will quickly pump enough water to irrigate a large area (so rapidly that irrigating other rooms becomes a concern!). This can be improved by installing a second pump to draw water out of the room, allowing you to rapidly drain the room in the event of over-filling. &lt;br /&gt;
&lt;br /&gt;
== Wave Irrigation ==&lt;br /&gt;
&lt;br /&gt;
Although seawater is unfit for carrying to your farm in a bucket, areas muddied by seawater seem to be farmable. My favorite method of achieving this is building a farm room under a beach and making a hole in its roof, closable with a hatch, to let waves in. Also pumping water seems to desalinate it, so pumping it to your farming room seems to work fine.&lt;br /&gt;
&lt;br /&gt;
== Outdoor Irrigation ==&lt;br /&gt;
&lt;br /&gt;
As of v0.28.181.40d, outdoor irrigation doesn't quite work. You can turn outdoor rock into mud, and you can build a farm plot on it, but the resulting plot won't allow ''any'' seeds to be planted in it. The specific message is &amp;quot;No seeds available for this location&amp;quot;. An &amp;quot;outdoor&amp;quot; plot can be built on indoor soil by opening up the ceiling, and optionally flooring it over again, but this won't work on indoor mud.&lt;br /&gt;
&lt;br /&gt;
== De-Irrigation ==&lt;br /&gt;
&lt;br /&gt;
On soil, building a wall and then removing it results in furrowed soil. However, on mud, the process results in rough but dry rock. This may be a bug in v0.28.181.40d, however.&lt;br /&gt;
&lt;br /&gt;
=== Further Testing ===&lt;br /&gt;
&lt;br /&gt;
The type of rock is changed(at least in v0.28.181.40d) - perhaps to that of the rock wall below? What if there is no rock wall below?&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43406</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43406"/>
		<updated>2009-04-09T04:13:13Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Maximum Natural Cave Size */ Explained based on experiment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[World generation]] allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrain Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. A cave with a greater &amp;quot;size&amp;quot; will be deeper and more sprawling, and therefore have more and more dangerous creatures.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When using the world painter tool the following parameters produce these regions:&amp;lt;br /&amp;gt;&lt;br /&gt;
- low mountain - elevation &amp;gt; 299 {{Biome|∆|∆|#808080|#808080}}&lt;br /&gt;
- mountain - elevation &amp;gt; 332 {{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
- high mountain - elevation &amp;gt;365 {{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
- peak - elevation = 400 {{Raw Tile|^|#808080|#000000}} (verify?)&lt;br /&gt;
&lt;br /&gt;
The rest of the regions can be obtained mostly through choice of rain and drainage values.&amp;lt;br /&amp;gt;&lt;br /&gt;
For rain 0-9 and:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-32 - sand desert {{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
drain 33-49 - rock desert {{Biome|,|´|#808000|#808080}}&lt;br /&gt;
drain 50-65 - badlands {{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
drain 66-100 - badlands {{Biome|V|√|#808000|#808000}}&lt;br /&gt;
&lt;br /&gt;
For rain 10-19:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-49 - grassland {{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
drain 50-100 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain 20-32:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-49 - savanna {{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
drain 50-100 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain 33-65:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-32 - marsh {{Biome|&amp;quot;|&amp;quot;|#008000|#008000}}&lt;br /&gt;
drain 33-49 - shrubland {{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
drain 50-100 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain 66-100:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-32 - swamp {{Biome|⌠|⌠|#008000|#008000}}&lt;br /&gt;
drain 33-100 - forest {{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around &amp;gt; 65, depending on rain value).&lt;br /&gt;
&lt;br /&gt;
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27756</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27756"/>
		<updated>2009-04-08T01:32:34Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* S */ Added [SPHERE]'s parameter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27755</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27755"/>
		<updated>2009-04-08T01:31:41Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* F */ Corrected [FREQUENCY].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
|&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27754</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27754"/>
		<updated>2009-04-08T01:23:43Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* V */ Added [VERMIN_ROTTER].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
|&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27753</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27753"/>
		<updated>2009-04-08T01:10:52Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* F */ Documented bug re [FLIER].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
|&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27752</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27752"/>
		<updated>2009-04-08T01:10:07Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* S */ Added [SPEECH_MALE], documented bug re [SWIMS_INNATE], explained needs-ver on [SPHERE], and changed [SPEED] to match speed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
|&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37659</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37659"/>
		<updated>2009-04-07T22:21:53Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* ITEMCORPSE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Children==&lt;br /&gt;
Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT)&lt;br /&gt;
*[CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. [[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
== HOW DO I SHOT WEB? ==&lt;br /&gt;
first, does [WEBBER] imply the ability to shoot web, make webs or both?&lt;br /&gt;
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}&lt;br /&gt;
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MAGICAL ==&lt;br /&gt;
&lt;br /&gt;
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. &amp;lt;br&amp;gt;&lt;br /&gt;
-Booken 06:22, 26 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== ITEMCORPSE ==&lt;br /&gt;
&lt;br /&gt;
(see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000602 this forum thread])&lt;br /&gt;
&lt;br /&gt;
[ITEMCORPSE:&amp;lt;type&amp;gt;:&amp;lt;subtype&amp;gt;:&amp;lt;material&amp;gt;:&amp;lt;matgloss&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Does the sub-type field actually have a use, or is the only option &amp;quot;NO_SUBTYPE&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [[Treant|Treants]] use the entry:&lt;br /&gt;
    [HAS_RACEGLOSS:WOOD]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
[[Treant|Treants]] will appear as &amp;quot;Mahogany treant&amp;quot;, &amp;quot;Oak treant&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
...this doesn't seem to do anything.  If I want the [[Treant]] to leave special remains, like my Foobar Tree, I have to change the creature tokens to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]&lt;br /&gt;
But here, I can only have &amp;quot;Foobar treants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The subtype field has a use for types with subtypes; for example, weapons or vermin. See [[item tokens]] for the few item types that have subtypes.&lt;br /&gt;
:The &amp;quot;WOOD&amp;quot; in [HAS_RACEGLOSS:WOOD] isn't a user-definable category; it matches the &amp;quot;WOOD&amp;quot; in MATGLOSS_WOOD. So you could probably set it to [HAS_RACEGLOSS:WOOD], [HAS_RACEGLOSS:STONE], [HAS_RACEGLOSS:METAL], or [HAS_RACEGLOSS:PLANT], but that's it.&lt;br /&gt;
:[[User:Darekun|Darekun]] 22:21, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== PACK_ANIMAL ==&lt;br /&gt;
&lt;br /&gt;
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
:It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tried to make a dwarf mode playable race with the [VERMIN_HUNTER] tag, and they went hungry. Took it away and they ate normal food again. Seems that when this tag is in place, the race will ONLY eat vermin. Have noted this in the entry.18:22, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
In conformance with the [[DwarfFortressWiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]].  It can keep the plural because people are usually concerned with all of the tokens instead of just one.  Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== defender ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DEFENDER 		Appears from the glowing pits after the magma river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version&lt;br /&gt;
:Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an &amp;quot;old&amp;quot; template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --[[User:Morlark|Morlark]] 12:14, 25 June 2008 (EDT)&lt;br /&gt;
::Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
== Body parts ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if there was a list of available body parts, ive been trying to make a new creature and am stuck using dwarven body parts... --[[User:High tech dragon|High tech dragon]] 22:59, 25 September 2008 (EDT)&lt;br /&gt;
:[[Body_tokens]] --[[User:Ikkonoishi|Ikkonoishi]] 08:28, 26 September 2008 (EDT)&lt;br /&gt;
::There is, of course, always the option to make your own body parts by editing the raws, though. Just make sure ''you know what you doing.'' &amp;lt;/ayb&amp;gt; --[[User:GreyMario|GreyMaria]] 16:02, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons and sizes ==&lt;br /&gt;
&lt;br /&gt;
I'm curious as to what tags allow or disallow the use of bows or crossbows. It seems like it could be that the stout tag disallows the use of bows, and the narrow disallows the use of crossbows, as I believe the races that have neither tag (humans, goblins) can use both weapons. Anyone confirm/deny/antithesize before I accidentally mess up my raws trying to find out? --[[User:Zombiejustice|Zombiejustice]] 17:20, 6 October 2008 (EDT)&lt;br /&gt;
*All that it takes to add or remove the use of bows and crossbows is to add or remove the weapon tag from the entity file. Dwarves can't equip bows at the military screen even if you allow them to use them though, that is hardcoded. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
== Catgirls ==&lt;br /&gt;
I'm attempting to put a new creature into the game - specifically, catgirls. They have the COMMON_DOMESTIC token, but won't show up in the embark menu. As directed by the guy who made them, I put the code into the creature_domestic_humanoid.txt and the body parts into body_domestic_humanoid.txt and there aren't any errors on world generation, so I assume the coding is right. Any help for someone with no real idea of what they're doing? --[[User:Simmura McCrea|Simmura McCrea]] 16:58, 17 October 2008 (EDT)&lt;br /&gt;
:OK, I put them into creature_domestic.txt this time, and they showed up, but they suffocated when I started playing. They have lungs, a throat and a mouth, so I can't think what they're missing. They're not aquatic or anything like that either, so I've no idea why they drowned. Here's the full code if you want to instantly pick out what I'm missing.&amp;lt;br&amp;gt;[CREATURE:CATHUMAN]&lt;br /&gt;
[NAME:catgirl:catgirls:catgirl]&lt;br /&gt;
[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PETVALUE:400]&lt;br /&gt;
[INTELLIGENT]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[COMMON_DOMESTIC][BENIGN][PET]&lt;br /&gt;
[MISCHIEVIOUS]&lt;br /&gt;
[PREFSTRING:cat ears]&lt;br /&gt;
[BODY:2BIGEARS:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS&lt;br /&gt;
:THROAT:NECK:SPINE:&lt;br /&gt;
BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
[MAXAGE:60:110]&lt;br /&gt;
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
[FAT:1]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[DIURNAL]&lt;br /&gt;
[STANDARD_FLESH]&lt;br /&gt;
[HOMEOTHERM:10067]&lt;br /&gt;
[LAYERING:10]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[CANNOT_UNDEAD]&lt;br /&gt;
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
[PERSONALITY:ADVENTUROUSNESS:0:60:100]&lt;br /&gt;
[PERSONALITY:CHEERFULNESS:50:75:100]&lt;br /&gt;
[PERSONALITY:EXCITEMENT_SEEKING:25:75:100]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:50:75:100]&lt;br /&gt;
[PERSONALITY:ORDERLINESS:0:20:40]&lt;br /&gt;
[PERSONALITY:CAUTIOUSNESS:0:10:30]&lt;br /&gt;
--[[User:Simmura McCrea|Simmura McCrea]] 12:17, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
They have no brain? They need a [Nothought] tag for that i think. You need to check the linkings in the body folder too to make sure everything's attached as it should be. If they still dont work just check through each of the tokens with the wiki and you should find the problem.&lt;br /&gt;
:They do have a brain and all the tokens seem to be fine. I added [CAN_LEARN] and [CAN_SPEAK] in case the [INTELLIGENT] tag was playing up, but it doesn't seem so. I'm a little stuck now, so I might have to go without catgirls for a while.--[[User:Simmura McCrea|Simmura McCrea]] 08:41, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you want a quick fix, just add [NOBREATHE]! That'll let you check the bodyparts in game (and in 99.9% of situations, it'll be the same as a more in-depth fix.) Putting the ears before the main body token might be the problem.--[[User:Navian|Navian]] 13:52, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Messing with the order of the body parts didn't do anything, so it'll have to be [NOBREATHE]. Ah well, thanks for the help. --[[User:Simmura McCrea|Simmura McCrea]] 17:23, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there's something weird going on. They're still suffocating. I generated a new wold after saving the [NOBREATHE] tag and my catgirls are still suffocating. It seems that catgirls can defy even DF's questionable physics. --[[User:Simmura McCrea|Simmura McCrea]] 17:33, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a similar problem when attempting to introduce a novel species: They would spawn with no body parts and instantly suffocate (apparently you run out of oxygen before having to worry about a lack of blood or brains). The errorlog told me I'd mistyped the name for the main body. And then I forgot that you had to close DF and reopen it for the changes to take effect. But I digress. Two things: Firstly, those line breaks (if they're in the source) may be confusing the game. Try turning off &amp;quot;word wrap&amp;quot; or similar so that it's all on one line before saving it. Secondly, check the errorlog and see if it's throwing any errors. Make a world, embark to a site, let them all suffocate, and then open up errorlog.txt. You say there weren't any errors in worldgen, but seeing as you can apparently have 200-year-old civilizations of bodiless beings waging war and generally not dying due to massive everything failure, I don't think it checks for sanity until they appear on the sitemap.--[[User:Quil|Quil]] 17:53, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yep, that's got it. Cheers! --[[User:Simmura McCrea|Simmura McCrea]] 13:31, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I may, which &amp;quot;that&amp;quot; was the one that got it?--[[User:Quil|Quil]] 14:17, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The word wrap. What a weird way to break a creature. --[[User:Simmura McCrea|Simmura McCrea]] 17:36, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==World Gen and Megabeasts==&lt;br /&gt;
Anyone know what controls how many megabeasts are spawned during world gen?  I'm hoping its something in the creature tokens (like genpower) and thus easily moddable - just increasing DAMBLOCK doesn't seem to increase their longevity much, and I'd like to play in a world older than 50 years with a decent number of megabeasts remaining. --[[User:Squirrelloid|Squirrelloid]] 04:03, 20 December 2008 (EST)&lt;br /&gt;
*I think it is hard coded. Currently the best way to have your megabeasts survive longer is move all of you megabeasts to their own text file and then copy it make sure that both files have the exact same name, no copy number 1 on the end or anything like that. In one version change their DAMBLOCK and SIZE to enormous numbers, like 100000. worldgen with this text file in the raws. Then switch the two text files. This should restore all of your megabeasts to normal power. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
::You mean that for a medium (for example) world there can never be more than 18 megabeasts?  That's really lame... --[[User:Squirrelloid|Squirrelloid]] 03:26, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About megabeast modding... after adding the TRAINABLE tag to some, and after one attacked and my Dungeon Master tamed it, we stopped having sieges. It's been 3 years now and we haven't even seen so much as a single thief or ambush. We count ourselves lucky to have continued to receive liaisons and caravans however. We're making plans to drop it into a bottomless pit to see if that fixes the problem however. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 04:31, 03 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
The megabeast burst into pieces against a ledge within the bottomless pit and that spring a vile force of darkness arrived. Problem solved. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 05:00, 03 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10177</id>
		<title>40d:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10177"/>
		<updated>2009-04-03T00:06:28Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Uses for Custom Stockpiles */ Added Ingredients and Mason's Stone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stockpiles''' are where [[dwarves]] will store items of various types. Dwarves with the &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag]]s, [[barrel]]s or [[bin]]s (see [[Using bins and barrels]]).&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop first stockpile taking items from second use {{K|q}} menu on first, higlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''&lt;br /&gt;
&lt;br /&gt;
Each stockpile can can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry is stored here. It can use [[bin]]s to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow [[arrow]]s and blowdarts.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Animals]] stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Trap]]s used for capturing wild animals and empty [[cage]]s are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop]]s, and [[glass furnace]]s, before being used for other purposes. Weirdly, [[ash]]es, [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[alchemist's laboratory]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin]]s can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin]]s to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s. Seeds can be stored in [[bag]]s, whereas other food items can be stored in [[barrel]]s (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal]]s in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Since this is a very broad category, like food, generally more specific stockpiles should be created.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin]]s to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Graveyard]]===&lt;br /&gt;
Dead dwarves and [[pet]]s that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not removed at the end of the season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door]]s to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig [[channel]]s down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
Bones, [[skulls]], and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]].  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. [[Bin]]s can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's workshop. Because wood takes a long time to haul down from the surface, it should be rather large. It is a good idea to position this stockpile close to your carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism]]s and all stone types apart from [[onyx]] if you wanted. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore]]s' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Local and Foreign&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Local and Foreign&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen]]s, your [[floodgate]]s and mechanisms near the [[room]]s that need [[statue]]s and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile that will accept all refuse except bones, shells, and skulls, and then an indoor pile near to your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in for processing once all the meat has rotted off of any carcases outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed]]s and [[potash]]. (If your [[ashery]] is nearby, include ashes and lye.  It may be a good idea to turn off barrel usage in a seed stockpile if barrels are in short supply because while a seed stockpile won't use more than a couple, that's still barrels that aren't being used for food or booze.)&lt;br /&gt;
* Smelter stock: [[ore]]s and [[economic stone]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes [[dye]]s. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin]]s, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]]. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[drink]]s scattered strategically through your fort can minimise [http://en.wikipedia.org/wiki/Smoko smoko breaks].&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like cheese and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass [[flux]] stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10365</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10365"/>
		<updated>2009-04-02T23:52:18Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Armor bin capacity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stockpile categories ===&lt;br /&gt;
'''[[Ore]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ore will be brought here. This is one of the simpler stockpiles.&lt;br /&gt;
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.&lt;br /&gt;
&lt;br /&gt;
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar&lt;br /&gt;
&lt;br /&gt;
Should this page be retitled &amp;quot;Stockpile&amp;quot; to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Custom Catastrophe==&lt;br /&gt;
&lt;br /&gt;
According to the forums, and my own experiences, the &amp;quot;Custom&amp;quot; category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking).&lt;br /&gt;
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus((k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Custom stockpiles work perfectly for me, and have for a logn time.  Maybe the original poster overlooked the &amp;quot;prepared food&amp;quot; option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::probably as simple as not allowing the 'material'/'core quality'/'total quality' options to be on. maybe even the 'metals' one if you want a metal-stuff stockpile.&amp;lt;br&amp;gt;i've had lots of trouble with it, too x]  usually done by {{k|b}}locking all, and just selecting the item on it's own. everything has to be made out of something! --[[User:DJ Devil|DJ Devil]] 13:01, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bins ==&lt;br /&gt;
&lt;br /&gt;
how do I make my bins get to the &amp;quot;right&amp;quot; stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a &amp;quot;finished goods&amp;quot; stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Raw objects generally can't be put in bins, only &amp;quot;processed&amp;quot; goods.  For instance, [[block]]s can be put in bins, but not raw stone.  The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)&lt;br /&gt;
::Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.[[User:GarrieIrons|GarrieIrons]] 01:42, 8 July 2008 (EDT)&lt;br /&gt;
:::You can now mass designate items for dumping by selecting large amounts of stone, or any other object, really. [[User:Schm0|Schm0]] 15:46, 3 January 2009 (EST)&lt;br /&gt;
:Is my problem similar to what you mean, GarrieIrons?  I have a clothing/leather stockpile that is filled to the brink with individual items.  I want to put them in bins so that I can have more room (as there are more items to be stored) but whenever I find a way to make room in the stockpile, more non-bin items are added until it is full again.  On top of that, there is already one bin on the stockpile and no one will store anything in it. [[User:FJH|FJH]] 21:30, 17 February 2009 (EST)&lt;br /&gt;
::i had the same problem, and was just about to post it, then found an answer! :D&amp;lt;br&amp;gt;set your stockpile to accept bins/barrels/whatever (mine's a stone block stockpile way outside of my fort, from which the peasants were carting one block at a time into a free bin. now it's a bin and block stockpile (Note: DO NOT TURN OFF 'core quality', 'total quality' etc. if you do, NO bins/barrels will be accepted)), press {{k|q}}uery(?) over the stockpile, then press {{k|t}}ake from a pile. go to your finished goods stockpile (the one containing the bins/barrels), and hit {{k|Enter}}. your peasants will immediately start running over to it with bins/barrels. sorted :D&amp;lt;br&amp;gt;note: they'll take all your bins over! remember to {{k|q}} over your new stockpile, and set the maximum amount of bins/barrels with {{k|c}} (more) and {{k|v}} (fewer). mine's set to 10.&amp;lt;br&amp;gt;thinking about it... you may just be able to set your finished goods stockpile max to 10 bins/barrels, and any others will be taken somewhere else (probably not a good thing; they may get left clogging up your workspace) --[[User:DJ Devil|DJ Devil]] 12:45, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows exactly what this does? It seems that stockpiles set to &amp;quot;unusable&amp;quot; will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)&lt;br /&gt;
:I use this when I kill kobolds etc - all the weapons my dwarf collect of '''hostile''' creatures then go into the same bin. I can't use them, but I ''can'' drag one bin all at once to the visiting [[trading|merchant]] - ker-ching! They  sell pretty well.&lt;br /&gt;
:But I agree, it should be that any weapon dwarves cannot use should end up there.[[User:GarrieIrons|GarrieIrons]] 02:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== my dear cook ==&lt;br /&gt;
&lt;br /&gt;
preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size?  --[[User:Koltom|Koltom]] 02:36, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?&lt;br /&gt;
:It seems to be, &amp;quot;forbid&amp;quot; everything but make sure &amp;quot;Prepared food&amp;quot; is turned on. But &amp;quot;prepared food&amp;quot; seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.[[User:GarrieIrons|GarrieIrons]] 05:40, 27 February 2008 (EST)&lt;br /&gt;
: well, you could use a refuse pile with only prepared meals enabled...--[[User:Koltom|Koltom]] 14:39, 29 February 2008 (EST)&lt;br /&gt;
:: to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--[[User:Koltom|Koltom]] 22:03, 3 March 2008 (EST)&lt;br /&gt;
:I think in general, the number of prepared meals in the stack is based on the number of ingredients used. The biggest stacks of ingredients are generally quarry bush leaves, but depending on the animal, stacks of tallow can equal or exceed them. I have mini-stockpiles for quarry bush leaves and tallow adjacent to my kitchen, and if a stack smaller than 20 gets made, it generally means those mini-stockpiles are out. [[User:Darekun|Darekun]] 22:03, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
:Just got it, I had ignore minerals. Sorry.--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Take From Stockpile ==&lt;br /&gt;
&lt;br /&gt;
While we're adding information to this section, Can someone who has used this successfully give a more concrete example? --[[User:RomeoFalling|RomeoFalling]] 18:22, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, I gave it a shot --[[User:LegacyCWAL|LegacyCWAL]] 14:27, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Clear stone to replace with stockpile?  ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to clear the stone out of the way so I can build a stock pile for something that ISN'T stone? Got a nice big room full of workshops and nowhere to put anything because 90% of the spots are filled with stones. &lt;br /&gt;
&lt;br /&gt;
(Is it just me, or do the dwarves sometimes seem ''really'' dumb? I set up a paved road of about 10 sections from the top exit of the fortress to the edge of the map for caravans. I set up stone stockpiles next to every other segment of the road both so they didn't have to walk so far to do it and to clear some of the stone out... They started at the farthest away road segment, and will go all the way to the other end of the road, down three flights of stairs, all the way to an otherwise empty room to pick up a piece of stone to go all the way back to use it on the road, rather than use the nearby and completely full stockpiles. ) --[[User:Azaram|Azaram]] 05:24, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Stone management]].  As for the road, when constructing a building, it shows you how distant the materials are, but only &amp;quot;as the crow flies&amp;quot;.  If the nearest stone is one z-level away and you unwittingly select it, they'll walk however long a path they have to actually fetch it.  Same thing for workshops -- they'll go huge distances to get the item that's just above their heads.--[[User:Maximus|Maximus]] 12:01, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That may explain it... I set up the stockpiles after designating the road, so (after everyone dropped everything to fill the stockpiles), they went to the stone that I apparently designated when I set up the road. Would be nice if you could just tell them 'take THIS item and put it THERE'... --[[User:Azaram|Azaram]] 21:16, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seems less than more. :-p I've got a leftover iron knife sitting on the remains of a two dimensional goblin in a stonefall trap... I set everything to dump, and they took everything but his body and his knife. (I sold all his crap to the elves that showed up shortly thereafter). I ended up going with the catapult version...had a peasant build three catapult parts then set it up and toss rocks across the room into a channel... he's now a siege engineer. So I had him build another and started another peasant on it, and they're happily banging away at the wall... --[[User:Azaram|Azaram]] 23:01, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Armor bin capacity==&lt;br /&gt;
&lt;br /&gt;
I have a bin in my armor stockpile that has 17 items in it, so unless something really weird is going on the statement in the article that bins in armor stockpiles can consolidate up to 10 items is probably false. Anyone know what the truth is? [[User:MJSS|MJSS]] 20:51, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It depends on the size of the items.  An armor bin can hold a lot more boots and gauntlets than it can suits of platemail.  It was speculated that 10 is the minimum number of goods a bin can hold, although I think platemail bins don't even hold that many. --[[User:Squirrelloid|Squirrelloid]] 21:02, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've long been curious about what the formula is for bin capacity.  A question for the future, I guess.--[[User:Maximus|Maximus]] 15:29, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Crafts fit in bins in especially large numbers; perhaps based on the &amp;quot;material size&amp;quot; of the item, with some default applying to things with no explicit material size? There's also the matter of bags of seeds. [[User:Darekun|Darekun]] 23:52, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Core Quality vs Total Quality ==&lt;br /&gt;
&lt;br /&gt;
What's the difference?  Does core quality refer to the quality of the item while total quality somehow takes into account its decorations?  If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? [[User:Schwern|Schwern]] 17:49, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)&lt;br /&gt;
:The formula is unknown. We wish we knew.--[[User:Zchris13|Zchris13]] 15:07, 7 March 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10364</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10364"/>
		<updated>2009-04-02T22:03:58Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* my dear cook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stockpile categories ===&lt;br /&gt;
'''[[Ore]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ore will be brought here. This is one of the simpler stockpiles.&lt;br /&gt;
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.&lt;br /&gt;
&lt;br /&gt;
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar&lt;br /&gt;
&lt;br /&gt;
Should this page be retitled &amp;quot;Stockpile&amp;quot; to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Custom Catastrophe==&lt;br /&gt;
&lt;br /&gt;
According to the forums, and my own experiences, the &amp;quot;Custom&amp;quot; category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking).&lt;br /&gt;
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus((k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Custom stockpiles work perfectly for me, and have for a logn time.  Maybe the original poster overlooked the &amp;quot;prepared food&amp;quot; option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::probably as simple as not allowing the 'material'/'core quality'/'total quality' options to be on. maybe even the 'metals' one if you want a metal-stuff stockpile.&amp;lt;br&amp;gt;i've had lots of trouble with it, too x]  usually done by {{k|b}}locking all, and just selecting the item on it's own. everything has to be made out of something! --[[User:DJ Devil|DJ Devil]] 13:01, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bins ==&lt;br /&gt;
&lt;br /&gt;
how do I make my bins get to the &amp;quot;right&amp;quot; stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a &amp;quot;finished goods&amp;quot; stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Raw objects generally can't be put in bins, only &amp;quot;processed&amp;quot; goods.  For instance, [[block]]s can be put in bins, but not raw stone.  The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)&lt;br /&gt;
::Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.[[User:GarrieIrons|GarrieIrons]] 01:42, 8 July 2008 (EDT)&lt;br /&gt;
:::You can now mass designate items for dumping by selecting large amounts of stone, or any other object, really. [[User:Schm0|Schm0]] 15:46, 3 January 2009 (EST)&lt;br /&gt;
:Is my problem similar to what you mean, GarrieIrons?  I have a clothing/leather stockpile that is filled to the brink with individual items.  I want to put them in bins so that I can have more room (as there are more items to be stored) but whenever I find a way to make room in the stockpile, more non-bin items are added until it is full again.  On top of that, there is already one bin on the stockpile and no one will store anything in it. [[User:FJH|FJH]] 21:30, 17 February 2009 (EST)&lt;br /&gt;
::i had the same problem, and was just about to post it, then found an answer! :D&amp;lt;br&amp;gt;set your stockpile to accept bins/barrels/whatever (mine's a stone block stockpile way outside of my fort, from which the peasants were carting one block at a time into a free bin. now it's a bin and block stockpile (Note: DO NOT TURN OFF 'core quality', 'total quality' etc. if you do, NO bins/barrels will be accepted)), press {{k|q}}uery(?) over the stockpile, then press {{k|t}}ake from a pile. go to your finished goods stockpile (the one containing the bins/barrels), and hit {{k|Enter}}. your peasants will immediately start running over to it with bins/barrels. sorted :D&amp;lt;br&amp;gt;note: they'll take all your bins over! remember to {{k|q}} over your new stockpile, and set the maximum amount of bins/barrels with {{k|c}} (more) and {{k|v}} (fewer). mine's set to 10.&amp;lt;br&amp;gt;thinking about it... you may just be able to set your finished goods stockpile max to 10 bins/barrels, and any others will be taken somewhere else (probably not a good thing; they may get left clogging up your workspace) --[[User:DJ Devil|DJ Devil]] 12:45, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows exactly what this does? It seems that stockpiles set to &amp;quot;unusable&amp;quot; will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)&lt;br /&gt;
:I use this when I kill kobolds etc - all the weapons my dwarf collect of '''hostile''' creatures then go into the same bin. I can't use them, but I ''can'' drag one bin all at once to the visiting [[trading|merchant]] - ker-ching! They  sell pretty well.&lt;br /&gt;
:But I agree, it should be that any weapon dwarves cannot use should end up there.[[User:GarrieIrons|GarrieIrons]] 02:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== my dear cook ==&lt;br /&gt;
&lt;br /&gt;
preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size?  --[[User:Koltom|Koltom]] 02:36, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?&lt;br /&gt;
:It seems to be, &amp;quot;forbid&amp;quot; everything but make sure &amp;quot;Prepared food&amp;quot; is turned on. But &amp;quot;prepared food&amp;quot; seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.[[User:GarrieIrons|GarrieIrons]] 05:40, 27 February 2008 (EST)&lt;br /&gt;
: well, you could use a refuse pile with only prepared meals enabled...--[[User:Koltom|Koltom]] 14:39, 29 February 2008 (EST)&lt;br /&gt;
:: to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--[[User:Koltom|Koltom]] 22:03, 3 March 2008 (EST)&lt;br /&gt;
:I think in general, the number of prepared meals in the stack is based on the number of ingredients used. The biggest stacks of ingredients are generally quarry bush leaves, but depending on the animal, stacks of tallow can equal or exceed them. I have mini-stockpiles for quarry bush leaves and tallow adjacent to my kitchen, and if a stack smaller than 20 gets made, it generally means those mini-stockpiles are out. [[User:Darekun|Darekun]] 22:03, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
:Just got it, I had ignore minerals. Sorry.--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Take From Stockpile ==&lt;br /&gt;
&lt;br /&gt;
While we're adding information to this section, Can someone who has used this successfully give a more concrete example? --[[User:RomeoFalling|RomeoFalling]] 18:22, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, I gave it a shot --[[User:LegacyCWAL|LegacyCWAL]] 14:27, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Clear stone to replace with stockpile?  ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to clear the stone out of the way so I can build a stock pile for something that ISN'T stone? Got a nice big room full of workshops and nowhere to put anything because 90% of the spots are filled with stones. &lt;br /&gt;
&lt;br /&gt;
(Is it just me, or do the dwarves sometimes seem ''really'' dumb? I set up a paved road of about 10 sections from the top exit of the fortress to the edge of the map for caravans. I set up stone stockpiles next to every other segment of the road both so they didn't have to walk so far to do it and to clear some of the stone out... They started at the farthest away road segment, and will go all the way to the other end of the road, down three flights of stairs, all the way to an otherwise empty room to pick up a piece of stone to go all the way back to use it on the road, rather than use the nearby and completely full stockpiles. ) --[[User:Azaram|Azaram]] 05:24, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Stone management]].  As for the road, when constructing a building, it shows you how distant the materials are, but only &amp;quot;as the crow flies&amp;quot;.  If the nearest stone is one z-level away and you unwittingly select it, they'll walk however long a path they have to actually fetch it.  Same thing for workshops -- they'll go huge distances to get the item that's just above their heads.--[[User:Maximus|Maximus]] 12:01, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That may explain it... I set up the stockpiles after designating the road, so (after everyone dropped everything to fill the stockpiles), they went to the stone that I apparently designated when I set up the road. Would be nice if you could just tell them 'take THIS item and put it THERE'... --[[User:Azaram|Azaram]] 21:16, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seems less than more. :-p I've got a leftover iron knife sitting on the remains of a two dimensional goblin in a stonefall trap... I set everything to dump, and they took everything but his body and his knife. (I sold all his crap to the elves that showed up shortly thereafter). I ended up going with the catapult version...had a peasant build three catapult parts then set it up and toss rocks across the room into a channel... he's now a siege engineer. So I had him build another and started another peasant on it, and they're happily banging away at the wall... --[[User:Azaram|Azaram]] 23:01, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Armor bin capacity==&lt;br /&gt;
&lt;br /&gt;
I have a bin in my armor stockpile that has 17 items in it, so unless something really weird is going on the statement in the article that bins in armor stockpiles can consolidate up to 10 items is probably false. Anyone know what the truth is? [[User:MJSS|MJSS]] 20:51, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It depends on the size of the items.  An armor bin can hold a lot more boots and gauntlets than it can suits of platemail.  It was speculated that 10 is the minimum number of goods a bin can hold, although I think platemail bins don't even hold that many. --[[User:Squirrelloid|Squirrelloid]] 21:02, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've long been curious about what the formula is for bin capacity.  A question for the future, I guess.--[[User:Maximus|Maximus]] 15:29, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Core Quality vs Total Quality ==&lt;br /&gt;
&lt;br /&gt;
What's the difference?  Does core quality refer to the quality of the item while total quality somehow takes into account its decorations?  If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? [[User:Schwern|Schwern]] 17:49, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)&lt;br /&gt;
:The formula is unknown. We wish we knew.--[[User:Zchris13|Zchris13]] 15:07, 7 March 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34778</id>
		<title>40d Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34778"/>
		<updated>2009-04-01T13:37:19Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Page expansion */ &amp;amp; /* Pets? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page expansion ==&lt;br /&gt;
&lt;br /&gt;
I want to explore the reaction mechanisms further so I'm going to be gathering information from the forum and other pages on the wiki and linking it to the talk page to have a nice list put together for information sources. --[[User:Ikkonoishi|Ikkonoishi]] 12:51, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Reactions can produce other items besides metal and stones.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000101&lt;br /&gt;
&lt;br /&gt;
Using Plants as materials.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000051&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
just tested and confirmed that you can add reaction tags.  testing if multiple reaction tags can be added to one items now.  &lt;br /&gt;
&lt;br /&gt;
adding to flint&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:178]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEDIMENTARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[REACTION_CLASS:TEST]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:9999]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and adding a new reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_MAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make steel from test flag]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:TEST]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gives out 2 bars of steel bars  --[[User:Shadetree|Shadetree]] 23:29, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, but does it consume the flint? Have you checked the error log? If you create a reaction with an error in its [REAGENT]s, the offending reagents will be deleted, so you might end up with a &amp;quot;free steel bars&amp;quot; recipe. Given the presence of &amp;quot;FLUX&amp;quot; and &amp;quot;Flux Stone&amp;quot; in the [[string dump]] I'm skeptical, but that's sweet if it works :) [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Pets? ===&lt;br /&gt;
I notice one of the entries for item tokens is PET. Is it possible to smelt animals? Can I have a smelter pop out a swarm of giant eagles? [[User:Rkyeun|Rkyeun]] 22:26, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No. Well, technically you can, but it'll pop out as a swarm of tiny vermin instead of a flock of killer birds. --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Specifically, [PRODUCT:100:1:PET:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a weird little tame-vermin version of a dragon, and [PRODUCT:100:1:VERMIN:NO_SUBTYPE:DRAGON:NO_SUBTYPE] will turn out a similar wild-vermin dragon. If you make vermin versions of [TRAINABLE] creatures, you might be able to train them as war vermin... [[User:Darekun|Darekun]] 13:37, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
In the August 12th dev log (which eventually became part of 40a), Toady mentioned that reactions for several items, notably &amp;quot;plants to bones to extracts etc.&amp;quot; are fully supported now (as opposed to making the material number the same as the number of the plant). Can someone find the correct syntax for such reactions? --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
:I've added the syntax for plants and seeds to the [[Material tokens]] page, since that's where it gets a bit weird. --[[User:Zaranthan|Zaranthan]] 18:24, 17 February 2009 (EST)&lt;br /&gt;
== Update  ==&lt;br /&gt;
&lt;br /&gt;
Version 0.28.181.40a added embark profiles and generalized the item definitions. This means that reactions will work better with things other than stone and metal. How much better remains to be seen. We need to document it. --[[User:Ikkonoishi|Ikkonoishi]] 17:52, 3 September 2008 (EDT)&lt;br /&gt;
:I've updated the information some. Still needs some cleaning and more work, but I'm tired of it for now. --[[User:Ikkonoishi|Ikkonoishi]] 19:19, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Containers ==&lt;br /&gt;
&lt;br /&gt;
Given that smelters look in bar/block bins as a matter of course, the line &amp;quot;The smelter cannot look inside containers for reagents...&amp;quot; seems overgeneralized or false. Any data to back it up? [[User:Darekun|Darekun]] 13:20, 1 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34777</id>
		<title>40d Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34777"/>
		<updated>2009-04-01T13:20:26Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Containers */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page expansion ==&lt;br /&gt;
&lt;br /&gt;
I want to explore the reaction mechanisms further so I'm going to be gathering information from the forum and other pages on the wiki and linking it to the talk page to have a nice list put together for information sources. --[[User:Ikkonoishi|Ikkonoishi]] 12:51, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Reactions can produce other items besides metal and stones.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000101&lt;br /&gt;
&lt;br /&gt;
Using Plants as materials.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000051&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
just tested and confirmed that you can add reaction tags.  testing if multiple reaction tags can be added to one items now.  &lt;br /&gt;
&lt;br /&gt;
adding to flint&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:178]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEDIMENTARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[REACTION_CLASS:TEST]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:9999]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and adding a new reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_MAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make steel from test flag]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:TEST]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gives out 2 bars of steel bars  --[[User:Shadetree|Shadetree]] 23:29, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pets? ===&lt;br /&gt;
I notice one of the entries for item tokens is PET. Is it possible to smelt animals? Can I have a smelter pop out a swarm of giant eagles? [[User:Rkyeun|Rkyeun]] 22:26, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. Well, technically you can, but it'll pop out as a swarm of tiny vermin instead of a flock of killer birds. --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
In the August 12th dev log (which eventually became part of 40a), Toady mentioned that reactions for several items, notably &amp;quot;plants to bones to extracts etc.&amp;quot; are fully supported now (as opposed to making the material number the same as the number of the plant). Can someone find the correct syntax for such reactions? --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
:I've added the syntax for plants and seeds to the [[Material tokens]] page, since that's where it gets a bit weird. --[[User:Zaranthan|Zaranthan]] 18:24, 17 February 2009 (EST)&lt;br /&gt;
== Update  ==&lt;br /&gt;
&lt;br /&gt;
Version 0.28.181.40a added embark profiles and generalized the item definitions. This means that reactions will work better with things other than stone and metal. How much better remains to be seen. We need to document it. --[[User:Ikkonoishi|Ikkonoishi]] 17:52, 3 September 2008 (EDT)&lt;br /&gt;
:I've updated the information some. Still needs some cleaning and more work, but I'm tired of it for now. --[[User:Ikkonoishi|Ikkonoishi]] 19:19, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Containers ==&lt;br /&gt;
&lt;br /&gt;
Given that smelters look in bar/block bins as a matter of course, the line &amp;quot;The smelter cannot look inside containers for reagents...&amp;quot; seems overgeneralized or false. Any data to back it up? [[User:Darekun|Darekun]] 13:20, 1 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reactions&amp;diff=13808</id>
		<title>40d:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reactions&amp;diff=13808"/>
		<updated>2009-04-01T13:18:53Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* PRODUCT */ Confirmed guess on &amp;quot;chance&amp;quot; term.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactions currently control the actions of the [[smelter]] building. They consist of at least one reagent and one product. Eventually the goal is to include all buildings and their actions within the raws.&lt;br /&gt;
&lt;br /&gt;
You may have multiple reagents and products within a reaction. By including a product that replaces a consumed reagent, you could create things like tools and catalytic reactions.&lt;br /&gt;
&lt;br /&gt;
Additions to reaction_standard.txt do not take effect until you generate a new world, but changes to existing reactions take effect next time you open the game.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Reaction==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:BITUMINOUS_COAL_TO_COKE] &amp;lt;-- The name of the reaction. Not referenced elsewhere yet, but must be unique.&lt;br /&gt;
===NAME===&lt;br /&gt;
[NAME:make coke from bituminous coal] &amp;lt;-- What appears in the game when the necessary reagents are available.&lt;br /&gt;
===SMELTER===&lt;br /&gt;
[SMELTER] &amp;lt;-- Says the reaction is performed in the smelter. There are currently no other building tokens.&lt;br /&gt;
===REAGENT===&lt;br /&gt;
Reagents come in two main types.&lt;br /&gt;
====Type 1====&lt;br /&gt;
[REAGENT:&amp;lt;Quantity&amp;gt;:&amp;lt;[[Item Token|ITEM_TOKEN]]&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;[[Material_tokens|MATGLOSS_TOKEN]]&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
As with all raw entries the values here are separated by semicolons. This style of reaction has six variables.&lt;br /&gt;
=====REAGENT=====&lt;br /&gt;
This is always the string REAGENT&lt;br /&gt;
=====Quantity=====&lt;br /&gt;
The number of items this reaction produces. Does not seem to have a hard upper limit. High numbers will most likely crash the game out of sheer lag though.&lt;br /&gt;
=====ITEM_TOKEN=====&lt;br /&gt;
A value from the &amp;lt;[[Item Tokens|ITEM_TOKEN]]&amp;gt; list for the item you want to make.&lt;br /&gt;
=====ITEM_SUBTYPE=====&lt;br /&gt;
An item identifier from the raw file for this item type. For instance if you want to make gloves you would look in the item_gloves.txt file and find the name of one of the items there like ITEM_GLOVES_GLOVES. You would also need to set the ITEM_TOKEN to GLOVES.&lt;br /&gt;
If you don't have a subtype to use just put &amp;quot;NONE&amp;quot;.&lt;br /&gt;
=====MATGLOSS_TOKEN=====&lt;br /&gt;
You put the general category of the material you want to use here.&lt;br /&gt;
=====MATGLOSS_SUBTYPE=====&lt;br /&gt;
The specific type goes here. Like the ITEM_SUBTYPE, you can look up the possible values from the raws. The &amp;lt;[[Matgloss_tokens]]&amp;gt; page has information on where to find the subtype.&lt;br /&gt;
&lt;br /&gt;
====Type 2====&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:FLUX] &amp;lt;-- Reaction_class can be replaced with METAL_ORE and possibly STONE_NAME and THREAD_METAL though those aren't used in the basic reaction types.&lt;br /&gt;
Those are special cases that identify items that use the tags like [STONE_NAME:platinum nuggets] or [THREAD_METAL:ADAMANTINE:100]  {{Verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PRODUCT===&lt;br /&gt;
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE] &amp;lt;-- The end product(s) of the reaction. The first parameter is the percent chance of producing that product. The rest is the same as in REAGENT.&lt;br /&gt;
&lt;br /&gt;
===FUEL===&lt;br /&gt;
[FUEL] &amp;lt;-- Says the reaction uses fuel.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
The smelter cannot look inside containers for reagents; this means not only bins and barrels, but bags, coffers, et cetera. In practice this makes it seemingly impossible to use extracts of any sort (liquid, powder, and so on) in smelter reactions. It likely won't show up on the job list at all and, if it does, will result in immediate cancellation when a dwarf tries to select it from the job queue. Extracts can be the product of a reaction but since they must be stored, they will immediately be &amp;quot;spilled&amp;quot; upon creation and be impossible to store and use. &lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42513</id>
		<title>40d:Matgloss token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42513"/>
		<updated>2009-04-01T11:43:51Z</updated>

		<summary type="html">&lt;p&gt;Darekun: /* Stone-specific tokens */ Documented [GEM].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.&lt;br /&gt;
&lt;br /&gt;
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| NAME &lt;br /&gt;
| The name of the material&lt;br /&gt;
|-&lt;br /&gt;
| ADJ &lt;br /&gt;
| The adjective applied to objects made of the item&lt;br /&gt;
|-&lt;br /&gt;
| COLOR &lt;br /&gt;
| The [[color]] of the material. Note that the background is not always used (i.e. bars, stones)&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_COLOR &lt;br /&gt;
| The [[color]] of raw stones and gems.&lt;br /&gt;
|-&lt;br /&gt;
| VALUE &lt;br /&gt;
| The value multiplier of the material. Not wood?&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| The [http://en.wikipedia.org/wiki/Specific_heat_capacity specific heat] of the material, in units of J/kg·K. Only on metal and stone?&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY &lt;br /&gt;
| Density in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| DEEP &lt;br /&gt;
| [[glowing pit|Hidden fun stuff]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal-specific tokens ==&lt;br /&gt;
* TILE is the tile (character or 437 ordinal) for the material while still in the ground (trees, plants, rough walls)&lt;br /&gt;
* Usage - different metals can be used for different things&lt;br /&gt;
** WEAPON (fun fact: the WEAPON token only appears in the list of items)&lt;br /&gt;
** WEAPON_RANGED&lt;br /&gt;
** DIGGER - e.g. for picks&lt;br /&gt;
** AMMO&lt;br /&gt;
** ANVIL&lt;br /&gt;
** ANY_USE&lt;br /&gt;
* BRITTLE - Unknown gameplay effect&lt;br /&gt;
* DAMAGE_PERC, BLOCK_PERC - weapons and armor respectively. Relative to Iron.&lt;br /&gt;
* WAFERS - Instead of bars. Items take three times as many wafers as bars to make.&lt;br /&gt;
== Wood-specific tokens ==&lt;br /&gt;
Some of these are also on plants.&lt;br /&gt;
* AUTUMNCOLOR - changes color with the seasons&lt;br /&gt;
* WET, DRY - Same as [[Plant tokens|for plants]]&lt;br /&gt;
* SAPLING - Young trees are called saplings instead of e.g. &amp;quot;young tower-cap&amp;quot;&lt;br /&gt;
* BIOME&lt;br /&gt;
* PREFSTRING&lt;br /&gt;
== Plant-specific tokens ==&lt;br /&gt;
See [[Plant tokens]].&lt;br /&gt;
== Stone-specific tokens ==&lt;br /&gt;
* STONE_NAME - Loose stones are called this, e.g. for &amp;quot;nuggets&amp;quot; vs native metal&lt;br /&gt;
* [METAL_ORE:&amp;lt;metal&amp;gt;:&amp;lt;percentage&amp;gt;] - automatically creates a smelter reaction requiring fuel and one stone to make one bar.&lt;br /&gt;
** Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. [[tetrahedrite]] or [[galena]].&lt;br /&gt;
* ITEM_SYMBOL: Loose stones use this tile. Used to make [[bituminous coal]] show up as ☼ and ores as *.&lt;br /&gt;
* LAVA - lines the magma pipe; formed with water + magma&lt;br /&gt;
* SHARP - can be made into CAN_STONE weapons&lt;br /&gt;
* GLASS - [[rock crystal]].&lt;br /&gt;
* [GEM:singular:plural] - the stone drops gems, instead of loose stones. The plural can be STP, which seems to be short for &amp;quot;standard plural&amp;quot;, i.e. just add an S after the singular.&lt;br /&gt;
&lt;br /&gt;
===Layer types===&lt;br /&gt;
Note: Soils are considered to be a subtype of stone in the raws.&lt;br /&gt;
&lt;br /&gt;
A stone material can be tagged with one of:&lt;br /&gt;
*[SEDIMENTARY]&lt;br /&gt;
*[IGNEOUS_INTRUSIVE]&lt;br /&gt;
*[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
*[METAMORPHIC]&lt;br /&gt;
*[SOIL]&lt;br /&gt;
*[SOIL_OCEAN]&lt;br /&gt;
&lt;br /&gt;
Additionally these can occur:&lt;br /&gt;
*[SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
*[SEDIMENTARY_OCEAN_DEEP]&lt;br /&gt;
*[SOIL_SAND] - can be made into glass&lt;br /&gt;
*[AQUIFER] - aquifers can be in these layers&lt;br /&gt;
&lt;br /&gt;
Layer tags are not mutually exclusive with ENVIRONMENT tags.&lt;br /&gt;
&lt;br /&gt;
===ENVIROMENT and ENVIRONMENT_SPEC===&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
*[ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
** class may also be ALL_STONE, IGNEOUS_ALL, ALLUIVAL.&lt;br /&gt;
*[ENVIRONMENT_SPEC:&amp;lt;id&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-9 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.&lt;br /&gt;
&lt;br /&gt;
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.&lt;br /&gt;
&lt;br /&gt;
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.&lt;br /&gt;
&lt;br /&gt;
== Tokens not found in the raws ==&lt;br /&gt;
These do not appear in any shipped raw file. They were found [[string dump|in the EXE]]. We can only speculate as to their syntax and meaning. Athough, some are obvious. Others may be easily discovered by modding. It is unknown whether any of these do anything.&lt;br /&gt;
&lt;br /&gt;
* LIQUID_DENSITY&lt;br /&gt;
* BUILD_COLOR&lt;br /&gt;
* TILE_COLOR&lt;br /&gt;
* DROWN_LEVEL - probably for plants&lt;br /&gt;
* Probably Wood-specific, based on their positioning in the token table&lt;br /&gt;
** DEAD_TILE&lt;br /&gt;
** SAPLING_TILE&lt;br /&gt;
** DEAD_COLOR&lt;br /&gt;
** SAPLING_COLOR&lt;br /&gt;
** SAPLING_DROWN_LEVEL&lt;br /&gt;
** TREE_DROWN_LEVEL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Darekun</name></author>
	</entry>
</feed>