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		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=238796</id>
		<title>Plant token</title>
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		<updated>2018-12-22T04:14:52Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: /* Tree Tokens */ branch radius bug report link added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:40, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&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;
| {{text anchor|NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plant's name as seen in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_PLURAL}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plant's name as seen in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADJ}}&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_NAMES}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BASIC_MAT}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&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;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WET}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRY}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.  &lt;br /&gt;
&lt;br /&gt;
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their [[material definition token|material definitions]] for proper stockpiling.  This also lets them be collected from plant gathering and farming jobs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&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;
| {{text anchor|GROWTH}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_NAME}}&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_ITEM}}&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_HOST_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DENSITY}}&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Currently has no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_TIMING}}&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
A single growth can only have one GROWTH_TIMING tag. If multiple are declared, the last one will be used. To make a growth appear multiple times during the year, you need to create a different growth for every GROWTH_TIMING interval. By using the same material for all of the duplicate growths, all of them will be stockpiled together and be eligible for the same reactions. Edible/brewable growths will have separate entries in the kitchen menu, though.&lt;br /&gt;
&lt;br /&gt;
There is no known way to declare a growth timing that lasts from winter into spring. Including numbers below 0 or above 403200 in the range will make the growth available at all times, as though you hadn't defined a growth timing at all. So will including a range for which the start time is later than the end time.&lt;br /&gt;
&lt;br /&gt;
This has no effect on farmed growths; all eligible growths that have [STOCKPILE_PLANT_GROWTH] in their materials will be harvested, regardless of if they are currently within their growth timing or not.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_PRINT}}&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*color&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_HAS_SEED}}&lt;br /&gt;
|  &lt;br /&gt;
| The growth drops a seed if eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DROPS_OFF}}&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground, which [[herbalist]]s can collect.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DROPS_OFF_NO_CLOUD}}&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop collectable items from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&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;
| {{text anchor|TREE}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TRUNK_HEIGHT}}&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TRUNK_DIAMETER}}&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Upper limit of trunk thickness, in tiles. Counted separately for all branching trunks. Has a geometric effect on log yield.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The number of years the trunk takes to grow one Z-level upward.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_WIDTH_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The number of years the trunk takes to grow another tile wider.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_BRANCHES_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRANCH_DENSITY}} / {{text anchor|LIGHT_BRANCHES_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRANCH_RADIUS}} / {{text anchor|LIGHT_BRANCH_RADIUS}} &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are. The values used in the game go from 0-3. Higher values than that can cause crashes. {{bug|10419}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCHES_NAME}} / {{text anchor|DIRECTED_BRANCHES_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCH_DENSITY}} / {{text anchor|DIRECTED_BRANCH_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches. Values outside 0-3 can cause crashes. {{bug|10419}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCH_RADIUS}} / {{text anchor|DIRECTED_BRANCH_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_BRANCHING}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_NAME}} / {{text anchor|ROOTS_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_HAS_MUSHROOM_CAP}}&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom. This severely stunts a tree's maximum height - see the [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7313#c26413 bug report.] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_TILE_NAMES}}&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_TREE_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees and deciduous trees (generally in winter) of this type.  Defaults to 198 (╞).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SAPLING_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_TREE_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SAPLING_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The sapling of this tree will drown once the water on its tile reaches this level. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING}}&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shrub Tokens==&lt;br /&gt;
These tokens are used for non-grass, non-tree plants.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&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;
| {{text anchor|SPRING}}, {{text anchor|SUMMER}}, {{text anchor|AUTUMN}}, {{text anchor|WINTER}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow in farm plots during the given season.&lt;br /&gt;
&lt;br /&gt;
If the plant is a surface plant, allows it to grow in the wild during this season; wild surface plants without this token will disappear at the beginning of the season. Underground plants grow wild in all seasons, regardless of their season tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWDUR}}&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow to harvest in a farm plot. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICKED_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when the plant is harvested whole, or is ready to be picked from a farm plot. May either be a cp437 tile number, or a character between single quotes. See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_PICKED_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a plant harvested whole has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used to represent this plant when it is wild, alive, and has no growths. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SHRUB_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used to represent this plant when it is dead in the wild. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTERSIZE}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICKED_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The color of the plant when it has been picked whole, or when it is ready for harvest in a farm plot. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_PICKED_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when it has been picked whole, but has wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when it is alive, wild, and has no growths. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SHRUB_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of the plant when it is dead in the wild. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The shrub will drown once the water on its tile reaches this level. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINK}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Names a [[alcohol|drink]] made from the plant, allowing it to be used in entity resources.  Previously also permitted brewing the plant into [[alcohol]] made of this material.  Now, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THREAD}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material and allows its use in entity resources. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEED}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_STILL_VIAL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_VIAL}}&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_BARREL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&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;
| {{text anchor|GRASS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass. This allows animals to graze on it, and prevents it and its growths from being picked by herbalists. (Grass growths can still be picked in adventure mode, however.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS_TILES}}&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALT_PERIOD}}&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALT_GRASS_TILES}}&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS_COLORS}}&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=238697</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=238697"/>
		<updated>2018-12-10T05:18:45Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: added 'resistable' token and a category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''syndrome''' is a disease or effect that a poor, helpless creature might get through encountering certain creatures, extracts, supernatural weather, or vindictive modders. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|Hospital]] is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]&lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation{{version|0.42.01}}&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[DF2014:Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[DF2014:Mummy|mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Drinking blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Dwarf Mode, random chance.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast Curse&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Being bitten by a [[werebeast]]. Toppling statues in shrines in Adventure Mode, random chance.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Reading a book/slab that contains the secrets to life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[Necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| [evil rain] sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in freakish weather in an evil biome&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| [evil cloud] sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a creeping cloud in an evil biome&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[werebeast]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Necrosis of the brain will eventually result in death once the brain rots away completely.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
  SYN_CLASS&lt;br /&gt;
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]&lt;br /&gt;
  SYN_IDENTIFIER{{version|0.42.01}}.&lt;br /&gt;
Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated.&lt;br /&gt;
  SYN_NO_HOSPITAL{{version|0.42.01}}.&lt;br /&gt;
Probably prevents affected dwarves from being carried to the hospital.{{verify}}&lt;br /&gt;
  SYN_CONCENTRATION_ADDED:x:x{{version|0.42.01}}.&lt;br /&gt;
Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) end it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
*DWF_STRETCH:X{{version|0.42.01}} (Optional)&lt;br /&gt;
Multiplies the duration of the syndrome by X in Fortress mode.&lt;br /&gt;
*ABRUPT{{version|0.42.01}} (Optional)&lt;br /&gt;
Makes the symptom begin immediately rather than ramping up. {{verify}}&lt;br /&gt;
*CAN_BE_HIDDEN (Optional)&lt;br /&gt;
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
*RESISTABLE (Optional)&lt;br /&gt;
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_ERRATIC_BEHAVIOR{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that like to brawl have a chance of starting a brawl-level fight with any nearby adult&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_ADD_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. Valid tags are the same as that of the [[interaction token]] '''IT_REQUIRES''', ie.&lt;br /&gt;
&lt;br /&gt;
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;
| CE_REMOVE_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|tile number]]:[[Color#Modding color|colour]]&lt;br /&gt;
| The creature displays the specified tile and colour instead of its normal one.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_NAME&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches a specified name to the creature's normal name.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FLASH_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile&lt;br /&gt;
| The creature flashes between its normal tile and the one specified here.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PHYS_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the physical [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MENT_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the mental [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number]&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|material]]:A:B&lt;br /&gt;
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Causes one of the creature's materials to trigger an interaction, generally when ingested. Several additional tokens may be specified after this:&lt;br /&gt;
* CE:INTERACTION:interaction_id&lt;br /&gt;
* CE:SYNDROME_TAG:syndrome_trigger_type (SYN_INGESTED, SYN_INJECTED, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPEED_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the speed of a creature. &lt;br /&gt;
Speed modifier contains one or both:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CAN_DO_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:&lt;br /&gt;
* CDI:INTERACTION:interaction name&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_TRANSFORMATION&lt;br /&gt;
| No&lt;br /&gt;
| PROB:percentage:START:time:END:time&lt;br /&gt;
| Transforms into another creature.  PROB and END arguments optional.  The target creature is specified with:&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID (ex. CE:CREATURE:DWARF:FEMALE)&amp;lt;br&amp;gt;&lt;br /&gt;
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SKILL_ROLL_ADJUST&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the skill level of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SENSE_CREATURE_CLASS&lt;br /&gt;
| No&lt;br /&gt;
| CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have CLASS:GENERAL_POISON:15:4:0:1.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CHANGE_PERSONALITY{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:[[DF2014:Personality_trait#Facets|trait]]:amount&lt;br /&gt;
| Changes a [[personality trait]] by amount. Multiple FACET:trait:amount sets may be used.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEEL_EMOTION{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:[[emotion]]&lt;br /&gt;
| Makes the creature feel specific [[emotion]]; severity based on standard SEV value. The [[thought]] the creature receives is: &amp;quot;[creature] feels [emotion] due to [syndrome name]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
* PERIODIC:period_type:min_value:max_value&lt;br /&gt;
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED&lt;br /&gt;
&lt;br /&gt;
Currently, the only valid period type is MOON_PHASE.&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
Valid counter values are below:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOLIC&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time he/she had some&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
|-&lt;br /&gt;
| PARTIED_OUT&lt;br /&gt;
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| MILK_COUNTER&lt;br /&gt;
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SPENT&lt;br /&gt;
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDED_ANIMAL_ANGER&lt;br /&gt;
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.&lt;br /&gt;
|-&lt;br /&gt;
| DRINKING_BLOOD&lt;br /&gt;
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It is fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body. That's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_desert_scorpion&amp;diff=237656</id>
		<title>Giant desert scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_desert_scorpion&amp;diff=237656"/>
		<updated>2018-09-30T21:07:45Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: See discussion page please Undo revision 237632 by Loci (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:25, 14 September 2010 (UTC) (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|vary=no&lt;br /&gt;
|meat=21-22&lt;br /&gt;
|fat=21&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''giant desert scorpion''' was a rare, large, aggressive and dangerous [[creature]] found in most [[savage]] [[desert]] [[biome]]s - the above-ground equivalent of the [[giant cave spider]]. As opponents, they were equivalent to [[blind cave ogre]]s in lethality, and could appear in groups of anything from one to three mayhem-minded individuals. Giant desert scorpions were predatory meandering killing machines. They would roam over long distances seeking prey, meaning they ''would'' eventually find your fortress and start stinging [[dwarves]]. Unlike other giant creatures, they never possessed a normal and humanoid equivalents. All giant desert scorpions were born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
The reason they were considered such a high threat was because of their stingers; giant desert scorpions were capable of injecting a [[syndrome|neurotoxin]] which caused necrosis of the brain and nervous system, resulting in instant death once they completely rotted, though suffocation due to respiratory paralysis was likely to occur first. This process took about 950 ticks, or 19 in-game hours. They also [[No Stun|couldn't be stunned]] and [[No Pain|felt no pain]] or fear. A wounded scorpion would never stop fighting until it was dead. This meant that despite its relatively moderate size, the giant desert scorpion was able to one-hit-kill all creatures with [[blood]] and a nervous system, that is, most creatures. Yes, a giant desert scorpion could and would kill an [[elephant]], [[giant]] or [[dragon]] if it got  in melee and had the time to sting before getting killed.&lt;br /&gt;
&lt;br /&gt;
They were also famous for their ability to wrest the [[weapon]]s (or [[backpack]]s, or socks, or [[armor]], or whatever item struck their fancy) you or your dwarves wielded out of your hands (thanks to the UPPERBODY_PINCERS possessed by scorpions) and proceed to brutally kill you with them. They had also been reported to shoot [[crossbow]]s in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Giant desert scorpions could be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into pets, being the most valuable animals (tied with giant cave spiders) in the game who weren't [[cave dragon]]s or [[megabeast]]s. Products made from their parts were 4 times more valuable than those made from normal animals, and they gave a decent amount of [[meat]] and [[fat]] when [[butcher]]ed, but most players would lean to the thought of breeding these beasts for the purpose of [[fortress defense]]. Stuffing a cage with thirty scorpions and [[Lever|releasing]] them all at once right next to the unsuspected [[goblin]]s during an invasion was a joyous sight.&lt;br /&gt;
&lt;br /&gt;
Giant desert scorpions were removed from the game in [[DF2014:Release information/0.42.04|version 0.42.04]], with plans for a replacement in a future update. Players who can't wait that long can simply re-add them themselves through [[modding]] by copying the raws provided by this page.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|liked]] giant desert scorpions for their ''tails''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Scorpion-panel2-col.png|thumb|250px|center|Admired for their ''tails''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is said that to this day, you can still hear [[dragon]]s complaining about them being removed.&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Raws&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[CREATURE:SCORPION_DESERT_GIANT]&lt;br /&gt;
	[DESCRIPTION:A gigantic arachnid with huge pincers and a poisonous barbed tail.  It is found in the savage lands.]&lt;br /&gt;
	[NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]&lt;br /&gt;
	[CASTE_NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]&lt;br /&gt;
	[CREATURE_TILE:'S'][COLOR:6:0:0]&lt;br /&gt;
	[CREATURE_CLASS:POISONOUS]&lt;br /&gt;
	[PETVALUE:2500]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5][DIFFICULTY:3]&lt;br /&gt;
	[POPULATION_NUMBER:10:15]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[CANNOT_JUMP]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:675:450:225:1900:2900] 39 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]&lt;br /&gt;
	[GRASSTRAMPLE:10]&lt;br /&gt;
	[PREFSTRING:tails]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:TAIL:TAIL_STINGER:UPPERBODY_PINCERS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20000]&lt;br /&gt;
	[BODY_SIZE:1:0:100000]&lt;br /&gt;
	[BODY_SIZE:2:0:200000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:frozen giant desert scorpion venom]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:frozen giant desert scorpion venom]&lt;br /&gt;
		[STATE_NAME:LIQUID:giant desert scorpion venom]&lt;br /&gt;
		[STATE_ADJ:LIQUID:giant desert scorpion venom]&lt;br /&gt;
		[STATE_NAME:GAS:boiling giant desert scorpion venom]&lt;br /&gt;
		[STATE_ADJ:GAS:boiling giant desert scorpion venom]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:giant desert scorpion sting]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:SCORPION_DESERT_GIANT:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			Closest thing I've got to a neurotoxin is making the brain and spine rot.  Stay out of the savage deserts!&lt;br /&gt;
			[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:NERVOUS:ALL:START:0:PEAK:1:END:15:DWF_STRETCH:80]&lt;br /&gt;
	[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:sting:stings]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
	[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:snatch:snatches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:chitin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:SINGULAR]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Giant_desert_scorpion&amp;diff=237655</id>
		<title>DF2014 Talk:Giant desert scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Giant_desert_scorpion&amp;diff=237655"/>
		<updated>2018-09-30T21:06:33Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: /* Raws */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lack of variations==&lt;br /&gt;
Is there any way to remove the variations section from the infobox since giant desert scorpions don't have variations? I added a note to the article, but I couldn't figure out how to edit the infobox. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 22:14, 1 March 2015 (UTC)&lt;br /&gt;
:The parameter you're looking for is &amp;lt;code&amp;gt;vary=no&amp;lt;/code&amp;gt;. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:35, 1 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Aha! Thanks a bunch. :) --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 00:17, 2 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raws ==&lt;br /&gt;
&lt;br /&gt;
The raws for the creature should stay on this article. The article itself says that the raws are provided &amp;quot;by this page&amp;quot; without actually providing the raws. The raws I posted here are also NOT identical to the raws on the old wiki versions as those are outdated and the newer ones can't really be found anywhere unless you manually download one of the old 40.-42. versions. Frankly, I see no reason why you would remove specifically only the raws from this page while keeping the rest up. Besides this, if anyone who knows more about wiki coding could make that text box look a bit prettier, would be nice. --[[User:Death Dragon|Death Dragon]] ([[User talk:Death Dragon|talk]]) 21:06, 30 September 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_token&amp;diff=237609</id>
		<title>Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_token&amp;diff=237609"/>
		<updated>2018-09-26T23:50:19Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: made less misleading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&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 the item, made more specific by [[material token]]s.  Most item tokens do not have a subtype; for these, either NO_SUBTYPE or NONE '''must''' be specified.&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;
|- style='background-color:#ddd'&lt;br /&gt;
! # !! Token !! Subtype !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || {{text anchor|BAR}} || NONE || [[Bar]]s, such as [[metal]], [[fuel]], or [[soap]]. Standard dimension = 150.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{text anchor|SMALLGEM}} || NONE || Cut [[gem]]stones usable in [[jeweler's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{text anchor|BLOCKS}} || NONE || [[Block]]s of any kind.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{text anchor|ROUGH}} || NONE || Rough [[gem]]stones or raw [[glass]].&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{text anchor|BOULDER}} / {{text anchor|STONE}} || NONE || Raw mined [[stone]].&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{text anchor|WOOD}} || NONE || Wooden [[log]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{text anchor|DOOR}} || NONE || [[Door]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{text anchor|FLOODGATE}} || NONE || [[Floodgate]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{text anchor|BED}} || NONE || [[Bed]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{text anchor|CHAIR}} || NONE || [[Chair]]s and thrones.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{text anchor|CHAIN}} || NONE || [[Chain]]s and [[rope]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || {{text anchor|FLASK}} || NONE || [[Flask]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{text anchor|GOBLET}} || NONE || [[Goblet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || {{text anchor|INSTRUMENT}} || item_instrument.txt || Musical [[instrument]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{text anchor|TOY}} || item_toy.txt || [[Toy]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || {{text anchor|WINDOW}} || NONE || Glass [[window]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 16 || {{text anchor|CAGE}} || NONE || [[Cage]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || {{text anchor|BARREL}} || NONE || [[Barrel]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || {{text anchor|BUCKET}} || NONE || [[Bucket]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 19 || {{text anchor|ANIMALTRAP}} || NONE || [[Animal trap]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{text anchor|TABLE}} || NONE || [[Table]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 21 || {{text anchor|COFFIN}} || NONE || [[Coffin]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 22 || {{text anchor|STATUE}} || NONE || [[Statue]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 23 || {{text anchor|CORPSE}} || NONE || [[Corpse]]s. Does not have a material that can be specified for reactions, but GET_MATERIAL_FROM_REAGENT will return the &amp;quot;dominant&amp;quot; material.&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{text anchor|WEAPON}} || item_weapon.txt || [[Weapon]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{text anchor|ARMOR}} || item_armor.txt || [[Armor]] and clothing worn on the upper body.&lt;br /&gt;
|-&lt;br /&gt;
| 26 || {{text anchor|SHOES}} || item_shoes.txt || Armor and clothing worn on the feet.&lt;br /&gt;
|-&lt;br /&gt;
| 27 || {{text anchor|SHIELD}} || item_shield.txt || [[Shield]]s and bucklers.&lt;br /&gt;
|-&lt;br /&gt;
| 28 || {{text anchor|HELM}} || item_helm.txt || Armor and clothing worn on the head.&lt;br /&gt;
|-&lt;br /&gt;
| 29 || {{text anchor|GLOVES}} || item_gloves.txt || Armor and clothing worn on the hands.&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{text anchor|BOX}} || NONE || [[Container|Chest]]s (wood), coffers (stone), boxes (glass, default), and bags (cloth or leather).&lt;br /&gt;
|-&lt;br /&gt;
| 31 || {{text anchor|BIN}} || NONE || [[Bin]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 32 || {{text anchor|ARMORSTAND}} || NONE || [[Armor stand]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 33 || {{text anchor|WEAPONRACK}} || NONE || [[Weapon rack]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 34 || {{text anchor|CABINET}} || NONE || [[Cabinet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 35 || {{text anchor|FIGURINE}} || NONE || [[Figurine]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 36 || {{text anchor|AMULET}} || NONE || [[Jewelry|Amulet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 37 || {{text anchor|SCEPTER}} || NONE || [[Finished_goods#Crafts|Scepter]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 38 || {{text anchor|AMMO}} || item_ammo.txt || [[Ammunition]] for hand-held weapons.&lt;br /&gt;
|-&lt;br /&gt;
| 39 || {{text anchor|CROWN}} || NONE || [[Jewelry|Crown]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 40 || {{text anchor|RING}} || NONE || [[Jewelry|Ring]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 41 || {{text anchor|EARRING}} || NONE || [[Jewelry|Earring]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 42 || {{text anchor|BRACELET}} || NONE || [[Jewelry|Bracelet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 43 || {{text anchor|GEM}} || NONE || Large [[gem]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 44 || {{text anchor|ANVIL}} || NONE || [[Anvil]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 45 || {{text anchor|CORPSEPIECE}} || NONE || [[Body part]]s. Does not have a material that can be specified for reactions, but GET_MATERIAL_FROM_REAGENT will return the &amp;quot;dominant&amp;quot; material.&lt;br /&gt;
|-&lt;br /&gt;
| 46 || {{text anchor|REMAINS}} || NONE || Dead [[vermin]] bodies. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 47 || {{text anchor|MEAT}} || NONE || Butchered [[meat]].&lt;br /&gt;
|-&lt;br /&gt;
| 48 || {{text anchor|FISH}} || NONE || Prepared [[fish]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 49 || {{text anchor|FISH_RAW}} || NONE || Unprepared [[fish]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{text anchor|VERMIN}} || NONE || Live [[vermin]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 51 || {{text anchor|PET}} || NONE || Tame [[vermin]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 52 || {{text anchor|SEEDS}} || NONE || [[Seed]]s from plants.&lt;br /&gt;
|-&lt;br /&gt;
| 53 || {{text anchor|PLANT}} || NONE || [[Plant]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 54 || {{text anchor|SKIN_TANNED}} || NONE || [[Leather]].&lt;br /&gt;
|-&lt;br /&gt;
| 55 || {{text anchor|PLANT_GROWTH}} || growth name || Plant growths.  Subtype is the GROWTH's 'name' argument specified by the plant itself, not the GROWTH_NAME.  (see [[Plant token]])&lt;br /&gt;
|-&lt;br /&gt;
| 56 || {{text anchor|THREAD}} || NONE || [[Thread]] gathered from webs or made at the [[farmer's workshop]]. Standard dimension = 15000.&lt;br /&gt;
|-&lt;br /&gt;
| 57 || {{text anchor|CLOTH}} || NONE || [[Cloth]] made at the [[loom]]. Standard dimension = 10000.&lt;br /&gt;
|-&lt;br /&gt;
| 58 || {{text anchor|TOTEM}} || NONE || Skull [[totem]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 59 || {{text anchor|PANTS}} || item_pants.txt || Armor and clothing worn on the legs.&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{text anchor|BACKPACK}} || NONE || [[Backpack]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 61 || {{text anchor|QUIVER}} || NONE || [[Quiver]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 62 || {{text anchor|CATAPULTPARTS}} || NONE || [[Catapult]] parts.&lt;br /&gt;
|-&lt;br /&gt;
| 63 || {{text anchor|BALLISTAPARTS}} || NONE || [[Ballista]] parts.&lt;br /&gt;
|-&lt;br /&gt;
| 64 || {{text anchor|SIEGEAMMO}} || item_siegeammo.txt || Siege engine ammunition.&lt;br /&gt;
|-&lt;br /&gt;
| 65 || {{text anchor|BALLISTAARROWHEAD}} || NONE || Ballista arrow heads.&lt;br /&gt;
|-&lt;br /&gt;
| 66 || {{text anchor|TRAPPARTS}} || NONE || [[Mechanism]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 67 || {{text anchor|TRAPCOMP}} || item_trapcomp.txt || [[Trap component]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 68 || {{text anchor|DRINK}} || NONE || [[Alcohol]]ic drinks. Standard dimension = 150.&lt;br /&gt;
|-&lt;br /&gt;
| 69 || {{text anchor|POWDER_MISC}} || NONE || Powders such as [[flour]], [[gypsum plaster]], [[dye]], or [[sand]]. Standard dimension = 150.&lt;br /&gt;
|-&lt;br /&gt;
| 70 || {{text anchor|CHEESE}} || NONE || Pieces of [[cheese]].&lt;br /&gt;
|-&lt;br /&gt;
| 71 || {{text anchor|FOOD}} || item_food.txt || [[Prepared meal]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 72 || {{text anchor|LIQUID_MISC}} || NONE || Liquids such as [[water]], [[lye]], and extracts. Standard dimension = 150.&lt;br /&gt;
|-&lt;br /&gt;
| 73 || {{text anchor|COIN}} || NONE || [[Coin]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 74 || {{text anchor|GLOB}} || NONE || [[Fat]], [[tallow]], pastes/pressed objects, and small bits of molten rock/metal. Standard dimension = 150.&lt;br /&gt;
|-&lt;br /&gt;
| 75 || {{text anchor|ROCK}} || NONE || Small rocks (usually [[Knapper|sharpened]] and/or [[Thrower|thrown]] in [[adventurer mode]]).&lt;br /&gt;
|-&lt;br /&gt;
| 76 || {{text anchor|PIPE_SECTION}} || NONE || [[Pipe section]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 77 || {{text anchor|HATCH_COVER}} || NONE || [[Hatch cover]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 78 || {{text anchor|GRATE}} || NONE || [[Grate]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 79 || {{text anchor|QUERN}} || NONE || [[Quern]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 80 || {{text anchor|MILLSTONE}} || NONE || [[Millstone]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 81 || {{text anchor|SPLINT}} || NONE || [[Splint]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 82 || {{text anchor|CRUTCH}} || NONE || [[Crutch]]es.&lt;br /&gt;
|-&lt;br /&gt;
| 83 || {{text anchor|TRACTION_BENCH}} || NONE || [[Traction bench]]es.&lt;br /&gt;
|-&lt;br /&gt;
| 84 || {{text anchor|ORTHOPEDIC_CAST}} || NONE || [[Cast]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 85 || {{text anchor|TOOL}} || item_tool.txt || [[Tool]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 86 || {{text anchor|SLAB}} || NONE || [[Slab]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 87 || {{text anchor|EGG}} || NONE || [[Egg]]s. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 88 || {{text anchor|BOOK}} || NONE || [[Book]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 89 || {{text anchor|SHEET}} || NONE || [[Sheet]]s. Paper, papyrus, or parchment. Used for making [[quire]]s and [[scroll]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 90 || {{text anchor|BRANCH}} || NONE || Branches plucked from trees, used for making stone axes in [[adventurer mode]].&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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_desert_scorpion&amp;diff=237592</id>
		<title>Giant desert scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_desert_scorpion&amp;diff=237592"/>
		<updated>2018-09-25T22:29:42Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: Re-added the raws, if someone who knows more about wiki coding can find a prettier solution than this, please go ahead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:25, 14 September 2010 (UTC) (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|vary=no&lt;br /&gt;
|meat=21-22&lt;br /&gt;
|fat=21&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''giant desert scorpion''' was a rare, large, aggressive and dangerous [[creature]] found in most [[savage]] [[desert]] [[biome]]s - the above-ground equivalent of the [[giant cave spider]]. As opponents, they were equivalent to [[blind cave ogre]]s in lethality, and could appear in groups of anything from one to three mayhem-minded individuals. Giant desert scorpions were predatory meandering killing machines. They would roam over long distances seeking prey, meaning they ''would'' eventually find your fortress and start stinging [[dwarves]]. Unlike other giant creatures, they never possessed a normal and humanoid equivalents. All giant desert scorpions were born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
The reason they were considered such a high threat was because of their stingers; giant desert scorpions were capable of injecting a [[syndrome|neurotoxin]] which caused necrosis of the brain and nervous system, resulting in instant death once they completely rotted, though suffocation due to respiratory paralysis was likely to occur first. This process took about 950 ticks, or 19 in-game hours. They also [[No Stun|couldn't be stunned]] and [[No Pain|felt no pain]] or fear. A wounded scorpion would never stop fighting until it was dead. This meant that despite its relatively moderate size, the giant desert scorpion was able to one-hit-kill all creatures with [[blood]] and a nervous system, that is, most creatures. Yes, a giant desert scorpion could and would kill an [[elephant]], [[giant]] or [[dragon]] if it got  in melee and had the time to sting before getting killed.&lt;br /&gt;
&lt;br /&gt;
They were also famous for their ability to wrest the [[weapon]]s (or [[backpack]]s, or socks, or [[armor]], or whatever item struck their fancy) you or your dwarves wielded out of your hands (thanks to the UPPERBODY_PINCERS possessed by scorpions) and proceed to brutally kill you with them. They had also been reported to shoot [[crossbow]]s in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Giant desert scorpions could be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into pets, being the most valuable animals (tied with giant cave spiders) in the game who weren't [[cave dragon]]s or [[megabeast]]s. Products made from their parts were 4 times more valuable than those made from normal animals, and they gave a decent amount of [[meat]] and [[fat]] when [[butcher]]ed, but most players would lean to the thought of breeding these beasts for the purpose of [[fortress defense]]. Stuffing a cage with thirty scorpions and [[Lever|releasing]] them all at once right next to the unsuspected [[goblin]]s during an invasion was a joyous sight.&lt;br /&gt;
&lt;br /&gt;
Giant desert scorpions were removed from the game in [[DF2014:Release information/0.42.04|version 0.42.04]], with plans for a replacement in a future update. Players who can't wait that long can simply re-add them themselves through [[modding]] by copying the raws provided by this page.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|liked]] giant desert scorpions for their ''tails''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Scorpion-panel2-col.png|thumb|250px|center|Admired for their ''tails''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is said that to this day, you can still hear [[dragon]]s complaining about them being removed.&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Raws&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[CREATURE:SCORPION_DESERT_GIANT]&lt;br /&gt;
	[DESCRIPTION:A gigantic arachnid with huge pincers and a poisonous barbed tail.  It is found in the savage lands.]&lt;br /&gt;
	[NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]&lt;br /&gt;
	[CASTE_NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]&lt;br /&gt;
	[CREATURE_TILE:'S'][COLOR:6:0:0]&lt;br /&gt;
	[CREATURE_CLASS:POISONOUS]&lt;br /&gt;
	[PETVALUE:2500]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5][DIFFICULTY:3]&lt;br /&gt;
	[POPULATION_NUMBER:10:15]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[CANNOT_JUMP]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:675:450:225:1900:2900] 39 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]&lt;br /&gt;
	[GRASSTRAMPLE:10]&lt;br /&gt;
	[PREFSTRING:tails]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:TAIL:TAIL_STINGER:UPPERBODY_PINCERS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20000]&lt;br /&gt;
	[BODY_SIZE:1:0:100000]&lt;br /&gt;
	[BODY_SIZE:2:0:200000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:frozen giant desert scorpion venom]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:frozen giant desert scorpion venom]&lt;br /&gt;
		[STATE_NAME:LIQUID:giant desert scorpion venom]&lt;br /&gt;
		[STATE_ADJ:LIQUID:giant desert scorpion venom]&lt;br /&gt;
		[STATE_NAME:GAS:boiling giant desert scorpion venom]&lt;br /&gt;
		[STATE_ADJ:GAS:boiling giant desert scorpion venom]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:giant desert scorpion sting]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:SCORPION_DESERT_GIANT:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			Closest thing I've got to a neurotoxin is making the brain and spine rot.  Stay out of the savage deserts!&lt;br /&gt;
			[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:NERVOUS:ALL:START:0:PEAK:1:END:15:DWF_STRETCH:80]&lt;br /&gt;
	[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:sting:stings]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
	[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:snatch:snatches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:chitin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:SINGULAR]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=237591</id>
		<title>Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=237591"/>
		<updated>2018-09-25T21:05:37Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: This chart should be changed, the &amp;quot;playable&amp;quot; and &amp;quot;hostile&amp;quot; columns are pointless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:00, 9 June 2010 (UTC)}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
&lt;br /&gt;
'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see, and also the type of [[fish]] which are caught by [[fisherdwarf|fisherdwarves]]. They are below 2 kg (4 lb) in size, much smaller than [[cat]]s. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. The main distinctions between vermin and creatures are that vermin:&lt;br /&gt;
# Do not attack and cannot be engaged in [[combat]] or trigger [[trap]]s, save those specifically made to trap them;&lt;br /&gt;
# Do not usually provide [[meat]] or [[bone]]s. Only [[creepy crawler]]s can be butchered;&lt;br /&gt;
# Do not breed, but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]];&lt;br /&gt;
# Are sometimes &amp;quot;[[hateable]]&amp;quot;, meaning dwarves can have an anti-[[preference]] which gives them a negative [[thought]] when they see the hated vermin.&lt;br /&gt;
&lt;br /&gt;
Vermin can be problematic as many types feed on [[stockpile]]s, thus making it more difficult to keep enough [[food]] and [[alcohol|drink]] to survive. Some species can even cause food to rot faster when left outside of a [[barrel]] or [[large pot]]. Vermin can be hunted by [[cat]]s and [[peregrine falcon]]s to reduce this problem, though the [[remains]] will still need to be [[Activity zone#Garbage Dump|removed]]. Cats and falcons can be [[pasture]]d at the relevant stockpiles to further reduce the problem.&lt;br /&gt;
&lt;br /&gt;
Vermin can, however, be captured in [[animal trap]]s, and can be trained as [[pet]]s. A few captured vermin can be used to produce [[extract]]s using a glass [[vial]] and the [[animal dissector]] labor. Captured [[purring maggot]]s can also be [[milk]]ed at a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
Dwarves will eat vermin if no [[food]] source is available, resulting in an unhappy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
*'''Symbol:''' The symbol assigned to the vermin, how you will see it without a graphic set.&lt;br /&gt;
*'''Name:''' The name of the vermin as it shows up in-game.&lt;br /&gt;
*'''Playable:''' Whether the vermin is playable in any of the game modes. As of now, no vermin are playable.&lt;br /&gt;
*'''Hostile:''' Whether the vermin is hostile to the player. As of now, no vermin are hostile to dwarves.&lt;br /&gt;
*'''Food Source:''' If &amp;quot;Yes&amp;quot; then the vermin can be turned into food when processed in a [[fishery]].&lt;br /&gt;
*'''Adult Body Size:''' The average size of the vermin when an adult. This can be anywhere from 1 for a [[fly]] to 2,000 for a [[fox squirrel]]. More or less equals the creature's weight in grams.&lt;br /&gt;
*'''Pet Value:''' This is the value the vermin can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
*'''Biome:''' Where the vermin can be found.&lt;br /&gt;
*'''Features:''' Any special features the vermin possesses, these can include alignment and special properties. The value after 'Eater' indicates the vermin's [[Creature_token#PENETRATEPOWER|container penetration value]].&lt;br /&gt;
&lt;br /&gt;
==Vermin==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Acorn fly]]|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=20|value=N/A|biome=Any pool|note=Savage}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anchovy]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anole]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=10|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ant]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Axolotl]]|symbol=∙|color=5:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Tropical saltwater, brackish and freshwater lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Banded knifefish]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Tropical freshwater lakes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bark scorpion]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=3|value=N/A|biome=Tropical grasslands, savannas, shrublands, coniferous forests and any desert|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bat]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Not freezing, subterranean chasms|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bat ray]]|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate and tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beetle]]|symbol=·|color=4:0:0|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black bullhead]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Tropical brackish and freshwater lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blood gnat]]|symbol=·|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Any pool|note=Hateable, evil, rots food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue jay]]|symbol=∙|color=1:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brook lamprey]]|symbol=~|color=3:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Tropical saltwater, brackish and freshwater lakes, tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brown bullhead]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate brackish and freshwater lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brown recluse spider]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Temperate broadleaf forests|note=Hateable, produces [[web]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bumblebee]]|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushtit]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=5|value=30|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cap hopper]]|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cardinal]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave fish]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=1000|value=N/A|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave lobster]]|symbol=¥|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=600|value=N/A|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave spider]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=50|value=N/A|biome=Subterranean water and chasm|note=Hateable, produces web}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave swallow]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Subterranean chasm|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chameleon]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Any tropical forest, tropical shrublands and savannas, any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Char]]|symbol=α|color=0:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate brackish and freshwater lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chipmunk]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Clown loach]]|symbol=α|color=6:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Tropical brackish and freshwater lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Clownfish]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cockatiel]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any desert, temperate grasslands|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Creepy crawler]]|symbol=*|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=20|biome=Underground chasm|note=Evil, rots food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crow]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Temperate forests, grasslands, savannas, shrublands and wetlands, taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cuttlefish]]|symbol=♂|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Damselfly]]|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Demon rat]]|symbol=∙|color=4:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Not freezing|note=Evil, Eater 3}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dragonfly]]|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fairy]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=All except pools, rivers, and underground|note=Good, [[fanciful]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire snake]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Subterranean lava|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Firefly]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flounder]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fluffy wambler]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=2000|value=20|biome=Any land|note=Good, Eater 1}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fly]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing, any pool|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flying squirrel]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fox squirrel]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=2000|value=100|biome=Any temperate forest|note=Savage}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Glasseye]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grackle]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Temperate grasslands and savannas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grasshopper]]|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray squirrel]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green tree frog]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Temperate freshwater lakes, pools, swamps and marshes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Guppy]]|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Tropical brackish, saltwater and freshwater lakes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hagfish]]|symbol=~|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Arctic and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hake]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Arctic and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hamster]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Not freezing|note=Hateable, Eater 2}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hedgehog]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=800|value=10|biome=Temperate shrublands and savannas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Herring]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Arctic and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Honey bee]]|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=1|biome=Not freezing|note=Usable for [[beekeeping industry]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jumping spider]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Knuckle worm]]|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=1000|value=100|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Large roach]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=5|biome=Not freezing|note=Hateable, Eater 2}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leech]]|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any lake and pool|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard gecko]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=50|value=10|biome=Any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion tamarin]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=620|value=10|biome=Tropical moist broadleaf forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lizard]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Not freezing|note=Hateable, Eater 1}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lorikeet]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Tropical moist broadleaf forests, mangrove swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Louse]]|symbol=·|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lungfish]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Tropical brackish, saltwater and freshwater lakes, rivers and pools|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mackerel]]|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Arctic and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magpie]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Temperate grasslands, savannas and shrublands|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mantis]]|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Masked lovebird]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moghopper]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Any pool|note=Savage, only usable creature for [[fish dissector]]s}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monarch butterfly]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moon snail]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing, any pool|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moth]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mussel]]|symbol=m|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean, lake and river|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nautilus]]|symbol=♂|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Olm]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Oriole]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Temperate broadleaf forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Oyster]]|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Parakeet]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Tropical grasslands, savannas, shrublands and forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Peach-faced lovebird]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=60|value=30|biome=Temperate grasslands, savannas, shrublands and broadleaf forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Perch]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Phantom spider]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=500|value=N/A|biome=Temperate and tropical forests|note=Evil, produces web}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pixie]]|symbol=·|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=10|biome=All except pools, rivers, and underground|note=Good, fanciful}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond turtle]]|symbol=☼|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Purring maggot]]|symbol={|color=7:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Underground chasm|note=Hateable, produces [[milk]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rainbow trout]]|symbol=α|color=2:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rat]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Not freezing|note=Hateable, Eater 2}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red squirrel]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red-winged blackbird]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate salwater and freshwater marshes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sailfin molly]]|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate brackish, saltwater and freshwater lakes, rivers and pools|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Salmon]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate brackish, saltwater and freshwater lakes, temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea nettle jellyfish]]|symbol=Ω|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Seahorse]]|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate and tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Shad]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skink]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Any desert, temperate and tropical|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slug]]|symbol=~|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snail]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sole]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate and arctic oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sparrow]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=30|value=30|biome=Any grassland, savanna, shrubland, temperate and tropical forest, desert and wetland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spotted ratfish]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Squid]]|symbol=♂|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Steelhead trout]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Termite]]|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Thornback ray]]|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate and tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Thrips]]|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tick]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=N/A|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Toad]]|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any pool|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-legged rhino lizard]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1000|value=20|biome=Any land|note=Savage, Eater 2}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-spotted puffer]]|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Worm]]|symbol=~|color=7:0:0|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any temperate, any tropical, taiga|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wren]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Any grassland, savanna, shrubland, forest, desert and wetland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yellow bullhead]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=N/A|biome=Temperate brackish and freshwater lakes|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bomik&lt;br /&gt;
| elvish  = nirica&lt;br /&gt;
| goblin  = otod&lt;br /&gt;
| human   = strilu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Vermin| }}&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Vermin]]&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=237590</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=237590"/>
		<updated>2018-09-25T20:55:55Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&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;
| {{text anchor|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. Used by [[cat]]s in the vanilla game. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its TILE and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on LARGE_PREDATORs who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Does not prevent from drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*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;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| population:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.&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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded in shores where they will eventually air-drown. The number indicates the frequency of it occurring. Presumably requires the creature to be aquatic. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[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;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest: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;
| {{text anchor|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;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part. Used with SET_BP_GROUP. &lt;br /&gt;
In vanilla DF this is used for adding the type 'GELDABLE' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest: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;
| {{text anchor|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 {{k|b}} + {{k|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;
| {{text anchor|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;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be 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;
| {{text anchor|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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALTTILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered an adult. One can think of this as the duration of the child stage. If available to animal trainers, allows the creature's offspring to be rendered fully tame if trained during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the 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;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} at the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Spec&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies Creature, but not Caste tags from another specified creature. Used when making creature variations (i.e. giants and animal people). Often used in combination with [[#APPLY_CREATURE_VARIATION]] to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giants and animal people.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking. [[Kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not physically exist, but is known by civilizations and can be used for artistic purposes such as engravings. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. Adding this token to a creature causes it to not appear in generated worlds, i.e. adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list.&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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature 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;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| 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;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks. Does not, by itself, make the creature immune to the damaging effects of burning in fire, and does not prevent general heat damage or melting on its own. Allows the creature to path through high temperature zones, like lava or fires.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single food item that needs to be cleaned at a fishery to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, fished vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjectent tiles, [[Temperature|with all the effects that it implies]]. May trigger wildfires on high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures 12000 and higher may cause pathfinding issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&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;
| {{text anchor|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 require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s. Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&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;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature can spawn as a wild animal in the appropriate biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| No function, presumably a placeholder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in Adventurer Mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 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. The chance does not increase with further age [http://i.imgur.com/A1A4aA9.png]. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with CAN_LEARN, will severely impact their pathfinding and lead the creature to move extremely slowly when not performing any task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a [[#BIOME|BIOME]] in which the creature will live. Subterranean biomes appear to not be allowed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with AT_PEACE_WITH_WILDLIFE in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Bogeyman|bogeymen]]. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for the members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in Adventurer Mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]], and unable to rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. Additionally, it causes [[bogeyman|bogeymen]] to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by vampires, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are OPPOSED_TO_LIFE (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive. If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default [[push]]. Has the added effect of preventing speech.&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;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an outsider of this species in adventure mode.&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;
| {{text anchor|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 without wagons. 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;
| {{text anchor|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;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. The value for vermin in the game's current version range from 1 to 3. A higher value is better at penetrating containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest: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;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&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;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Beings with this token behave like civilized leaders and will sometimes make journeys to the wilds and tame creatures for their civilization to use; above-ground beings domesticate above-ground animals, while demons domesticate subterranean wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefers]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&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;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Snail)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode.&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;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with &amp;lt;code&amp;gt;[GOOD]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[EVIL]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;remains&amp;quot; instead of a corpse. Used by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| The creature will get strange moods in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres and prevents it from becoming a vampire or a werebeast. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use swimmer skill, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present swimming skill allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
| Syndrome name:Amount&lt;br /&gt;
|&lt;br /&gt;
| Dilutes the effects of a syndrome. 100 is normal effect, higher numbers reduce the effects of the syndrome more.&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;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the 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;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| 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;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal 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;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in Adventurer Mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
&lt;br /&gt;
Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&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;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick 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;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[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's blood. If the attack is blunt or the injected material lacks [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the material will splatter over attacked body part instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list 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 properties of previously defined tissues. (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;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_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;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| 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>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Two-legged_rhino_lizard&amp;diff=237587</id>
		<title>Two-legged rhino lizard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Two-legged_rhino_lizard&amp;diff=237587"/>
		<updated>2018-09-25T17:07:47Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:29, 10 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Two-legged rhino lizards''' are a (fictional) type of [[vermin]] unique to [[savage]] areas. Aside from the savage requirement, however, they are ubiquitous, from scorching [[desert]]s to [[glacier]]s. They are essentially a [[lizard]] larger than a [[crow]] with only two legs. They are [[Creature_token#VERMIN_EATER|VERMIN_EATER]] with a [[Creature_token#PENETRATEPOWER|PENETRATEPOWER]] of 2, which means they're better at gnawing their way through your [[barrel]]s than most vermin.  &lt;br /&gt;
&lt;br /&gt;
They are also different from regular lizards in that they are not hateable creatures, and are worth twice as much as [[pet]]s as normal vermin, as a &amp;quot;reward&amp;quot; for savage embarks.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] two-legged rhino lizards for their ''horn''.&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-TwoLeggedRhinoLizard.JPG|thumb|center|400px|Admired for its ''horn''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Two-legged_rhino_lizard&amp;diff=237583</id>
		<title>Two-legged rhino lizard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Two-legged_rhino_lizard&amp;diff=237583"/>
		<updated>2018-09-25T01:28:35Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: PENETRATEPOWER tag doesn't have an underscore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:29, 10 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Two-legged rhino lizards''' are a (fictional) type of [[vermin]] unique to [[savage]] areas. Aside from the savage requirement, however, they are ubiquitous, from scorching [[desert]]s to [[glacier]]s. They are essentially a [[lizard]] larger than a [[crow]] with only two legs. They are VERMIN_EATER with a PENETRATEPOWER of 2, which means they're better at gnawing their way through your [[barrel]]s than most vermin.  &lt;br /&gt;
&lt;br /&gt;
They are also different from regular lizards in that they are not hateable creatures, and are worth twice as much as [[pet]]s as normal vermin, as a &amp;quot;reward&amp;quot; for savage embarks.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] two-legged rhino lizards for their ''horn''.&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-TwoLeggedRhinoLizard.JPG|thumb|center|400px|Admired for its ''horn''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11866</id>
		<title>40d:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11866"/>
		<updated>2008-05-13T13:46:43Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''pick''' is a tool used by [[dwarves]] to [[mining|mine]] areas you have designated for mining.  Dwarves without picks cannot mine.  Picks can be made from [[copper]], [[bronze]], [[bismuth bronze]], [[iron]], or [[steel]].  The [[material]] used only affects the weight of the pick and the damage it deals when used in combat; mining speed and product are not affected.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s can use picks as [[weapon]]s using their mining skill.  Only a dwarf who is set to fight &amp;quot;unarmed&amp;quot; and who is holding a pick at the time he or she is drafted will use it in combat.  Picks are somewhat weaker than actual weapons like spears, but are still very effective in the hands of a skilled miner.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Large_rat&amp;diff=31427</id>
		<title>40d:Large rat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Large_rat&amp;diff=31427"/>
		<updated>2008-05-12T16:12:35Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Large rat|biome=Chasm|symbol=r|color=rgb(128, 128, 128)|bones=4|chunks=4|meat=4|fat=2|skulls=1|skin=Yes}}&lt;br /&gt;
A large rat is little more than a pest, much weaker than a dog or an unarmed dwarf.&lt;br /&gt;
&lt;br /&gt;
Don't confuse them with the [[Giant rat]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:RAT_LARGE]&lt;br /&gt;
 	[NAME:large rat:large rats:large rat]&lt;br /&gt;
 	[TILE:'r'][COLOR:0:0:1]&lt;br /&gt;
 	[MODVALUE:2]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:100]&lt;br /&gt;
 	[GENPOWER:2][NATURAL][PET_EXOTIC]&lt;br /&gt;
 	[PETVALUE:250]&lt;br /&gt;
 	[PREFSTRING:strength]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[SIZE:4]&lt;br /&gt;
 	[MAXAGE:2:3]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:large rat pup:large rat pups]&lt;br /&gt;
 	[FAT:2]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:10:20]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:100]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24677</id>
		<title>40d Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24677"/>
		<updated>2008-05-03T11:13:30Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: Old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So dwarves can make and use animal traps WITHOUT the hunting skill? Just trapping? Does this ensure that my carpenter won't go try and wrestle elephants? --[[User:DDouble|DDouble]] 15:28, 9 November 2007 (EST)&lt;br /&gt;
:Yup.  Just activate Trapping and leave Hunting alone.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:06, 10 November 2007 (EST)&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Does this work? Does it work agains the [[hoary marmots]] that wake everyone up and stop them working?[[User:GarrieIrons|GarrieIrons]] 07:11, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ridding myself of vermin in traps ==&lt;br /&gt;
&lt;br /&gt;
I have successfully trapped three lizards, and they are all sitting in my animal storage room. I worry that my Mayor(who has a deathly fear of lizards) will come in and see them. I'd like to make them into food, but I tamed one and then it couldn't be designated for slaughter. What should I do? Melt the traps? [[User:Shoez|Shoez]] 23:00, 7 April 2008 (EDT)&lt;br /&gt;
:You can't butcher vermin, much less get material from them. --[[User:GreyMario|GreyMario]] 00:15, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just wait some time. Sometimes, dwarves will come in and eat them. [[User:Qwertyu|Qwertyu]] 05:21, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Old version ==&lt;br /&gt;
&lt;br /&gt;
If you compare this article with the article of the [http://archive.dwarffortresswiki.net/index.php/Animal_trap old wiki] you see how it can be improved. [[User:Death Dragon|Death Dragon]] 07:13, 3 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meeting_hall&amp;diff=24532</id>
		<title>40d:Meeting hall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meeting_hall&amp;diff=24532"/>
		<updated>2008-05-02T14:37:18Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''meeting hall''', also known as the ''Great Hall'', is among the most vital parts of any fortress.  It is where idle dwarves gather, parties are held (until a [[statue garden]] is built), and stray livestock congregate.  It is a good idea to site this heavily-trafficked area someplace both safe and convenient to get to.&lt;br /&gt;
&lt;br /&gt;
There are two ways to designate a meeting hall.  The preferred method is to use an [[Activity zone]]; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;.  You may also have a [[Dining room|dining area]] double as a meeting hall; type {{k|q}} -&amp;gt; {{k|h}} on a dining room table.&lt;br /&gt;
&lt;br /&gt;
Because every dwarf will gather at the meeting hall every so often, it is an ideal place to site objects that give them happy thoughts.  Interesting animals in cages perhaps designated as a [[zoo]], a waterfall with [[mist]], and high-quality [[statues]] and other objects can each improve the quality of life in your fortress.  A meeting hall placed in a place with sunshine will ensure that dwarves do not become [[cave adaptation|cave adapted]].&lt;br /&gt;
&lt;br /&gt;
If you do not have a designated meeting hall, dwarves will congregate around the site where your wagon arrived at the fortress.  This occurs even if the wagon has long since been disassembled.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Large,_serrated_disc&amp;diff=13931</id>
		<title>40d:Large, serrated disc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Large,_serrated_disc&amp;diff=13931"/>
		<updated>2007-11-04T00:50:39Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: corrected link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''large serrated disc''' is a [[trap component]] that can be mounted into [[weapon trap]]s. They deal large amounts of slashing [[Weapon#Weapon Stats|damage]], and have a tendency to sever their victim's limbs. While amusing, this can create several hauling tasks for dwarves as they have to move each severed body part to a butcher's shop or refuse pile.&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Large,_serrated_disc&amp;diff=17682</id>
		<title>40d Talk:Large, serrated disc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Large,_serrated_disc&amp;diff=17682"/>
		<updated>2007-11-04T00:22:19Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: New page: Is that the right name? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is that the right name? [[User:Death Dragon|Death Dragon]] 20:22, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bowyer%27s_workshop&amp;diff=15591</id>
		<title>40d:Bowyer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bowyer%27s_workshop&amp;diff=15591"/>
		<updated>2007-11-04T00:20:36Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: don't know how to get the floor plan right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Bowyer's Workshop|key=b|job=Crossbow-making&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bowyer's workshop''' makes [[crossbow]]s out of [[bone]] or [[wood]].  Wood crossbows require one log, bone crossbows requires one bone, although if the nearest bone is in a stack, the whole stack will be used.&lt;br /&gt;
&lt;br /&gt;
Building the workshop and producing crossbows at it require a dwarf with the Crossbow-making labor active.  Making bows at the workshop advances the [[bowyer]] skill.&lt;br /&gt;
&lt;br /&gt;
Metal bows are made at the [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fishery&amp;diff=6441</id>
		<title>40d:Fishery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fishery&amp;diff=6441"/>
		<updated>2007-11-04T00:15:10Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: corrected link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Fishery|key=h|job=Fish Cleaning&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Fish Cleaning]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Raw fish]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Bone|Bones]]&lt;br /&gt;
* [[Fish meat]]&lt;br /&gt;
* [[Shells]]&lt;br /&gt;
* [[Captured live fish]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Fishery''' allows you to process raw [[fish]] into fish meat and bones, extract items from the fish, and capture and keep live fish until needed later or as a pet. Currently fish extracts have little use.&lt;br /&gt;
&lt;br /&gt;
Caught fish will first be moved to your food [[stockpile]] where, oddly enough, it doesn't decay (or at least at a much slower rate than in any other place). The Fishery does '''not''' automatically prepare the fish. Once you have some raw fish, queue the task with {{key|r}}epeat orders. If you have enough fisherdwarves out, this may go for a long time; but sooner or later you will run out of raw fish and the repeat order will be canceled. &lt;br /&gt;
&lt;br /&gt;
Should you forget to reassign the task, you will eventually have an abundance of useless raw fish filling up your larder. Once you have the [[Manager]] [[noble]], you can queue up lots of 30-&amp;quot;process raw fish&amp;quot; jobs on the manager screen, helping to alleviate the problem. &lt;br /&gt;
&lt;br /&gt;
See [[Fishing]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category: Workshops]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5437</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5437"/>
		<updated>2007-11-03T17:11:30Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: oops wrong link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.yourfilehost.com/media.php?cat=image&amp;amp;file=dwarfort_2007_11_03_02_06_26_53.jpg&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Anyone interested in a world seed with a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area?&lt;br /&gt;
&lt;br /&gt;
For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere...&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad. &lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14844</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14844"/>
		<updated>2007-11-03T16:38:06Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13841</id>
		<title>40d:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13841"/>
		<updated>2007-11-03T16:27:01Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: /* Trap Weapon Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are items that increase the damage dealt by creatures in melee combat.  In fortress mode, after accessing the military screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your dwarves to use.  Regardless of your choice here, civilians will not wield weapons until drafted.&lt;br /&gt;
&lt;br /&gt;
Weapons have different properties that affect the way they deal damage.  Blunt weapons like hammers and maces tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as axes or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as spears or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims.  Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable.  While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.&lt;br /&gt;
&lt;br /&gt;
Not all weapons can be wielded by dwarves.  Larger weapons like bows cannot be wielded by the stubby dwarves, they use the smaller crossbows instead.  Merchant caravans will happily sell you weapons too big for you to wield, so if you are purchasing weapons for your fortress, be sure they are usable by dwarves.&lt;br /&gt;
&lt;br /&gt;
Dwarves can also create weapons themselves.  Wooden and bone crossbow bolts can be created at the [[craftsdwarf's workshop]].  Higher quality bolts and melee weapons can be created at a [[metalsmith's forge]].  Dwarves can only create weapons they themselves can wield, with the occasional exception of [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
Most weapons can be made of iron, silver, copper, bronze, steel, bismuth bronze, or adamantine.  A handful of weapons can be made of other materials such as wood or obsidian.  The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (i.e., when all bolts have been expended).&lt;br /&gt;
&lt;br /&gt;
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s.  These are the menacing [[spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]].&lt;br /&gt;
&lt;br /&gt;
In most cases, dwarves will go to pick up an assigned weapon upon being drafted.  However, there are a few special cases.  A woodcutter uses a battle axe even as a civilian, so if a woodcutter is assigned to use an axe as a weapon he or she will not need to prepare (except to wear any assigned armor).  A hunter usually carries a crossbow, bolts and even light armor, all of which can carry over to the military if the settings are appropriate.  And miners carry their picks at all times; picks make mediocre weapons, but they use the civilian &amp;quot;mining&amp;quot; skill in combat, so miners don't have to train as soldiers to be effective fighters.&lt;br /&gt;
&lt;br /&gt;
Picks will only be used as weapons by miners who are not instructed to wield any other weapon (in other words, the dwarves must be set to &amp;quot;unarmed&amp;quot; and drafted while carrying a pick).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons have varying amounts of damage and type, according to raw/objects/weapons.txt.{{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
High &amp;quot;Crit. Boost&amp;quot; is a better chance of causing internal injuries, rather than just decreasing HP. This is useful against big, hard-to-damage enemies -- things like spears will tend to damage their organs, which is usually a faster way to take them out.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
These have been taken from /raw/objects/item_weapon.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| [[Battle axe]] || 110 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]]&amp;amp;dagger; (melee) || 20 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]]&amp;amp;dagger; (melee) || 40 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]]&amp;amp;dagger; (melee) || 70 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || 70 || Slash || Dagger || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flail]] || 130 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Great axe]]&amp;amp;Dagger; || 150 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Halberd]]&amp;amp;Dagger; || 140 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Long sword]]&amp;amp;dagger; || 120 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Maul]]&amp;amp;Dagger; || 160 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Morningstar]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] || 70 || Pierce || Mining || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Pike]]&amp;amp;Dagger; || 120 || Pierce || Pike || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Scimitar]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scourge]] || 30 || Gore || Whip || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Short Sword]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || 100 || Pierce || Spear || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Two handed sword]]&amp;amp;Dagger; || 140 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[War hammer]] || 120 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip]] || 20 || Gore || Whip || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 | &amp;amp;dagger; ''Dwarves wield weapon two-handed'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''Dwarves cannot wield weapon (too large)''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ammunition Stats==&lt;br /&gt;
These have been taken from /raw/objects/item_ammo.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 100 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowdart]] || 10 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 100 || Pierce &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trap Weapon Statistics==&lt;br /&gt;
These have been taken from /raw/objects/item_trapcomp.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! No. of Hits !! Crit. Boost !! Wood&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axe blade]] || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Enormous corkscrew]] || 150 || Pierce || 1 || 2 || Yes&amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Serrated Disc]] || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]] || 150 || Pierce || 1 || 2 || Yes&amp;amp;Dagger;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 | &amp;amp;dagger; ''This trap component is a screw and can be used in screw pumps.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can be used in Upright Spear/Spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All Trap Component weapons can be made out of metal. Those checked Yes under the Wood column above can also be made out of wood. This can be useful in getting some heavy weapons traps set up before you have a steady smelting operation going. Remember though that weapons made of wood suffer a penalty to damage. (Can we verify if it is still 50% of iron?)&lt;br /&gt;
&lt;br /&gt;
==Material Damage Effects==&lt;br /&gt;
Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Damage %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] and &amp;amp;dagger;[[Obsidian]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] and [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;dagger;All other materials ([[wood]], [[silver]], etc.) || 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 | &amp;amp;dagger; ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item quality==&lt;br /&gt;
* This section needs to be verified. Perhaps you can help!&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[item quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Item Name : Basic crafted weapon - x1.0 damage&lt;br /&gt;
*-Item Name- : Well-Crafted weapon - x1.2 damage&lt;br /&gt;
*+Item Name+ : Finely Crafted weapon - x1.4 damage&lt;br /&gt;
* *Item Name* : Superior Quality weapon - x1.6 damage&lt;br /&gt;
*≡Item Name≡ : Exceptional weapon - x1.8 damage&lt;br /&gt;
*☼Item Name☼ : Masterful weapon - x2.0 damage&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]][[Category:Items]][[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Large,_serrated_disc&amp;diff=13927</id>
		<title>40d:Large, serrated disc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Large,_serrated_disc&amp;diff=13927"/>
		<updated>2007-11-03T16:25:12Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: Large, serrated disc moved to Large Serrated Disc: changed to the old name for easier links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large serrated discs are [[trap]] components that are mounted into [[weapon]] traps.  They deal large amounts of slashing damage, and have a tendency to sever their victim's limbs.  While amusing, this can create several hauling tasks for your dwarves as they have to move the severed body parts to butcher's shops or refuse piles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13840</id>
		<title>40d:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13840"/>
		<updated>2007-11-03T15:59:07Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: Category Weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are items that increase the damage dealt by creatures in melee combat.  In fortress mode, after accessing the military screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your dwarves to use.  Regardless of your choice here, civilians will not wield weapons until drafted.&lt;br /&gt;
&lt;br /&gt;
Weapons have different properties that affect the way they deal damage.  Blunt weapons like hammers and maces tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as axes or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as spears or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims.  Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable.  While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.&lt;br /&gt;
&lt;br /&gt;
Not all weapons can be wielded by dwarves.  Larger weapons like bows cannot be wielded by the stubby dwarves, they use the smaller crossbows instead.  Merchant caravans will happily sell you weapons too big for you to wield, so if you are purchasing weapons for your fortress, be sure they are usable by dwarves.&lt;br /&gt;
&lt;br /&gt;
Dwarves can also create weapons themselves.  Wooden and bone crossbow bolts can be created at the [[craftsdwarf's workshop]].  Higher quality bolts and melee weapons can be created at a [[metalsmith's forge]].  Dwarves can only create weapons they themselves can wield, with the occasional exception of [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
Most weapons can be made of iron, silver, copper, bronze, steel, bismuth bronze, or adamantine.  A handful of weapons can be made of other materials such as wood or obsidian.  The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (i.e., when all bolts have been expended).&lt;br /&gt;
&lt;br /&gt;
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s.  These are the menacing [[spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]].&lt;br /&gt;
&lt;br /&gt;
In most cases, dwarves will go to pick up an assigned weapon upon being drafted.  However, there are a few special cases.  A woodcutter uses a battle axe even as a civilian, so if a woodcutter is assigned to use an axe as a weapon he or she will not need to prepare (except to wear any assigned armor).  A hunter usually carries a crossbow, bolts and even light armor, all of which can carry over to the military if the settings are appropriate.  And miners carry their picks at all times; picks make mediocre weapons, but they use the civilian &amp;quot;mining&amp;quot; skill in combat, so miners don't have to train as soldiers to be effective fighters.&lt;br /&gt;
&lt;br /&gt;
Picks will only be used as weapons by miners who are not instructed to wield any other weapon (in other words, the dwarves must be set to &amp;quot;unarmed&amp;quot; and drafted while carrying a pick).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons have varying amounts of damage and type, according to raw/objects/weapons.txt.{{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
High &amp;quot;Crit. Boost&amp;quot; is a better chance of causing internal injuries, rather than just decreasing HP. This is useful against big, hard-to-damage enemies -- things like spears will tend to damage their organs, which is usually a faster way to take them out.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
These have been taken from /raw/objects/item_weapon.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| [[Battle axe]] || 110 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]]&amp;amp;dagger; (melee) || 20 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]]&amp;amp;dagger; (melee) || 40 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]]&amp;amp;dagger; (melee) || 70 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || 70 || Slash || Dagger || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flail]] || 130 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Great axe]]&amp;amp;Dagger; || 150 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Halberd]]&amp;amp;Dagger; || 140 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Long sword]]&amp;amp;dagger; || 120 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Maul]]&amp;amp;Dagger; || 160 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Morningstar]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] || 70 || Pierce || Mining || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Pike]]&amp;amp;Dagger; || 120 || Pierce || Pike || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Scimitar]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scourge]] || 30 || Gore || Whip || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Short Sword]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || 100 || Pierce || Spear || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Two handed sword]]&amp;amp;Dagger; || 140 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[War hammer]] || 120 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip]] || 20 || Gore || Whip || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 | &amp;amp;dagger; ''Dwarves wield weapon two-handed'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''Dwarves cannot wield weapon (too large)''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ammunition Stats==&lt;br /&gt;
These have been taken from /raw/objects/item_ammo.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 100 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowdart]] || 10 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 100 || Pierce &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trap Weapon Statistics==&lt;br /&gt;
These have been taken from /raw/objects/item_trapcomp.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! No. of Hits !! Crit. Boost !! Wood&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axe blade]] || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Enormous corkscrew]] || 150 || Pierce || 1 || 2 || Yes&amp;amp;dagger;&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Large serrated disc]] || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]] || 150 || Pierce || 1 || 2 || Yes&amp;amp;Dagger;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 | &amp;amp;dagger; ''This trap component is a screw and can be used in screw pumps.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can be used in Upright Spear/Spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All Trap Component weapons can be made out of metal. Those checked Yes under the Wood column above can also be made out of wood. This can be useful in getting some heavy weapons traps set up before you have a steady smelting operation going. Remember though that weapons made of wood suffer a penalty to damage. (Can we verify if it is still 50% of iron?)&lt;br /&gt;
&lt;br /&gt;
==Material Damage Effects==&lt;br /&gt;
Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Damage %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] and &amp;amp;dagger;[[Obsidian]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] and [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;dagger;All other materials ([[wood]], [[silver]], etc.) || 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=5 | &amp;amp;dagger; ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item quality==&lt;br /&gt;
* This section needs to be verified. Perhaps you can help!&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[item quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Item Name : Basic crafted weapon - x1.0 damage&lt;br /&gt;
*-Item Name- : Well-Crafted weapon - x1.2 damage&lt;br /&gt;
*+Item Name+ : Finely Crafted weapon - x1.4 damage&lt;br /&gt;
* *Item Name* : Superior Quality weapon - x1.6 damage&lt;br /&gt;
*≡Item Name≡ : Exceptional weapon - x1.8 damage&lt;br /&gt;
*☼Item Name☼ : Masterful weapon - x2.0 damage&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]][[Category:Items]][[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5433</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5433"/>
		<updated>2007-11-03T15:35:58Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: Seed 957776166&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Anyone interested in a world seed with a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area?&lt;br /&gt;
&lt;br /&gt;
For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere...&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: Oldschool features ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;I have a great map. I'm enjoying it so far. Have been building a massive castle on the surface in the center of the map, using stone from the cliffs nearby.&lt;br /&gt;
&lt;br /&gt;
It has everything I know of - demon pits, cave river (small one, but still), chasm (it hits the corner of it, if you wanted a bigger chasm, you could expand the map bigger), a river running all through it (warm climate too, so it never freezes), tons of minerals (plenty of limestone + iron), outdoor trees, magma (unrevealed at first, but its there). And its only a 5x4 area with low cliffs, so the game runs fast.&lt;br /&gt;
(...)&lt;br /&gt;
And heres an [http://img222.imageshack.us/img222/7413/location2in8.png image] of the exact location. You would never find it otherwise, I stumbled onto it when looking for a good limestone mountain area.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001248]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Spear&amp;diff=16593</id>
		<title>40d:Spear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Spear&amp;diff=16593"/>
		<updated>2007-11-03T15:25:11Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Spears''' are long stabbing weapons. Spears do 100 [[Weapon#Weapon Stats|damage]], with a +2 chance of critical hits (i.e. internal injuries). Spears are less likely to get stuck in enemies than [[sword]]s. They are also less likely to dismember enemies, leaving fewer body parts for the dwarfs to clean up. &lt;br /&gt;
&lt;br /&gt;
Spears, like other metal weapons, can be made from [[copper]], [[iron]], [[bronze]], [[steel]], or [[silver]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Spear&amp;diff=16592</id>
		<title>40d:Spear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Spear&amp;diff=16592"/>
		<updated>2007-11-03T15:19:44Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: from the old wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Spears''' are long stabbing weapons. Spears do 100 [[Weapon|damage]], with a +2 chance of critical hits (i.e. internal injuries). Spears are less likely to get stuck in enemies than [[sword]]s. They are also less likely to dismember enemies, leaving fewer body parts for the dwarfs to clean up. &lt;br /&gt;
&lt;br /&gt;
Spears, like other metal weapons, can be made from [[copper]], [[iron]], [[bronze]], [[steel]], or [[silver]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11858</id>
		<title>40d:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11858"/>
		<updated>2007-11-03T15:14:25Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''pick''' is a tool used by dwarves to [[mining|mine]] areas you have designated for mining.  Dwarves without picks cannot mine.  Picks can be made from copper, bronze, bismuth bronze, iron, or steel; mining speed is unaffected by what material the pick is made of, and there does not appear to be a correlation between pick material and ore/stone yielded.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14843</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14843"/>
		<updated>2007-11-03T06:34:40Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Death_Dragon&amp;diff=16044</id>
		<title>User:Death Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Death_Dragon&amp;diff=16044"/>
		<updated>2007-11-03T06:28:26Z</updated>

		<summary type="html">&lt;p&gt;Death Dragon: New page: Hello. :D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello. :D&lt;/div&gt;</summary>
		<author><name>Death Dragon</name></author>
	</entry>
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