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	<updated>2026-05-22T11:47:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=253790</id>
		<title>Counting house</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Counting_house&amp;diff=253790"/>
		<updated>2020-07-04T09:18:09Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|v0.47.01}}&lt;br /&gt;
&lt;br /&gt;
A '''counting house''' is a structure built by a merchant company at a [[site]]. A single company might build multiple counting houses, some of which might be in the same site.&lt;br /&gt;
&lt;br /&gt;
A counting house consists of several floors, with bins filled with goods on one, and a room with chairs and tables on another. Sometimes [[artifact]]s might be hidden at counting houses.&lt;br /&gt;
&lt;br /&gt;
[[File:Df counting house.png|800px|thumb|center|The two levels of a counting house. The left is the lower storage floor, filled with bins. The right is the upper socialization area, filled with chairs.]]&lt;br /&gt;
&lt;br /&gt;
== Merchant Company ==&lt;br /&gt;
A merchant company is a group of [[merchant]]s. In world generation, members of a merchant company will trade items between sites, as an expression of the underlying economy simulation. Currently, the primary purpose of merchant companies is to facilitate the interconnection between sites of different civilizations, and to ensure there are plenty of rich [[historical figure]]s that might buy properties in sites, build [[Tower_(structure)|fancy towers]], and fund all sorts of [[intrigue|schemes]]. In short, it is mostly invisible.&lt;br /&gt;
&lt;br /&gt;
Merchant companies will have a leader position (named master or head), and may have an administrator (also named governor or factor) position with trade and record keeping responsibilities.&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{category|Economy}}&lt;br /&gt;
{{category|Locations}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=250270</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=250270"/>
		<updated>2020-02-07T11:44:30Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Behavior */ MINING_UNDERWORLD_DISASTERS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, elves, and humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}} / {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}} &lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[creature token]] OUTSIDER_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then at embark the specific civs can be chosen by + or - on the civ list screen (by pressing TAB), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token. (Replaced in [[:Category:Version 0.42.01|0.42.01]] by SITE_CONTROLLABLE.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| The birth of the civilization can occur in this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| The birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the [[cv:coin|coin]].&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures. If you embark as this civ, you have access to pets and trees from all three layers, not only the first. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}}&lt;br /&gt;
|&lt;br /&gt;
| Used for kobolds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}{{version|0.47.02}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can breach the [[Underworld]] during world generation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the civilization use all locally available non-exotic pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and [[:Category:DF2014:Mount|MOUNT]]. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with [[:Category:DF2014:Mount|MOUNT]] and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves, in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for crafts.{{verify}}  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal definitions ==&lt;br /&gt;
&lt;br /&gt;
{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Start an animal definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TOKEN}}&lt;br /&gt;
| [[creature token]]&lt;br /&gt;
| Select specific creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CASTE_TOKEN}}&lt;br /&gt;
| [[Caste|creature caste token]]&lt;br /&gt;
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Select creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Forbid creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Override creature usage tokens. Respectively:&lt;br /&gt;
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]&lt;br /&gt;
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]&lt;br /&gt;
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]&lt;br /&gt;
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]&lt;br /&gt;
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue styling-related tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Entity token]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unit_type_token&amp;diff=250000</id>
		<title>Unit type token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unit_type_token&amp;diff=250000"/>
		<updated>2020-01-30T10:05:08Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Worldgen positions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Unit type tokens''' define [[profession]] roles. They are used with various [[entity token]]s, as well as in graphical tilesets.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! # !! Token !! Unit type !!&lt;br /&gt;
|-&lt;br /&gt;
|   0 || {{text anchor|MINER}} || [[Miner]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;7&amp;quot;| {{Dwarf|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|   1 || {{text anchor|WOODWORKER}} || [[Woodworker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;14&amp;quot;| {{Dwarf|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
|   2 || {{text anchor|CARPENTER}} || [[Carpenter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;14&amp;quot;| {{Dwarf|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
|   3 || {{text anchor|BOWYER}} || [[Bowyer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;14&amp;quot;| {{Dwarf|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
|   4 || {{text anchor|WOODCUTTER}} || [[Woodcutter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;14&amp;quot;| {{Dwarf|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
|   5 || {{text anchor|STONEWORKER}} || [[Stoneworker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;15&amp;quot;| {{Dwarf|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
|   6 || {{text anchor|ENGRAVER}} || [[Engraver]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;15&amp;quot;| {{Dwarf|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
|   7 || {{text anchor|MASON}} || [[Mason]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;15&amp;quot;| {{Dwarf|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
|   8 || {{text anchor|RANGER}} || [[Ranger]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;2&amp;quot;| {{Dwarf|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|   9 || {{text anchor|ANIMAL_CARETAKER}} || [[Animal caretaker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;2&amp;quot;| {{Dwarf|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  10 || {{text anchor|ANIMAL_TRAINER}} || [[Animal trainer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;2&amp;quot;| {{Dwarf|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  11 || {{text anchor|HUNTER}} || [[Hunter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;2&amp;quot;| {{Dwarf|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  12 || {{text anchor|TRAPPER}} || [[Trapper]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;2&amp;quot;| {{Dwarf|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  13 || {{text anchor|ANIMAL_DISSECTOR}} || [[Animal dissector]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;2&amp;quot;| {{Dwarf|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  14 || {{text anchor|METALSMITH}} || [[Metalsmith]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  15 || {{text anchor|FURNACE_OPERATOR}} || [[Furnace operator]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  16 || {{text anchor|WEAPONSMITH}} || [[Weaponsmith]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  17 || {{text anchor|ARMORER}} || [[Armorsmith|Armorer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  18 || {{text anchor|BLACKSMITH}} || [[Blacksmith]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  19 || {{text anchor|METALCRAFTER}} || [[Metalcrafter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  20 || {{text anchor|JEWELER}} || [[Jeweler]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;10&amp;quot;| {{Dwarf|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  21 || {{text anchor|GEM_CUTTER}} || [[Gem cutter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;10&amp;quot;| {{Dwarf|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  22 || {{text anchor|GEM_SETTER}} || [[Gem setter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;10&amp;quot;| {{Dwarf|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  23 || {{text anchor|CRAFTSMAN}} || [[Craftsdwarf|Craftsman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  24 || {{text anchor|WOODCRAFTER}} || [[Woodcrafter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  25 || {{text anchor|STONECRAFTER}} || [[Stonecrafter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  26 || {{text anchor|LEATHERWORKER}} || [[Leatherworker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  27 || {{text anchor|BONE_CARVER}} || [[Bone carver]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  28 || {{text anchor|WEAVER}} || [[Weaver]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  29 || {{text anchor|CLOTHIER}} || [[Clothier]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  30 || {{text anchor|GLASSMAKER}} || [[Glassmaker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  31 || {{text anchor|POTTER}} || [[Potter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  32 || {{text anchor|GLAZER}} || [[Glazer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  33 || {{text anchor|WAX_WORKER}} || [[Wax worker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  34 || {{text anchor|STRAND_EXTRACTOR}} || [[Strand extractor]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  35 || {{text anchor|FISHERY_WORKER}} || [[Fishery worker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;1&amp;quot;| {{Dwarf|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  36 || {{text anchor|FISHERMAN}} || [[Fisherdwarf|Fisherman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;1&amp;quot;| {{Dwarf|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  37 || {{text anchor|FISH_DISSECTOR}} || [[Fish dissector]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;1&amp;quot;| {{Dwarf|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  38 || {{text anchor|FISH_CLEANER}} || [[Fish cleaner]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;1&amp;quot;| {{Dwarf|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  39 || {{text anchor|FARMER}} || [[Farmer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  40 || {{text anchor|CHEESE_MAKER}} || [[Cheese maker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  41 || {{text anchor|MILKER}} || [[Milker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  42 || {{text anchor|COOK}} || [[Cook]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  43 || {{text anchor|THRESHER}} || [[Thresher]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  44 || {{text anchor|MILLER}} || [[Miller]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  45 || {{text anchor|BUTCHER}} || [[Butcher]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  46 || {{text anchor|TANNER}} || [[Tanner]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  47 || {{text anchor|DYER}} || [[Dyer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  48 || {{text anchor|PLANTER}} || [[Grower|Planter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  49 || {{text anchor|HERBALIST}} || [[Herbalist]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  50 || {{text anchor|BREWER}} || [[Brewer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  51 || {{text anchor|SOAP_MAKER}} || [[Soaper|Soap maker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  52 || {{text anchor|POTASH_MAKER}} || [[Potash maker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  53 || {{text anchor|LYE_MAKER}} || [[Lye maker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  54 || {{text anchor|WOOD_BURNER}} || [[Wood burner]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  55 || {{text anchor|SHEARER}} || [[Shearer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  56 || {{text anchor|SPINNER}} || [[Spinner]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  57 || {{text anchor|PRESSER}} || [[Presser]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  58 || {{text anchor|BEEKEEPER}} || [[Beekeeper]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  59 || {{text anchor|ENGINEER}} || [[Engineer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;12&amp;quot;| {{Dwarf|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  60 || {{text anchor|MECHANIC}} || [[Mechanic]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;12&amp;quot;| {{Dwarf|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  61 || {{text anchor|SIEGE_ENGINEER}} || [[Siege engineer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;12&amp;quot;| {{Dwarf|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  62 || {{text anchor|SIEGE_OPERATOR}} || [[Siege operator]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;12&amp;quot;| {{Dwarf|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  63 || {{text anchor|PUMP_OPERATOR}} || [[Pump operator]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;12&amp;quot;| {{Dwarf|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  64 || {{text anchor|CLERK}} || [[Clerk]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  65 || {{text anchor|ADMINISTRATOR}} || [[Administrator]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  66 || {{text anchor|TRADER}} || [[Trader]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  67 || {{text anchor|ARCHITECT}} || [[Architect]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  68 || {{text anchor|ALCHEMIST}} || [[Alchemist]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  69 || {{text anchor|DOCTOR}} || [[Doctor]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  70 || {{text anchor|DIAGNOSER}} || [[Diagnostician|Diagnoser]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  71 || {{text anchor|BONE_SETTER}} || [[Bone doctor]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  72 || {{text anchor|SUTURER}} || [[Suturer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  73 || {{text anchor|SURGEON}} || [[Surgeon]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  74 || {{text anchor|MERCHANT}} || [[Merchant]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;7&amp;quot;| {{Dwarf|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|  75 || {{text anchor|HAMMERMAN}} || [[Hammerman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  76 || {{text anchor|MASTER_HAMMERMAN}} || [[Hammer lord]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;13&amp;quot;| {{Dwarf|5:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  77 || {{text anchor|SPEARMAN}} || [[Spearman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  78 || {{text anchor|MASTER_SPEARMAN}} || [[Spearmaster]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;14&amp;quot;| {{Dwarf|6:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  79 || {{text anchor|CROSSBOWMAN}} || [[Crossbowman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;2&amp;quot;| {{Dwarf|2:0|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  80 || {{text anchor|MASTER_CROSSBOWMAN}} || [[Elite crossbowman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;10&amp;quot;| {{Dwarf|2:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  81 || {{text anchor|WRESTLER}} || [[Wrestler]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;7&amp;quot;| {{Dwarf|7:0|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  82 || {{text anchor|MASTER_WRESTLER}} || [[Elite wrestler]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;15&amp;quot;| {{Dwarf|7:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  83 || {{text anchor|AXEMAN}} || [[Axeman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;1&amp;quot;| {{Dwarf|1:0|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  84 || {{text anchor|MASTER_AXEMAN}} || [[Axe lord]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  85 || {{text anchor|SWORDSMAN}} || [[Swordsman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;3&amp;quot;| {{Dwarf|3:0|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  86 || {{text anchor|MASTER_SWORDSMAN}} || [[Swordmaster]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;11&amp;quot;| {{Dwarf|3:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  87 || {{text anchor|MACEMAN}} || [[Maceman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;4&amp;quot;| {{Dwarf|4:0|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  88 || {{text anchor|MASTER_MACEMAN}} || [[Mace lord]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;12&amp;quot;| {{Dwarf|4:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  89 || {{text anchor|PIKEMAN}} || [[Pikeman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  90 || {{text anchor|MASTER_PIKEMAN}} || [[Pikemaster]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;14&amp;quot;| {{Dwarf|6:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  91 || {{text anchor|BOWMAN}} || [[Bowman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;2&amp;quot;| {{Dwarf|2:0|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  92 || {{text anchor|MASTER_BOWMAN}} || [[Elite bowman]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;10&amp;quot;| {{Dwarf|2:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  93 || {{text anchor|BLOWGUNMAN}} || [[Blowgunner]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  94 || {{text anchor|MASTER_BLOWGUNMAN}} || [[Master blowgunner]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  95 || {{text anchor|LASHER}} || [[Lasher]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  96 || {{text anchor|MASTER_LASHER}} || [[Master lasher]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  97 || {{text anchor|RECRUIT}} || [[Recruit]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1|type=m}}&lt;br /&gt;
|-&lt;br /&gt;
|  98 || {{text anchor|TRAINED_HUNTER}} || [[Hunting animal]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;15&amp;quot;| {{Dwarf|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
|  99 || {{text anchor|TRAINED_WAR}} || [[War animal]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| 100 || {{text anchor|MASTER_THIEF}} || [[Master thief]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| 101 || {{text anchor|THIEF}} || [[Thief]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| 102 || {{text anchor|STANDARD}} || [[Peasant]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;-1&amp;quot;&amp;lt;!--no defined color, uses creature color instead (cyan for dwarves)--&amp;gt;| {{Dwarf|3:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 103 || {{text anchor|CHILD}} || [[Child]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;4&amp;quot;| {{Dwarf|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 104 || {{text anchor|BABY}} || [[Baby]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;4&amp;quot;| {{Dwarf|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 105 || {{text anchor|DRUNK}} || [[Drunk]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 106 || {{text anchor|MONSTER_SLAYER}} || [[Monster slayer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 107 || {{text anchor|SCOUT}} || [[Scout]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 108 || {{text anchor|BEAST_HUNTER}} || [[Beast hunter]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 109 || {{text anchor|SNATCHER}} || [[Snatcher]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 110 || {{text anchor|MERCENARY}} || [[Mercenary]] || style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 111 || {{text anchor|GELDER}} || [[Gelder]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;6&amp;quot;| {{Dwarf|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 112 || {{text anchor|PERFORMER}}{{version|0.42.01}} || [[Performer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 113 || {{text anchor|POET}}{{version|0.42.01}} || [[Poet]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 114 || {{text anchor|BARD}}{{version|0.42.01}} || [[Bard]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 115 || {{text anchor|DANCER}}{{version|0.42.01}} || [[Dancer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 116 || {{text anchor|SAGE}}{{version|0.42.01}} || [[Sage]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 117 || {{text anchor|SCHOLAR}}{{version|0.42.01}} || [[Scholar]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 118 || {{text anchor|PHILOSOPHER}}{{version|0.42.01}} || [[Philosopher]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 119 || {{text anchor|MATHEMATICIAN}}{{version|0.42.01}} || [[Mathematician]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 120 || {{text anchor|HISTORIAN}}{{version|0.42.01}} || [[Historian]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 121 || {{text anchor|ASTRONOMER}}{{version|0.42.01}} || [[Astronomer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 122 || {{text anchor|NATURALIST}}{{version|0.42.01}} || [[Naturalist]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 123 || {{text anchor|CHEMIST}}{{version|0.42.01}} || [[Chemist]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 124 || {{text anchor|GEOGRAPHER}}{{version|0.42.01}} || [[Geographer]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 125 || {{text anchor|SCRIBE}}{{version|0.42.01}} || [[Scribe]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 126 || {{text anchor|PAPERMAKER}}{{version|0.42.01}} || [[Papermaker]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| 127 || {{text anchor|BOOKBINDER}}{{version|0.42.01}} || [[Bookbinder]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;9&amp;quot;| {{Dwarf|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| 128 || {{text anchor|TAVERN_KEEPER}}{{version|0.42.01}} || [[Tavern keeper]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 129 || {{text anchor|CRIMINAL}}{{version|0.44.01}} || [[Criminal]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;8&amp;quot;| {{Dwarf|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| 130 || {{text anchor|PEDDLER}}{{version|0.44.01}} || [[Peddler]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;7&amp;quot;| {{Dwarf|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| 131 || {{text anchor|PROPHET}}{{version|0.44.01}} || [[Prophet]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;15&amp;quot;| {{Dwarf|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| 132 || {{text anchor|PILGRIM}}{{version|0.44.01}} || [[Pilgrim]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;15&amp;quot;| {{Dwarf|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| 133 || {{text anchor|MONK}}{{version|0.44.01}} || [[Monk]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;15&amp;quot;| {{Dwarf|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| 134 || {{text anchor|MESSENGER}}{{version|0.44.11}} || [[Messenger]] ||style=&amp;quot;background:#000&amp;quot; data-sort-value=&amp;quot;5&amp;quot;| {{Dwarf|5:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following tokens are also permitted in tilesets:&lt;br /&gt;
&lt;br /&gt;
Entity link:&lt;br /&gt;
*MEMBER (not useful)&lt;br /&gt;
*FORMER_MEMBER (not useful)&lt;br /&gt;
*FORMER_MERCENARY (not useful)&lt;br /&gt;
*SLAVE {{Dwarf|7:0}}&lt;br /&gt;
*FORMER_SLAVE (not useful)&lt;br /&gt;
*PRISONER {{Dwarf|7:0}}&lt;br /&gt;
*FORMER_PRISONER (not useful)&lt;br /&gt;
*ENEMY (not useful)&lt;br /&gt;
Worldgen positions:{{version|0.47.01}} ({{forum link|175434.msg8082510#msg8082510|source}})&lt;br /&gt;
*CUSTOM_OFFICIAL_0 (chancellor)&lt;br /&gt;
*CUSTOM_OFFICIAL_1 (justiciar)&lt;br /&gt;
*CUSTOM_OFFICIAL_2 (treasurer)&lt;br /&gt;
*CUSTOM_OFFICIAL_3 (counselor)&lt;br /&gt;
*CUSTOM_OFFICIAL_4 (chamberlain)&lt;br /&gt;
*CUSTOM_OFFICIAL_5 (master of beasts)&lt;br /&gt;
*CUSTOM_OFFICIAL_6 (butler)&lt;br /&gt;
*CUSTOM_OFFICIAL_7 (doctor)&lt;br /&gt;
*CUSTOM_OFFICIAL_8 (executioner)&lt;br /&gt;
*CUSTOM_OFFICIAL_9 (chef)&lt;br /&gt;
*CUSTOM_OFFICIAL_10 (housekeeper)&lt;br /&gt;
*CUSTOM_MARKET_OFFICIAL_0 (sewer official)&lt;br /&gt;
*CUSTOM_MARKET_OFFICIAL_1 (grain official)&lt;br /&gt;
*CUSTOM_MARKET_OFFICIAL_2 (fire official)&lt;br /&gt;
*CUSTOM_MARKET_OFFICIAL_3 (judge)&lt;br /&gt;
*CUSTOM_MARKET_OFFICIAL_4 (building official)&lt;br /&gt;
*CUSTOM_MARKET_OFFICIAL_5 (road official)&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Unit type token]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tool_token&amp;diff=249974</id>
		<title>Tool token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tool_token&amp;diff=249974"/>
		<updated>2020-01-29T17:26:58Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: New tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:23, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Name of the tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONE_MAT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any bone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CERAMIC_MAT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any ceramic material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Allows a string to describe the tool when {{key|v}}iewed. The text box can accommodate up to 325 characters until it cuts off, but the spacing of actual sentences puts the realistic limit closer to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLASS_MAT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HARD_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from anything with the [ITEMS_HARD] token, such as wood, stone or metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEATHER_MAT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from anything with the [IS_METAL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_WEAPON_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any metal with the [ITEMS_WEAPON] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEET_MAT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any &amp;quot;sheet&amp;quot; material, such as papyrus, paper, and parchment. Connected to the PAPER_SLURRY/PAPER_PLANT reaction classes?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHELL_MAT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any shell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SILK_MAT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOFT_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any material with the [ITEMS_SOFT] token, such as leather or textiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_MAT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any stone. Presumably connected to the [IS_STONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THREAD_PLANT_MAT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any plant fiber, such as pig tails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INCOMPLETE_ITEM}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| According to Toady, &amp;quot;Won't be used in world gen libraries (to differentiate scrolls from quires). Also put it on bindings, rollers, instr. pieces for completeness/future use&amp;quot;.  Used on scroll rollers, book bindings, and quires.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_IMPROVEMENT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*improvement type and subtype (latter only really applicable to SPECIFIC)&lt;br /&gt;
*tool material flag like HARD_MAT or SILK_MAT&lt;br /&gt;
| Items that appear in the wild come standard with this kind of improvement. Used on scrolls: [DEFAULT_IMPROVEMENT:SPECIFIC:ROLLERS:HARD_MAT]&lt;br /&gt;
Currently bugged, the effect is also applied to everything made in-game. This causes scrolls to have two sets of rollers, for example.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIMPROVABLE}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tool from being improved.  Used on honeycombs, (scroll rollers, book bindings, and quires.){{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*num&lt;br /&gt;
| Defines the item value of the tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE}}&lt;br /&gt;
|&lt;br /&gt;
*num&lt;br /&gt;
| Defines the tile used to represent the tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVERTED_TILE}}&lt;br /&gt;
|&lt;br /&gt;
| The background of the tile will be colored, instead of the foreground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DEFAULT_JOB}}{{version|0.42.01}}&lt;br /&gt;
| &lt;br /&gt;
| According to Toady, &amp;quot;only custom reactions are used to make this item&amp;quot;. Found on [[scroll]]s and [[quire]]s. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL_USE}}&lt;br /&gt;
| &lt;br /&gt;
*tool use, see below&lt;br /&gt;
| Defines the task performed using the tool.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FURNITURE}}&lt;br /&gt;
|&lt;br /&gt;
| Allows item to be stored in a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHAPE_CATEGORY}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
*shape category&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USES_FACE_IMAGE_SET}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADJECTIVE}}&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| Adjective preceding the material name (e.g. &amp;quot;large copper dagger&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE}} / {{text anchor|WEIGHT}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Volume of tool in mL or cubic centimeters. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONTAINER_CAPACITY}}&lt;br /&gt;
|&lt;br /&gt;
*amount&lt;br /&gt;
| How much the item can contain. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOOT_FORCE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required for weapons.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOOT_MAXVEL}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required for weapons.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL}}&lt;br /&gt;
| &lt;br /&gt;
*Skill token&lt;br /&gt;
| The skill to determine effectiveness in melee with this tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required for weapons.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RANGED}}&lt;br /&gt;
| &lt;br /&gt;
*Skill token&lt;br /&gt;
*Ammo item token&lt;br /&gt;
| Makes this tool a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWO_HANDED}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Creatures under this size (in cm^3) must use the tool two-handed. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required for weapons.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MINIMUM_SIZE}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Minimum body size (in cm^3) to use the tool at all (multigrasp required until TWO_HANDED value) &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required for weapons.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_SIZE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Number of bar units needed for forging, as well as the amount gained from melting. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required for weapons.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
*attacktype:BLUNT or EDGE&lt;br /&gt;
*contact_area:value&lt;br /&gt;
*penetration_size:value&lt;br /&gt;
*verb2nd:string&lt;br /&gt;
*verb3rd:string&lt;br /&gt;
*noun:string&lt;br /&gt;
*velocity_multiplier:value&lt;br /&gt;
| You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required for weapons.&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Valid tool uses (and the default tools used for these tasks) are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! ID&lt;br /&gt;
! Token&lt;br /&gt;
! Usage&lt;br /&gt;
|-&lt;br /&gt;
| 0 || LIQUID_COOKING || cauldron&lt;br /&gt;
|-&lt;br /&gt;
| 1 || LIQUID_SCOOP || ladle&lt;br /&gt;
|-&lt;br /&gt;
| 2 || GRIND_POWDER_RECEPTACLE || mortar&lt;br /&gt;
|-&lt;br /&gt;
| 3 || GRIND_POWDER_GRINDER || pestle&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MEAT_CARVING || carving knife&lt;br /&gt;
|-&lt;br /&gt;
| 5 || MEAT_BONING || boning knife&lt;br /&gt;
|-&lt;br /&gt;
| 6 || MEAT_SLICING || slicing knife&lt;br /&gt;
|-&lt;br /&gt;
| 7 || MEAT_CLEAVING || meat cleaver&lt;br /&gt;
|-&lt;br /&gt;
| 8 || HOLD_MEAT_FOR_CARVING || carving fork&lt;br /&gt;
|-&lt;br /&gt;
| 9 || MEAL_CONTAINER || bowl&lt;br /&gt;
|-&lt;br /&gt;
| 10 || NEST_BOX || nest box&lt;br /&gt;
|-&lt;br /&gt;
| 11 || LIQUID_CONTAINER || jug&lt;br /&gt;
|-&lt;br /&gt;
| 12 || FOOD_STORAGE || large pot&lt;br /&gt;
|-&lt;br /&gt;
| 13 || HIVE || hive&lt;br /&gt;
|-&lt;br /&gt;
| 14 || SMALL_OBJECT_STORAGE || pouch&lt;br /&gt;
|-&lt;br /&gt;
| 15 || TRACK_CART || minecart&lt;br /&gt;
|-&lt;br /&gt;
| 16 || HEAVY_OBJECT_HAULING || wheelbarrow&lt;br /&gt;
|-&lt;br /&gt;
| 17 || STAND_AND_WORK_ABOVE || stepladder&lt;br /&gt;
|-&lt;br /&gt;
| 18 || ROLL_UP_SHEET{{version|0.42.01}} || scroll rollers{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| 19 || PROTECT_FOLDED_SHEETS{{version|0.42.01}} || book binding{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || CONTAIN_WRITING{{version|0.42.01}} || scroll &amp;amp; quire{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| 21 || BOOKCASE{{version|0.42.01}} || bookcase{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| 22 || DISPLAY_OBJECT{{version|0.44.01}} || pedestal &amp;amp; display case{{version|0.44.01}}&lt;br /&gt;
|-&lt;br /&gt;
| ? || PLACE_OFFERING{{version|0.47.01}} || altar{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| ? || DIVINATION{{version|0.47.01}} || dice{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| ? || GAMES_OF_CHANCE{{version|0.47.01}} || dice{{version|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Tool token]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=249971</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=249971"/>
		<updated>2020-01-29T17:13:39Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Available resources */ USE_NON_EXOTIC_PET_RACE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, elves, and humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}} / {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}} &lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[creature token]] OUTSIDER_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then at embark the specific civs can be chosen by + or - on the civ list screen (by pressing TAB), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token. (Replaced in [[:Category:Version 0.42.01|0.42.01]] by SITE_CONTROLLABLE.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| The birth of the civilization can occur in this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| The birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures. If you embark as this civ, you have access to pets and trees from all three layers, not only the first. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}}&lt;br /&gt;
|&lt;br /&gt;
| Used for kobolds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the civilization use all locally available non-exotic pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and [[:Category:DF2014:Mount|MOUNT]]. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with [[:Category:DF2014:Mount|MOUNT]] and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves, in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for crafts.{{verify}}  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal definitions ==&lt;br /&gt;
&lt;br /&gt;
{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Start an animal definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TOKEN}}&lt;br /&gt;
| [[creature token]]&lt;br /&gt;
| Select specific creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CASTE_TOKEN}}&lt;br /&gt;
| [[Caste|creature caste token]]&lt;br /&gt;
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Select creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Forbid creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Override creature usage tokens. Respectively:&lt;br /&gt;
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]&lt;br /&gt;
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]&lt;br /&gt;
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]&lt;br /&gt;
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]&lt;br /&gt;
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue styling-related tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Entity token]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=249969</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=249969"/>
		<updated>2020-01-29T17:10:05Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Add new position responsibilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:39, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACCOUNT_EXEMPT}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the [[Dwarven economy|economy]]. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CLASS}}&lt;br /&gt;
| {{token|CREATURE_CLASS|creature}} token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined [[caste]]. Only works with a caste of the entity's current race. (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPOINTED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRAG_ON_KILL}}&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHAT_WORTHY}}&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there. Also means that the position exists in world-gen rather than being created only at the end of world-gen.&lt;br /&gt;
Dark Fortress civs cannot have this tag on anybody but their Law Maker, or the game will crash without leaving an errorlog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color, e.g. [COLOR:5:0:1].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMANDER}}&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONQUERED_SITE}}&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMAND_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DETERMINES_COIN_DESIGN}}&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DO_NOT_CULL}}&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DUTY_BOUND}}&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ELECTED}}&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTION_SKILL}}&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXPORTED_IN_LEGENDS}}&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLASHES}}&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENDER}} &lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by the specified gender. Currently bugged {{bug|2714}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_QUEST}}&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER}}&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the requirements to have them, which are the values set in LAND_HOLDER_TRIGGER.  The character is tied permanently to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_NAME}}&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANDATE_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder cannot be assigned labors. Currently nonfunctional.{{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION_SPOUSE}}&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_SCREEN_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| This position cannot be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter. Currently nonfunctional{{bug|8965}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMBER}}&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRECEDENCE}}&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes. Currently nonfunctional.{{bug|4589}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|QUEST_GIVER}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REPLACED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BEDROOM}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BOXES}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_CABINETS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_DINING}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_OFFICE}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_RACKS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_STANDS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_TOMB}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_MARKET}}&lt;br /&gt;
| &lt;br /&gt;
| Does not have anything directly to do with markets.  It means that in minor sites (such as hillocks) the position will not appear, while in major sites (such as dwarf fortresses) it will.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_POPULATION}}&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESPONSIBILITY}}&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RULES_FROM_LOCATION}}&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, such as a human castle/mead hall, the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special locations. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE}}&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLEEP_PRETENSION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIAL_BURIAL}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SQUAD}}&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUCCESSION}}&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACCOUNTING}}&lt;br /&gt;
| Found on [[bookkeeper]]. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVISE_LEADERS}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_ENEMIES}}&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILD_MORALE}}&lt;br /&gt;
| Found on [[champion]]. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDING_SAFETY}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLLECT_TAXES}}&lt;br /&gt;
| Currently unused - was originally assigned to the Tax Collector&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONSTRUCTION_PERMITS}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_MANIFESTS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESCORT_TAX_COLLECTOR}}&lt;br /&gt;
| Currently unused - was originally assigned to the Royal Guards (squad members beneath the Hammerer)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESPIONAGE}}{{version|0.47.01}}&lt;br /&gt;
| Found on [[dungeon master]] and [[General|princess].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESTABLISH_COLONY_TRADE_AGREEMENTS}}&lt;br /&gt;
| Found on [[outpost liaison]]. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in its position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTIONS}}&lt;br /&gt;
| Found on [[hammerer]]. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIRE_SAFETY}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FOOD_SUPPLY}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEALTH_MANAGEMENT}}&lt;br /&gt;
| Found on [[chief medical dwarf]]. Position will use Diagnostician skill to enable the {{key|z}}-menu health screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JUDGE}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCEMENT}}&lt;br /&gt;
| Found on [[sheriff]]/[[captain of the guard]]. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_MAKING}}&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAINTAIN_BRIDGES}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAINTAIN_ROADS}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAINTAIN_SEWERS}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAINTAIN_TUNNELS}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_INTRODUCTIONS}}&lt;br /&gt;
| Position will make a 'social call' to an established foreign settlement, complimenting or insulting them depending on relations and reporting the news.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_PEACE_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TOPIC_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements, such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_ANIMALS}}{{version|0.47.01}}&lt;br /&gt;
| Found on [[dungeon master]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_LEADER_HOUSEHOLD_CLEANLINESS}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_LEADER_HOUSEHOLD_DRINKS}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_LEADER_HOUSEHOLD_FOOD}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_PRODUCTION}}&lt;br /&gt;
| Found on [[manager]]. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEET_WORKERS}}&lt;br /&gt;
| Found on expedition leader/mayor. Position uses the various Social skills to hold meetings with unhappy citizens and try to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_GOALS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on each other constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_STRATEGY}}&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization. Issues the orders for the teams conducting raids or other operations away from the fortress.{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OVERSEE_LEADER_HOUSEHOLD}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATROL_TERRITORY}}&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREPARE_LEADER_MEALS}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RECEIVE_DIPLOMATS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Position uses the various Social skills to hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SORT_AMMUNITION}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAME_EXOTICS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Dungeon Master&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE}}&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and the various Social skills to trade at the depot. When applied to other civilizations, this position will arrive with the caravan to make trade agreements (like the Human Guild Representative from older versions) and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UPGRADE_SQUAD_EQUIPMENT}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Position token]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_materials&amp;diff=249930</id>
		<title>Template:DF2014 materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_materials&amp;diff=249930"/>
		<updated>2020-01-27T16:43:57Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Alphabetize&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #7eacac; font-weight:bold; background-color: #97c9d9; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Material]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #6fa4b5; padding-left: 1em; padding-right: 1em;&amp;quot; | Creature&lt;br /&gt;
| [[Blood]] • [[Bone]] • [[Cartilage]] • [[Cheese]] • [[Chitin]] • [[Egg]] • [[Extract]] • [[Fat]] • [[Feather]] • [[Hair]] • [[Honey]] • [[Horn]] • [[Ivory]] • [[Leather]] • [[Meat]] • [[Milk]] • [[Nail]] • [[Nervous tissue]] • [[Parchment]] • [[Royal jelly]] • [[Scale]] • [[Shell]] • [[Silk]] • [[Skin]] • [[Soap]] • [[Tallow]] • [[Wax]] • [[Wool]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #6fa4b5; padding-left: 1em; padding-right: 1em;&amp;quot; | Plant&lt;br /&gt;
| [[Booze]] • [[Dye]] • [[Extract]] • [[Flour]] • [[Flower]] • [[Fruit]] • [[Leaf]] • [[Oil]] • [[Paper]] • [[Plant fiber]] • [[Press cake]] • [[Seed]] • [[Slurry]] • [[Wood]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #6fa4b5; padding-left: 1em; padding-right: 1em;&amp;quot; | Inorganic&lt;br /&gt;
| [[Ceramic]] • [[Clay]] • [[Gem]] • [[Gypsum plaster]] • [[Metal]] • [[Milk of lime]] • [[Ore]] • [[Quicklime]]  • [[Sand]] • [[Soil]] • [[Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #6fa4b5; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Hardcoded material|Hardcoded]]&lt;br /&gt;
| [[Amber]] • [[Ash]] • [[Coral]] • [[Filth]] • [[Glass]] • [[Grime]] • [[Ice]] • [[Lye]] • [[Magma]] • [[Mud]] • [[Pearlash]] • [[Potash]] • [[Refined coal]] • [[Salt]] • [[Unknown substance]] • [[Vomit]] • [[Water]]&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{cat|}}}|nocat||{{Category|Materials}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]][[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Instrument_token&amp;diff=236772</id>
		<title>Instrument token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Instrument_token&amp;diff=236772"/>
		<updated>2018-07-29T07:25:28Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:41, 22 July 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Since v0.42.01, [[instruments]] are procedurally generated for each world, but if so desired, it is still possible to define custom instruments in the raws by using an [ITEM_INSTRUMENT] token. Most [[tool token]]s can be used as before, but there are a few instrument-specific tokens, as listed in the table below.&lt;br /&gt;
&lt;br /&gt;
The information on this page is sourced from the file &amp;lt;code&amp;gt;raw/objects/examples&amp;amp;nbsp;and&amp;amp;nbsp;notes/item_instrument_example.txt&amp;lt;/code&amp;gt;, which also includes useful example instrument definitions.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLACED_AS_BUILDING}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the instrument stationary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOMINANT_MATERIAL_PIECE}}&lt;br /&gt;
|&lt;br /&gt;
* instrument piece&lt;br /&gt;
| Sets a piece as the central part of the instrument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT_PIECE}}&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* tool token&lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
* STANDARD/ALWAYS_PLURAL/ALWAYS_SINGULAR&lt;br /&gt;
| Defines an instrument piece. ''token'' is the identifier that can be used in other raw tags to refer to this instrument piece. ''tool token'' is the tool which is required (and consumed) during the construction process to create this instrument piece.&lt;br /&gt;
&lt;br /&gt;
If an instrument does not have any pieces, SELF can be used for any argument which needs to be an instrument piece.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOLUME_mB}}&lt;br /&gt;
|&lt;br /&gt;
* min&lt;br /&gt;
* max&lt;br /&gt;
| The instrument's volume range, in millibels (100 mB = 1 dB).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND_PRODUCTION}}&lt;br /&gt;
|&lt;br /&gt;
* various tokens&lt;br /&gt;
| Defines how a musician can produce sound when using this instrument. Can be used multiple times. Valid tokens and their required additional arguments are:&lt;br /&gt;
* PLUCKED_BY_BP, PLUCKED (requires two tokens, actor then target)&lt;br /&gt;
* BOWED (two tokens)&lt;br /&gt;
* STRUCK_BY_BP, STRUCK (two tokens)&lt;br /&gt;
* VIBRATE_BP_AGAINST_OPENING&lt;br /&gt;
* BLOW_AGAINST_FIPPLE, BLOW_OVER_OPENING_SIDE, BLOW_OVER_OPENING_END, BLOW_OVER_SINGLE_REED, BLOW_OVER_DOUBLE_REED, BLOW_OVER_FREE_REED&lt;br /&gt;
* STRUCK_TOGETHER, SHAKEN&lt;br /&gt;
* SCRAPED (two tokens), FRICTION (two tokens)&lt;br /&gt;
* RESONATOR&lt;br /&gt;
* BAG_OVER_REED (two tokens), AIR_OVER_REED (two tokens), AIR_OVER_FREE_REED (two tokens), AIR_AGAINST_FIPPLE (two tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PITCH_CHOICE}}&lt;br /&gt;
|&lt;br /&gt;
* method&lt;br /&gt;
| Defines how the pitch can be varied by the musician. Can be used multiple times. Valid methods are:&lt;br /&gt;
* MEMBRANE_POSITION&lt;br /&gt;
* SUBPART_CHOICE&lt;br /&gt;
* KEYBOARD&lt;br /&gt;
* STOPPING_FRET (requires two tokens, first for &amp;quot;string&amp;quot; second for &amp;quot;neck&amp;quot; -- or whatever is being pressed against what), STOPPING_AGAINST_BODY (two tokens), STOPPING_HOLE, STOPPING_HOLE_KEY&lt;br /&gt;
* SLIDE&lt;br /&gt;
* HARMONIC_SERIES&lt;br /&gt;
* VALVE_ROUTES_AIR&lt;br /&gt;
* BP_IN_BELL&lt;br /&gt;
* FOOT_PEDALS (two token, first is what is being changed e.g. &amp;quot;strings&amp;quot;, second is &amp;quot;body&amp;quot; which has pedalboard -- or whatever piece is being stepped on)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TUNING}}&lt;br /&gt;
|&lt;br /&gt;
* method&lt;br /&gt;
* instrument piece&lt;br /&gt;
| Can be used multiple times. Valid methods are: PEGS, ADJUSTABLE_BRIDGES, CROOKS, TIGHTENING, LEVERS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PITCH_RANGE}}&lt;br /&gt;
|&lt;br /&gt;
* min pitch&lt;br /&gt;
* max pitch&lt;br /&gt;
| From the example file:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pitch is &amp;lt;min&amp;gt;:&amp;lt;max&amp;gt; in cents with middle C at zero.  There are 1200 cents in an octave.  The game verbally differentiates values from -4200 to 4200, but you can go outside that if you like.  The in-game generated instruments will range from roughly C0 to C8 (-4800 to 4800), sometimes beyond for really unusual ones.&lt;br /&gt;
&lt;br /&gt;
        You can also use INDEFINITE_PITCH.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIMBRE}}&lt;br /&gt;
|&lt;br /&gt;
* any number of timbre words&lt;br /&gt;
| Valid timbre words are: CLEAR, NOISY, FULL, THIN, ROUND, SHARP, SMOOTH, CHOPPY, STEADY, EVOLVING, STRONG, DELICATE, BRIGHT, GRACEFUL, SPARSE, BREATHY, STRAINED, BROAD, LIGHT, MELLOW, WOBBLING, FOCUSED, EVEN, FLUID, VIBRATING, QUAVERING, EERIE, FRAGILE, BRITTLE, PURE, PIERCING, STRIDENT, WAVERING, HARSH, REEDY, NASAL, BUZZY, ROUGH, WARM, RUGGED, HEAVY, FLAT, DARK, CRISP, SONOROUS, WATERY, GENTLE, SLICING, LIQUID, RAUCOUS, BREEZY, RASPY, WISPY, SHRILL, MUDDY, RICH, DULL, FLOATING, RINGING, RESONANT, SWEET, RIPPLING, SPARKLING.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGISTER}}&lt;br /&gt;
|&lt;br /&gt;
* min pitch&lt;br /&gt;
* max pitch&lt;br /&gt;
* any number of timbre words&lt;br /&gt;
| See [[#PITCH_RANGE|PITCH_RANGE]] and [[#TIMBRE|TIMBRE]] for possible values. The pitch range overrides the global pitch for a register, but the register timbres are added to the global ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSIC_SKILL}}&lt;br /&gt;
|&lt;br /&gt;
* skill token&lt;br /&gt;
| The skill should be one of the music-related [[skill token]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Instrument_token&amp;diff=236625</id>
		<title>Instrument token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Instrument_token&amp;diff=236625"/>
		<updated>2018-07-22T07:02:10Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since v0.42.01, [[instruments]] are being procedurally generated for each world, but if so desired, it is still possible to define custom instruments in the raws, using an [ITEM_INSTRUMENT] token. Most [[tool token]]s can be used as before, but there are a few instrument-specific tokens, as described in the table below.&lt;br /&gt;
&lt;br /&gt;
The information on this page is sourced from the file &amp;lt;code&amp;gt;raw/objects/examples&amp;amp;nbsp;and&amp;amp;nbsp;notes/item_instrument_example.txt&amp;lt;/code&amp;gt;, which also includes useful example instrument definitions.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLACED_AS_BUILDING}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the instrument stationary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOMINANT_MATERIAL_PIECE}}&lt;br /&gt;
|&lt;br /&gt;
* instrument piece&lt;br /&gt;
| Sets a piece as the central part of the instrument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT_PIECE}}&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* tool token&lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
* STANDARD/ALWAYS_PLURAL/ALWAYS_SINGULAR&lt;br /&gt;
| Defines an instrument piece. ''token'' is the identifier that can be used in other raw tags to refer to this instrument piece. ''tool token'' is the tool which is required (and consumed) during the construction process to create this instrument piece.&lt;br /&gt;
&lt;br /&gt;
If an instrument does not have any pieces, SELF can be used for any argument which needs to be an instrument piece.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOLUME_mB}}&lt;br /&gt;
|&lt;br /&gt;
* min&lt;br /&gt;
* max&lt;br /&gt;
| The instrument's volume range, in Millibell (100 mB = 1 dB).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND_PRODUCTION}}&lt;br /&gt;
|&lt;br /&gt;
* various tokens&lt;br /&gt;
| Defines how a musician can produce sound when using this instrument. Can be used multiple times. Valid tokens and their required additional arguments are:&lt;br /&gt;
* PLUCKED_BY_BP, PLUCKED (requires two tokens, actor then target)&lt;br /&gt;
* BOWED (two tokens)&lt;br /&gt;
* STRUCK_BY_BP, STRUCK (two tokens)&lt;br /&gt;
* VIBRATE_BP_AGAINST_OPENING&lt;br /&gt;
* BLOW_AGAINST_FIPPLE, BLOW_OVER_OPENING_SIDE, BLOW_OVER_OPENING_END, BLOW_OVER_SINGLE_REED, BLOW_OVER_DOUBLE_REED, BLOW_OVER_FREE_REED&lt;br /&gt;
* STRUCK_TOGETHER, SHAKEN&lt;br /&gt;
* SCRAPED (two tokens), FRICTION (two tokens)&lt;br /&gt;
* RESONATOR&lt;br /&gt;
* BAG_OVER_REED (two tokens), AIR_OVER_REED (two tokens), AIR_OVER_FREE_REED (two tokens), AIR_AGAINST_FIPPLE (two tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PITCH_CHOICE}}&lt;br /&gt;
|&lt;br /&gt;
* method&lt;br /&gt;
| Defines how the pitch can be varied by the musician. Can be used multiple times. Valid methods are:&lt;br /&gt;
* MEMBRANE_POSITION&lt;br /&gt;
* SUBPART_CHOICE&lt;br /&gt;
* KEYBOARD&lt;br /&gt;
* STOPPING_FRET (requires two tokens, first for &amp;quot;string&amp;quot; second for &amp;quot;neck&amp;quot; -- or whatever is being pressed against what), STOPPING_AGAINST_BODY (two tokens), STOPPING_HOLE, STOPPING_HOLE_KEY&lt;br /&gt;
* SLIDE&lt;br /&gt;
* HARMONIC_SERIES&lt;br /&gt;
* VALVE_ROUTES_AIR&lt;br /&gt;
* BP_IN_BELL&lt;br /&gt;
* FOOT_PEDALS (two token, first is what is being changed e.g. &amp;quot;strings&amp;quot;, second is &amp;quot;body&amp;quot; which has pedalboard -- or whatever piece is being stepped on)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TUNING}}&lt;br /&gt;
|&lt;br /&gt;
* method&lt;br /&gt;
* instrument piece&lt;br /&gt;
| Can be used multiple times. Valid methods are: PEGS, ADJUSTABLE_BRIDGES, CROOKS, TIGHTENING, LEVERS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PITCH_RANGE}}&lt;br /&gt;
|&lt;br /&gt;
* min pitch&lt;br /&gt;
* max pitch&lt;br /&gt;
| From the example file:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pitch is &amp;lt;min&amp;gt;:&amp;lt;max&amp;gt; in cents with middle C at zero.  There are 1200 cents in an octave.  The game verbally differentiates values from -4200 to 4200, but you can go outside that if you like.  The in-game generated instruments will range from roughly C0 to C8 (-4800 to 4800), sometimes beyond for really unusual ones.&lt;br /&gt;
&lt;br /&gt;
        You can also use INDEFINITE_PITCH.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIMBRE}}&lt;br /&gt;
|&lt;br /&gt;
* any number of timbre words&lt;br /&gt;
| Valid timbre words are: CLEAR, NOISY, FULL, THIN, ROUND, SHARP, SMOOTH, CHOPPY, STEADY, EVOLVING, STRONG, DELICATE, BRIGHT, GRACEFUL, SPARSE, BREATHY, STRAINED, BROAD, LIGHT, MELLOW, WOBBLING, FOCUSED, EVEN, FLUID, VIBRATING, QUAVERING, EERIE, FRAGILE, BRITTLE, PURE, PIERCING, STRIDENT, WAVERING, HARSH, REEDY, NASAL, BUZZY, ROUGH, WARM, RUGGED, HEAVY, FLAT, DARK, CRISP, SONOROUS, WATERY, GENTLE, SLICING, LIQUID, RAUCOUS, BREEZY, RASPY, WISPY, SHRILL, MUDDY, RICH, DULL, FLOATING, RINGING, RESONANT, SWEET, RIPPLING, SPARKLING.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGISTER}}&lt;br /&gt;
|&lt;br /&gt;
* min pitch&lt;br /&gt;
* max pitch&lt;br /&gt;
* any number of timbre words&lt;br /&gt;
| See [[#PITCH_RANGE|PITCH_RANGE]] and [[#TIMBRE|TIMBRE]] for possible values. The pitch range overrides the global pitch for a register, but the register timbres are added to the global ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSIC_SKILL}}&lt;br /&gt;
|&lt;br /&gt;
* skill token&lt;br /&gt;
| The skill should be one of the music-related [[skill token]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Instrument_token&amp;diff=236624</id>
		<title>Instrument token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Instrument_token&amp;diff=236624"/>
		<updated>2018-07-22T07:01:43Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since v0.42.01, [[instruments]] are being procedurally generated for each world, but if so desired, it is still possible to define custom instruments in the raws, using an [ITEM_INSTRUMENT] token. Most [[tool token]]s can be used as before, but there are a few instrument-specific tokens, as described in the table below.&lt;br /&gt;
&lt;br /&gt;
The information on this page is sourced from the file &amp;lt;code&amp;gt;raw/objects/examples&amp;amp;nbsp;and&amp;amp;nbsp;notes/item_instrument_example.txt&amp;lt;/code&amp;gt;, which also includes useful example instrument definitions.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLACED_AS_BUILDING}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the instrument stationary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOMINANT_MATERIAL_PIECE}}&lt;br /&gt;
|&lt;br /&gt;
* instrument piece&lt;br /&gt;
| Sets a piece as the central part of the instrument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT_PIECE}}&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* tool token&lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
* STANDARD/ALWAYS_PLURAL/ALWAYS_SINGULAR&lt;br /&gt;
| Defines an instrument piece. ''token'' is the identifier that can be used in other raw tags to refer to this instrument piece. ''tool token'' is the tool which is required (and consumed) during the construction process to create this instrument piece.&lt;br /&gt;
&lt;br /&gt;
If an instrument does not have any pieces, SELF can be used for any argument which needs to be an instrument piece.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOLUME_mB}}&lt;br /&gt;
|&lt;br /&gt;
* min&lt;br /&gt;
* max&lt;br /&gt;
| The instrument's volume range, in Millibell (100 mB = 1 dB).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND_PRODUCTION}}&lt;br /&gt;
| * various tokens&lt;br /&gt;
| Defines how a musician can produce sound when using this instrument. Can be used multiple times. Valid tokens and their required additional arguments are:&lt;br /&gt;
* PLUCKED_BY_BP, PLUCKED (requires two tokens, actor then target)&lt;br /&gt;
* BOWED (two tokens)&lt;br /&gt;
* STRUCK_BY_BP, STRUCK (two tokens)&lt;br /&gt;
* VIBRATE_BP_AGAINST_OPENING&lt;br /&gt;
* BLOW_AGAINST_FIPPLE, BLOW_OVER_OPENING_SIDE, BLOW_OVER_OPENING_END, BLOW_OVER_SINGLE_REED, BLOW_OVER_DOUBLE_REED, BLOW_OVER_FREE_REED&lt;br /&gt;
* STRUCK_TOGETHER, SHAKEN&lt;br /&gt;
* SCRAPED (two tokens), FRICTION (two tokens)&lt;br /&gt;
* RESONATOR&lt;br /&gt;
* BAG_OVER_REED (two tokens), AIR_OVER_REED (two tokens), AIR_OVER_FREE_REED (two tokens), AIR_AGAINST_FIPPLE (two tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PITCH_CHOICE}}&lt;br /&gt;
|&lt;br /&gt;
* method&lt;br /&gt;
| Defines how the pitch can be varied by the musician. Can be used multiple times. Valid methods are:&lt;br /&gt;
* MEMBRANE_POSITION&lt;br /&gt;
* SUBPART_CHOICE&lt;br /&gt;
* KEYBOARD&lt;br /&gt;
* STOPPING_FRET (requires two tokens, first for &amp;quot;string&amp;quot; second for &amp;quot;neck&amp;quot; -- or whatever is being pressed against what), STOPPING_AGAINST_BODY (two tokens), STOPPING_HOLE, STOPPING_HOLE_KEY&lt;br /&gt;
* SLIDE&lt;br /&gt;
* HARMONIC_SERIES&lt;br /&gt;
* VALVE_ROUTES_AIR&lt;br /&gt;
* BP_IN_BELL&lt;br /&gt;
* FOOT_PEDALS (two token, first is what is being changed e.g. &amp;quot;strings&amp;quot;, second is &amp;quot;body&amp;quot; which has pedalboard -- or whatever piece is being stepped on)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TUNING}}&lt;br /&gt;
|&lt;br /&gt;
* method&lt;br /&gt;
* instrument piece&lt;br /&gt;
| Can be used multiple times. Valid methods are: PEGS, ADJUSTABLE_BRIDGES, CROOKS, TIGHTENING, LEVERS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PITCH_RANGE}}&lt;br /&gt;
|&lt;br /&gt;
* min pitch&lt;br /&gt;
* max pitch&lt;br /&gt;
| From the example file:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pitch is &amp;lt;min&amp;gt;:&amp;lt;max&amp;gt; in cents with middle C at zero.  There are 1200 cents in an octave.  The game verbally differentiates values from -4200 to 4200, but you can go outside that if you like.  The in-game generated instruments will range from roughly C0 to C8 (-4800 to 4800), sometimes beyond for really unusual ones.&lt;br /&gt;
&lt;br /&gt;
        You can also use INDEFINITE_PITCH.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIMBRE}}&lt;br /&gt;
|&lt;br /&gt;
* any number of timbre words&lt;br /&gt;
| Valid timbre words are: CLEAR, NOISY, FULL, THIN, ROUND, SHARP, SMOOTH, CHOPPY, STEADY, EVOLVING, STRONG, DELICATE, BRIGHT, GRACEFUL, SPARSE, BREATHY, STRAINED, BROAD, LIGHT, MELLOW, WOBBLING, FOCUSED, EVEN, FLUID, VIBRATING, QUAVERING, EERIE, FRAGILE, BRITTLE, PURE, PIERCING, STRIDENT, WAVERING, HARSH, REEDY, NASAL, BUZZY, ROUGH, WARM, RUGGED, HEAVY, FLAT, DARK, CRISP, SONOROUS, WATERY, GENTLE, SLICING, LIQUID, RAUCOUS, BREEZY, RASPY, WISPY, SHRILL, MUDDY, RICH, DULL, FLOATING, RINGING, RESONANT, SWEET, RIPPLING, SPARKLING.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGISTER}}&lt;br /&gt;
|&lt;br /&gt;
* min pitch&lt;br /&gt;
* max pitch&lt;br /&gt;
* any number of timbre words&lt;br /&gt;
| See [[#PITCH_RANGE|PITCH_RANGE]] and [[#TIMBRE|TIMBRE]] for possible values. The pitch range overrides the global pitch for a register, but the register timbres are added to the global ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSIC_SKILL}}&lt;br /&gt;
|&lt;br /&gt;
* skill token&lt;br /&gt;
| The skill should be one of the music-related [[skill token]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_definition_token&amp;diff=236623</id>
		<title>Item definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_definition_token&amp;diff=236623"/>
		<updated>2018-07-22T07:01:08Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:17, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Item definition tokens''' are used in item definitions in the raws.&lt;br /&gt;
&lt;br /&gt;
Item types:&lt;br /&gt;
* ITEM_WEAPON - [[weapon token]]&lt;br /&gt;
* ITEM_TOY - see below&lt;br /&gt;
* ITEM_TOOL - [[tool token]]&lt;br /&gt;
* ITEM_INSTRUMENT - [[instrument token]]&lt;br /&gt;
* ITEM_TRAPCOMP - [[trap component token]]&lt;br /&gt;
* ITEM_ARMOR - [[Armor token|armor-type armor token]]&lt;br /&gt;
* ITEM_AMMO - [[ammo token]]&lt;br /&gt;
* ITEM_SIEGEAMMO - see below&lt;br /&gt;
* ITEM_GLOVES - [[Armor token|gloves-type armor token]]&lt;br /&gt;
* ITEM_SHOES - [[Armor token|shoes-type armor token]]&lt;br /&gt;
* ITEM_SHIELD - [[Armor token|shield-type armor token]]&lt;br /&gt;
* ITEM_HELM - [[Armor token|helm-type armor token]]&lt;br /&gt;
* ITEM_PANTS - [[Armor token|pants-type armor token]]&lt;br /&gt;
* ITEM_FOOD - see below&lt;br /&gt;
&lt;br /&gt;
==Toy Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HARD_MAT}}&lt;br /&gt;
| &lt;br /&gt;
| Presumably prevents the item from being made from cloth, silk, or leather, present on everything but puzzleboxes and drums. Appears to work backwards for [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Siege Ammo Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLASS}}&lt;br /&gt;
| &lt;br /&gt;
| Specifies what type of siege engine uses this ammunition. Currently, only BALLISTA is permitted.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Food Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
| Specifies the number of ingredients are used in this type of prepared meal - 2 for Easy, 3 for Fine, 4 for Lavish. Defaults to 2.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Instrument_token&amp;diff=236622</id>
		<title>Instrument token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Instrument_token&amp;diff=236622"/>
		<updated>2018-07-22T07:00:09Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Created page with &amp;quot;Since v0.42.01, instruments are being procedurally generated for each world, but if so desired, it is still possible to define custom instruments in the raws, using an [IT...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since v0.42.01, [[instruments]] are being procedurally generated for each world, but if so desired, it is still possible to define custom instruments in the raws, using an [ITEM_INSTRUMENT] token. Most [[tool token]]s can be used as before, but there are a few instrument-specific tokens, as described in the table below.&lt;br /&gt;
&lt;br /&gt;
The information on this page is sourced from the file &amp;lt;code&amp;gt;raw/objects/examples&amp;amp;nbsp;and&amp;amp;nbsp;notes/item_instrument_example.txt&amp;lt;/code&amp;gt;, which also includes useful example instrument definitions.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLACED_AS_BUILDING}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the instrument stationary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOMINANT_MATERIAL_PIECE}}&lt;br /&gt;
|&lt;br /&gt;
* instrument piece&lt;br /&gt;
| Sets a piece as the central part of the instrument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT_PIECE}}&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* tool token&lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
* STANDARD/ALWAYS_PLURAL/ALWAYS_SINGULAR&lt;br /&gt;
| Defines an instrument piece. ''token'' is the identifier that can be used in other raw tags to refer to this instrument piece. ''tool token'' is the tool which is required (and consumed) during the construction process to create this instrument piece.&lt;br /&gt;
&lt;br /&gt;
If an instrument does not have any pieces, SELF can be used for any argument which needs to be an instrument piece.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOLUME_mB}}&lt;br /&gt;
|&lt;br /&gt;
* min&lt;br /&gt;
* max&lt;br /&gt;
| The instrument's volume range, in Millibell (100 mB = 1 dB).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND_PRODUCTION}}&lt;br /&gt;
| * various tokens&lt;br /&gt;
| Defines how a musician can produce sound when using this instrument. Can be used multiple times. Valid tokens and their required additional arguments are:&lt;br /&gt;
* PLUCKED_BY_BP, PLUCKED (requires two tokens, actor then target)&lt;br /&gt;
* BOWED (two tokens)&lt;br /&gt;
* STRUCK_BY_BP, STRUCK (two tokens)&lt;br /&gt;
* VIBRATE_BP_AGAINST_OPENING&lt;br /&gt;
* BLOW_AGAINST_FIPPLE, BLOW_OVER_OPENING_SIDE, BLOW_OVER_OPENING_END, BLOW_OVER_SINGLE_REED, BLOW_OVER_DOUBLE_REED, BLOW_OVER_FREE_REED&lt;br /&gt;
* STRUCK_TOGETHER, SHAKEN&lt;br /&gt;
* SCRAPED (two tokens), FRICTION (two tokens)&lt;br /&gt;
* RESONATOR&lt;br /&gt;
* BAG_OVER_REED (two tokens), AIR_OVER_REED (two tokens), AIR_OVER_FREE_REED (two tokens), AIR_AGAINST_FIPPLE (two tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PITCH_CHOICE}}&lt;br /&gt;
|&lt;br /&gt;
* method&lt;br /&gt;
| Defines how the pitch can be varied by the musician. Can be used multiple times. Valid methods are:&lt;br /&gt;
* MEMBRANE_POSITION&lt;br /&gt;
* SUBPART_CHOICE&lt;br /&gt;
* KEYBOARD&lt;br /&gt;
* STOPPING_FRET (requires two tokens, first for &amp;quot;string&amp;quot; second for &amp;quot;neck&amp;quot; -- or whatever is being pressed against what), STOPPING_AGAINST_BODY (two tokens), STOPPING_HOLE, STOPPING_HOLE_KEY&lt;br /&gt;
* SLIDE&lt;br /&gt;
* HARMONIC_SERIES&lt;br /&gt;
* VALVE_ROUTES_AIR&lt;br /&gt;
* BP_IN_BELL&lt;br /&gt;
* FOOT_PEDALS (two token, first is what is being changed e.g. &amp;quot;strings&amp;quot;, second is &amp;quot;body&amp;quot; which has pedalboard -- or whatever piece is being stepped on)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TUNING}}&lt;br /&gt;
|&lt;br /&gt;
* method&lt;br /&gt;
* instrument piece&lt;br /&gt;
| Can be used multiple times. Valid methods are: PEGS, ADJUSTABLE_BRIDGES, CROOKS, TIGHTENING, LEVERS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PITCH_RANGE}&lt;br /&gt;
|&lt;br /&gt;
* min pitch&lt;br /&gt;
* max pitch&lt;br /&gt;
| From the example file:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pitch is &amp;lt;min&amp;gt;:&amp;lt;max&amp;gt; in cents with middle C at zero.  There are 1200 cents in an octave.  The game verbally differentiates values from -4200 to 4200, but you can go outside that if you like.  The in-game generated instruments will range from roughly C0 to C8 (-4800 to 4800), sometimes beyond for really unusual ones.&lt;br /&gt;
&lt;br /&gt;
        You can also use INDEFINITE_PITCH.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIMBRE}}&lt;br /&gt;
|&lt;br /&gt;
* any number of timbre words&lt;br /&gt;
| Valid timbre words are: CLEAR, NOISY, FULL, THIN, ROUND, SHARP, SMOOTH, CHOPPY, STEADY, EVOLVING, STRONG, DELICATE, BRIGHT, GRACEFUL, SPARSE, BREATHY, STRAINED, BROAD, LIGHT, MELLOW, WOBBLING, FOCUSED, EVEN, FLUID, VIBRATING, QUAVERING, EERIE, FRAGILE, BRITTLE, PURE, PIERCING, STRIDENT, WAVERING, HARSH, REEDY, NASAL, BUZZY, ROUGH, WARM, RUGGED, HEAVY, FLAT, DARK, CRISP, SONOROUS, WATERY, GENTLE, SLICING, LIQUID, RAUCOUS, BREEZY, RASPY, WISPY, SHRILL, MUDDY, RICH, DULL, FLOATING, RINGING, RESONANT, SWEET, RIPPLING, SPARKLING.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGISTER}}&lt;br /&gt;
|&lt;br /&gt;
* min pitch&lt;br /&gt;
* max pitch&lt;br /&gt;
* any number of timbre words&lt;br /&gt;
| See [[#PITCH_RANGE|PITCH_RANGE]] and [[#TIMBRE|TIMBRE]] for possible values. The pitch range overrides the global pitch for a register, but the register timbres are added to the global ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSIC_SKILL}}&lt;br /&gt;
|&lt;br /&gt;
* skill token&lt;br /&gt;
| The skill should be one of the music-related [[skill token]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=235922</id>
		<title>Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=235922"/>
		<updated>2018-05-11T20:20:14Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Material Properties */ Add PAPER_PLANT and PAPER_SLURRY as possible values for REACTION_CLASS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:11, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.&lt;br /&gt;
&lt;br /&gt;
==Material Properties==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PREFIX}}&lt;br /&gt;
|&lt;br /&gt;
* string or NONE&lt;br /&gt;
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STONE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
* string&lt;br /&gt;
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GEM}}&lt;br /&gt;
|&lt;br /&gt;
* name&lt;br /&gt;
* plural&lt;br /&gt;
* state&lt;br /&gt;
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEMP_DIET_INFO}}&lt;br /&gt;
| &lt;br /&gt;
* type&lt;br /&gt;
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_DYE}}&lt;br /&gt;
| [[color|color name]]&lt;br /&gt;
| Allows the material to be used as [[dye]], and defines color of dyed items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE}}&lt;br /&gt;
| [[Main:Character table|tile]]&lt;br /&gt;
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_SYMBOL}}&lt;br /&gt;
| tile&lt;br /&gt;
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUILD_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BASIC_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*color&lt;br /&gt;
*brightness&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*[[color]] token&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ABSORPTION}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value &amp;gt;= 50000), torn (value between 25000 and 49999), or fractured (value &amp;lt;= 24999)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAX_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Does not allow an inferior metal to penetrate superior armor. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a &amp;quot;-&amp;quot; in front, resulting in things that you are paid to buy and must pay to sell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MULTIPLY_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPEC_HEAT}}&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| Rate at which the material heats up or cools down (in joules/kilokelvin). See [[Temperature]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature emitted by the material. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOLID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MOLAR_MASS}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depend (together with weight of vaporized material) on the volume covered by spreading vapors. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EXTRACT_STORAGE}}&lt;br /&gt;
| BARREL or FLASK&lt;br /&gt;
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUTCHER_SPECIAL}}&lt;br /&gt;
|&lt;br /&gt;
*[[item token]]&lt;br /&gt;
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective&lt;br /&gt;
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOCK_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WAFERS}}&lt;br /&gt;
|&lt;br /&gt;
| The material forms &amp;quot;wafers&amp;quot; instead of &amp;quot;[[bar]]s&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*[[material token]]&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*item reference&lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]]&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a complete item.  The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws.  The rest refers to the type of item, then its material.&lt;br /&gt;
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|REACTION_CLASS}}&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
| Used to classify all items made of the material, so that reactions can use them as generic reagents.&lt;br /&gt;
In default raws, the following are used:&lt;br /&gt;
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX&lt;br /&gt;
* CAN_GLAZE - items made from this material can be glazed.&lt;br /&gt;
* FLUX - can be used as [[flux]] in pig iron and steel making.&lt;br /&gt;
* GYPSUM - can be processed into [[gypsum plaster]].&lt;br /&gt;
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|METAL_ORE}}&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&lt;br /&gt;
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|&amp;quot;METAL_ORE:MATERIAL_NAME&amp;quot;]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.&amp;lt;br /&amp;gt; Places the material under &amp;quot;Metal Ores&amp;quot; in Stone stockpiles.&amp;lt;br /&amp;gt; Value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&lt;br /&gt;
| Makes BOULDER acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HARDENS_WITH_WATER}}&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP_LEVEL}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [[Soap]] has [SOAP_LEVEL:2]. Effects unknown. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYNDROME}}&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material Usage Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPLIES_ANIMAL_KILL}}&lt;br /&gt;
|&lt;br /&gt;
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals (which currently does '''not''' include Elves) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based cheese,  allowing its storage in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing its storage in food stockpiles under &amp;quot;Bone Meal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as milled paste, allowing its storage in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pressed goods, allowing its storage in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing its storage in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing its storage in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under &amp;quot;Misc. Liquid&amp;quot; along with lye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown. Possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STRUCTURAL_PLANT_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SEED_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BONE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Plant)&amp;quot; and &amp;quot;Cloth (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HORN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PEARL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHELL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SILK}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Silk)&amp;quot; and &amp;quot;Cloth (Silk)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under &amp;quot;Bars: Other Materials&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GENERATES_MIASMA}}&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROTS}}&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;blood&amp;quot; in Adventurer mode tile descriptions (&amp;quot;Here we have a Dwarf in a slurry of blood.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;ichor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GOO_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;goo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;slime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PUS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;pus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;sweat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;tears&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;spit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EVAPORATES}}&lt;br /&gt;
|&lt;br /&gt;
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ENTERS_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_VERMIN}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_RAW}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_COOKED}}&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DO_NOT_CLEAN_GLOB}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents globs made of this material from being cleaned up and destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NO_STONE_STOCKPILE}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents the material from showing up in Stone stockpile settings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the creation of metal furniture at the metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_BARRED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SCALED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_SOFT. Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SOFT}}&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material can not be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_HARD}}&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_STONE}}&lt;br /&gt;
|&lt;br /&gt;
| Used to define that said material is stone. Allows its storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|UNDIGGABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_UNGLAZED}}&lt;br /&gt;
|&lt;br /&gt;
| Causes containers made of this material to be prefixed with &amp;quot;unglazed&amp;quot; if they have not yet been [[glaze]]d.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|YARN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under &amp;quot;Thread (Yarn)&amp;quot; and &amp;quot;Cloth (Yarn)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Metal)&amp;quot; and &amp;quot;Cloth (Metal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as being metal, allowing it to be used at forges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GLASS}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CRYSTAL_GLASSABLE}}&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON}}&lt;br /&gt;
| &lt;br /&gt;
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON_RANGED}}&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ANVIL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Anvil]]s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_AMMO}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DIGGER}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| [[Armor]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DELICATE}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SIEGE_ENGINE}}&lt;br /&gt;
|&lt;br /&gt;
| Siege engine parts can be made out of this material. Does not appear to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_QUERN}}&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
For more details, see the [[Syndrome token]] page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_NAME &lt;br /&gt;
| &lt;br /&gt;
* text &lt;br /&gt;
| Defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INJECTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_CONTACT}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_INHALED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INGESTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_PAIN&amp;lt;br /&amp;gt;CE_SWELLING&amp;lt;br /&amp;gt;CE_OOZING&amp;lt;br /&amp;gt;CE_BRUISING&amp;lt;br /&amp;gt;CE_BLISTERS&amp;lt;br /&amp;gt;CE_NUMBNESS&amp;lt;br /&amp;gt;CE_PARALYSIS&amp;lt;br /&amp;gt;CE_FEVER&amp;lt;br /&amp;gt;CE_BLEEDING&amp;lt;br /&amp;gt;CE_COUGH_BLOOD&amp;lt;br /&amp;gt;CE_VOMIT_BLOOD&amp;lt;br /&amp;gt;CE_NAUSEA&amp;lt;br /&amp;gt;CE_UNCONSCIOUSNESS&amp;lt;br /&amp;gt;CE_NECROSIS&amp;lt;br /&amp;gt;CE_IMPAIR_FUNCTION&amp;lt;br /&amp;gt;CE_DROWSINESS&amp;lt;br /&amp;gt;CE_DIZZINESS&lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:BY_CATEGORY:category:tissue (optional)&lt;br /&gt;
*BP:BY_TYPE:type:tissue (optional)&lt;br /&gt;
*BP:BY_TOKEN:token:tissue (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=235355</id>
		<title>Speech file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=235355"/>
		<updated>2018-03-19T12:34:35Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Scout speech files were removed recently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Speech files''' are text files that define sentences which can be spoken by people in [[adventure mode]]. They are found in the &amp;lt;code&amp;gt;data/speech&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
== List of files ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! Uses !! Example&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|animal_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| I have taken down [CONTEXT:NUMBER] [CONTEXT:RACE:NUMBERED_NAME] while stalking [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|arch_info_justification}}&lt;br /&gt;
|&lt;br /&gt;
| It is said that the [CONTEXT:ARCH_ELEMENT] of [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] [CONTEXT:JUSTIFICATION] [CONTEXT:DEF_SPHERE] for the glory of [CONTEXT:HIST_FIG:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|child_age_proclamation}}&lt;br /&gt;
|&lt;br /&gt;
| I'm [CONTEXT:NUMBER]!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I am a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| This is my [CONTEXT:ORDINAL] year as a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|curse}}&lt;br /&gt;
|&lt;br /&gt;
| Who dares to enter my house?  I curse you!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|dwarf}}&lt;br /&gt;
| Used when boasting about killing a [[dwarf]]. See also [[Creature token#SPEECH]].&lt;br /&gt;
| whose hammer shattered on the anvil of my power&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|elf}}&lt;br /&gt;
| Used when boasting about killing an [[elf]]. See also [[Creature token#SPEECH]].&lt;br /&gt;
| whose fragile bones shattered before the power of my contempt&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] is also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional_dead}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] was also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec}}&lt;br /&gt;
|&lt;br /&gt;
| I have [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| I had [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] is named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] was named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|general}}&lt;br /&gt;
|&lt;br /&gt;
| who lies dead, now only an embarrassing memory&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_1}}&lt;br /&gt;
|&lt;br /&gt;
| upon arising in the mornings,&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_2}}&lt;br /&gt;
|&lt;br /&gt;
| always remember to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_3}}&lt;br /&gt;
|&lt;br /&gt;
| speak the praises of [SPEAKER:HF_LINK:DEITY:RANDOM_DEF_SPHERE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet}}&lt;br /&gt;
| Used when greeting another person.&lt;br /&gt;
| Greetings. My name is [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_baby}}&lt;br /&gt;
| Used when greeting a [[baby]].&lt;br /&gt;
| A baby! How adorable!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply}}&lt;br /&gt;
| Used when replying to another person's greeting.&lt;br /&gt;
| Ah, hello. I'm [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_after_hero}}&lt;br /&gt;
| Used by NPCs when replying to the player character's greeting after becoming a [[hero]].&lt;br /&gt;
| I am [SPEAKER:TRANS_NAME]. How can I be of service?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_diff_language}}&lt;br /&gt;
| Used when replying to the greeting of a person which is of another [[race]].&lt;br /&gt;
| Hello, [AUDIENCE:RACE]. I am [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_unusual_first}}&lt;br /&gt;
| Used when replying to the greeting of a person whose first name is unusual.{{verify|June 2015}}&lt;br /&gt;
| You know, you don't meet many people with the name [AUDIENCE:FIRST_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_worship}}&lt;br /&gt;
| Used for greetings by [[priest]]s and faithful people.{{verify|June 2015}}&lt;br /&gt;
| This servant of [SPEAKER:HF_LINK:DEITY:TRANS_NAME] greets you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_profession}}&lt;br /&gt;
| Used by [[guard]]s when you ask them about their profession. See also [[#soldier_profession|soldier_profession]].&lt;br /&gt;
| I am a guard.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_warning}}&lt;br /&gt;
|&lt;br /&gt;
| Don't start any trouble.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hist_fig_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| It is I that felled [CONTEXT:HIST_FIG:TRANS_NAME] the [CONTEXT:HIST_FIG:RACE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I hunt great beasts in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have hunted great beasts in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_antithetical}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as the antithesis of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_experience}}&lt;br /&gt;
|&lt;br /&gt;
| can allow one to experience&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_proximity}}&lt;br /&gt;
|&lt;br /&gt;
| can bring one near to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_reminder}}&lt;br /&gt;
|&lt;br /&gt;
| can remind one of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_representation}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as a representation of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|lair_hunter_minotaur}}&lt;br /&gt;
| Used by [[minotaur]]s while hunting adventures in their lairs. See also [[Creature token#LAIR_HUNTER_SPEECH]].&lt;br /&gt;
| I'll eat you whole!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have sought fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|no_family}}&lt;br /&gt;
| Used by NPCs when you ask them about their [[family]], but they don't have any.&lt;br /&gt;
| I have no family to speak of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I hunted great beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I sought fortune and glory by offering my skill at arms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was once a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was a [CONTEXT:UNIT_NAME] for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_scouting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| At one time, I was a scout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| Once it was my calling to rescue lost children.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once sought great treasures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once wandered the wilds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|positive}}&lt;br /&gt;
| Used to express positive [[feeling]]s.&lt;br /&gt;
| wonderful!&amp;lt;br/&amp;gt;fantastic!&amp;lt;br/&amp;gt;very good&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession}} (removed in 0.44.01)&lt;br /&gt;
|&lt;br /&gt;
| It is my duty to scout the area around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession_year}} (removed in 0.44.01)&lt;br /&gt;
|&lt;br /&gt;
| I have been scouting the area around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|slayer}}&lt;br /&gt;
|&lt;br /&gt;
| bane&amp;lt;br/&amp;gt;death&amp;lt;br/&amp;gt;nemesis&amp;lt;br/&amp;gt;vanquisher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I rescue lost children and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| For [CONTEXT:NUMBER] of my years, I have been rescuing lost children and bringing them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|soldier_profession}}&lt;br /&gt;
| Used by [[soldier]]s when you ask them about their profession. See also [[#guard_profession|guard_profession]].&lt;br /&gt;
| I am a soldier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|task_recommendation}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:ANY:TRANS_NAME] might have a task for you&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_already_member}}&lt;br /&gt;
|&lt;br /&gt;
| your task is simple;&amp;lt;br/&amp;gt;all you need is to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_become_member}}&lt;br /&gt;
|&lt;br /&gt;
| Welcome to [CONTEXT:ENTITY:TRANS_NAME].  Praise be to [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME]!&amp;lt;br/&amp;gt;As a member of [CONTEXT:ENTITY:TRANS_NAME], you can now seek the higher mysteries of [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME] and have done so for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|threat}}&lt;br /&gt;
| Used by NPC [[bandit]]s{{verify|June 2015}} before attacking you.&lt;br /&gt;
| Prepare to die!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|unknown_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME], wherever [CONTEXT:HIST_FIG:PRO_SUB] might be&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I wander [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have wandered [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adding custom files ==&lt;br /&gt;
&lt;br /&gt;
While any of the hardcoded speech files can be edited to customize the used phrases, it is also possible to add new files and associate them with custom creatures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Creature token]]s&lt;br /&gt;
! Token !! Example uses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#CASTE_SPEECH|CASTE_SPEECH]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#LAIR_HUNTER_SPEECH|LAIR_HUNTER_SPEECH]]&lt;br /&gt;
| [[minotaur]] ([[#lair_hunter_minotaur|lair_hunter_minotaur.txt]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#SPEECH|SPEECH]]&lt;br /&gt;
| [[dwarf]] ([[#dwarf|dwarf.txt]]), [[elf]] ([[#elf|elf.txt]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#SPEECH_FEMALE|SPEECH_FEMALE]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#SPEECH_MALE|SPEECH_MALE]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special tokens ==&lt;br /&gt;
&lt;br /&gt;
Speech files can contain tokens in square brackets (&amp;lt;code&amp;gt;[]&amp;lt;/code&amp;gt;), which are replaced with context-specific strings before the speech is displayed.&lt;br /&gt;
&lt;br /&gt;
=== Context tokens ===&lt;br /&gt;
&lt;br /&gt;
These give special information about the background of the conversation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Type !! Meaning&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:ABSTRACT_BUILDING]&lt;br /&gt;
| building&lt;br /&gt;
|&lt;br /&gt;
* [[#ab_specific_hf_seeker|ab_specific_hf_seeker]]: the building in which the historical figure the speaker wants you to seek is&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:HIST_FIG]&lt;br /&gt;
| creature&lt;br /&gt;
|&lt;br /&gt;
* [[#ab_specific_hf_seeker|ab_specific_hf_seeker]]: the historical figure the speaker wants you to seek&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:NUMBER]&lt;br /&gt;
| number&lt;br /&gt;
|&lt;br /&gt;
* [[#animal_slayer|animal_slayer]]: number of animals slain&lt;br /&gt;
* [[#child_age_proclamation|child_age_proclamation]]: age in years of the child&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:ORDINAL]&lt;br /&gt;
| number&lt;br /&gt;
|&lt;br /&gt;
* [[#current_profession_year|current_profession_year]]: the number of years the speaker has had their profession&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:PLACE]&lt;br /&gt;
| site&lt;br /&gt;
|&lt;br /&gt;
* [[#animal_slayer|animal_slayer]]: the place where the speaker slayed the animals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:RACE]&lt;br /&gt;
| race&lt;br /&gt;
|&lt;br /&gt;
* [[#animal_slayer|animal_slayer]]: the race of the animals the speaker has slain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:SITE]&lt;br /&gt;
| site&lt;br /&gt;
|&lt;br /&gt;
* [[#ab_specific_hf_seeker|ab_specific_hf_seeker]]: the site where the historical figure the speaker wants you to seek is&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:UNIT_NAME]&lt;br /&gt;
| text&lt;br /&gt;
|&lt;br /&gt;
* [[#current_profession_no_year|current_profession_no_year]]: the name of the speaker's profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Files]]&lt;br /&gt;
[[Category:DF2014:Modding]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=235354</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=235354"/>
		<updated>2018-03-19T12:27:06Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Behavior */ NO_ARTIFACT_CLAIMS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Adventure tiers were removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[Creature token]] OUTSIDER_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}}&lt;br /&gt;
|&lt;br /&gt;
| Used for kobolds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in caverns will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for crafts.{{verify}}  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal definitions ==&lt;br /&gt;
&lt;br /&gt;
{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Start an animal definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TOKEN}}&lt;br /&gt;
| [[creature token]]&lt;br /&gt;
| Select specific creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CASTE_TOKEN}}&lt;br /&gt;
| [[Caste|creature caste token]]&lt;br /&gt;
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Select creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Forbid creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| Animal will be present even if it does not naturally occur in the entity's terrain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Override creature usage tokens. Respectively:&lt;br /&gt;
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]&lt;br /&gt;
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]&lt;br /&gt;
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]&lt;br /&gt;
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]&lt;br /&gt;
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=235353</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=235353"/>
		<updated>2018-03-19T12:22:58Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Animal definitions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Adventure tiers were removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[Creature token]] OUTSIDER_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in caverns will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for crafts.{{verify}}  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal definitions ==&lt;br /&gt;
&lt;br /&gt;
{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Start an animal definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TOKEN}}&lt;br /&gt;
| [[creature token]]&lt;br /&gt;
| Select specific creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CASTE_TOKEN}}&lt;br /&gt;
| [[Caste|creature caste token]]&lt;br /&gt;
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Select creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Forbid creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| Animal will be present even if it does not naturally occur in the entity's terrain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Override creature usage tokens. Respectively:&lt;br /&gt;
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]&lt;br /&gt;
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]&lt;br /&gt;
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]&lt;br /&gt;
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]&lt;br /&gt;
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=232478</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=232478"/>
		<updated>2017-08-22T09:59:51Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* What creatures of night can I become? */ Fix slashes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old}}&lt;br /&gt;
{{Quality|Exceptional|Jan 2016}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start]].&lt;br /&gt;
:''See [[Adventure mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
In '''Adventurer mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]]) who starts out somewhere in one of your generated worlds. You can learn about what ails the world and go on [[quest]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your previously abandoned and retired [[fortress]]es and take all the precious items you yourself once created.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] RPG version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode. Whereas in fortress mode you are in charge of a large group of people in real-time restricted to a small parcel, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.&lt;br /&gt;
&lt;br /&gt;
==World selection==&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, humans, goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat|forest retreats]]. Dwarves are spread between &amp;quot;deep sites&amp;quot; which sometimes do not contain a direct connection to the surface, [[Fortress|Fortresses]] which are built into the surface and almost always connect to the underground and &amp;quot;hill dwarves&amp;quot; which inhabit a loose collection of mounds built into hillsides. Goblins typically live in [[dark fortress|Dark Fortresses]]. Lastly, Animal People can live with any civilization, in virtually any location. Human cities and towns and Dwarven Fortresses are currently the only sites with shops and other places to officially buy goods. Not including taverns (Which can also exist in Elven sites but only sell rooms and drinks).&lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to &amp;quot;retire&amp;quot; the fortress rather than abandon it, you will likely be able to encounter all the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.&lt;br /&gt;
&lt;br /&gt;
==Character creation==&lt;br /&gt;
&lt;br /&gt;
===Race and civilization===&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means dwarves, elves, and humans. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Humans''' always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in human shops. Goblin armor fits them, making Dark Fortresses (if your computer can handle them) and bandits a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves have the {{token|AT_PEACE_WITH_NATURE}} tag, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a SMELL_TRIGGER of 10, instead of 90, which means they can sense smells over much larger distances. Like dwarves they wear small sized clothing and will have the same problem finding suitable armor and weapons.&lt;br /&gt;
&lt;br /&gt;
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} can be played not only in varying conditions as above, but also as part of another parent civilization such as elves, humans, and dwarves. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills. &lt;br /&gt;
&lt;br /&gt;
*'''Goblins''' can be played only if goblin populations have been absorbed into dwarven, human or elven civilizatons during world generation. They possess the same body proportions of dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armor than the other races and armor will be impossible to find for them, unless you are absurdly lucky and run into armored kobolds.&lt;br /&gt;
&lt;br /&gt;
If no civilization for a given race exists in a world you can only play as an outsider.&lt;br /&gt;
&lt;br /&gt;
=== Status ===&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
&lt;br /&gt;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
==== Body ====&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills rely on it, especially defensive. Increases attack velocity and potential attack rate.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
==== Soul ====&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrated useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as Poems, as well as ability to speak about ideals.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence &amp;quot;make believe&amp;quot;, now able to be performed by children.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Influences the Adventurers ability to perform music and song well. This, so far works for all instruments, one can play a flute, guitar, any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a big part in whenever you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.&lt;br /&gt;
&lt;br /&gt;
==== Attribute advancement cap ====&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,800 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. &lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.&lt;br /&gt;
&lt;br /&gt;
Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.&lt;br /&gt;
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Hammerman]]''': allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.&lt;br /&gt;
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Lasher]]''': allows characters to use whips and scourges more effectively. Very deadly weapons.&lt;br /&gt;
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.&lt;br /&gt;
*'''[[Pikeman]]''': allows characters to use pikes more effectively. Like spears, but much bigger.&lt;br /&gt;
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Swordsman]]''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.&lt;br /&gt;
&lt;br /&gt;
==== General combat ====&lt;br /&gt;
&lt;br /&gt;
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.&lt;br /&gt;
&lt;br /&gt;
*'''[[Fighter]]''': This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''[[Archer]]''': This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
==== Defensive ====&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''[[Shield user]]''': Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.&lt;br /&gt;
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirety) as your skill rises and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''[[Dodger]]''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented or at least close to it.&lt;br /&gt;
&lt;br /&gt;
==== Unarmed combat and improvised weapons ====&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''[[Wrestler]]''': Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''[[Striker]]''': Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.&lt;br /&gt;
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non animal races as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.&lt;br /&gt;
*'''[[Thrower]]''': Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.&lt;br /&gt;
&lt;br /&gt;
A well written article on martial arts &amp;quot;Kisat Dur&amp;quot; can be found on the forums [http://www.bay12forums.com/smf/index.php?topic==148015.0 here].&lt;br /&gt;
&lt;br /&gt;
==== Movement and awareness ====&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''': Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have &amp;quot;sight ranges&amp;quot; from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.&lt;br /&gt;
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.&lt;br /&gt;
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.&lt;br /&gt;
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.&lt;br /&gt;
&lt;br /&gt;
==== Crafting ====&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things.&lt;br /&gt;
&lt;br /&gt;
*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
*'''[[Bone carver]]''': The art of making knick knacks and other items by carving bones. A skilled bone carver adventurer can make items of the same qualities of dwarves in fortress mode, including &amp;quot;*Masterpiece*&amp;quot;. Bone carving adventurers can also make bone figurines, and customize the appearance of them.&lt;br /&gt;
&lt;br /&gt;
*'''[[Writer]]''': Your adventurers ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials however. Checking in libraries and old dwarven fortresses has proven profitable.&lt;br /&gt;
&lt;br /&gt;
*'''[[Carpenter]]''': Your adventurers ability to craft wooden objects and create wooden buildings and displays.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
&lt;br /&gt;
Almost all of these are only used in arguments. &lt;br /&gt;
&lt;br /&gt;
*'''[[Persuader]]''': Increases your ability to convince people of your view.&lt;br /&gt;
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.&lt;br /&gt;
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.&lt;br /&gt;
&lt;br /&gt;
==== General performance skills ====&lt;br /&gt;
These are your general performance skills, similar to fighter in that they enhance rolls for many different skills and can be leveled easily.&lt;br /&gt;
&lt;br /&gt;
*'''[[Musician]]''': Increases quality of all instrument based performances this is your all around instrument skill, very similar to speaker and fighter, except with instruments.&lt;br /&gt;
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to &amp;quot;Fighter&amp;quot; skill except its with performance rolls not fighting rolls. May also effect arguments {{verify}}.&lt;br /&gt;
&lt;br /&gt;
==== Performance skills ====&lt;br /&gt;
Skills that affect your characters ability to pull off performances. These skills can be used to play as a bard.&lt;br /&gt;
&lt;br /&gt;
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.&lt;br /&gt;
*'''[[Singer]]''': Increases quality of all songs your character sings.&lt;br /&gt;
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.&lt;br /&gt;
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.&lt;br /&gt;
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments&lt;br /&gt;
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments&lt;br /&gt;
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments (Note, shows up far less often in character generation then any of the others) &lt;br /&gt;
&lt;br /&gt;
'''Note, if your civilization does not have access to a type of instrument you will not be able to choose that skill at character generation time.'''&lt;br /&gt;
&lt;br /&gt;
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization and cannot be chosen at character generation, but can be leveled in play.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''': Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything anyway. Except the taste, of course.&lt;br /&gt;
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books and poems and other written materials.&lt;br /&gt;
&lt;br /&gt;
=== Character appearance and preferences ===&lt;br /&gt;
&lt;br /&gt;
As of 42.01 you are able to customise your adventurer's appearance, [[need]]s and preferences. Just like with any citizen in fortress mode, the needs will have to be fulfilled or else the character suffers from distraction.&lt;br /&gt;
&lt;br /&gt;
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed whilst playing, as one of the following: {{DFtext|Focused|2:0}} {{DFtext|Focused!|2:1}}&lt;br /&gt;
&lt;br /&gt;
In the current version, some of these are unable to be fulfilled in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
=== Moving around ===&lt;br /&gt;
&lt;br /&gt;
==== Local movement ====&lt;br /&gt;
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for 10 instants&lt;br /&gt;
|-&lt;br /&gt;
| {{k|,}}&lt;br /&gt;
| Wait for 1 instant&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Open Movement Speed/Sneak Menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset the @ sign is your character. &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
If you hit {{k|j}}, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures.  Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than yours, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, then climb up the other.&lt;br /&gt;
&lt;br /&gt;
==== Fast travel ====&lt;br /&gt;
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{k|K}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Bring up sleep menu&lt;br /&gt;
|-&lt;br /&gt;
| {{k|h}}&lt;br /&gt;
| Hide parts of the bottom bar&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} and {{k|&amp;lt;}}&lt;br /&gt;
| Enter/exit tunnel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen, and will be more vulnerable to attack in general.&lt;br /&gt;
&lt;br /&gt;
If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map.&lt;br /&gt;
&lt;br /&gt;
The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.&lt;br /&gt;
&lt;br /&gt;
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:&lt;br /&gt;
&lt;br /&gt;
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.&lt;br /&gt;
* 2 presses: hide most local name, reducing the bar to one line of text.&lt;br /&gt;
* 3 presses: hide less local name, eliminating the bar entirely.&lt;br /&gt;
* 4 presses: shows all information&lt;br /&gt;
&lt;br /&gt;
=== Status and information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Looking around ====&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
==== Status Screen ====&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
==== Saving the game ====&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
=== Searching and manipulating ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
=== Managing equipment ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)&lt;br /&gt;
|-&lt;br /&gt;
| {{k|q}}&lt;br /&gt;
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Inventory ====&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
==== Getting/dropping things ====&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
==== Containers ====&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
==== Wearing ====&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority. You also must put on equipment in an order that makes sense,. for example a shirt first ''then'' the armor, not the other way around. Armor must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armor second. After all, who, in real life, would wear chainmail over a hard plate?&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate. The thin, flexible chain can be worn under the breastplate, but not the other way around.&lt;br /&gt;
&lt;br /&gt;
==== Wielding ====&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.{{bug|9817}} This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Dwarf Fortress does not enforce one particular hand as dominant for everyone, so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.&lt;br /&gt;
&lt;br /&gt;
During advanced combat interactions it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing {{k|a}} will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.&lt;br /&gt;
&lt;br /&gt;
==== Advanced interaction ====&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory.  &lt;br /&gt;
&lt;br /&gt;
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy  equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
====Sheathing====&lt;br /&gt;
The {{k|q}} key lets you strap your weapons to your back.&lt;br /&gt;
&lt;br /&gt;
This is useful because you can't climb or wrestle with your hands unless your hands are free.&lt;br /&gt;
&lt;br /&gt;
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that while strapping will put away ''everything'' you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to {{k|r}}emove them manually to use them again.&lt;br /&gt;
&lt;br /&gt;
=== Time and weather ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather/Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. &lt;br /&gt;
&lt;br /&gt;
When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day. &lt;br /&gt;
&lt;br /&gt;
In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible.&lt;br /&gt;
&lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will unsurprisingly cause everything outside to become wet. Temperature is important because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice.&lt;br /&gt;
&lt;br /&gt;
Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold.&lt;br /&gt;
&lt;br /&gt;
Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|1:0}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeyman|Bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Bogeymen&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then Bogeymen won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent Bogeyman attacks, as well.  This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ.  This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.&lt;br /&gt;
&lt;br /&gt;
=== Food and drink ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst. &lt;br /&gt;
&lt;br /&gt;
Note that drinking vampire blood will turn you into a vampire instantly.&lt;br /&gt;
&lt;br /&gt;
You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc,) which can only be done in safe locations and circumstances. Over time food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v 43.03,) though the hunger and thirst timers are still satisfied by consumption. &lt;br /&gt;
&lt;br /&gt;
If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink.&lt;br /&gt;
&lt;br /&gt;
If the temperature is low enough you might have trouble finding liquid water. Snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground. &lt;br /&gt;
&lt;br /&gt;
====Announcements when eating====&lt;br /&gt;
When eating or drinking, the following announcements will be displayed:&lt;br /&gt;
*(nothing): You can eat or drink more, no problem.&lt;br /&gt;
*You are starting to feel full: You can eat or drink ''one'' more time, but any more than that will cause problems.&lt;br /&gt;
*You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.&lt;br /&gt;
*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
==== Melee attacks ====&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or complexly interacting with the weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
After selecting (and maybe confirming) which creature you want to attack, {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in Dwarf Fortress 2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.&lt;br /&gt;
&lt;br /&gt;
There are several options below the hitting menu. Quick attacks are faster than regular attacks but weaker. Heavy attacks are slower but attack harder. Wild attacks are faster and hit harder but are inaccurate. Precise attacks are very slow but are much more likely to hit. Multi-attacks allow you to attack several times in a row at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
&lt;br /&gt;
In addition to aimed attacks pressing {{k|A}} also allows for the three defensive maneuvers blocking, dodging and parrying. They do not have fixed keys because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move on step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it. If several attacks are incoming the remaining attacks will not be affected.&lt;br /&gt;
&lt;br /&gt;
==== Ranged attacks ====&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling and unarmed attacks ====&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc., see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
==== Wounds ====&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced and might leave you open to fatal blows.  Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
==== Combat preferences ====&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
=== Talking ===&lt;br /&gt;
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
To begin a conversation or performance, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity or you can even {{DFtext|Begin Performance}}  which includes such things as reciting poetry, telling stories or dancing and is very important if you want to be a bard.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.&lt;br /&gt;
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.&lt;br /&gt;
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.&lt;br /&gt;
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}&lt;br /&gt;
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.&lt;br /&gt;
* {{DFtext|Nevermind}} — This has you back out of having a conversation.&lt;br /&gt;
&lt;br /&gt;
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} and get to this first menu.) Your choices are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:right;width:30%;&amp;quot; | {{DFtext|Return to current topic (new menu)}}&lt;br /&gt;
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up specific incident or rumor (new menu)}}&lt;br /&gt;
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Create a performance troupe together (group naming menu)}}&lt;br /&gt;
| If the listener is in your party as a performer, you can choose this option to create an official troupe.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a hearthperson}}&lt;br /&gt;
| Only appears when talking to a lord/lady who you aren't under the command of. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a hearthperson}}&lt;br /&gt;
| Only appears when you are a leader. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a lieutenant}}&lt;br /&gt;
| Only appears when talking to a bandit leader who you aren't under the command of. Allows to become one the leader's lieutenants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a lieutenant}}&lt;br /&gt;
| Only appears when you are a bandit leader. Allows to become one the leader's lieutenants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to be made a performer for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows you to become a performer for the group. Usually, you need to prove your performing capabilities to be accepted.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for your performance troupe to become performers for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows your performance troupe to become performers for the group.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters and bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast or killing the bandits.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a lieutenant}}&lt;br /&gt;
| Only appears when talking to a bandit leader who you are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters but not  bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up the journey together}}&lt;br /&gt;
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about any troubles}}&lt;br /&gt;
| Asks the listener what things in the world are bothering them and their people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the local ruler}}&lt;br /&gt;
| As you might imagine, this gets you some information on who controls this particular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Trade or settle debts}}&lt;br /&gt;
| Allows you to trade with a merchant or pay for your drink from a tavern keeper. Note that you have to be right next to them for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about available services, drinks, rooms, etc.}}&lt;br /&gt;
| Appears when in a structure, but only works with tavern keepers. Allows you to purchase drinks and rent rooms in a tavern.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Exchange, give, or take personal items}}&lt;br /&gt;
| Like {{DFtext|Trade}}, only that it works with non-merchants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}&lt;br /&gt;
| Takes to a menu of various request you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depends on who you're talking to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask listener to join you (new menu)}}&lt;br /&gt;
| This is how you get companions. You can either ask them to join you on an adventure, to lead you to some location, or to join your performance troupe if they are convinced of your skills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Claim this site for yourself (group naming menu)}}&lt;br /&gt;
| This option allows you to stake a claim on the site you are in. You need to retire or be Hearthperson or Lieutenant to be able to claim as Outsider.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for permission to stay a day}}&lt;br /&gt;
| Allows you to sleep in the listener's building for the night.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the structure you are in}}&lt;br /&gt;
| Tells you about whatever structure you are standing in, if you are standing in one.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about this site's neighbors and trade partners}}&lt;br /&gt;
| Lets you learn what sites this site is neighboring and/or trading with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the surrounding area}}&lt;br /&gt;
| Choosing this will tell you about some location nearby, and why it's significant.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Express your emotions (new menu)}}&lt;br /&gt;
| Brings you to a menu where you can state your feelings about an event (such as improving a skill), or say something general about your emotions or thoughts.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|State your values (new menu)}}&lt;br /&gt;
| Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue. If you win the argument your opposition's [[Personality_trait|values]] will change to match yours if you give in, yours will change.This can result in your needs changing. {{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on weather}}&lt;br /&gt;
| Small talk about the weather. Really.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on natural surroundings}}&lt;br /&gt;
| Same as the weather, only about the nature around you.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Accuse listener of being a night creature}} &lt;br /&gt;
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about listener's profession}}&lt;br /&gt;
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them. This can also potentially oust bandits if they aren't hostile, if you aren't sure you have the right &amp;lt;strike&amp;gt;victim&amp;lt;/strike&amp;gt; suspect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about listener's family}}&lt;br /&gt;
| Discover what family the listener has, as expected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Brag about your past violent acts}}&lt;br /&gt;
| Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least severely less impactful than summarizing the conflict.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Say goodbye}}&lt;br /&gt;
| Ends the conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.&lt;br /&gt;
&lt;br /&gt;
=== Companions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Note that people with no military skills are unlikely to agree to join you, and people with military skills higher than yours will also be unlikely to join you.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed.&lt;br /&gt;
&lt;br /&gt;
If they survive long enough/are trained well enough then companions are capable of leveling stats and skills. Thus they are susceptible to gaining a title or having a job title change as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement.&lt;br /&gt;
&lt;br /&gt;
If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river&amp;quot; (shown by a single dark blue line). Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
In v0.42, you can have companions join you as performers after you convince them of your skills. This can be used to recruit people you normally couldn't recruit, such as civilians and stronger soldiers. The maximum on this is also much easier to obtain, allowing players to bring a mob of dancing civilians along with you.&lt;br /&gt;
&lt;br /&gt;
=== Personal finance ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops,in Elven Trading trees you can find markets and at depots in dwarven fortresses you can encounter brokers. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.&lt;br /&gt;
&lt;br /&gt;
==== Theft ====&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop, but you will still be withheld the privilege of fast-travel until you leave the site.&lt;br /&gt;
&lt;br /&gt;
If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life.&lt;br /&gt;
&lt;br /&gt;
==== Managing coins ====&lt;br /&gt;
&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher denomination currency first but will resort to lower value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin == 1☼&lt;br /&gt;
* Silver Coin == 5☼&lt;br /&gt;
* Gold Coin == 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount &amp;quot;they owe you&amp;quot; during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering. Remember that you can also carve the bones of animals to make them desirable trading items.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it.&lt;br /&gt;
&lt;br /&gt;
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
=== Quest log ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' Your various agreements this includes tasks given to you by your lord and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
=== Create ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. In addition to crafting, other actions can be performed.&lt;br /&gt;
&lt;br /&gt;
==== Crafting ====&lt;br /&gt;
&lt;br /&gt;
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
* '''Helves''' (hafts){{version|0.43.01}} are carved from branches, which can be pulled from trees. Doing so requires a sharp item, which can be anything from a weapon or arrow all the way to a sharpened rock. Helves are currently only used to make...&lt;br /&gt;
&lt;br /&gt;
* '''Stone Axes'''{{version|0.43.01}} - Assembling a stone axe requires a helve plus a sharp rock as components. Stone axes are inferior to battle axes, but are just as usable for cutting down trees.&lt;br /&gt;
&lt;br /&gt;
* '''[[Bone carver|Carve Bone]]''' acts similarly to Fortress Mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options.&lt;br /&gt;
&lt;br /&gt;
* '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand on a carpenter's workshop. This can be one found in fortress, or it can be constructed by yourself. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object.&lt;br /&gt;
&lt;br /&gt;
==== Butchery ====&lt;br /&gt;
&lt;br /&gt;
'''[[Butcher|Butcher]]''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
==== Natural abilities and acquired powers ====&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' gives you spit(if you are a creature that can), which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu. Other natural abilities exist (such as breathing fire), but only some are usable, since some belong to creatures that are not playable.&lt;br /&gt;
&lt;br /&gt;
You may also gain acquired abilities when you become a creature of the night, such as a necromancer.&lt;br /&gt;
&lt;br /&gt;
==== Composing ====&lt;br /&gt;
&lt;br /&gt;
Composing allows you to select '''musical compositions''' or '''choreography''' to create new songs and dances. Upon selecting one of the two, you will then be able to select from one of the art forms already known to the adventurer, which the specific song or dance will be an example of.&lt;br /&gt;
&lt;br /&gt;
==== Writing ====&lt;br /&gt;
&lt;br /&gt;
'''[[Writer|Writing]]''' allows the adventurer to write books and scrolls, allowing one to create various types of literature. Writing requires reading or writing skill as a prerequisite, along with a blank scroll or quire available. Each option produces different results.&lt;br /&gt;
&lt;br /&gt;
* '''Guide''' - General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail.&lt;br /&gt;
&lt;br /&gt;
* '''Essay''' - Writing about individual historical events, generally of personal relevance to the adventurer. The acension of that adventurer to lordship, companions joining the party, and other such events.&lt;br /&gt;
&lt;br /&gt;
* '''Manual''' - This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed. This can also include scientific research the adventurer has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.&lt;br /&gt;
&lt;br /&gt;
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple characters, each chapter relating to a historical event related to the writing's subject.&lt;br /&gt;
&lt;br /&gt;
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.&lt;br /&gt;
&lt;br /&gt;
* '''Composition''' - Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition you do not get to select which musical form to base the song in.&lt;br /&gt;
&lt;br /&gt;
* '''Choreography''' - As with compositions above, this writes down a new dance based on a randomly-selected dance form the adventurer knows.&lt;br /&gt;
&lt;br /&gt;
* You can also unlock even more types of writing by going to a library and reading books of different genres. Such as '''biographies'''.&lt;br /&gt;
&lt;br /&gt;
Additionally, at the bottom of the writing menu you have the option of writing down specific songs and dances known to the adventurer.&lt;br /&gt;
&lt;br /&gt;
== Woodcutting, building and site management ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As of version 43.01, adventurers can chop down trees for resources, and build their own personal sites to claim as their own. Neither of these can be performed on existing sites like towns.&lt;br /&gt;
&lt;br /&gt;
First one needs wooden logs, acquired by chopping down trees. With an axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.&lt;br /&gt;
As of version 43.03, wooden axes will not work to chop down trees.&lt;br /&gt;
&lt;br /&gt;
Any object that is being used in the construction process, must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night. Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, it will be permanently removed once you complete the construction.  &lt;br /&gt;
&lt;br /&gt;
Having companions with you will greatly speed up the build time as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build but don't build yourself you can leave the site whilst they work (they will follow you until you leave the site though if they are your companions but once off site they will stay)  After building your structure, you can designate zones for  {{DFtext|Mead Hall}},  {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. &lt;br /&gt;
&lt;br /&gt;
Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction(the game will happily let you stand around for 6 hours and &amp;quot;build&amp;quot; the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).&lt;br /&gt;
&lt;br /&gt;
==== Faction management ====&lt;br /&gt;
&lt;br /&gt;
After you create a mead hall zone you can claim it like you can claim any mead hall, you will get a text popup telling you you are in control now and your title will change to lord, you may then start hiring guards and assigning them to your sites zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them.&lt;br /&gt;
&lt;br /&gt;
Note If they are not your companions they will not build for you.&lt;br /&gt;
&lt;br /&gt;
As with owning a town, you can force the leaders of nearby villages to pay you tribute via the&lt;br /&gt;
{{DFtext|submit and pay tribute}} demand if you create a site and claim its mead hall. However they are unlikely to submit under non-strenuous circumstances.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
More information on each type of site can be found in the site's specific article.&lt;br /&gt;
&lt;br /&gt;
=== Civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
==== Human sites ====&lt;br /&gt;
&lt;br /&gt;
===== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} =====&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human towns are highly modular, and are usually near some source of water, either the coast or a river.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
Towns usually have lots of interesting structures which are described fully in the [[town]] article.&lt;br /&gt;
&lt;br /&gt;
===== Hamlets {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} =====&lt;br /&gt;
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets.&lt;br /&gt;
&lt;br /&gt;
Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.&lt;br /&gt;
&lt;br /&gt;
==== Dwarven sites ====&lt;br /&gt;
&lt;br /&gt;
===== Dwarf fortresses {{Raw Tile|Ω|7:0:1}} =====&lt;br /&gt;
These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in the own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges.&lt;br /&gt;
&lt;br /&gt;
Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.&lt;br /&gt;
&lt;br /&gt;
===== Mountain halls {{Raw Tile|Ω|0:0:1}} =====&lt;br /&gt;
[[Mountain halls]] are the sites of the &amp;quot;deep dwarves,&amp;quot; located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.&lt;br /&gt;
&lt;br /&gt;
===== Hillocks {{Raw Tile|Ω|7:0:0}} =====&lt;br /&gt;
[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].&lt;br /&gt;
&lt;br /&gt;
==== Elven sites ====&lt;br /&gt;
&lt;br /&gt;
===== Forest retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} =====&lt;br /&gt;
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.&lt;br /&gt;
&lt;br /&gt;
==== Goblin sites ====&lt;br /&gt;
&lt;br /&gt;
===== Dark fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} =====&lt;br /&gt;
These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].&lt;br /&gt;
&lt;br /&gt;
===== Dark pits {{Raw Tile|º|5:0:0}}=====&lt;br /&gt;
These are the goblin equivalent of hamlets and hillocks. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.&lt;br /&gt;
&lt;br /&gt;
==== Kobold sites ====&lt;br /&gt;
===== Caves {{Raw Tile|•|0:0:1}}=====&lt;br /&gt;
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.&lt;br /&gt;
&lt;br /&gt;
==== Beast and night creature sites ====&lt;br /&gt;
&lt;br /&gt;
===== Necromancer's towers {{Raw Tile|I|5:0:0}} =====&lt;br /&gt;
[[Necromancer]]'s Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation, as necromancers cannot be elf or goblin.&lt;br /&gt;
&lt;br /&gt;
===== Lairs {{Raw Tile|•|0:0:1}}=====&lt;br /&gt;
[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.&lt;br /&gt;
&lt;br /&gt;
===== Minotaur's labyrinths {{Raw Tile|#|0:7:0}}=====&lt;br /&gt;
A [[Labyrinth]] is an intricate network of tunnels often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.&lt;br /&gt;
&lt;br /&gt;
===== Shrines {{Raw Tile|Å|7:0:0}} =====&lt;br /&gt;
Shrines are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossi]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== How do I cut down a tree? ===&lt;br /&gt;
To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included).&lt;br /&gt;
Then walk up to the tree and press &amp;quot;g&amp;quot; select the fell tree option. {{version|0.43.01}}&lt;br /&gt;
&lt;br /&gt;
=== How do I find an entrance to the underworld? ===&lt;br /&gt;
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.&lt;br /&gt;
&lt;br /&gt;
Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns.&lt;br /&gt;
&lt;br /&gt;
Method 3: You can start a [[dwarf fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.&lt;br /&gt;
&lt;br /&gt;
The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.&lt;br /&gt;
&lt;br /&gt;
=== I keep getting maimed! How can I fight without getting seriously hurt? ===&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until your endurance is high enough this may be exhausting, but active dodging and blocking will recover energy.&lt;br /&gt;
* If you have good speed, try to '''fight enemies one-by-one''' — keep dodging away and only attack when you're within range of just one enemy. Maneuvering around charging opponents can cause them to collide with each other and become prone and/or stunned. Above all, don't let yourself get flanked by an enemy, much less surrounded. &lt;br /&gt;
* If you have a slashing weapon, try to '''chop body parts off of your enemy''' — it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.&lt;br /&gt;
* Remember that '''it's better to let your enemy come to you, than to go to your enemy'''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
=== How can I obtain armor as quickly as possible? ===&lt;br /&gt;
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.&lt;br /&gt;
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.&lt;br /&gt;
* You can also take along companions and have them killed, or just plainly murder people and loot their corpses for stuff. &lt;br /&gt;
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Use the exchange personal item option, as only shopkeepers accept the straight trade option. Remember that coins only have nominal value in the civilization they've been minted, but gems are equally valuable anywhere. You can also trade your own crafts or clothing in exchange for the armor the soldiers are wearing. &lt;br /&gt;
* Warehouses in Human towns tend to have items in them, including, weaponry, food, Items of high value, and along them is armor. Though a cheeky way to get equipment, it works if you want to have a fast adventure.&lt;br /&gt;
* If you don't mind extra time, you can also start a &amp;quot;temporary&amp;quot; fortress, make as much armor as you could and then abandon/retire to return there as an adventurer later.&lt;br /&gt;
** Although this may take a while, with this method your adventurer may obtain quite precious, powerful and nearly unobtainable otherwise items like a full set ☼Adamantium armor☼.&lt;br /&gt;
** You can also make some other items quite important to an adventurer, such as ☼weapons☼ or a huge amount of lightweight trade goods, like platinum rings encrusted with diamonds. This may provide an even better alternative to coins than just simple cut gems, depending on the skills of your dwarves.&lt;br /&gt;
** If you choose to abandon the fortress instead of retiring, remember to put your precious preserved goods to some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scarce all over the fortress if they have a walkable path from an edge of the map (see [[Abandon]]).&lt;br /&gt;
&lt;br /&gt;
=== How do I increase my skills and attributes? ===&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills; very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.&amp;lt;p&amp;gt;It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.&lt;br /&gt;
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.&amp;lt;p&amp;gt;The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|&amp;lt;}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.&amp;lt;p&amp;gt;An alternative and much easier way to train any ranged attack is to simply shoot one or more z-levels straight above into the air, by using {{k|f}} than {{k|&amp;lt;}} , any ammunition used seems incapable of causing harm to the one launching it and lands undamaged under their feet for easy retrieval, however this may be considered a bug and/or exploit.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach). Sneaking on fast travel will not raise Ambushing.&amp;lt;p&amp;gt;Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).&amp;lt;p&amp;gt;Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;As of version 0.40.23, one seems to acquire skill in Observer from regular combat, as it's used to tell what weapon an enemy is using to attack you.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
=== I managed to escape but my limbs are chopped off. Now what? ===&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is only one way to get them back, and that is by becoming a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
=== What creatures of night can I become? ===&lt;br /&gt;
&lt;br /&gt;
You basically have four different choices.&lt;br /&gt;
&lt;br /&gt;
Firstly, you can become a [[necromancer|'''necromancer''']].&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and your physical stats are permanently fixed.&lt;br /&gt;
* The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* Undead minions are extremely useful, but will cause problems if you intend to interact with civilization ever again. They are however an easy way to gain manpower for construction.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can become a [[vampire|'''vampire''']].&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and are immune to most syndromes.&lt;br /&gt;
* Your strength, agility and toughness are doubled.&lt;br /&gt;
* They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.&lt;br /&gt;
* Anyone that witnesses you feeding on blood will turn hostile, unlike in older versions where companions would only care if you drained someone they cared about.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a vampire by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can become a [[werebeast|'''werebeast''']].&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormalcy outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.&lt;br /&gt;
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you. It has to be in the beast form.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a werebeast by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them.{{version|0.42.01}}&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
&lt;br /&gt;
And finally, you can become a mist [[zombie|'''zombie''']].&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* Your strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.&lt;br /&gt;
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Adventure mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start]]&lt;br /&gt;
&lt;br /&gt;
==A glimpse into the Future==&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
* Passage from &amp;quot;Shooting &amp;lt;s&amp;gt;for&amp;lt;/s&amp;gt; the sky&amp;quot;, the giant toad bone bound book by Nefil Blackbone the human necromancer :&lt;br /&gt;
&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
... While seemingly absurd, the practice of ones abilities with a ranged weapon can be furthered by directing said weapon towards the sky. &lt;br /&gt;
After all, during day time the sky has one giant target that might even seem so large that it's impossible to miss, and the night sky has many smaller ones. &lt;br /&gt;
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms, thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target, this has further lead me to believe in the possibility of sky exploration, for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go. &lt;br /&gt;
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above. &lt;br /&gt;
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]], while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal. &lt;br /&gt;
This is how the great space race between the Elves, Dwarves and Humans began, which would later on lead to massive intergalactic conflicts, space goblin invasions, immortal human emperors, elven space gates, interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=226594</id>
		<title>Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=226594"/>
		<updated>2016-08-30T02:52:04Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Engineering */ Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:10, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
[[File:Topics.svg|thumb|500px|A diagram of all knowledge topics.]]&lt;br /&gt;
&lt;br /&gt;
'''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development).&lt;br /&gt;
&lt;br /&gt;
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens.&lt;br /&gt;
&lt;br /&gt;
There are 9 &amp;quot;branches&amp;quot; of the knowledge system.&lt;br /&gt;
==Astronomy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Dates of lunar and solar eclipses&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Saros (astronomy)|Saros (astronomy)]]&lt;br /&gt;
|-&lt;br /&gt;
|Daylight variation with solar year&lt;br /&gt;
|The variation of daylight with the season&lt;br /&gt;
|[[wikipedia:Daytime#Daytime variations with latitude and seasons|Daytime § Daytime variations with latitude and seasons]]&lt;br /&gt;
|-&lt;br /&gt;
|Geocentrism&lt;br /&gt;
|The theory that the sun moves around the world&lt;br /&gt;
|[[wikipedia:Geocentric model|Geocentric model]]&lt;br /&gt;
|-&lt;br /&gt;
|Height of tides vs moon and sun&lt;br /&gt;
|The height of the tides, the moon and the sun&lt;br /&gt;
|[[wikipedia:Pytheas#Pytheas_on_the_tides|Pytheas § Pytheas on the tides]] and [[wikipedia:Tide|Tide]]&lt;br /&gt;
|-&lt;br /&gt;
|Heliocentrism&lt;br /&gt;
|The theory that the world moves around the sun&lt;br /&gt;
|[[wikipedia:Heliocentric model|Heliocentric model]]&lt;br /&gt;
|-&lt;br /&gt;
|Empirical observation&lt;br /&gt;
|Methods of empirical observation in astronomy&lt;br /&gt;
|[[wikipedia:Empirical evidence|Empirical evidence]]&lt;br /&gt;
|-&lt;br /&gt;
|Path models&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Orbit modeling|Orbit modeling]]&lt;br /&gt;
|-&lt;br /&gt;
|Path of the moon&lt;br /&gt;
|The path of the moon&lt;br /&gt;
|[[wikipedia:Orbit of the Moon|Orbit of the Moon]]&lt;br /&gt;
|-&lt;br /&gt;
|Phases of the moon&lt;br /&gt;
|The phases of the moon&lt;br /&gt;
|[[wikipedia:Lunar phase|Lunar phase]]&lt;br /&gt;
|-&lt;br /&gt;
|Precession of equinoxes&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Axial precession|Axial precession]]&lt;br /&gt;
|-&lt;br /&gt;
|Relationship between lunar solar year&lt;br /&gt;
|The relationship between the lunar and solar year&lt;br /&gt;
|[[wikipedia:Lunisolar calendar|Lunisolar calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|Shape of the world&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Spherical Earth|Spherical Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|Star catalogues 100&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Star catalogue|Star catalogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Star catalogues 1000&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Star catalogue|Star catalogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Astrography&lt;br /&gt;
| The creation of star charts&lt;br /&gt;
|[[wikipedia:Star chart|Star chart]]&lt;br /&gt;
|-&lt;br /&gt;
|Stellar Spectroscopy&lt;br /&gt;
|The classification of stars based on the light they emit&lt;br /&gt;
|[[wikipedia:Astronomical spectroscopy|Astronomical spectroscopy]]&lt;br /&gt;
|-&lt;br /&gt;
|Star magnitude classification&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Magnitude (astronomy)|Magnitude (astronomy)]]&lt;br /&gt;
|-&lt;br /&gt;
|Summer winter moon&lt;br /&gt;
|The rise of the moon according to the season&lt;br /&gt;
|[[wikipedia:Lunar calendar|Lunar calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|Summer winter sun&lt;br /&gt;
| The rise of the sun according to the season&lt;br /&gt;
|[[wikipedia:Solar calendar|Solar calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|Tides and the moon&lt;br /&gt;
| The relationship between the moon and the tides&lt;br /&gt;
|[[wikipedia:Seleucus_of_Seleucia#Tides|Seleucus of Seleucia § Tides]] and [[wikipedia:Tide|Tide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chemistry==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Adhesives&lt;br /&gt;
|The preparation and use of adhesive materials&lt;br /&gt;
|[[wikipedia:Adhesive|Adhesive]]&lt;br /&gt;
|-&lt;br /&gt;
|Aqua regia&lt;br /&gt;
|The preparation of aqua regia&lt;br /&gt;
|[[wikipedia:Aqua regia|Aqua regia]]&lt;br /&gt;
|-&lt;br /&gt;
|Spirit of niter&lt;br /&gt;
|The preparation of spirit of niter&lt;br /&gt;
|[[wikipedia:Nitric acid|Nitric acid]]&lt;br /&gt;
|-&lt;br /&gt;
|Oil of vitriol&lt;br /&gt;
|The preparation of oil of vitriol&lt;br /&gt;
|[[wikipedia:Sulfuric acid|Sulfuric acid]]&lt;br /&gt;
|-&lt;br /&gt;
|Alkali and acids&lt;br /&gt;
|The classification of alkali and acids&lt;br /&gt;
|[[wikipedia:pH|pH]]&lt;br /&gt;
|-&lt;br /&gt;
|Combustibles&lt;br /&gt;
|The classification of combustible materials&lt;br /&gt;
|[[wikipedia:Combustibility|Combustibility]]&lt;br /&gt;
|-&lt;br /&gt;
|Elemental theory&lt;br /&gt;
|The classification of materials based on which elemental materials might form them&lt;br /&gt;
|[[wikipedia:Chemical element|Chemical element]]&lt;br /&gt;
|-&lt;br /&gt;
|Ores&lt;br /&gt;
|The classification of ores&lt;br /&gt;
|[[wikipedia:Ore|Ore]]&lt;br /&gt;
|-&lt;br /&gt;
|Scratch test&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Scratch hardness|Scratch hardness]]&lt;br /&gt;
|-&lt;br /&gt;
|Alembic&lt;br /&gt;
|The construction and use of the alembic&lt;br /&gt;
|[[wikipedia:Alembic|Alembic]]&lt;br /&gt;
|-&lt;br /&gt;
|Blast furnace&lt;br /&gt;
|The construction and use of the blast furnace&lt;br /&gt;
|[[wikipedia:Blast furnace|Blast furnace]]&lt;br /&gt;
|-&lt;br /&gt;
|Crucible&lt;br /&gt;
| The construction and use of the crucible&lt;br /&gt;
|[[wikipedia:Crucible|Crucible]]&lt;br /&gt;
|-&lt;br /&gt;
|Ampoule&lt;br /&gt;
|The construction and use of the ampoule&lt;br /&gt;
|[[wikipedia:Ampoule|Ampoule]]&lt;br /&gt;
|-&lt;br /&gt;
|Beaker&lt;br /&gt;
| The construction and use of the beaker&lt;br /&gt;
|[[wikipedia:Beaker|Beaker]]&lt;br /&gt;
|-&lt;br /&gt;
|Flask&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Flask|Flask]]&lt;br /&gt;
|-&lt;br /&gt;
|Funnel&lt;br /&gt;
|The construction and use of the funnel&lt;br /&gt;
|[[wikipedia:Funnel|Funnel]]&lt;br /&gt;
|-&lt;br /&gt;
|Retort&lt;br /&gt;
|The construction and use of the retort&lt;br /&gt;
|[[wikipedia:Retort|Retort]]&lt;br /&gt;
|-&lt;br /&gt;
|Vial&lt;br /&gt;
|The construction and use of the vial&lt;br /&gt;
|[[wikipedia:Vial|Vial]]&lt;br /&gt;
|-&lt;br /&gt;
|Lab ovens&lt;br /&gt;
|The construction and use of laboratory ovens&lt;br /&gt;
|[[wikipedia:Laboratory oven|Laboratory oven]]&lt;br /&gt;
|-&lt;br /&gt;
|Systematic experiments&lt;br /&gt;
|Methods for performing experiments systematically in the laboratory&lt;br /&gt;
|[[wikipedia:Scientific method|Scientific method]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of distillation&lt;br /&gt;
|The theory and methods involved in distillation&lt;br /&gt;
|[[wikipedia:Distillation|Distillation]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of evaporation&lt;br /&gt;
|The theory and methods involved in evaporation&lt;br /&gt;
|[[wikipedia:Evapotation|Evapotation]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of liquid liquid extraction&lt;br /&gt;
|The theory and methods involved in the extraction of a constituent liquid from one solution to another&lt;br /&gt;
|[[wikipedia:Liquid–liquid extraction|Liquid–liquid extraction]]&lt;br /&gt;
|-&lt;br /&gt;
|Alloys&lt;br /&gt;
| The mixture of metals to produce alloys&lt;br /&gt;
|[[wikipedia:Alloy|Alloy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Armillary sphere&lt;br /&gt;
|The construction and use of armillary spheres&lt;br /&gt;
|[[wikipedia:Armillary sphere|Armillary sphere]]&lt;br /&gt;
|-&lt;br /&gt;
|Astrolabe&lt;br /&gt;
|The construction and use of the astrolabe&lt;br /&gt;
|[[wikipedia:Astrolabe|Astrolabe]]&lt;br /&gt;
|-&lt;br /&gt;
|Dioptra&lt;br /&gt;
|The construction and use of the dioptra&lt;br /&gt;
|[[wikipedia:Dioptra|Dioptra]]&lt;br /&gt;
|-&lt;br /&gt;
|Mural instrument&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Mural instrument|Mural instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|Orrery&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Orrery|Orrery]]&lt;br /&gt;
|-&lt;br /&gt;
|Spherical astrolabe&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Armillary sphere|Armillary sphere]]&lt;br /&gt;
|-&lt;br /&gt;
|Wood lamination&lt;br /&gt;
|The use of lamination&lt;br /&gt;
|[[wikipedia:Lamination|Lamination]]&lt;br /&gt;
|-&lt;br /&gt;
|Models and templates&lt;br /&gt;
|The use of models and templates in engineering&lt;br /&gt;
|[[wikipedia:Prototype|Prototype]] and [[wikipedia:Stencil|Stencil]]&lt;br /&gt;
|-&lt;br /&gt;
|Archimedes principle&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Archimedes' principle|Archimedes' principle]]&lt;br /&gt;
|-&lt;br /&gt;
|Force pump&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Piston pump#Force pump|Piston pump § Force pump]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of siphon&lt;br /&gt;
|The action of the siphon&lt;br /&gt;
|[[wikipedia:Siphon|Siphon]]&lt;br /&gt;
|-&lt;br /&gt;
|Valves&lt;br /&gt;
|The construction and use of valves&lt;br /&gt;
|[[wikipedia:Valve|Valve]]&lt;br /&gt;
|-&lt;br /&gt;
|Astrarium&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Astrarium|Astrarium]]&lt;br /&gt;
|-&lt;br /&gt;
|Conical water clock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hourglass&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Hourglass|Hourglass]]&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical clock&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Clock#Early mechanical clocks|Clock § Early mechanical clocks]]&lt;br /&gt;
|-&lt;br /&gt;
|Shadow clock&lt;br /&gt;
|The use of shadows to tell direction and time&lt;br /&gt;
|[[wikipedia:Sundial|Sundial]]&lt;br /&gt;
|-&lt;br /&gt;
|Water clock&lt;br /&gt;
|The use of water-based devices to tell time&lt;br /&gt;
|[[wikipedia:Water clock|Water clock]]&lt;br /&gt;
|-&lt;br /&gt;
|Water clock reservoir&lt;br /&gt;
|The use of reservoirs in water-based clocks to improve their accuracy&lt;br /&gt;
|[[wikipedia:Zhang_Heng#Extra_tank_for_inflow_clepsydra|Zhang Heng § Extra tank for inflow clepsydra]]&lt;br /&gt;
|-&lt;br /&gt;
|Balance wheel&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Balance wheel|Balance wheel]]&lt;br /&gt;
|-&lt;br /&gt;
|Bellows&lt;br /&gt;
|The construction and use of the bellows&lt;br /&gt;
|[[wikipedia:Bellows|Bellows]]&lt;br /&gt;
|-&lt;br /&gt;
|Camshaft&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Camshaft|Camshaft]]&lt;br /&gt;
|-&lt;br /&gt;
|Chain drive&lt;br /&gt;
|The construction and use of chain drives&lt;br /&gt;
|[[wikipedia:Chain drive|Chain drive]]&lt;br /&gt;
|-&lt;br /&gt;
|Chariot odometer&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Odometer|Odometer]]&lt;br /&gt;
|-&lt;br /&gt;
|Combination lock&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Combination lock|Combination lock]]&lt;br /&gt;
|-&lt;br /&gt;
|Crank&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Crank (mechanism)|Crank (mechanism)]]&lt;br /&gt;
|-&lt;br /&gt;
|Crankshaft&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Crankshaft|Crankshaft]]&lt;br /&gt;
|-&lt;br /&gt;
|Differential gear&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Differential (mechanical device)|Differential (mechanical device)]]&lt;br /&gt;
|-&lt;br /&gt;
|Double acting piston bellows&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Bellows|Bellows]]&lt;br /&gt;
|-&lt;br /&gt;
|Lever&lt;br /&gt;
|The construction and use of the lever&lt;br /&gt;
|[[wikipedia:Lever|Lever]]&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical compass&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Compass|Compass]]&lt;br /&gt;
|-&lt;br /&gt;
|Padlock&lt;br /&gt;
|The construction and use of the padlock&lt;br /&gt;
|[[wikipedia:Padlock|Padlock]]&lt;br /&gt;
|-&lt;br /&gt;
|Piston&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Piston pump#Force pump|Piston pump § Force pump]]&lt;br /&gt;
|-&lt;br /&gt;
|Pulley&lt;br /&gt;
|The construction and use of the pulley&lt;br /&gt;
|[[wikipedia:Pulley|Pulley]]&lt;br /&gt;
|-&lt;br /&gt;
|Screw&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|[[wikipedia:Screw|Screw]]&lt;br /&gt;
|-&lt;br /&gt;
|Straight beam balance&lt;br /&gt;
|The construction and use of the straight-beam balance&lt;br /&gt;
|[[wikipedia:Weighing scale#Mechanical balances|Weighing scale § Mechanical balances]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of gears&lt;br /&gt;
|The reasons why gears are effective&lt;br /&gt;
|[[wikipedia:Gear|Gear]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of lever&lt;br /&gt;
|The reasons why the lever is effective&lt;br /&gt;
|[[wikipedia:Lever|Lever]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of pulley&lt;br /&gt;
|The reasons why pulleys are effective&lt;br /&gt;
|[[wikipedia:Pulley|Pulley]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of screw&lt;br /&gt;
|The reasons why screws are effective&lt;br /&gt;
|[[wikipedia:Screw|Screw]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of wedge&lt;br /&gt;
|The reasons why the wedge is effective&lt;br /&gt;
|[[wikipedia:Wedge (mechanical device)|Wedge]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of wheel and axle&lt;br /&gt;
|The reasons why the wheel-and-axle construction is effective&lt;br /&gt;
|[[wikipedia:Wheel and axle|Wheel and axle]]&lt;br /&gt;
|-&lt;br /&gt;
|Trip hammer&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Trip hammer|Trip hammer]]&lt;br /&gt;
|-&lt;br /&gt;
|Tumbler lock&lt;br /&gt;
|The construction and use of the tumbler lock&lt;br /&gt;
|[[wikipedia:Pin tumbler lock|Pin tumbler lock]]&lt;br /&gt;
|-&lt;br /&gt;
|Verge escapement&lt;br /&gt;
|The construction and use of the verge escapement&lt;br /&gt;
|[[wikipedia:Verge escapement|Verge escapement]]&lt;br /&gt;
|-&lt;br /&gt;
|Warded lock&lt;br /&gt;
|The construction and use of the warded lock&lt;br /&gt;
|[[wikipedia:Warded lock|Warded lock]]&lt;br /&gt;
|-&lt;br /&gt;
|Water powered piston bellows&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Du_Shi#The_Water-Powered_Blast_Furnace|Du Shi § The Water-Powered Blast Furnace]]&lt;br /&gt;
|-&lt;br /&gt;
|Water powered sawmill&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Watermill|Watermill]]&lt;br /&gt;
|-&lt;br /&gt;
|Water powered trip hammer&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Trip hammer|Trip hammer]] and [[wikipedia:Water wheel|Water wheel]]&lt;br /&gt;
|-&lt;br /&gt;
|Water wheel&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Water wheel|Water wheel]]&lt;br /&gt;
|-&lt;br /&gt;
|Windlass&lt;br /&gt;
| The construction and use of the windlass&lt;br /&gt;
|[[wikipedia:Windlass|Windlass]]&lt;br /&gt;
|-&lt;br /&gt;
|Atmospheric refraction&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Atmospheric refraction|Atmospheric refraction]]&lt;br /&gt;
|-&lt;br /&gt;
|Camera obscura&lt;br /&gt;
|The construction and use of the camera obscura&lt;br /&gt;
|[[wikipedia:Camera obscura|Camera obscura]]&lt;br /&gt;
|-&lt;br /&gt;
|Cause of twilight&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Atmospheric optics|Atmospheric optics]]&lt;br /&gt;
|-&lt;br /&gt;
|Crystal lens&lt;br /&gt;
|The construction and use of the crystal lens&lt;br /&gt;
|[[wikipedia:Lens (optics)|Lens (optics)]] and [[wikipedia:Crystal|Crystal]]&lt;br /&gt;
|-&lt;br /&gt;
|Glass lens&lt;br /&gt;
|The construction and use of the glass lens&lt;br /&gt;
|[[wikipedia:Lens (optics)|Lens (optics)]] and [[wikipedia:Glass|Glass]]&lt;br /&gt;
|-&lt;br /&gt;
|Height of atmosphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Law of refraction&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Snell's law|Snell's law]]&lt;br /&gt;
|-&lt;br /&gt;
|Parabolic mirror&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Parabolic reflector|Parabolic reflector]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of color&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Color theory|Color theory]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of rainbows&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Rainbows|Rainbows]]&lt;br /&gt;
|-&lt;br /&gt;
|Water filled spheres&lt;br /&gt;
|The construction and use of water-filled sphere as a lens&lt;br /&gt;
|[[wikipedia:Lens (optics)|Lens (optics)]] and [[wikipedia:History_of_optics#Early_history_of_optics|History of optics § Early history of optics]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Accurate maps&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Map|Map]]&lt;br /&gt;
|-&lt;br /&gt;
|Cartography&lt;br /&gt;
|The process involved in creating maps&lt;br /&gt;
|[[wikipedia:Cartography|Cartography]]&lt;br /&gt;
|-&lt;br /&gt;
|Distance scale&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Scale (map)|Scale (map)]]&lt;br /&gt;
|-&lt;br /&gt;
|Economic&lt;br /&gt;
|The placement of economic information on maps&lt;br /&gt;
|[[wikipedia:Economic geography|Economic geography]]&lt;br /&gt;
|-&lt;br /&gt;
|Geological&lt;br /&gt;
|The placement of geological information on maps&lt;br /&gt;
|[[wikipedia:Geologic map|Geologic map]]&lt;br /&gt;
|-&lt;br /&gt;
|Grid system&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Grid reference|Grid reference]]&lt;br /&gt;
|-&lt;br /&gt;
|Height measurements&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Topographic map|Topographic map]] and [[wikipedia:Levelling|Levelling]]&lt;br /&gt;
|-&lt;br /&gt;
|Map projections&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Map projection|Map projection]]&lt;br /&gt;
|-&lt;br /&gt;
|Atlases&lt;br /&gt;
|The collection of maps and other information together into a single text&lt;br /&gt;
|[[wikipedia:Atlas|Atlas]]&lt;br /&gt;
|-&lt;br /&gt;
|Econometrics&lt;br /&gt;
|The process of economic data collection&lt;br /&gt;
|[[wikipedia:Econometrics|Econometrics]]&lt;br /&gt;
|-&lt;br /&gt;
|Surveying&lt;br /&gt;
|The process of surveying land&lt;br /&gt;
|[[wikipedia:Surveying|Surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Cartographical surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Cartography|Cartography]] and [[wikipedia:Surveying|Surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Engineering surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Construction surveying|Construction surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Land surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Cadastral surveying|Cadastral surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Military surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Construction surveying|Construction surveying]] and [[wikipedia:Military engineerin|Military engineering]]&lt;br /&gt;
|-&lt;br /&gt;
|Surveying staff&lt;br /&gt;
|The construction and use of the surveying staff&lt;br /&gt;
|[[wikipedia:Level staff|Level staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Triangulation&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Triangulation|Triangulation]]&lt;br /&gt;
|-&lt;br /&gt;
|Delta formation&lt;br /&gt;
|The process of the formation of deltas at the mouths of rivers&lt;br /&gt;
|[[wikipedia:River delta#Formation|River delta § Formation]]&lt;br /&gt;
|-&lt;br /&gt;
|Latitude climate zones&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Clime|Clime]]&lt;br /&gt;
|-&lt;br /&gt;
|Origin of rainfall from evap condense&lt;br /&gt;
|The origin of rainfall through evaporation and condensation&lt;br /&gt;
|[[wikipedia:Evaporation|Evaporation]] and [[wikipedia:Condensation|Condensation]]&lt;br /&gt;
|-&lt;br /&gt;
|Water cycle&lt;br /&gt;
|A world-wide cycle involving precipitation, oceans, rivers, and other forms of water&lt;br /&gt;
|[[wikipedia:Water cycle|Water cycle]]&lt;br /&gt;
|-&lt;br /&gt;
|Anemology&lt;br /&gt;
|The forces that govern wind patterns&lt;br /&gt;
|[[wikipedia:Global wind patterns|Global wind patterns]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Alternate history&lt;br /&gt;
|The exploration of how history would be different if some key past events had transpired differently&lt;br /&gt;
|[[wikipedia:Alternate history|Alternate history]]&lt;br /&gt;
|-&lt;br /&gt;
|Autobiographical adventure&lt;br /&gt;
|The method of writing a biography of oneself, particularly as it concerns a military campaign or adventure&lt;br /&gt;
|[[wikipedia:Autobiography|Autobiography]]&lt;br /&gt;
|-&lt;br /&gt;
|Biographical dictionaries&lt;br /&gt;
|The compilation of brief biographies into one large collection&lt;br /&gt;
|[[wikipedia:Biographical dictionary|Biographical dictionary]]&lt;br /&gt;
|-&lt;br /&gt;
|Biography&lt;br /&gt;
|The method of writing the history of a single individual&lt;br /&gt;
|[[wikipedia:Biography|Biography]]&lt;br /&gt;
|-&lt;br /&gt;
|Comparative biography&lt;br /&gt;
|The method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Comparative anthropology&lt;br /&gt;
|The method of comparing and contrasting different cultures&lt;br /&gt;
|[[wikipedia:Cross-cultural studies|Cross-cultural studies]]&lt;br /&gt;
|-&lt;br /&gt;
|Cultural history&lt;br /&gt;
|The method of accurately and comprehensively describing cultures and civilizations&lt;br /&gt;
|[[wikipedia:Cultural history|Cultural history]]&lt;br /&gt;
|-&lt;br /&gt;
|Encyclopedia&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Encyclopedia|Encyclopedia]]&lt;br /&gt;
|-&lt;br /&gt;
|Genealogy&lt;br /&gt;
|The compilation of family lineages and methods of displaying them artfully&lt;br /&gt;
|[[wikipedia:Genealogy|Genealogy]]&lt;br /&gt;
|-&lt;br /&gt;
|Treatise on tech evolution&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Technological evolution|Technological evolution]]&lt;br /&gt;
|-&lt;br /&gt;
|Archaeology&lt;br /&gt;
|The method of collecting and evaluating artifacts to learn about history and culture&lt;br /&gt;
|[[wikipedia:Archaeology|Archaeology]]&lt;br /&gt;
|-&lt;br /&gt;
|Source reliability&lt;br /&gt;
|The reliability of sources&lt;br /&gt;
|[[wikipedia:Source criticism|Source criticism]]&lt;br /&gt;
|-&lt;br /&gt;
|Personal interviews&lt;br /&gt;
|Using personal interviews as sources&lt;br /&gt;
|[[wikipedia:Interview|Interview]]&lt;br /&gt;
|-&lt;br /&gt;
|Role of cultural differences&lt;br /&gt;
| The role of cultural differences in source reliability and interpretation&lt;br /&gt;
|[[wikipedia:Cultural relativism|Cultural relativism]]&lt;br /&gt;
|-&lt;br /&gt;
|Role of state bias and propaganda&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Propaganda|Propaganda]]&lt;br /&gt;
|-&lt;br /&gt;
|Role of systemic bias&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Systemic bias|Systemic bias]]&lt;br /&gt;
|-&lt;br /&gt;
|Historical causation&lt;br /&gt;
|The causes of historical events&lt;br /&gt;
|[[wikipedia:Causality#History|Causality § History]]&lt;br /&gt;
|-&lt;br /&gt;
|Historical cycles&lt;br /&gt;
|The notion of historical, governmental and social cycles&lt;br /&gt;
|[[wikipedia:Cyclic history|Cyclic history]]&lt;br /&gt;
|-&lt;br /&gt;
|Sociology&lt;br /&gt;
|The notion of bonds between members of a community&lt;br /&gt;
|[[wikipedia:Sociology|Sociology]]&lt;br /&gt;
|-&lt;br /&gt;
|Social conflict&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Social conflict|Social conflict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Equations&lt;br /&gt;
|The technique of balancing and completion for solving equations&lt;br /&gt;
|[[wikipedia:The Compendious Book on Calculation by Completion and Balancing|The Compendious Book on Calculation by Completion and Balancing]], [[wikipedia:Algebra|Algebra]], and [[wikipedia:Equation|Equation]]&lt;br /&gt;
|-&lt;br /&gt;
|Divergence of harmonic series&lt;br /&gt;
|The divergence of the harmonic series&lt;br /&gt;
|[[wikipedia:Harmonic series (mathematics)|Harmonic series (mathematics)]]&lt;br /&gt;
|-&lt;br /&gt;
|Large sums&lt;br /&gt;
|Simple formulas for certain arbitrarily large sums&lt;br /&gt;
|[[wikipedia:Summation|Summation]]&lt;br /&gt;
|-&lt;br /&gt;
|Pascal's triangle&lt;br /&gt;
|A triangular configuration of numbers relating to the successive powers of any sum&lt;br /&gt;
|[[wikipedia:Pascal's triangle|Pascal's triangle]]&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic by completing square&lt;br /&gt;
|The solving of quadratic equations by completion of the square&lt;br /&gt;
|[[wikipedia:Completing the square|Completing the square]]&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic formula&lt;br /&gt;
|A formula which solves quadratic equations&lt;br /&gt;
|[[wikipedia:Quadratic formula|Quadratic formula]]&lt;br /&gt;
|-&lt;br /&gt;
|Solving higher order polynomials&lt;br /&gt;
|Methods for solving certain equations involving powers higher than the quadratic&lt;br /&gt;
|[[wikipedia:Galois theory|Galois theory]] &amp;lt;!--probably...--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Systems of equations&lt;br /&gt;
|Methods of solving systems of equations&lt;br /&gt;
|[[wikipedia:Linear system|Linear system]]&lt;br /&gt;
|-&lt;br /&gt;
|Sum-difference trig identities&lt;br /&gt;
|Trigonometric identities relating to the sums and differences of angles&lt;br /&gt;
|[[wikipedia:List of trigonometric identities#Angle sum and difference identities|List of trigonometric identities § Angle sum and difference identities]]&lt;br /&gt;
|-&lt;br /&gt;
|Area enclosed by line and parabola&lt;br /&gt;
|The area enclosed by a parabola and a line&lt;br /&gt;
|[[wikipedia:The Quadrature of the Parabola|The Quadrature of the Parabola]]&lt;br /&gt;
|-&lt;br /&gt;
|Area of circle&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Area of a disk|Area of a disk]]&lt;br /&gt;
|-&lt;br /&gt;
|Area of triangle from side lengths&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Heron's formula|Heron's formula]]&lt;br /&gt;
|-&lt;br /&gt;
|Basic geometry&lt;br /&gt;
|Geometric objects: points, lines, circles, triangles, and so on&lt;br /&gt;
|[[wikipedia:Geometry|Geometry]]&lt;br /&gt;
|-&lt;br /&gt;
|Conic sections&lt;br /&gt;
|The categorization and properties of conic sections&lt;br /&gt;
|[[wikipedia:Conic section|Conic section]]&lt;br /&gt;
|-&lt;br /&gt;
|Irrational numbers&lt;br /&gt;
|The existence of incommensurable ratios&lt;br /&gt;
|[[wikipedia:Irrational number|Irrational number]]&lt;br /&gt;
|-&lt;br /&gt;
|Geometric mean&lt;br /&gt;
|The relationship between the length of the altitude of a right triangle and the lengths of the segments into which it divides the hypotenuse&lt;br /&gt;
|[[wikipedia:Geometric mean theorem|Geometric mean theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Inscribed triangle on diameter is right&lt;br /&gt;
|The angles of triangles inscribed in a circle with one edge on the diameter&lt;br /&gt;
|[[wikipedia:Thales' theorem|Thales' theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Isosceles base angles equal&lt;br /&gt;
|The equality of the base angle of isosceles triangles&lt;br /&gt;
|[[wikipedia:Pons asinorum|Pons asinorum]]&lt;br /&gt;
|-&lt;br /&gt;
|Law of sines&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Law of sines|Law of sines]]&lt;br /&gt;
|-&lt;br /&gt;
|Existence of pi&lt;br /&gt;
|The relationship between the area of a circle and its radius, involving the ratio of the circumference of the circle to its diameter&lt;br /&gt;
|[[wikipedia:Pi|Pi]]&lt;br /&gt;
|-&lt;br /&gt;
|Pi to 6 digits&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Zu Chongzhi#Mathematics|Zu Chongzhi § Mathematics]] and [[wikipedia:Milü|Milü]]&lt;br /&gt;
|-&lt;br /&gt;
|Chords&lt;br /&gt;
|The properties of chords&lt;br /&gt;
|[[wikipedia:Chord (geometry)|Chord (geometry)]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean theorem&lt;br /&gt;
|The relationship between the lengths of the hypotenuse of a right triangle and the other two sides&lt;br /&gt;
|[[wikipedia:Pythagorean theorem|Pythagorean theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean triples 3 digit&lt;br /&gt;
|Examples of triples of large whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
|[[wikipedia:Pythagorean triples|Pythagorean triples]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean triples 4 digit&lt;br /&gt;
|Examples of triples of very large whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
|[[wikipedia:Pythagorean triples|Pythagorean triples]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean triples small&lt;br /&gt;
|Examples of triples of small whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
|[[wikipedia:Pythagorean triples|Pythagorean triples]]&lt;br /&gt;
|-&lt;br /&gt;
|Similar and congruent triangles&lt;br /&gt;
|The properties of similar and congruent triangles&lt;br /&gt;
|[[wikipedia:Similarity (geometry)|Similarity (geometry)]] and [[wikipedia:Congruence (geometry)|Congruence (geometry)]]&lt;br /&gt;
|-&lt;br /&gt;
|Surface area of sphere&lt;br /&gt;
|The computation of the surface area of a sphere&lt;br /&gt;
|[[wikipedia:Sphere#Surface area|Sphere § Surface area]]&lt;br /&gt;
|-&lt;br /&gt;
|Chord tables&lt;br /&gt;
|A table of chord lengths indexed by angle&lt;br /&gt;
|[[wikipedia:Ptolemy's table of chords|Ptolemy's table of chords]]&lt;br /&gt;
|-&lt;br /&gt;
|Volume of cone&lt;br /&gt;
|The computation of the volume of a cone&lt;br /&gt;
|[[wikipedia:Cone#Volume|Cone § Volume]]&lt;br /&gt;
|-&lt;br /&gt;
|Volume of pyramid&lt;br /&gt;
|The computation of the volume of different pyramids&lt;br /&gt;
|[[wikipedia:Pyramid (geometry)#Volume|Pyramid (geometry) § Volume]]&lt;br /&gt;
|-&lt;br /&gt;
|Volume of sphere&lt;br /&gt;
|The computation of the volume of a sphere&lt;br /&gt;
|[[wikipedia:Sphere#Volume|Sphere § Volume]]&lt;br /&gt;
|-&lt;br /&gt;
|Axioms&lt;br /&gt;
|Axiomatic reasoning&lt;br /&gt;
|[[wikipedia:Axiomatic system|Axiomatic system]]&lt;br /&gt;
|-&lt;br /&gt;
|Method of exhaustion&lt;br /&gt;
|An approximation of the ratio of a circumference of a circle to its diameter, using the area of polygons and the method of exhaustion&lt;br /&gt;
|[[wikipedia:Method of exhaustion|Method of exhaustion]]&lt;br /&gt;
|-&lt;br /&gt;
|Proof by contradiction&lt;br /&gt;
|The method of proof by contradiction&lt;br /&gt;
|[[wikipedia:Proof by contradiction|Proof by contradiction]]&lt;br /&gt;
|-&lt;br /&gt;
|Symbol for addition&lt;br /&gt;
|The idea of using symbolic notation for addition&lt;br /&gt;
|[[wikipedia:Plus and minus signs#Plus sign|Plus and minus signs § Plus sign]]&lt;br /&gt;
|-&lt;br /&gt;
|Scientific notation&lt;br /&gt;
|Notation for very large numbers&lt;br /&gt;
|[[wikipedia:Scientific notation|Scientific notation]]&lt;br /&gt;
|-&lt;br /&gt;
|Negative numbers&lt;br /&gt;
|Notation for negative quantities&lt;br /&gt;
|[[wikipedia:Negative number|Negative number]]&lt;br /&gt;
|-&lt;br /&gt;
|Place values&lt;br /&gt;
|Positional notation&lt;br /&gt;
|[[wikipedia:Positional notation|Positional notation]]&lt;br /&gt;
|-&lt;br /&gt;
|Algebra&lt;br /&gt;
|Notation for abbreviating the unknown and other elements of an equation in a systematic and useful fashion&lt;br /&gt;
|[[wikipedia:Algebra|Algebra]]&lt;br /&gt;
|-&lt;br /&gt;
|Zero&lt;br /&gt;
|A symbol for nothingness&lt;br /&gt;
|[[wikipedia:0 (number)|0 (number)]]&lt;br /&gt;
|-&lt;br /&gt;
|Euclidean Algorithm&lt;br /&gt;
| An algorithm for computing the greatest common divisor of two numbers&lt;br /&gt;
|[[wikipedia:Euclidean algorithm|Euclidean algorithm]]&lt;br /&gt;
|-&lt;br /&gt;
|Chinese remainder algorithm&lt;br /&gt;
|An algorithm for computing a number which has given remainders when divided by several given primes&lt;br /&gt;
|[[wikipedia:Chinese remainder theorem|Chinese remainder theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Division&lt;br /&gt;
|An algorithm for dividing one number into another, possibly yielding a remainder&lt;br /&gt;
|[[wikipedia:Euclidean division|Euclidean division]]&lt;br /&gt;
|-&lt;br /&gt;
|Euclid's Theorem&lt;br /&gt;
|A proof that there are infinitely many prime numbers&lt;br /&gt;
|[[wikipedia:Euclid's theorem|Euclid's theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Irrationality of root 2&lt;br /&gt;
|A proof that the length of a diagonal of a square is incommensurable with its edge&lt;br /&gt;
|[[wikipedia:Square root of 2#Proofs of irrationality|Square root of 2 § Proofs of irrationality]]&lt;br /&gt;
|-&lt;br /&gt;
|Approximation of root 2&lt;br /&gt;
|An approximation for the length of the diagonal of a square&lt;br /&gt;
|[[wikipedia:Square root of 2#History|Square root of 2 § History]]&lt;br /&gt;
|-&lt;br /&gt;
|Sieve algorithm for primes&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Sieve of Eratosthenes|Sieve of Eratosthenes]]&lt;br /&gt;
|-&lt;br /&gt;
|Unique prime factorization&lt;br /&gt;
|The unique decomposition of a number into products of its prime divisors&lt;br /&gt;
|[[wikipedia:Fundamental theorem of arithmetic|Fundamental theorem of arithmetic]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|[[wikipedia:Anesthesia|Anesthesia]]&lt;br /&gt;
|-&lt;br /&gt;
|Asylum for mentally ill&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Psychiatric hospital|Psychiatric hospital]]&lt;br /&gt;
|-&lt;br /&gt;
|Autopsy&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Autopsy|Autopsy]]&lt;br /&gt;
|-&lt;br /&gt;
|Cataract surgery&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Cataract surgery|Cataract surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|Cauterization&lt;br /&gt;
|Cauterization&lt;br /&gt;
|[[wikipedia:Cauterization|Cauterization]]&lt;br /&gt;
|-&lt;br /&gt;
|Fracture immobilization&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Bone fracture#Immobilization|Bone fracture § Immobilization]]&lt;br /&gt;
|-&lt;br /&gt;
|Fracture treatment&lt;br /&gt;
|The treatment of fractures&lt;br /&gt;
|[[wikipedia:Bone fracture#Treatment|Bone fracture § Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
|Hernia surgery&lt;br /&gt;
|Hernia surgery&lt;br /&gt;
|[[wikipedia:Hernia#Surgery|Hernia § Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|Hospital lab&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Medical laboratory|Medical laboratory]]&lt;br /&gt;
|-&lt;br /&gt;
|Lithotomy surgery&lt;br /&gt;
|The lithotomy surgery&lt;br /&gt;
|[[wikipedia:Lithotomy|Lithotomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Medical school&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Medical school|Medical school]]&lt;br /&gt;
|-&lt;br /&gt;
|Physical examination&lt;br /&gt;
|The method of physical examination in diagnosing illness&lt;br /&gt;
|[[wikipedia:Physical examination|Physical examination]]&lt;br /&gt;
|-&lt;br /&gt;
|Professional hospital staff&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Surgeon|Surgeon]] and [[wikipedia:Physician|Physician]]&lt;br /&gt;
|-&lt;br /&gt;
|Specialized wards&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Hospital#Departments or wards|Hospital § Departments or wards]]&lt;br /&gt;
|-&lt;br /&gt;
|Draining&lt;br /&gt;
| The surgical method of draining&lt;br /&gt;
|[[wikipedia:Drain (surgery)|Drain (surgery)]]&lt;br /&gt;
|-&lt;br /&gt;
|Excision&lt;br /&gt;
|The surgical method of excision&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Incision&lt;br /&gt;
|The surgical method of incision&lt;br /&gt;
|[[wikipedia:Surgical incision|Surgical incision]]&lt;br /&gt;
|-&lt;br /&gt;
|Ligature&lt;br /&gt;
|The surgical method of ligature&lt;br /&gt;
|[[wikipedia:Ligature (medicine)|Ligature (medicine)]]&lt;br /&gt;
|-&lt;br /&gt;
|Probing&lt;br /&gt;
|The surgical method of probing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scraping&lt;br /&gt;
|The surgical method of scraping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Suturing&lt;br /&gt;
|The surgical method of suturing&lt;br /&gt;
|[[wikipedia:Surgical suture|Surgical suture]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracheotomy surgery&lt;br /&gt;
|The tracheotomy surgery&lt;br /&gt;
|[[wikipedia:Tracheotomy|Tracheotomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Traumatic injuries&lt;br /&gt;
|The treatment of traumatic injuries&lt;br /&gt;
|[[wikipedia:Major trauma|Major trauma]]&lt;br /&gt;
|-&lt;br /&gt;
|Acute and chronic conditions&lt;br /&gt;
|The distinction between acute and chronic conditions&lt;br /&gt;
|[[wikipedia:Acute (medicine)|Acute (medicine)]] and [[wikipedia:Chronic condition|Chronic condition]]&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical studies&lt;br /&gt;
|Anatomical studies for medical edification&lt;br /&gt;
|[[wikipedia:Human body|Human body]]&lt;br /&gt;
|-&lt;br /&gt;
|Blood vessels&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Blood vessel|Blood vessel]]&lt;br /&gt;
|-&lt;br /&gt;
|Classification of bodily fluids&lt;br /&gt;
|The classification of bodily fluids&lt;br /&gt;
|[[wikipedia:Body fluid|Body fluid]]&lt;br /&gt;
|-&lt;br /&gt;
|Classification of mental illnesses&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Mental disorder|Mental disorder]]&lt;br /&gt;
|-&lt;br /&gt;
|Classification of muscles&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Muscle|Muscle]]&lt;br /&gt;
|-&lt;br /&gt;
|Comparative anatomy&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Convalescence&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Convalescence|Convalescence]]&lt;br /&gt;
|-&lt;br /&gt;
|Disease and fouled water&lt;br /&gt;
|The connection between disease and fouled water&lt;br /&gt;
|[[wikipedia:Waterborne diseases|Waterborne diseases]]&lt;br /&gt;
|-&lt;br /&gt;
|Pathology&lt;br /&gt;
|The classification of disease&lt;br /&gt;
|[[wikipedia:Nosology|Nosology]]&lt;br /&gt;
|-&lt;br /&gt;
|Endemic disease&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Endemic (epidemiology)|Endemic (epidemiology)]]&lt;br /&gt;
|-&lt;br /&gt;
|Epidemic disease&lt;br /&gt;
| The theory of epidemic disease&lt;br /&gt;
|[[wikipedia:Epidemic|Epidemic]]&lt;br /&gt;
|-&lt;br /&gt;
|Exacerbation&lt;br /&gt;
|The notion of the exacerbation of a patient's condition&lt;br /&gt;
|[[wikipedia:Exacerbation|Exacerbation]]&lt;br /&gt;
|-&lt;br /&gt;
|Eye anatomy&lt;br /&gt;
|The anatomy of the eye&lt;br /&gt;
|[[wikipedia:Human eye|Human eye]]&lt;br /&gt;
|-&lt;br /&gt;
|Fracture classification&lt;br /&gt;
|The classification of fractures&lt;br /&gt;
|[[wikipedia:Bone fracture#Classification|Bone fracture § Classification]]&lt;br /&gt;
|-&lt;br /&gt;
|Motor vs sensory nerves&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Motor nerve|Motor nerve]] and [[wikipedia:Sensory nerve|Sensory nerve]]&lt;br /&gt;
|-&lt;br /&gt;
|Nervous system function&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Nervous system|Nervous system]]&lt;br /&gt;
|-&lt;br /&gt;
|Paroxysm&lt;br /&gt;
|The notion of paroxysm&lt;br /&gt;
|[[wikipedia:Paroxysmal attack|Paroxysmal attack]]&lt;br /&gt;
|-&lt;br /&gt;
|Prognosis&lt;br /&gt;
|Determining the likely outcome given a patient's current status&lt;br /&gt;
|[[wikipedia:Prognosis|Prognosis]]&lt;br /&gt;
|-&lt;br /&gt;
|Pulmonary circulation&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Pulmonary circulation|Pulmonary circulation]]&lt;br /&gt;
|-&lt;br /&gt;
|Pulmonary medicine&lt;br /&gt;
| Pulmonary medicine&lt;br /&gt;
|[[wikipedia:Pulmonology|Pulmonology]]&lt;br /&gt;
|-&lt;br /&gt;
|Reaction time&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Mental chronometry|Mental chronometry]]&lt;br /&gt;
|-&lt;br /&gt;
|Relapse&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Relapse|Relapse]]&lt;br /&gt;
|-&lt;br /&gt;
|Specialized surgical instruments&lt;br /&gt;
|The use of specialized surgical instruments&lt;br /&gt;
|[[wikipedia:Surgical instrument|Surgical instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|Surgical models&lt;br /&gt;
|The use of practice models in surgery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The voice&lt;br /&gt;
|The source of the voice&lt;br /&gt;
|[[wikipedia:Phonation|Phonation]]&lt;br /&gt;
|-&lt;br /&gt;
|Toxicology&lt;br /&gt;
|The classification of toxic substances&lt;br /&gt;
|[[wikipedia:Toxicology|Toxicology]]&lt;br /&gt;
|-&lt;br /&gt;
|Treatment of mental illnesses&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Treatment of mental disorders|Treatment of mental disorders]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal remedies&lt;br /&gt;
|Remedies prepared from animals&lt;br /&gt;
|[[wikipedia:Traditional Chinese medicine#Animal substances|Traditional Chinese medicine § Animal substances]]&lt;br /&gt;
|-&lt;br /&gt;
|Animals as surgical models&lt;br /&gt;
|The use of animals as surgical models&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bandages&lt;br /&gt;
|The method of bandaging wounds&lt;br /&gt;
|[[wikipedia:Bandage|Bandage]]&lt;br /&gt;
|-&lt;br /&gt;
|Dedicated hospitals&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Hospital|Hospital]]&lt;br /&gt;
|-&lt;br /&gt;
|Forceps&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Forceps|Forceps]]&lt;br /&gt;
|-&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|[[wikipedia:Herbalism|Herbalism]]&lt;br /&gt;
|-&lt;br /&gt;
|Mineral remedies&lt;br /&gt;
|Mineral remedies&lt;br /&gt;
|[[wikipedia:List of traditional Chinese medicines#Minerals|List of traditional Chinese medicines § Minerals]]&lt;br /&gt;
|-&lt;br /&gt;
|Mud bags as surgical models&lt;br /&gt;
|The use of mud bags as surgical models&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Orthopedic cast&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Orthopedic cast|Orthopedic cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Plants as surgical models&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scalpel&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Scalpel|Scalpel]]&lt;br /&gt;
|-&lt;br /&gt;
|Needles&lt;br /&gt;
| The construction and use of surgical needles&lt;br /&gt;
|[[wikipedia:Surgical suture#Needles|Surgical suture § Needles]]&lt;br /&gt;
|-&lt;br /&gt;
|Surgical scissors&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Surgical scissors|Surgical scissors]]&lt;br /&gt;
|-&lt;br /&gt;
|Traction bench&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Traction (orthopedics)|Traction (orthopedics)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naturalist==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Dissection&lt;br /&gt;
|The dissection of creatures&lt;br /&gt;
|[[wikipedia:Dissection|Dissection]]&lt;br /&gt;
|-&lt;br /&gt;
|Anatomy&lt;br /&gt;
|The anatomical study of creatures&lt;br /&gt;
|[[wikipedia:Anatomy|Anatomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Veterinary medicine&lt;br /&gt;
|The diseases of creatures&lt;br /&gt;
|[[wikipedia:Veterinary medicine|Veterinary medicine]]&lt;br /&gt;
|-&lt;br /&gt;
|Embryology&lt;br /&gt;
|The embriological development of creatures&lt;br /&gt;
|[[wikipedia:Embryology|Embryology]]&lt;br /&gt;
|-&lt;br /&gt;
|Foraging behavior&lt;br /&gt;
|The foraging behavior and diet of creatures&lt;br /&gt;
|[[wikipedia:Foraging|Foraging]]&lt;br /&gt;
|-&lt;br /&gt;
|Migration&lt;br /&gt;
|The migratory patterns of creatures&lt;br /&gt;
|[[wikipedia:Animal migration|Animal migration]]&lt;br /&gt;
|-&lt;br /&gt;
|Reproductive behavior&lt;br /&gt;
|The reproductive behavior of creatures&lt;br /&gt;
|[[wikipedia:Reproduction|Reproduction]]&lt;br /&gt;
|-&lt;br /&gt;
|Social behavior&lt;br /&gt;
|The social behavior of creatures&lt;br /&gt;
|[[wikipedia:Social behavior|Social behavior]]&lt;br /&gt;
|-&lt;br /&gt;
|Physical taxonomy&lt;br /&gt;
|The classification of creatures by their physical features&lt;br /&gt;
|[[wikipedia:Taxonomy (biology)|Taxonomy (biology)]]&lt;br /&gt;
|-&lt;br /&gt;
|Climactic adaptation&lt;br /&gt;
|The way that creatures are suited to the climates in which they live&lt;br /&gt;
|[[wikipedia:Climatic adaptation|Climatic adaptation]]&lt;br /&gt;
|-&lt;br /&gt;
|Comparative anatomy&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Comparative anatomy|Comparative anatomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Food chain&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Food chain|Food chain]]&lt;br /&gt;
|-&lt;br /&gt;
|Struggle for existence&lt;br /&gt;
|The struggle for survival among creatures&lt;br /&gt;
|[[wikipedia:Struggle for existence|Struggle for existence]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Philosophy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Nature of beauty&lt;br /&gt;
|Discourse on the nature of beauty&lt;br /&gt;
|[[wikipedia:Beauty (ancient thought)|Beauty (ancient thought)]]&lt;br /&gt;
|-&lt;br /&gt;
|Value of art&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Aesthetics|Aesthetics]]&lt;br /&gt;
|-&lt;br /&gt;
|Belief&lt;br /&gt;
|Discourse on the nature of belief&lt;br /&gt;
|[[wikipedia:Epistemology#Belief|Epistemology § Belief]]&lt;br /&gt;
|-&lt;br /&gt;
|Justification&lt;br /&gt;
|Discourse on the nature of justification&lt;br /&gt;
|[[wikipedia:Epistemology#Justification|Epistemology § Justification]]&lt;br /&gt;
|-&lt;br /&gt;
|Perception&lt;br /&gt;
|Discourse on the nature of perception&lt;br /&gt;
|[[wikipedia:Philosophy of perception|Philosophy of perception]]&lt;br /&gt;
|-&lt;br /&gt;
|Truth&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Epistemology#Truth|Epistemology § Truth]]&lt;br /&gt;
|-&lt;br /&gt;
|Individual value&lt;br /&gt;
|Discourse on the meaning of individual happiness&lt;br /&gt;
|[[wikipedia:Value (ethics)#Personal values|Value (ethics) § Personal values]]&lt;br /&gt;
|-&lt;br /&gt;
|State consequentialism&lt;br /&gt;
|Discourse on ethics as it regards the benefit of the state&lt;br /&gt;
|[[wikipedia:State consequentialism|State consequentialism]]&lt;br /&gt;
|-&lt;br /&gt;
|Interpersonal Ethics&lt;br /&gt;
|Discourse on ethics as applied to interpersonal conduct&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Medical&lt;br /&gt;
|Discourse on medical ethics&lt;br /&gt;
|[[wikipedia:Medical ethics|Medical ethics]]&lt;br /&gt;
|-&lt;br /&gt;
|Military&lt;br /&gt;
|Discourse on ethics as applied to war&lt;br /&gt;
|[[wikipedia:Ethics#Military ethics|Ethics § Military ethics]]&lt;br /&gt;
|-&lt;br /&gt;
|Analogical inference&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Argument from analogy|Argument from analogy]]&lt;br /&gt;
|-&lt;br /&gt;
|Deductive reasoning&lt;br /&gt;
|Deductive reasoning&lt;br /&gt;
|[[wikipedia:Deductive reasoning|Deductive reasoning]]&lt;br /&gt;
|-&lt;br /&gt;
|Dialectic reasoning&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Dialectic|Dialectic]]&lt;br /&gt;
|-&lt;br /&gt;
|Direct inference&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Statistical syllogism|Statistical syllogism]]&lt;br /&gt;
|-&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|[[wikipedia:Reason|Reason]]&lt;br /&gt;
|-&lt;br /&gt;
|Hypothetical syllogisms&lt;br /&gt;
|Hypothetical syllogisms&lt;br /&gt;
|[[wikipedia:Hypothetical syllogism|Hypothetical syllogism]]&lt;br /&gt;
|-&lt;br /&gt;
|Inductive reasoning&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Inductive reasoning|Inductive reasoning]]&lt;br /&gt;
|-&lt;br /&gt;
|Propositional logic&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Propositional calculus|Propositional calculus]]&lt;br /&gt;
|-&lt;br /&gt;
|Syllogistic logic&lt;br /&gt;
|Syllogistic logic&lt;br /&gt;
|[[wikipedia:Syllogism|Syllogism]]&lt;br /&gt;
|-&lt;br /&gt;
|Causation&lt;br /&gt;
|The nature of causation&lt;br /&gt;
|[[wikipedia:Causality|Causality]]&lt;br /&gt;
|-&lt;br /&gt;
|Events&lt;br /&gt;
|Discourse on the nature of events&lt;br /&gt;
|[[wikipedia:Event (philosophy)|Event (philosophy)]]&lt;br /&gt;
|-&lt;br /&gt;
|Existence&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Existence|Existence]]&lt;br /&gt;
|-&lt;br /&gt;
|Mind body&lt;br /&gt;
|Discourse on the nature of mind and body&lt;br /&gt;
|[[wikipedia:Mind–body problem|Mind–body problem]]&lt;br /&gt;
|-&lt;br /&gt;
|Objects and properties&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Essence|Essence]]&lt;br /&gt;
|-&lt;br /&gt;
|Processes&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Process philosophy|Process philosophy]]&lt;br /&gt;
|-&lt;br /&gt;
|Time&lt;br /&gt;
|Discourse on the nature of time&lt;br /&gt;
|[[wikipedia:Time|Time]]&lt;br /&gt;
|-&lt;br /&gt;
|Wholes and parts&lt;br /&gt;
|The relationship between wholes and parts&lt;br /&gt;
|[[wikipedia:Mereology|Mereology]]&lt;br /&gt;
|-&lt;br /&gt;
|Education&lt;br /&gt;
|Education, its forms and recommendations&lt;br /&gt;
|[[wikipedia:Education|Education]]&lt;br /&gt;
|-&lt;br /&gt;
|Dictionary&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|[[wikipedia:Dictionary|Dictionary]]&lt;br /&gt;
|-&lt;br /&gt;
|Etymology&lt;br /&gt;
|The notion of etymology&lt;br /&gt;
|[[wikipedia:Etymology|Etymology]]&lt;br /&gt;
|-&lt;br /&gt;
|Grammar&lt;br /&gt;
|Grammar&lt;br /&gt;
|[[wikipedia:Grammar|Grammar]]&lt;br /&gt;
|-&lt;br /&gt;
|Law&lt;br /&gt;
|Discourse on law&lt;br /&gt;
|[[wikipedia:Law|Law]]&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy&lt;br /&gt;
|Discourse on diplomacy&lt;br /&gt;
|[[wikipedia:Diplomacy|Diplomacy]]&lt;br /&gt;
|-&lt;br /&gt;
|Economic policy&lt;br /&gt;
|Discourse on economic policy&lt;br /&gt;
|[[wikipedia:Economic policy|Economic policy]]&lt;br /&gt;
|-&lt;br /&gt;
|Government forms&lt;br /&gt;
|Discourse on government&lt;br /&gt;
|[[wikipedia:Government|Government]]&lt;br /&gt;
|-&lt;br /&gt;
|Social welfare&lt;br /&gt;
|Discourse on social welfare&lt;br /&gt;
|[[wikipedia:Welfare|Welfare]]&lt;br /&gt;
|-&lt;br /&gt;
|Value agendas&lt;br /&gt;
|the philosopher will choose a [[Belief]] that they have and write about that: Format &amp;quot;Worthlessness/nuances/value of (belief)&amp;quot; Reading books that push these will result in a dwarves' (or adventurer's) values changing. [[http://www.bay12forums.com/smf/index.php?topic=154197.0|Citation]] [[http://www.bay12games.com/dwarves/|2 (Devlog on 7/25/2015]]&lt;br /&gt;
|[[wikipedia:Propaganda|Propaganda]]&lt;br /&gt;
|}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=224946</id>
		<title>Announcements.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=224946"/>
		<updated>2016-05-14T09:30:22Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: fix version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|03:01, 6 November 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old|Missing several announcements added in 0.40.xx}}&lt;br /&gt;
{{File|DF/data/init/announcements.txt}}&lt;br /&gt;
The '''announcements.txt''' file can be used to control the types of announcements displayed in Dwarf Fortress and how they are displayed in various modes. This can often be useful to stop recentering on birth announcements, for example.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
 ['''ANNOUNCEMENT NAME''''':option:option''...]&lt;br /&gt;
=== Available options ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_D}} or {{text anchor|D_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[Fortress mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
| The default for [[Announcement#Minor announcements|minor announcements]] including profession changes, [[weather]], job cancellations, and striking new minerals while [[mining]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|A_D}} or {{text anchor|A_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[Adventure mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|P}} or {{text anchor|PAUSE}}&lt;br /&gt;
| Pauses the game when the announcement occurs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|R}} or {{text anchor|RECENTER}}&lt;br /&gt;
| Recenters the game to the location of the announcement when the announcement occurs.&lt;br /&gt;
| Commonly used for [[baby|births]], [[caravan]] arrivals, and [[ambush]]es. Use of this without the [[#PAUSE|pause]] option is not recommended, since your screen will recenter without warning.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BOX}} or {{text anchor|DO_MEGA}}&lt;br /&gt;
| Causes a box to appear in the middle of the screen, requiring {{k|Enter}} to close it.&lt;br /&gt;
| This is often used with [[Announcement#Game-changing announcements|game-changing announcements]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UCR}} or {{text anchor|UNIT_COMBAT_REPORT}}&lt;br /&gt;
| Causes the announcement to appear in all [[reports]]. A new report will be created if none are active.&lt;br /&gt;
| Commonly used for adventure mode combat moves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UCR_A}} or {{text anchor|UNIT_COMBAT_REPORT_ALL_ACTIVE}}&lt;br /&gt;
| Nearly identical to [[#UCR|UNIT_COMBAT_REPORT]], but does not create a new report if none are active.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONE}}&lt;br /&gt;
| Specified announcements won't be displayed.&lt;br /&gt;
| Useful when you want to get rid of unwanted messages.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of announcements ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Announcement&lt;br /&gt;
! Description/Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REACHED_PEAK}}&lt;br /&gt;
| rowspan=2 | See [[calendar]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ERA_CHANGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_1}}&lt;br /&gt;
| rowspan=2 | Discovery of the [[HFS]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_DISCOVERY}}&lt;br /&gt;
| Discovery of [[cavern]]s and their various features&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_DEEP_METAL}}&lt;br /&gt;
| Striking [[adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_MINERAL}}&lt;br /&gt;
| rowspan=2 | Striking a mineral while [[mining]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_ECONOMIC_MINERAL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_TWIST_WEAPON}}&lt;br /&gt;
| rowspan=43 | Used in [[combat]], most often in [[adventure mode]] (also in the [[arena]])&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_LET_ITEM_DROP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_START_CHARGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_SURPRISE_CHARGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_PROJ}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_STRIKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_DODGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_COUNTERSTRIKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_BLOCK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_PARRY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_COLLISION}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_TUMBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_KNOCKED_OVER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_TUMBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_BOUNCE_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TOGETHER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TUMBLE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_RUSH_BY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_MANAGE_STOP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_OBSTACLE_SLAM}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_LOCK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CHOKEHOLD}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_TAKEDOWN}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_THROW}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LOCK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_CHOKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_GRIP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRUGGLE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LATCH}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRANGLE_KO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_ADJUST_GRIP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_GRAB_TEAR}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS_2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ENRAGED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUCKIN}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_BP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_GENERAL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_PROPELLED_AWAY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_KNOCKED_OUT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUNNED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_WINDED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_NAUSEATED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL_NAMED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL}}&lt;br /&gt;
| The arrival of [[migrants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIG_CANCEL_WARM}}&lt;br /&gt;
| rowspan=2 | The [[Main:Digging designation canceled|cancellation]] of a mining task due to potentially dangerous stone.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIG_CANCEL_DAMP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_DEFENDER}}&lt;br /&gt;
| rowspan=14 | Discovering an [[ambush]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_RESIDENT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_SKULKING}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_NATURE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_MISCHIEVOUS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER_SUPPORT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER_NATURE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_INJURED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_OTHER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_INCAPACITATED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARAVAN_ARRIVAL}}&lt;br /&gt;
| Arrival of a [[caravan]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBLE_ARRIVAL}}&lt;br /&gt;
| Arrival of a [[noble]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANTS_ARRIVAL}}&lt;br /&gt;
| rowspan=3| Arrival of a [[migrant]] wave&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL_DISCOURAGED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_NO_MIGRANT_ARRIVAL}}&lt;br /&gt;
| The failure of [[migrants]] to show up in Fortress mode&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_CATCH}}&lt;br /&gt;
| A [[vermin]] was caught in an [[animal trap]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_ROBBED}}&lt;br /&gt;
| Failure to catch a [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_LEVER}}&lt;br /&gt;
| rowspan=4| Fun caused by a [[gremlin|certain mischievous creature]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_PLATE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_CAGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_CHAIN}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_ARRIVAL}}&lt;br /&gt;
| Arrival of a [[diplomat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIAISON_ARRIVAL}}&lt;br /&gt;
| Arrival of an [[outpost liaison]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_DIPLOMAT_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_COLLAPSE}}&lt;br /&gt;
| [[Cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIRTH_CITIZEN}}&lt;br /&gt;
| Birth of a [[baby]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIRTH_ANIMAL}}&lt;br /&gt;
| Birth of an [[animal]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOOD}}&lt;br /&gt;
| A citizen has entered a [[strange mood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MADE_ARTIFACT}}&lt;br /&gt;
| An [[artifact]] was created&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAMED_ARTIFACT}}&lt;br /&gt;
| A soldier named his equipment.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_ATTACHMENT}}&lt;br /&gt;
| A soldier has become attached to his equipment.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_CAGE_ESCAPE}}&lt;br /&gt;
| A [[vermin]] escapes from a [[cage]]/[[animal trap]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGER_WEB}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOOD_BUILDING_CLAIMED}}&lt;br /&gt;
| A [[strange mood|moody]] dwarf has claimed a workshop&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFACT_BEGUN}}&lt;br /&gt;
| A dwarf has began construction of an [[artifact]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST_ARRIVAL}}&lt;br /&gt;
| Arrival of a [[megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BERSERK_CITIZEN}}&lt;br /&gt;
| A citizen has gone [[berserk]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_DEFACES_ENGRAVING}}&lt;br /&gt;
| rowspan=2| An [[engraving]] has melted in a magma&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENGRAVING_MELTS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_ARCHITECTURE}}&lt;br /&gt;
| rowspan=2| Construction of a [[masterwork|masterpiece]] [[building]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_CONSTRUCTION}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTER_ARCHITECTURE_LOST}}&lt;br /&gt;
| A [[masterwork|masterpiece]] [[building]] has been destroyed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTER_CONSTRUCTION_LOST}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_AWAKEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_SLEEP_INTERRUPTED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_REACTION_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANCEL_JOB}}&lt;br /&gt;
| [[Job]] cancellations&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_CREATURE_DEATH}}&lt;br /&gt;
| Killing a creature in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_DEATH}}&lt;br /&gt;
| Death of a citizen in [[fortress mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_DEATH}}&lt;br /&gt;
| The death of a [[pet]], causing a negative [[thought]] for its owner&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FALL_OVER}}&lt;br /&gt;
| Falling over&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAUGHT_IN_FLAMES}}&lt;br /&gt;
| Catching [[fire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAUGHT_IN_WEB}}&lt;br /&gt;
| Being caught in a [[web]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_BLOW_APART}}&lt;br /&gt;
| rowspan=2| Fall damage&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_INTO_UNIT}}&lt;br /&gt;
| Falling onto a [[creature]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOMIT}}&lt;br /&gt;
| [[Vomit]]ing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_ITEM}}&lt;br /&gt;
| Losing hold of an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGAIN_CONSCIOUSNESS}}&lt;br /&gt;
| [[unconscious|Regaining consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREE_FROM_WEB}}&lt;br /&gt;
| Freeing from a [[web]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZED}}&lt;br /&gt;
| A creature is [[syndrome|paralyzed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OVERCOME_PARALYSIS}}&lt;br /&gt;
| A creature is no longer [[syndrome|paralyzed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_STUNNED}}&lt;br /&gt;
| A creature is no longer [[stun]]ned&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXHAUSTION}}&lt;br /&gt;
| [[Exhaustion]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PAIN_KO}}&lt;br /&gt;
| [[Unconsciousness]] caused by [[pain]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BREAK_GRIP}}&lt;br /&gt;
| Breaking a wrestling grip&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_BREAK_GRIP}}&lt;br /&gt;
| Being unable to break a wrestling grip&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOCK_FIRE}}&lt;br /&gt;
| Blocking a [[fire]] attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BREATHE_FIRE}}&lt;br /&gt;
| A creature breathes [[fire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOOT_WEB}}&lt;br /&gt;
| A creature shoots [[web]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PULL_OUT_DROP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STAND_UP}}&lt;br /&gt;
| Standing up&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARTIAL_TRANCE}}&lt;br /&gt;
| Going into a [[martial trance]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAT_BREATH}}&lt;br /&gt;
| A creature spits a [[glob]] of a substance&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_STARTS}}&lt;br /&gt;
| rowspan=3| [[Bogeymen]] attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_ENDS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_TRAVEL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST_ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_DISCOVERY}}&lt;br /&gt;
| Discovering a [[site]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_BUMP}}&lt;br /&gt;
| You can't travel through a certain [[site]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_INTRO}}&lt;br /&gt;
| Beginning an [[adventure]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOUND}}&lt;br /&gt;
| You hear the sound of a creature. See [[Capybara]] for details&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_STEALS_OBJECT}}&lt;br /&gt;
| A [[creature]] stole an [[item]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FOUND_TRAP}}&lt;br /&gt;
| Discovery of a [[trap]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_TRANSFORMATION}}&lt;br /&gt;
| Transformation into a [[werebeast]] or otherwise&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION_ACTOR}}&lt;br /&gt;
| See [[Interaction token#VERB]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION_TARGET}}&lt;br /&gt;
| See [[Interaction token#TARGET_VERB]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_MISSING}}&lt;br /&gt;
| A citizen has gone missing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_MISSING}}&lt;br /&gt;
| A pet has gone missing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARKET_CHATTER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_RAIN_SNOW}}&lt;br /&gt;
| rowspan=2 | The appearance of unusual [[weather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_CLOUD}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIMPLE_ANIMAL_ACTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLOUNDER_IN_LIQUID}}&lt;br /&gt;
| Floundering in [[water]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING_DOWN_TO_SEMI_WILD}}&lt;br /&gt;
| A trained animal has reverted to a semi-wild state (Fortress mode). If the animal is not [[animal trainer|trained]] properly, it will become wild and possibly attack your dwarves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING_FULL_REVERSION}}&lt;br /&gt;
| An animal has reverted to a wild state (follows the previous announcement)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINING_KNOWLEDGE}}&lt;br /&gt;
| See [[Animal trainer#Taming|Animal trainer]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKIP_ON_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DODGE_FLYING_OBJECT}}&lt;br /&gt;
| Dodging a shot [[arrow]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGULAR_CONVERSATION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONFLICT_CONVERSATION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLAME_HIT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMBRACE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDIT_EMPTY_CONTAINER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDIT_GRAB_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ATTACK_INTERRUPTED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CATCH_ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FAIL_TO_GRAB_SURFACE}}&lt;br /&gt;
| Failing to grab a tile&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_SURFACE}}&lt;br /&gt;
| Losing hold of a surface while [[climb]]ing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_COMPLAINT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_EMOTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REORGANIZE_POSSESSIONS}}&lt;br /&gt;
| A soldier reorganizes his equipment&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUSH_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRAW_ITEM}}&lt;br /&gt;
| Drawing out a weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRAP_ITEM}}&lt;br /&gt;
| Strapping a weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIN_SITE_CONTROL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FORT_POSITION_SUCCESSION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRESSED_CITIZEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_LOST_TO_STRESS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_TANTRUM}}&lt;br /&gt;
| A citizen starts [[tantrum]]ing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOVED_OUT_OF_RANGE}}&lt;br /&gt;
| An [[attack]]ed creature has moved out of range&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| You are unable to [[jump]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_TRACKS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALREADY_SEARCHED_AREA}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_SOMETHING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_NOTHING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_INTERACT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_EXAMINE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_YIELDED}}&lt;br /&gt;
| You assume a [[yield|submissive posture]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_UNYIELDED}}&lt;br /&gt;
| You no longer assume a [[yield|submissive posture]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_STRAP_ITEM}}&lt;br /&gt;
| You strap a weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_DRAW_ITEM}}&lt;br /&gt;
| You draw out a weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GRASP_TO_DRAW_ITEM}}&lt;br /&gt;
| You have no free grasp to draw out a weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ITEM_TO_STRAP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_REMOVE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_WEAR}}&lt;br /&gt;
| You have nothing left to wear&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_EAT}}&lt;br /&gt;
| You have nothing to eat/drink&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_CONTAIN}}&lt;br /&gt;
| You have no suitable container for an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_DROP}}&lt;br /&gt;
| You gave nothing to drop&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_PICK_UP}}&lt;br /&gt;
| There is nothing to pick up&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_THROW}}&lt;br /&gt;
| You have nothing to throw&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_FIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_SMELL}}&lt;br /&gt;
| [[Smell]]ing in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_WEATHER}}&lt;br /&gt;
| Checking [[weather]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_TEMPERATURE}}&lt;br /&gt;
| Checking [[temperature]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_DATE}}&lt;br /&gt;
| Checking [[time]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GRASP_FOR_PICKUP}}&lt;br /&gt;
| You have no free grasp to pick up an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_ADVISORY}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| You are unable to [[climb]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_STAND}}&lt;br /&gt;
| You are unable to stand up&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUST_UNRETRACT_FIRST}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_REST}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_MAKE_CAMPFIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MADE_CAMPFIRE}}&lt;br /&gt;
| You make a [[campfire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_SET_FIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_FIRE}}&lt;br /&gt;
| You set a [[fire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DAWN_BREAKS}}&lt;br /&gt;
| rowspan=3| Change of a time of day&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOON}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHTFALL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_INTERACTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMPTY_CONTAINER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAKE_OUT_OF_CONTAINER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONTAINER_FOR_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUT_INTO_CONTAINER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_ITEM}}&lt;br /&gt;
| You eat an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINK_ITEM}}&lt;br /&gt;
| You drink an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONSUME_FAILURE}}&lt;br /&gt;
| You lick an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DROP_ITEM}}&lt;br /&gt;
| You drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICK_UP_ITEM}}&lt;br /&gt;
| You pick up an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_BUILDING_INTERACTION}}&lt;br /&gt;
| Interaction with a [[building]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_ITEM_INTERACTION}}&lt;br /&gt;
| Interaction with an [[item]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_TEMPERATURE_EFFECTS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESOLVE_SHARED_ITEMS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COUGH_BLOOD}}&lt;br /&gt;
| [[Syndrome|Coughing blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOMIT_BLOOD}}&lt;br /&gt;
| [[Syndrome|Vomiting blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER_LEARNED}}&lt;br /&gt;
| Learning a new power&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_FEED_ON_SUCKEE}}&lt;br /&gt;
| [[Vampire|Sucking blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_CHANGES}}&lt;br /&gt;
| Changing a profession&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RECRUIT_PROMOTED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_BECOMES_MASTER}}&lt;br /&gt;
| A [[soldier]] has mastered a weapon [[skill]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_UNLOADING}}&lt;br /&gt;
| The [[merchants]] are unloading their goods&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_NEED_DEPOT}}&lt;br /&gt;
| The [[merchants]] need a [[trade depot]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_WAGONS_BYPASSED}}&lt;br /&gt;
| The [[merchants]]' wagons have bypassed the site&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_LEAVING_SOON}}&lt;br /&gt;
| The [[merchants]] will leave soon&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_EMBARKED}}&lt;br /&gt;
| The [[merchants]] are leaving the site&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_LOSES_DEAD_OWNER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_ADOPTS_OWNER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| A [[vermin]] bites/stings a creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNABLE_TO_COMPLETE_BUILDING}}&lt;br /&gt;
| Dwarves were unable to construct a [[building]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JOBS_REMOVED_FROM_UNPOWERED_BUILDING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_SNATCHED}}&lt;br /&gt;
| A [[child]] has been abducted by a [[snatcher]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_DISTURBED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_GAINS_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_ELEVATED_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_CRAFTED}}&lt;br /&gt;
| Crafting a [[masterwork]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTWORK_DEFACED}}&lt;br /&gt;
| A [[masterwork]] was destroyed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DYED_MASTERPIECE}}&lt;br /&gt;
| An item has been [[masterwork|masterfully]] [[dyer|dyed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKED_MASTERPIECE}}&lt;br /&gt;
| Cooking a [[masterwork|masterful]] [[prepared meal|meal]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANDATE_ENDS}}&lt;br /&gt;
| A [[noble]] ended a [[mandate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOWDOWN_ENDS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FAREWELL_HELPER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ELECTION_RESULTS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_PRESENT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONSTRUCTION_SUSPENDED}}&lt;br /&gt;
| Construction of a [[building]] was suspended&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LINKAGE_SUSPENDED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|QUOTA_FILLED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JOB_OVERWRITTEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_CATCH_IN_WATER}}&lt;br /&gt;
| A [[fisherman]] can't catch anything in the water&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMAND_FORGOTTEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_DEMAND}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_MANDATE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRICES_ALTERED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAMED_RESIDENT_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOMEBODY_GROWS_UP}}&lt;br /&gt;
| Somebody has grown up&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUILD_REQUEST_TAKEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUILD_WAGES_CHANGED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_WORK_MANDATE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_SOLDIER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_NONSOLDIER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARTY_ORGANIZED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSSESSED_TANTRUM}}&lt;br /&gt;
| A dwarf possesed by a [[ghost]] is throwing a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDING_TOPPLED_BY_GHOST}}&lt;br /&gt;
| A building was toppled by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERFUL_IMPROVEMENT}}&lt;br /&gt;
| An item has been [[masterwork|masterfully]] decorated&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_ENGRAVING}}&lt;br /&gt;
| A [[masterwork|masterpiece]] [[engraving]] was created&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARRIAGE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_MARRIAGE_CELEBRATION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUS_GUZZLER}}&lt;br /&gt;
| An animal drank stockpiled [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_CLEAR}}&lt;br /&gt;
| The [[weather]] clears&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_SNOW}}&lt;br /&gt;
| It starts [[snow]]ing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_RAIN}}&lt;br /&gt;
| It starts [[rain]]ing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_WET}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_DRY}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_SPRING}}&lt;br /&gt;
| rowspan=4| Change of a season&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_SUMMER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_AUTUMN}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_WINTER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUEST_ARRIVAL}}{{version|0.42.01}}&lt;br /&gt;
| Arrival of a [[visitor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_SPEAK}}{{version|0.42.01}}&lt;br /&gt;
| You are unable to speak&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESEARCH_BREAKTHROUGH}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SERVICE_ORDER_DELIVERY}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERFORMANCE_START_FAILURE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEGIN_ACTIVITY}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIDDLE_OF_ACTIVITY}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVITY_SECTION_CHANGE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONCLUDE_ACTIVITY}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEARNED_WRITTEN_CONTENT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEARNED_ART_FORM}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERFORMER_UPDATE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDING_DESTROYED_OR_TOPPLED}}{{version|0.42.01}}&lt;br /&gt;
| A [[creature]] destroyed a [[building]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEITY_CURSE}}{{version|0.42.01}}&lt;br /&gt;
| Being cursed by a [[deity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMPOSITION_COMPLETE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMPOSITION_FAILED}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_APPRENTICESHIP}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETITION_IGNORED}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CHOP_TREE}}{{version|0.43.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHOP_TREE}}{{version|0.43.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CONSTRUCT}}{{version|0.43.01}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{files}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Instrument&amp;diff=223985</id>
		<title>DF2014 Talk:Instrument</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Instrument&amp;diff=223985"/>
		<updated>2016-03-07T20:05:35Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Regarding non-generated instruments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://www.bay12forums.com/smf/index.php?topic=154254.0&lt;br /&gt;
Collected by bay12 forum user Aranna.&lt;br /&gt;
&lt;br /&gt;
Posting here so it doesn't get lost. Should be useful for the person expanding this article.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 15:29, 3 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instruments ==&lt;br /&gt;
An incomplete list&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Instrument&lt;br /&gt;
! Part&lt;br /&gt;
! Material&lt;br /&gt;
! Produced at&lt;br /&gt;
|-&lt;br /&gt;
|Nir&lt;br /&gt;
|Nir keyboard&lt;br /&gt;
|Stone&lt;br /&gt;
|Craftsdwarf Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nir case&lt;br /&gt;
|Ceramic&lt;br /&gt;
|Kiln&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Nir bells&lt;br /&gt;
|Stone&lt;br /&gt;
|Craftsdwarf Workshop&lt;br /&gt;
|-&lt;br /&gt;
|Etes&lt;br /&gt;
|Etes body&lt;br /&gt;
|Bones&lt;br /&gt;
|Craftsdwarf Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Etes strings&lt;br /&gt;
|Metal&lt;br /&gt;
|Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Etes hammers&lt;br /&gt;
|Metal&lt;br /&gt;
|Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
|Theb&lt;br /&gt;
|Theb bellows&lt;br /&gt;
|Leather&lt;br /&gt;
|Leather Works&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Theb bag&lt;br /&gt;
|Leather&lt;br /&gt;
|Leather Works&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Theb melody pipes&lt;br /&gt;
|Ceramic&lt;br /&gt;
|Kiln&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Theb drone pipes&lt;br /&gt;
|Stone&lt;br /&gt;
|Craftsdwarf Workshop&lt;br /&gt;
|-&lt;br /&gt;
|Tiklon&lt;br /&gt;
|Tiklon bars&lt;br /&gt;
|Wood&lt;br /&gt;
|Craftsdwarf Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Tiklon stands&lt;br /&gt;
|Glass&lt;br /&gt;
|Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
|Kurel&lt;br /&gt;
|Kurel drum&lt;br /&gt;
|Stone&lt;br /&gt;
|Mason's Workshop&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Kurel head&lt;br /&gt;
|Leather&lt;br /&gt;
|Leather Works&lt;br /&gt;
|-&lt;br /&gt;
|Ingtak&lt;br /&gt;
|Ingtak triangles&lt;br /&gt;
|Metal&lt;br /&gt;
|Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ingtak stand&lt;br /&gt;
|Metal&lt;br /&gt;
|Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
|Mishin&lt;br /&gt;
|Mishin drum&lt;br /&gt;
|Ceramic&lt;br /&gt;
|Kiln&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mishin head&lt;br /&gt;
|Leather&lt;br /&gt;
|Leather Works&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mishin hammers&lt;br /&gt;
|Metal&lt;br /&gt;
|Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
|Metul&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Letom&lt;br /&gt;
|&lt;br /&gt;
|Bones&lt;br /&gt;
|Craftsdwarf Workshop&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[User:Ashameron|Ashameron]] ([[User talk:Ashameron|talk]]) 10:33, 19 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multiple copies?==&lt;br /&gt;
&lt;br /&gt;
From the article:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot; It is possible for larger instrument to require multiple copies of the same instrument piece. For example, a gitnuk is a larger instrument that must be assembled with 1 gitnuk body and 5 gitnuk bar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In my experience, even though an instrument is described as having several (e.g. blocks), the complete set is created by single job (e.g. forge blocks).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:26, 29 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Regarding non-generated instruments==&lt;br /&gt;
&lt;br /&gt;
Going to test whether the older instrument entity token still functions, and whether instruments made that way are usuable in musical forms. Unless anyone has already attempted this? --[[User:Valos|Valos]] ([[User talk:Valos|talk]]) 18:38, 7 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;raw/objects/examples and notes/item_instrument_example.txt&amp;lt;/code&amp;gt; says they do, though I haven't tried it out. [[User:FortressBuilder|FortressBuilder]] ([[User talk:FortressBuilder|talk]]) 20:05, 7 March 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=223965</id>
		<title>Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=223965"/>
		<updated>2016-03-06T19:39:50Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Mathematics */ Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:10, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
[[File:Topics.svg|thumb|500px|A diagram of all knowledge topics.]]&lt;br /&gt;
&lt;br /&gt;
'''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development).&lt;br /&gt;
&lt;br /&gt;
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens.&lt;br /&gt;
&lt;br /&gt;
There are 9 &amp;quot;branches&amp;quot; of the knowledge system.&lt;br /&gt;
==Astronomy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Dates of lunar and solar eclipses&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Saros (astronomy)|Saros (astronomy)]]&lt;br /&gt;
|-&lt;br /&gt;
|Daylight variation with solar year&lt;br /&gt;
|The variation of daylight with the season&lt;br /&gt;
|[[wikipedia:Daytime#Daytime variations with latitude and seasons|Daytime § Daytime variations with latitude and seasons]]&lt;br /&gt;
|-&lt;br /&gt;
|Geocentrism&lt;br /&gt;
|The theory that the sun moves around the world&lt;br /&gt;
|[[wikipedia:Geocentric model|Geocentric model]]&lt;br /&gt;
|-&lt;br /&gt;
|Height of tides vs moon and sun&lt;br /&gt;
|The height of the tides, the moon and the sun&lt;br /&gt;
|[[wikipedia:Pytheas#Pytheas_on_the_tides|Pytheas § Pytheas_on_the_tides]] and [[wikipedia:Tide|Tide]]&lt;br /&gt;
|-&lt;br /&gt;
|Heliocentrism&lt;br /&gt;
|The theory that the world moves around the sun&lt;br /&gt;
|[[wikipedia:Heliocentric model|Heliocentric model]]&lt;br /&gt;
|-&lt;br /&gt;
|Empirical observation&lt;br /&gt;
|Methods of empirical observation in astronomy&lt;br /&gt;
|[[wikipedia:Empirical evidence|Empirical evidence]]&lt;br /&gt;
|-&lt;br /&gt;
|Path models&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Orbit modeling|Orbit modeling]]&lt;br /&gt;
|-&lt;br /&gt;
|Path of the moon&lt;br /&gt;
|The path of the moon&lt;br /&gt;
|[[wikipedia:Orbit of the Moon|Orbit of the Moon]]&lt;br /&gt;
|-&lt;br /&gt;
|Phases of the moon&lt;br /&gt;
|The phases of the moon&lt;br /&gt;
|[[wikipedia:Lunar phase|Lunar phase]]&lt;br /&gt;
|-&lt;br /&gt;
|Precession of equinoxes&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Axial precession|Axial precession]]&lt;br /&gt;
|-&lt;br /&gt;
|Relationship between lunar solar year&lt;br /&gt;
|The relationship between the lunar and solar year&lt;br /&gt;
|[[wikipedia:Lunisolar calendar|Lunisolar calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|Shape of the world&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Spherical Earth|Spherical Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|Star catalogues 100&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Star catalogue|Star catalogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Star catalogues 1000&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Star catalogue|Star catalogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Astrography&lt;br /&gt;
| The creation of star charts&lt;br /&gt;
|[[wikipedia:Star chart|Star chart]]&lt;br /&gt;
|-&lt;br /&gt;
|Stellar Spectroscopy&lt;br /&gt;
|The classification of stars based on the light they emit&lt;br /&gt;
|[[wikipedia:Astronomical spectroscopy|Astronomical spectroscopy]]&lt;br /&gt;
|-&lt;br /&gt;
|Star magnitude classification&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Magnitude (astronomy)|Magnitude (astronomy)]]&lt;br /&gt;
|-&lt;br /&gt;
|Summer winter moon&lt;br /&gt;
|The rise of the moon according to the season&lt;br /&gt;
|[[wikipedia:Lunar calendar|Lunar calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|Summer winter sun&lt;br /&gt;
| The rise of the sun according to the season&lt;br /&gt;
|[[wikipedia:Solar calendar|Solar calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|Tides and the moon&lt;br /&gt;
| The relationship between the moon and the tides&lt;br /&gt;
|[[wikipedia:Seleucus_of_Seleucia#Tides|Seleucus_of_Seleucia § Tides]] and [[wikipedia:Tide|Tide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chemistry==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Adhesives&lt;br /&gt;
|The preparation and use of adhesive materials&lt;br /&gt;
|[[wikipedia:Adhesive|Adhesive]]&lt;br /&gt;
|-&lt;br /&gt;
|Aqua regia&lt;br /&gt;
|The preparation of aqua regia&lt;br /&gt;
|[[wikipedia:Aqua regia|Aqua regia]]&lt;br /&gt;
|-&lt;br /&gt;
|Spirit of niter&lt;br /&gt;
|The preparation of spirit of niter&lt;br /&gt;
|[[wikipedia:Nitric acid|Nitric acid]]&lt;br /&gt;
|-&lt;br /&gt;
|Oil of vitriol&lt;br /&gt;
|The preparation of oil of vitriol&lt;br /&gt;
|[[wikipedia:Sulfuric acid|Sulfuric acid]]&lt;br /&gt;
|-&lt;br /&gt;
|Alkali and acids&lt;br /&gt;
|The classification of alkali and acids&lt;br /&gt;
|[[wikipedia:pH|pH]]&lt;br /&gt;
|-&lt;br /&gt;
|Combustibles&lt;br /&gt;
|The classification of combustible materials&lt;br /&gt;
|[[wikipedia:Combustibility|Combustibility]]&lt;br /&gt;
|-&lt;br /&gt;
|Elemental theory&lt;br /&gt;
|The classification of materials based on which elemental materials might form them&lt;br /&gt;
|[[wikipedia:Chemical element|Chemical element]]&lt;br /&gt;
|-&lt;br /&gt;
|Ores&lt;br /&gt;
|The classification of ores&lt;br /&gt;
|[[wikipedia:Ore|Ore]]&lt;br /&gt;
|-&lt;br /&gt;
|Scratch test&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Scratch hardness|Scratch hardness]]&lt;br /&gt;
|-&lt;br /&gt;
|Alembic&lt;br /&gt;
|The construction and use of the alembic&lt;br /&gt;
|[[wikipedia:Alembic|Alembic]]&lt;br /&gt;
|-&lt;br /&gt;
|Blast furnace&lt;br /&gt;
|The construction and use of the blast furnace&lt;br /&gt;
|[[wikipedia:Blast furnace|Blast furnace]]&lt;br /&gt;
|-&lt;br /&gt;
|Crucible&lt;br /&gt;
| The construction and use of the crucible&lt;br /&gt;
|[[wikipedia:Crucible|Crucible]]&lt;br /&gt;
|-&lt;br /&gt;
|Ampoule&lt;br /&gt;
|The construction and use of the ampoule&lt;br /&gt;
|[[wikipedia:Ampoule|Ampoule]]&lt;br /&gt;
|-&lt;br /&gt;
|Beaker&lt;br /&gt;
| The construction and use of the beaker&lt;br /&gt;
|[[wikipedia:Beaker|Beaker]]&lt;br /&gt;
|-&lt;br /&gt;
|Flask&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Flask|Flask]]&lt;br /&gt;
|-&lt;br /&gt;
|Funnel&lt;br /&gt;
|The construction and use of the funnel&lt;br /&gt;
|[[wikipedia:Funnel|Funnel]]&lt;br /&gt;
|-&lt;br /&gt;
|Retort&lt;br /&gt;
|The construction and use of the retort&lt;br /&gt;
|[[wikipedia:Retort|Retort]]&lt;br /&gt;
|-&lt;br /&gt;
|Vial&lt;br /&gt;
|The construction and use of the vial&lt;br /&gt;
|[[wikipedia:Vial|Vial]]&lt;br /&gt;
|-&lt;br /&gt;
|Lab ovens&lt;br /&gt;
|The construction and use of laboratory ovens&lt;br /&gt;
|[[wikipedia:Laboratory oven|Laboratory oven]]&lt;br /&gt;
|-&lt;br /&gt;
|Systematic experiments&lt;br /&gt;
|Methods for performing experiments systematically in the laboratory&lt;br /&gt;
|[[wikipedia:Scientific method|Scientific method]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of distillation&lt;br /&gt;
|The theory and methods involved in distillation&lt;br /&gt;
|[[wikipedia:Distillation|Distillation]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of evaporation&lt;br /&gt;
|The theory and methods involved in evaporation&lt;br /&gt;
|[[wikipedia:Evapotation|Evapotation]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of liquid liquid extraction&lt;br /&gt;
|The theory and methods involved in the extraction of a constituent liquid from one solution to another&lt;br /&gt;
|[[wikipedia:Liquid–liquid extraction|Liquid–liquid extraction]]&lt;br /&gt;
|-&lt;br /&gt;
|Alloys&lt;br /&gt;
| The mixture of metals to produce alloys&lt;br /&gt;
|[[wikipedia:Alloy|Alloy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Armillary sphere&lt;br /&gt;
|The construction and use of armillary spheres&lt;br /&gt;
|[[wikipedia:Armillary sphere|Armillary sphere]]&lt;br /&gt;
|-&lt;br /&gt;
|Astrolabe&lt;br /&gt;
|The construction and use of the astrolabe&lt;br /&gt;
|[[wikipedia:Astrolabe|Astrolabe]]&lt;br /&gt;
|-&lt;br /&gt;
|Dioptra&lt;br /&gt;
|The construction and use of the dioptra&lt;br /&gt;
|[[wikipedia:Dioptra|Dioptra]]&lt;br /&gt;
|-&lt;br /&gt;
|Mural instrument&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Mural instrument|Mural instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|Orrery&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Orrery|Orrery]]&lt;br /&gt;
|-&lt;br /&gt;
|Spherical astrolabe&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Armillary sphere|Armillary sphere]]&lt;br /&gt;
|-&lt;br /&gt;
|Wood lamination&lt;br /&gt;
|The use of lamination&lt;br /&gt;
|[[wikipedia:Lamination|Lamination]]&lt;br /&gt;
|-&lt;br /&gt;
|Models and templates&lt;br /&gt;
|The use of models and templates in engineering&lt;br /&gt;
|[[wikipedia:Prototype|Prototype]] and [[wikipedia:Stencil|Stencil]]&lt;br /&gt;
|-&lt;br /&gt;
|Archimedes principle&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Archimedes' principle|Archimedes' principle]]&lt;br /&gt;
|-&lt;br /&gt;
|Force pump&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Piston pump#Force pump|Piston pump § Force pump]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of siphon&lt;br /&gt;
|The action of the siphon&lt;br /&gt;
|[[wikipedia:Siphon|Siphon]]&lt;br /&gt;
|-&lt;br /&gt;
|Valves&lt;br /&gt;
|The construction and use of valves&lt;br /&gt;
|[[wikipedia:Valve|Valve]]&lt;br /&gt;
|-&lt;br /&gt;
|Astrarium&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Astrarium|Astrarium]]&lt;br /&gt;
|-&lt;br /&gt;
|Conical water clock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hourglass&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Hourglass|Hourglass]]&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical clock&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Clock#Early mechanical clocks|Clock § Early mechanical clocks]]&lt;br /&gt;
|-&lt;br /&gt;
|Shadow clock&lt;br /&gt;
|The use of shadows to tell direction and time&lt;br /&gt;
|[[wikipedia:Sundial|Sundial]]&lt;br /&gt;
|-&lt;br /&gt;
|Water clock&lt;br /&gt;
|The use of water-based devices to tell time&lt;br /&gt;
|[[wikipedia:Water clock|Water clock]]&lt;br /&gt;
|-&lt;br /&gt;
|Water clock reservoir&lt;br /&gt;
|The use of reservoirs in water-based clocks to improve their accuracy&lt;br /&gt;
|[[wikipedia:Zhang_Heng#Extra_tank_for_inflow_clepsydra|Zhang Heng § Extra tank for inflow clepsydra]]&lt;br /&gt;
|-&lt;br /&gt;
|Balance wheel&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Balance wheel|Balance wheel]]&lt;br /&gt;
|-&lt;br /&gt;
|Bellows&lt;br /&gt;
|The construction and use of the bellows&lt;br /&gt;
|[[wikipedia:Bellows|Bellows]]&lt;br /&gt;
|-&lt;br /&gt;
|Camshaft&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Camshaft|Camshaft]]&lt;br /&gt;
|-&lt;br /&gt;
|Chain drive&lt;br /&gt;
|The construction and use of chain drives&lt;br /&gt;
|[[wikipedia:Chain drive|Chain drive]]&lt;br /&gt;
|-&lt;br /&gt;
|Chariot odometer&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Odometer|Odometer]]&lt;br /&gt;
|-&lt;br /&gt;
|Combination lock&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Combination lock|Combination lock]]&lt;br /&gt;
|-&lt;br /&gt;
|Crank&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Crank (mechanism)|Crank (mechanism)]]&lt;br /&gt;
|-&lt;br /&gt;
|Crankshaft&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Crankshaft|Crankshaft]]&lt;br /&gt;
|-&lt;br /&gt;
|Differential gear&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Differential (mechanical device)|Differential (mechanical device)]]&lt;br /&gt;
|-&lt;br /&gt;
|Double acting piston bellows&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Bellows|Bellows]]&lt;br /&gt;
|-&lt;br /&gt;
|Lever&lt;br /&gt;
|The construction and use of the lever&lt;br /&gt;
|[[wikipedia:Lever|Lever]]&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical compass&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Compass|Compass]]&lt;br /&gt;
|-&lt;br /&gt;
|Padlock&lt;br /&gt;
|The construction and use of the padlock&lt;br /&gt;
|[[wikipedia:Padlock|Padlock]]&lt;br /&gt;
|-&lt;br /&gt;
|Piston&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Piston pump#Force pump|Piston pump § Force pump]]&lt;br /&gt;
|-&lt;br /&gt;
|Pulley&lt;br /&gt;
|The construction and use of the pulley&lt;br /&gt;
|[[wikipedia:Pulley|Pulley]]&lt;br /&gt;
|-&lt;br /&gt;
|Screw&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|[[wikipedia:Screw|Screw]]&lt;br /&gt;
|-&lt;br /&gt;
|Straight beam balance&lt;br /&gt;
|The construction and use of the straight-beam balance&lt;br /&gt;
|[[wikipedia:Weighing scale#Mechanical balances|Weighing scale § Mechanical balances]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of gears&lt;br /&gt;
|The reasons why gears are effective&lt;br /&gt;
|[[wikipedia:Gear|Gear]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of lever&lt;br /&gt;
|The reasons why the lever is effective&lt;br /&gt;
|[[wikipedia:Lever|Lever]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of pulley&lt;br /&gt;
|The reasons why pulleys are effective&lt;br /&gt;
|[[wikipedia:Pulley|Pulley]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of screw&lt;br /&gt;
|The reasons why screws are effective&lt;br /&gt;
|[[wikipedia:Screw|Screw]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of wedge&lt;br /&gt;
|The reasons why the wedge is effective&lt;br /&gt;
|[[wikipedia:Wedge|Wedge]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of wheel and axle&lt;br /&gt;
|The reasons why the wheel-and-axle construction is effective&lt;br /&gt;
|[[wikipedia:Wheel and axle|Wheel and axle]]&lt;br /&gt;
|-&lt;br /&gt;
|Trip hammer&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Trip hammer|Trip hammer]]&lt;br /&gt;
|-&lt;br /&gt;
|Tumbler lock&lt;br /&gt;
|The construction and use of the tumbler lock&lt;br /&gt;
|[[wikipedia:Pin tumbler lock|Pin tumbler lock]]&lt;br /&gt;
|-&lt;br /&gt;
|Verge escapement&lt;br /&gt;
|The construction and use of the verge escapement&lt;br /&gt;
|[[wikipedia:Verge escapement|Verge escapement]]&lt;br /&gt;
|-&lt;br /&gt;
|Warded lock&lt;br /&gt;
|The construction and use of the warded lock&lt;br /&gt;
|[[wikipedia:Warded lock|Warded lock]]&lt;br /&gt;
|-&lt;br /&gt;
|Water powered piston bellows&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Du_Shi#The_Water-Powered_Blast_Furnace|Du Shi § The Water-Powered Blast Furnace]]&lt;br /&gt;
|-&lt;br /&gt;
|Water powered sawmill&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Watermill|Watermill]]&lt;br /&gt;
|-&lt;br /&gt;
|Water powered trip hammer&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Trip hammer|Trip hammer]] and [[wikipedia:Water wheel|Water wheel]]&lt;br /&gt;
|-&lt;br /&gt;
|Water wheel&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Water wheel|Water wheel]]&lt;br /&gt;
|-&lt;br /&gt;
|Windlass&lt;br /&gt;
| The construction and use of the windlass&lt;br /&gt;
|[[wikipedia:Windlass|Windlass]]&lt;br /&gt;
|-&lt;br /&gt;
|Atmospheric refraction&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Atmospheric refraction|Atmospheric refraction]]&lt;br /&gt;
|-&lt;br /&gt;
|Camera obscura&lt;br /&gt;
|The construction and use of the camera obscura&lt;br /&gt;
|[[wikipedia:Camera obscura|Camera obscura]]&lt;br /&gt;
|-&lt;br /&gt;
|Cause of twilight&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Atmospheric optics|Atmospheric optics]]&lt;br /&gt;
|-&lt;br /&gt;
|Crystal lens&lt;br /&gt;
|The construction and use of the crystal lens&lt;br /&gt;
|[[wikipedia:Lens (optics)|Lens (optics)]] and [[wikipedia:Crystal|Crystal]]&lt;br /&gt;
|-&lt;br /&gt;
|Glass lens&lt;br /&gt;
|The construction and use of the glass lens&lt;br /&gt;
|[[wikipedia:Lens (optics)|Lens (optics)]] and [[wikipedia:Glass|Glass]]&lt;br /&gt;
|-&lt;br /&gt;
|Height of atmosphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Law of refraction&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Snell's law|Snell's law]]&lt;br /&gt;
|-&lt;br /&gt;
|Parabolic mirror&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Parabolic reflector|Parabolic reflector]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of color&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Color theory|Color theory]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of rainbows&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Rainbows|Rainbows]]&lt;br /&gt;
|-&lt;br /&gt;
|Water filled spheres&lt;br /&gt;
|The construction and use of water-filled sphere as a lens&lt;br /&gt;
|[[wikipedia:Lens (optics)|Lens (optics)]] and [[wikipedia:History_of_optics#Early_history_of_optics|History of optics § Early history of optics]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Accurate maps&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Map|Map]]&lt;br /&gt;
|-&lt;br /&gt;
|Cartography&lt;br /&gt;
|The process involved in creating maps&lt;br /&gt;
|[[wikipedia:Cartography|Cartography]]&lt;br /&gt;
|-&lt;br /&gt;
|Distance scale&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Scale (map)|Scale (map)]]&lt;br /&gt;
|-&lt;br /&gt;
|Economic&lt;br /&gt;
|The placement of economic information on maps&lt;br /&gt;
|[[wikipedia:Economic geography|Economic geography]]&lt;br /&gt;
|-&lt;br /&gt;
|Geological&lt;br /&gt;
|The placement of geological information on maps&lt;br /&gt;
|[[wikipedia:Geologic map|Geologic map]]&lt;br /&gt;
|-&lt;br /&gt;
|Grid system&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Grid reference|Grid reference]]&lt;br /&gt;
|-&lt;br /&gt;
|Height measurements&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Topographic map|Topographic map]] and [[wikipedia:Levelling|Levelling]]&lt;br /&gt;
|-&lt;br /&gt;
|Map projections&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Map projection|Map projection]]&lt;br /&gt;
|-&lt;br /&gt;
|Atlases&lt;br /&gt;
|The collection of maps and other information together into a single text&lt;br /&gt;
|[[wikipedia:Atlas|Atlas]]&lt;br /&gt;
|-&lt;br /&gt;
|Econometrics&lt;br /&gt;
|The process of economic data collection&lt;br /&gt;
|[[wikipedia:Econometrics|Econometrics]]&lt;br /&gt;
|-&lt;br /&gt;
|Surveying&lt;br /&gt;
|The process of surveying land&lt;br /&gt;
|[[wikipedia:Surveying|Surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Cartographical surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Cartography|Cartography]] and [[wikipedia:Surveying|Surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Engineering surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Construction surveying|Construction surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Land surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Cadastral surveying|Cadastral surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Military surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Construction surveying|Construction surveying]] and [[wikipedia:Military engineerin|Military engineering]]&lt;br /&gt;
|-&lt;br /&gt;
|Surveying staff&lt;br /&gt;
|The construction and use of the surveying staff&lt;br /&gt;
|[[wikipedia:Level staff|Level staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Triangulation&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Triangulation|Triangulation]]&lt;br /&gt;
|-&lt;br /&gt;
|Delta formation&lt;br /&gt;
|The process of the formation of deltas at the mouths of rivers&lt;br /&gt;
|[[wikipedia:River delta#Formation|River delta § Formation]]&lt;br /&gt;
|-&lt;br /&gt;
|Latitude climate zones&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Clime|Clime]]&lt;br /&gt;
|-&lt;br /&gt;
|Origin of rainfall from evap condense&lt;br /&gt;
|The origin of rainfall through evaporation and condensation&lt;br /&gt;
|[[wikipedia:Evaporation|Evaporation]] and [[wikipedia:Condensation|Condensation]]&lt;br /&gt;
|-&lt;br /&gt;
|Water cycle&lt;br /&gt;
|A world-wide cycle involving precipitation, oceans, rivers, and other forms of water&lt;br /&gt;
|[[wikipedia:Water cycle|Water cycle]]&lt;br /&gt;
|-&lt;br /&gt;
|Anemology&lt;br /&gt;
|The forces that govern wind patterns&lt;br /&gt;
|[[wikipedia:Global wind patterns|Global wind patterns]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Alternate history&lt;br /&gt;
|The exploration of how history would be different if some key past events had transpired differently&lt;br /&gt;
|[[wikipedia:Alternate history|Alternate history]]&lt;br /&gt;
|-&lt;br /&gt;
|Autobiographical adventure&lt;br /&gt;
|The method of writing a biography of oneself, particularly as it concerns a military campaign or adventure&lt;br /&gt;
|[[wikipedia:Autobiography|Autobiography]]&lt;br /&gt;
|-&lt;br /&gt;
|Biographical dictionaries&lt;br /&gt;
|The compilation of brief biographies into one large collection&lt;br /&gt;
|[[wikipedia:Biographical dictionary|Biographical dictionary]]&lt;br /&gt;
|-&lt;br /&gt;
|Biography&lt;br /&gt;
|The method of writing the history of a single individual&lt;br /&gt;
|[[wikipedia:Biography|Biography]]&lt;br /&gt;
|-&lt;br /&gt;
|Comparative biography&lt;br /&gt;
|The method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Comparative anthropology&lt;br /&gt;
|The method of comparing and contrasting different cultures&lt;br /&gt;
|[[wikipedia:Cross-cultural studies|Cross-cultural studies]]&lt;br /&gt;
|-&lt;br /&gt;
|Cultural history&lt;br /&gt;
|The method of accurately and comprehensively describing cultures and civilizations&lt;br /&gt;
|[[wikipedia:Cultural history|Cultural history]]&lt;br /&gt;
|-&lt;br /&gt;
|Encyclopedia&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Encyclopedia|Encyclopedia]]&lt;br /&gt;
|-&lt;br /&gt;
|Genealogy&lt;br /&gt;
|The compilation of family lineages and methods of displaying them artfully&lt;br /&gt;
|[[wikipedia:Genealogy|Genealogy]]&lt;br /&gt;
|-&lt;br /&gt;
|Treatise on tech evolution&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Technological evolution|Technological evolution]]&lt;br /&gt;
|-&lt;br /&gt;
|Archaeology&lt;br /&gt;
|The method of collecting and evaluating artifacts to learn about history and culture&lt;br /&gt;
|[[wikipedia:Archaeology|Archaeology]]&lt;br /&gt;
|-&lt;br /&gt;
|Source reliability&lt;br /&gt;
|The reliability of sources&lt;br /&gt;
|[[wikipedia:Source criticism|Source criticism]]&lt;br /&gt;
|-&lt;br /&gt;
|Personal interviews&lt;br /&gt;
|Using personal interviews as sources&lt;br /&gt;
|[[wikipedia:Interview|Interview]]&lt;br /&gt;
|-&lt;br /&gt;
|Role of cultural differences&lt;br /&gt;
| The role of cultural differences in source reliability and interpretation&lt;br /&gt;
|[[wikipedia:Cultural relativism|Cultural relativism]]&lt;br /&gt;
|-&lt;br /&gt;
|Role of state bias and propaganda&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Propaganda|Propaganda]]&lt;br /&gt;
|-&lt;br /&gt;
|Role of systemic bias&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Systemic bias|Systemic bias]]&lt;br /&gt;
|-&lt;br /&gt;
|Historical causation&lt;br /&gt;
|The causes of historical events&lt;br /&gt;
|[[wikipedia:Causality#History|Causality § History]]&lt;br /&gt;
|-&lt;br /&gt;
|Historical cycles&lt;br /&gt;
|The notion of historical, governmental and social cycles&lt;br /&gt;
|[[wikipedia:Cyclic history|Cyclic history]]&lt;br /&gt;
|-&lt;br /&gt;
|Sociology&lt;br /&gt;
|The notion of bonds between members of a community&lt;br /&gt;
|[[wikipedia:Sociology|Sociology]]&lt;br /&gt;
|-&lt;br /&gt;
|Social conflict&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Social conflict|Social conflict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Equations&lt;br /&gt;
|The technique of balancing and completion for solving equations&lt;br /&gt;
|[[wikipedia:The Compendious Book on Calculation by Completion and Balancing|The Compendious Book on Calculation by Completion and Balancing]], [[wikipedia:Algebra|Algebra]], and [[wikipedia:Equation|Equation]]&lt;br /&gt;
|-&lt;br /&gt;
|Divergence of harmonic series&lt;br /&gt;
|The divergence of the harmonic series&lt;br /&gt;
|[[wikipedia:Harmonic series (mathematics)|Harmonic series (mathematics)]]&lt;br /&gt;
|-&lt;br /&gt;
|Large sums&lt;br /&gt;
|Simple formulas for certain arbitrarily large sums&lt;br /&gt;
|[[wikipedia:Summation|Summation]]&lt;br /&gt;
|-&lt;br /&gt;
|Pascal's triangle&lt;br /&gt;
|A triangular configuration of numbers relating to the successive powers of any sum&lt;br /&gt;
|[[wikipedia:Pascal's triangle|Pascal's triangle]]&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic by completing square&lt;br /&gt;
|The solving of quadratic equations by completion of the square&lt;br /&gt;
|[[wikipedia:Completing the square|Completing the square]]&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic formula&lt;br /&gt;
|A formula which solves quadratic equations&lt;br /&gt;
|[[wikipedia:Quadratic formula|Quadratic formula]]&lt;br /&gt;
|-&lt;br /&gt;
|Solving higher order polynomials&lt;br /&gt;
|Methods for solving certain equations involving powers higher than the quadratic&lt;br /&gt;
|[[wikipedia:Galois theory|Galois theory]] &amp;lt;!--probably...--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Systems of equations&lt;br /&gt;
|Methods of solving systems of equations&lt;br /&gt;
|[[wikipedia:Linear system|Linear system]]&lt;br /&gt;
|-&lt;br /&gt;
|Sum-difference trig identities&lt;br /&gt;
|Trigonometric identities relating to the sums and differences of angles&lt;br /&gt;
|[[wikipedia:List of trigonometric identities#Angle sum and difference identities|List of trigonometric identities § Angle sum and difference identities]]&lt;br /&gt;
|-&lt;br /&gt;
|Area enclosed by line and parabola&lt;br /&gt;
|The area enclosed by a parabola and a line&lt;br /&gt;
|[[wikipedia:The Quadrature of the Parabola|The Quadrature of the Parabola]]&lt;br /&gt;
|-&lt;br /&gt;
|Area of circle&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Area of a disk|Area of a disk]]&lt;br /&gt;
|-&lt;br /&gt;
|Area of triangle from side lengths&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Heron's formula|Heron's formula]]&lt;br /&gt;
|-&lt;br /&gt;
|Basic geometry&lt;br /&gt;
|Geometric objects: points, lines, circles, triangles, and so on&lt;br /&gt;
|[[wikipedia:Geometry|Geometry]]&lt;br /&gt;
|-&lt;br /&gt;
|Conic sections&lt;br /&gt;
|The categorization and properties of conic sections&lt;br /&gt;
|[[wikipedia:Conic section|Conic section]]&lt;br /&gt;
|-&lt;br /&gt;
|Irrational numbers&lt;br /&gt;
|The existence of incommensurable ratios&lt;br /&gt;
|[[wikipedia:Irrational number|Irrational number]]&lt;br /&gt;
|-&lt;br /&gt;
|Geometric mean&lt;br /&gt;
|The relationship between the length of the altitude of a right triangle and the lengths of the segments into which it divides the hypotenuse&lt;br /&gt;
|[[wikipedia:Geometric mean theorem|Geometric mean theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Inscribed triangle on diameter is right&lt;br /&gt;
|The angles of triangles inscribed in a circle with one edge on the diameter&lt;br /&gt;
|[[wikipedia:Thales' theorem|Thales' theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Isosceles base angles equal&lt;br /&gt;
|The equality of the base angle of isosceles triangles&lt;br /&gt;
|[[wikipedia:Pons asinorum|Pons asinorum]]&lt;br /&gt;
|-&lt;br /&gt;
|Law of sines&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Law of sines|Law of sines]]&lt;br /&gt;
|-&lt;br /&gt;
|Existence of pi&lt;br /&gt;
|The relationship between the area of a circle and its radius, involving the ratio of the circumference of the circle to its diameter&lt;br /&gt;
|[[wikipedia:Pi|Pi]]&lt;br /&gt;
|-&lt;br /&gt;
|Pi to 6 digits&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Zu Chongzhi#Mathematics|Zu Chongzhi § Mathematics]] and [[wikipedia:Milü|Milü]]&lt;br /&gt;
|-&lt;br /&gt;
|Chords&lt;br /&gt;
|The properties of chords&lt;br /&gt;
|[[wikipedia:Chord (geometry)|Chord (geometry)]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean theorem&lt;br /&gt;
|The relationship between the lengths of the hypotenuse of a right triangle and the other two sides&lt;br /&gt;
|[[wikipedia:Pythagorean theorem|Pythagorean theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean triples 3 digit&lt;br /&gt;
|Examples of triples of large whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
|[[wikipedia:Pythagorean triples|Pythagorean triples]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean triples 4 digit&lt;br /&gt;
|Examples of triples of very large whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
|[[wikipedia:Pythagorean triples|Pythagorean triples]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean triples small&lt;br /&gt;
|Examples of triples of small whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
|[[wikipedia:Pythagorean triples|Pythagorean triples]]&lt;br /&gt;
|-&lt;br /&gt;
|Similar and congruent triangles&lt;br /&gt;
|The properties of similar and congruent triangles&lt;br /&gt;
|[[wikipedia:Similarity (geometry)|Similarity (geometry)]] and [[wikipedia:Congruence (geometry)|Congruence (geometry)]]&lt;br /&gt;
|-&lt;br /&gt;
|Surface area of sphere&lt;br /&gt;
|The computation of the surface area of a sphere&lt;br /&gt;
|[[wikipedia:Sphere#Surface area|Sphere § Surface area]]&lt;br /&gt;
|-&lt;br /&gt;
|Chord tables&lt;br /&gt;
|A table of chord lengths indexed by angle&lt;br /&gt;
|[[wikipedia:Ptolemy's table of chords|Ptolemy's table of chords]]&lt;br /&gt;
|-&lt;br /&gt;
|Volume of cone&lt;br /&gt;
|The computation of the volume of a cone&lt;br /&gt;
|[[wikipedia:Cone#Volume|Cone § Volume]]&lt;br /&gt;
|-&lt;br /&gt;
|Volume of pyramid&lt;br /&gt;
|The computation of the volume of different pyramids&lt;br /&gt;
|[[wikipedia:Pyramid (geometry)#Volume|Pyramid (geometry) § Volume]]&lt;br /&gt;
|-&lt;br /&gt;
|Volume of sphere&lt;br /&gt;
|The computation of the volume of a sphere&lt;br /&gt;
|[[wikipedia:Sphere#Volume|Sphere § Volume]]&lt;br /&gt;
|-&lt;br /&gt;
|Axioms&lt;br /&gt;
|Axiomatic reasoning&lt;br /&gt;
|[[wikipedia:Axiomatic system|Axiomatic system]]&lt;br /&gt;
|-&lt;br /&gt;
|Method of exhaustion&lt;br /&gt;
|An approximation of the ratio of a circumference of a circle to its diameter, using the area of polygons and the method of exhaustion&lt;br /&gt;
|[[wikipedia:Method of exhaustion|Method of exhaustion]]&lt;br /&gt;
|-&lt;br /&gt;
|Proof by contradiction&lt;br /&gt;
|The method of proof by contradiction&lt;br /&gt;
|[[wikipedia:Proof by contradiction|Proof by contradiction]]&lt;br /&gt;
|-&lt;br /&gt;
|Symbol for addition&lt;br /&gt;
|The idea of using symbolic notation for addition&lt;br /&gt;
|[[wikipedia:Plus and minus signs#Plus sign|Plus and minus signs § Plus sign]]&lt;br /&gt;
|-&lt;br /&gt;
|Scientific notation&lt;br /&gt;
|Notation for very large numbers&lt;br /&gt;
|[[wikipedia:Scientific notation|Scientific notation]]&lt;br /&gt;
|-&lt;br /&gt;
|Negative numbers&lt;br /&gt;
|Notation for negative quantities&lt;br /&gt;
|[[wikipedia:Negative number|Negative number]]&lt;br /&gt;
|-&lt;br /&gt;
|Place values&lt;br /&gt;
|Positional notation&lt;br /&gt;
|[[wikipedia:Positional notation|Positional notation]]&lt;br /&gt;
|-&lt;br /&gt;
|Algebra&lt;br /&gt;
|Notation for abbreviating the unknown and other elements of an equation in a systematic and useful fashion&lt;br /&gt;
|[[wikipedia:Algebra|Algebra]]&lt;br /&gt;
|-&lt;br /&gt;
|Zero&lt;br /&gt;
|A symbol for nothingness&lt;br /&gt;
|[[wikipedia:0 (number)|0 (number)]]&lt;br /&gt;
|-&lt;br /&gt;
|Euclidean Algorithm&lt;br /&gt;
| An algorithm for computing the greatest common divisor of two numbers&lt;br /&gt;
|[[wikipedia:Euclidean algorithm|Euclidean algorithm]]&lt;br /&gt;
|-&lt;br /&gt;
|Chinese remainder algorithm&lt;br /&gt;
|An algorithm for computing a number which has given remainders when divided by several given primes&lt;br /&gt;
|[[wikipedia:Chinese remainder theorem|Chinese remainder theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Division&lt;br /&gt;
|An algorithm for dividing one number into another, possibly yielding a remainder&lt;br /&gt;
|[[wikipedia:Euclidean division|Euclidean division]]&lt;br /&gt;
|-&lt;br /&gt;
|Euclid's Theorem&lt;br /&gt;
|A proof that there are infinitely many prime numbers&lt;br /&gt;
|[[wikipedia:Euclid's theorem|Euclid's theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Irrationality of root 2&lt;br /&gt;
|A proof that the length of a diagonal of a square is incommensurable with its edge&lt;br /&gt;
|[[wikipedia:Square root of 2#Proofs of irrationality|Square root of 2 § Proofs of irrationality]]&lt;br /&gt;
|-&lt;br /&gt;
|Approximation of root 2&lt;br /&gt;
|An approximation for the length of the diagonal of a square&lt;br /&gt;
|[[wikipedia:Square root of 2#History|Square root of 2 § History]]&lt;br /&gt;
|-&lt;br /&gt;
|Sieve algorithm for primes&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Sieve of Eratosthenes|Sieve of Eratosthenes]]&lt;br /&gt;
|-&lt;br /&gt;
|Unique prime factorization&lt;br /&gt;
|The unique decomposition of a number into products of its prime divisors&lt;br /&gt;
|[[wikipedia:Fundamental theorem of arithmetic|Fundamental theorem of arithmetic]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|[[wikipedia:Anesthesia|Anesthesia]]&lt;br /&gt;
|-&lt;br /&gt;
|Asylum for mentally ill&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Psychiatric hospital|Psychiatric hospital]]&lt;br /&gt;
|-&lt;br /&gt;
|Autopsy&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Autopsy|Autopsy]]&lt;br /&gt;
|-&lt;br /&gt;
|Cataract surgery&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Cataract surgery|Cataract surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|Cauterization&lt;br /&gt;
|Cauterization&lt;br /&gt;
|[[wikipedia:Cauterization|Cauterization]]&lt;br /&gt;
|-&lt;br /&gt;
|Fracture immobilization&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Bone fracture#Immobilization|Bone fracture § Immobilization]]&lt;br /&gt;
|-&lt;br /&gt;
|Fracture treatment&lt;br /&gt;
|The treatment of fractures&lt;br /&gt;
|[[wikipedia:Bone fracture#Treatment|Bone fracture § Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
|Hernia surgery&lt;br /&gt;
|Hernia surgery&lt;br /&gt;
|[[wikipedia:Hernia#Surgery|Hernia § Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|Hospital lab&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Medical laboratory|Medical laboratory]]&lt;br /&gt;
|-&lt;br /&gt;
|Lithotomy surgery&lt;br /&gt;
|The lithotomy surgery&lt;br /&gt;
|[[wikipedia:Lithotomy|Lithotomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Medical school&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Medical school|Medical school]]&lt;br /&gt;
|-&lt;br /&gt;
|Physical examination&lt;br /&gt;
|The method of physical examination in diagnosing illness&lt;br /&gt;
|[[wikipedia:Physical examination|Physical examination]]&lt;br /&gt;
|-&lt;br /&gt;
|Professional hospital staff&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Surgeon|Surgeon]] and [[wikipedia:Physician|Physician]]&lt;br /&gt;
|-&lt;br /&gt;
|Specialized wards&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Hospital#Departments or wards|Hospital § Departments or wards]]&lt;br /&gt;
|-&lt;br /&gt;
|Draining&lt;br /&gt;
| The surgical method of draining&lt;br /&gt;
|[[wikipedia:Drain (surgery)|Drain (surgery)]]&lt;br /&gt;
|-&lt;br /&gt;
|Excision&lt;br /&gt;
|The surgical method of excision&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Incision&lt;br /&gt;
|The surgical method of incision&lt;br /&gt;
|[[wikipedia:Surgical incision|Surgical incision]]&lt;br /&gt;
|-&lt;br /&gt;
|Ligature&lt;br /&gt;
|The surgical method of ligature&lt;br /&gt;
|[[wikipedia:Ligature (medicine)|Ligature (medicine)]]&lt;br /&gt;
|-&lt;br /&gt;
|Probing&lt;br /&gt;
|The surgical method of probing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scraping&lt;br /&gt;
|The surgical method of scraping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Suturing&lt;br /&gt;
|The surgical method of suturing&lt;br /&gt;
|[[wikipedia:Surgical suture|Surgical suture]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracheotomy surgery&lt;br /&gt;
|The tracheotomy surgery&lt;br /&gt;
|[[wikipedia:Tracheotomy|Tracheotomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Traumatic injuries&lt;br /&gt;
|The treatment of traumatic injuries&lt;br /&gt;
|[[wikipedia:Major trauma|Major trauma]]&lt;br /&gt;
|-&lt;br /&gt;
|Acute and chronic conditions&lt;br /&gt;
|The distinction between acute and chronic conditions&lt;br /&gt;
|[[wikipedia:Acute (medicine)|Acute (medicine)]] and [[wikipedia:Chronic condition|Chronic condition]]&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical studies&lt;br /&gt;
|Anatomical studies for medical edification&lt;br /&gt;
|[[wikipedia:Human body|Human body]]&lt;br /&gt;
|-&lt;br /&gt;
|Blood vessels&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Blood vessel|Blood vessel]]&lt;br /&gt;
|-&lt;br /&gt;
|Classification of bodily fluids&lt;br /&gt;
|The classification of bodily fluids&lt;br /&gt;
|[[wikipedia:Body fluid|Body fluid]]&lt;br /&gt;
|-&lt;br /&gt;
|Classification of mental illnesses&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Mental disorder|Mental disorder]]&lt;br /&gt;
|-&lt;br /&gt;
|Classification of muscles&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Muscle|Muscle]]&lt;br /&gt;
|-&lt;br /&gt;
|Comparative anatomy&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Convalescence&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Convalescence|Convalescence]]&lt;br /&gt;
|-&lt;br /&gt;
|Disease and fouled water&lt;br /&gt;
|The connection between disease and fouled water&lt;br /&gt;
|[[wikipedia:Waterborne diseases|Waterborne diseases]]&lt;br /&gt;
|-&lt;br /&gt;
|Pathology&lt;br /&gt;
|The classification of disease&lt;br /&gt;
|[[wikipedia:Nosology|Nosology]]&lt;br /&gt;
|-&lt;br /&gt;
|Endemic disease&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Endemic (epidemiology)|Endemic (epidemiology)]]&lt;br /&gt;
|-&lt;br /&gt;
|Epidemic disease&lt;br /&gt;
| The theory of epidemic disease&lt;br /&gt;
|[[wikipedia:Epidemic|Epidemic]]&lt;br /&gt;
|-&lt;br /&gt;
|Exacerbation&lt;br /&gt;
|The notion of the exacerbation of a patient's condition&lt;br /&gt;
|[[wikipedia:Exacerbation|Exacerbation]]&lt;br /&gt;
|-&lt;br /&gt;
|Eye anatomy&lt;br /&gt;
|The anatomy of the eye&lt;br /&gt;
|[[wikipedia:Human eye|Human eye]]&lt;br /&gt;
|-&lt;br /&gt;
|Fracture classification&lt;br /&gt;
|The classification of fractures&lt;br /&gt;
|[[wikipedia:Bone fracture#Classification|Bone fracture § Classification]]&lt;br /&gt;
|-&lt;br /&gt;
|Motor vs sensory nerves&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Motor nerve|Motor nerve]] and [[wikipedia:Sensory nerve|Sensory nerve]]&lt;br /&gt;
|-&lt;br /&gt;
|Nervous system function&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Nervous system|Nervous system]]&lt;br /&gt;
|-&lt;br /&gt;
|Paroxysm&lt;br /&gt;
|The notion of paroxysm&lt;br /&gt;
|[[wikipedia:Paroxysmal attack|Paroxysmal attack]]&lt;br /&gt;
|-&lt;br /&gt;
|Prognosis&lt;br /&gt;
|Determining the likely outcome given a patient's current status&lt;br /&gt;
|[[wikipedia:Prognosis|Prognosis]]&lt;br /&gt;
|-&lt;br /&gt;
|Pulmonary circulation&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Pulmonary circulation|Pulmonary circulation]]&lt;br /&gt;
|-&lt;br /&gt;
|Pulmonary medicine&lt;br /&gt;
| Pulmonary medicine&lt;br /&gt;
|[[wikipedia:Pulmonology|Pulmonology]]&lt;br /&gt;
|-&lt;br /&gt;
|Reaction time&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Mental chronometry|Mental chronometry]]&lt;br /&gt;
|-&lt;br /&gt;
|Relapse&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Relapse|Relapse]]&lt;br /&gt;
|-&lt;br /&gt;
|Specialized surgical instruments&lt;br /&gt;
|The use of specialized surgical instruments&lt;br /&gt;
|[[wikipedia:Surgical instrument|Surgical instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|Surgical models&lt;br /&gt;
|The use of practice models in surgery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The voice&lt;br /&gt;
|The source of the voice&lt;br /&gt;
|[[wikipedia:Phonation|Phonation]]&lt;br /&gt;
|-&lt;br /&gt;
|Toxicology&lt;br /&gt;
|The classification of toxic substances&lt;br /&gt;
|[[wikipedia:Toxicology|Toxicology]]&lt;br /&gt;
|-&lt;br /&gt;
|Treatment of mental illnesses&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Treatment of mental disorders|Treatment of mental disorders]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal remedies&lt;br /&gt;
|Remedies prepared from animals&lt;br /&gt;
|[[wikipedia:Traditional Chinese medicine#Animal substances|Traditional Chinese medicine § Animal substances]]&lt;br /&gt;
|-&lt;br /&gt;
|Animals as surgical models&lt;br /&gt;
|The use of animals as surgical models&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bandages&lt;br /&gt;
|The method of bandaging wounds&lt;br /&gt;
|[[wikipedia:Bandage|Bandage]]&lt;br /&gt;
|-&lt;br /&gt;
|Dedicated hospitals&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Hospital|Hospital]]&lt;br /&gt;
|-&lt;br /&gt;
|Forceps&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Forceps|Forceps]]&lt;br /&gt;
|-&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|[[wikipedia:Herbalism|Herbalism]]&lt;br /&gt;
|-&lt;br /&gt;
|Mineral remedies&lt;br /&gt;
|Mineral remedies&lt;br /&gt;
|[[wikipedia:List of traditional Chinese medicines#Minerals|List of traditional Chinese medicines § Minerals]]&lt;br /&gt;
|-&lt;br /&gt;
|Mud bags as surgical models&lt;br /&gt;
|The use of mud bags as surgical models&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Orthopedic cast&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Orthopedic cast|Orthopedic cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Plants as surgical models&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scalpel&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Scalpel|Scalpel]]&lt;br /&gt;
|-&lt;br /&gt;
|Needles&lt;br /&gt;
| The construction and use of surgical needles&lt;br /&gt;
|[[wikipedia:Surgical suture#Needles|Surgical suture § Needles]]&lt;br /&gt;
|-&lt;br /&gt;
|Surgical scissors&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Surgical scissors|Surgical scissors]]&lt;br /&gt;
|-&lt;br /&gt;
|Traction bench&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Traction (orthopedics)|Traction (orthopedics)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naturalist==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Dissection&lt;br /&gt;
|The dissection of creatures&lt;br /&gt;
|[[wikipedia:Dissection|Dissection]]&lt;br /&gt;
|-&lt;br /&gt;
|Anatomy&lt;br /&gt;
|The anatomical study of creatures&lt;br /&gt;
|[[wikipedia:Anatomy|Anatomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Veterinary medicine&lt;br /&gt;
|The diseases of creatures&lt;br /&gt;
|[[wikipedia:Veterinary medicine|Veterinary medicine]]&lt;br /&gt;
|-&lt;br /&gt;
|Embryology&lt;br /&gt;
|The embriological development of creatures&lt;br /&gt;
|[[wikipedia:Embryology|Embryology]]&lt;br /&gt;
|-&lt;br /&gt;
|Foraging behavior&lt;br /&gt;
|The foraging behavior and diet of creatures&lt;br /&gt;
|[[wikipedia:Foraging|Foraging]]&lt;br /&gt;
|-&lt;br /&gt;
|Migration&lt;br /&gt;
|The migratory patterns of creatures&lt;br /&gt;
|[[wikipedia:Animal migration|Animal migration]]&lt;br /&gt;
|-&lt;br /&gt;
|Reproductive behavior&lt;br /&gt;
|The reproductive behavior of creatures&lt;br /&gt;
|[[wikipedia:Reproduction|Reproduction]]&lt;br /&gt;
|-&lt;br /&gt;
|Social behavior&lt;br /&gt;
|The social behavior of creatures&lt;br /&gt;
|[[wikipedia:Social behavior|Social behavior]]&lt;br /&gt;
|-&lt;br /&gt;
|Physical taxonomy&lt;br /&gt;
|The classification of creatures by their physical features&lt;br /&gt;
|[[wikipedia:Taxonomy (biology)|Taxonomy (biology)]]&lt;br /&gt;
|-&lt;br /&gt;
|Climactic adaptation&lt;br /&gt;
|The way that creatures are suited to the climates in which they live&lt;br /&gt;
|[[wikipedia:Climatic adaptation|Climatic adaptation]]&lt;br /&gt;
|-&lt;br /&gt;
|Comparative anatomy&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Comparative anatomy|Comparative anatomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Food chain&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Food chain|Food chain]]&lt;br /&gt;
|-&lt;br /&gt;
|Struggle for existence&lt;br /&gt;
|The struggle for survival among creatures&lt;br /&gt;
|[[wikipedia:Struggle for existence|Struggle for existence]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Philosophy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Nature of beauty&lt;br /&gt;
|Discourse on the nature of beauty&lt;br /&gt;
|[[wikipedia:Beauty (ancient thought)|Beauty (ancient thought)]]&lt;br /&gt;
|-&lt;br /&gt;
|Value of art&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Aesthetics|Aesthetics]]&lt;br /&gt;
|-&lt;br /&gt;
|Belief&lt;br /&gt;
|Discourse on the nature of belief&lt;br /&gt;
|[[wikipedia:Epistemology#Belief|Epistemology § Belief]]&lt;br /&gt;
|-&lt;br /&gt;
|Justification&lt;br /&gt;
|Discourse on the nature of justification&lt;br /&gt;
|[[wikipedia:Epistemology#Justification|Epistemology § Justification]]&lt;br /&gt;
|-&lt;br /&gt;
|Perception&lt;br /&gt;
|Discourse on the nature of perception&lt;br /&gt;
|[[wikipedia:Philosophy of perception|Philosophy of perception]]&lt;br /&gt;
|-&lt;br /&gt;
|Truth&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Epistemology#Truth|Epistemology § Truth]]&lt;br /&gt;
|-&lt;br /&gt;
|Individual value&lt;br /&gt;
|Discourse on the meaning of individual happiness&lt;br /&gt;
|[[wikipedia:Value (ethics)#Personal values|Value (ethics) § Personal values]]&lt;br /&gt;
|-&lt;br /&gt;
|State consequentialism&lt;br /&gt;
|Discourse on ethics as it regards the benefit of the state&lt;br /&gt;
|[[wikipedia:State consequentialism|State consequentialism]]&lt;br /&gt;
|-&lt;br /&gt;
|Interpersonal Ethics&lt;br /&gt;
|Discourse on ethics as applied to interpersonal conduct&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Medical&lt;br /&gt;
|Discourse on medical ethics&lt;br /&gt;
|[[wikipedia:Medical ethics|Medical ethics]]&lt;br /&gt;
|-&lt;br /&gt;
|Military&lt;br /&gt;
|Discourse on ethics as applied to war&lt;br /&gt;
|[[wikipedia:Ethics#Military ethics|Ethics § Military ethics]]&lt;br /&gt;
|-&lt;br /&gt;
|Analogical inference&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Argument from analogy|Argument from analogy]]&lt;br /&gt;
|-&lt;br /&gt;
|Deductive reasoning&lt;br /&gt;
|Deductive reasoning&lt;br /&gt;
|[[wikipedia:Deductive reasoning|Deductive reasoning]]&lt;br /&gt;
|-&lt;br /&gt;
|Dialectic reasoning&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Dialectic|Dialectic]]&lt;br /&gt;
|-&lt;br /&gt;
|Direct inference&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Statistical syllogism|Statistical syllogism]]&lt;br /&gt;
|-&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|[[wikipedia:Reason|Reason]]&lt;br /&gt;
|-&lt;br /&gt;
|Hypothetical syllogisms&lt;br /&gt;
|Hypothetical syllogisms&lt;br /&gt;
|[[wikipedia:Hypothetical syllogism|Hypothetical syllogism]]&lt;br /&gt;
|-&lt;br /&gt;
|Inductive reasoning&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Inductive reasoning|Inductive reasoning]]&lt;br /&gt;
|-&lt;br /&gt;
|Propositional logic&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Propositional calculus|Propositional calculus]]&lt;br /&gt;
|-&lt;br /&gt;
|Syllogistic logic&lt;br /&gt;
|Syllogistic logic&lt;br /&gt;
|[[wikipedia:Syllogism|Syllogism]]&lt;br /&gt;
|-&lt;br /&gt;
|Causation&lt;br /&gt;
|The nature of causation&lt;br /&gt;
|[[wikipedia:Causality|Causality]]&lt;br /&gt;
|-&lt;br /&gt;
|Events&lt;br /&gt;
|Discourse on the nature of events&lt;br /&gt;
|[[wikipedia:Event (philosophy)|Event (philosophy)]]&lt;br /&gt;
|-&lt;br /&gt;
|Existence&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Existence|Existence]]&lt;br /&gt;
|-&lt;br /&gt;
|Mind body&lt;br /&gt;
|Discourse on the nature of mind and body&lt;br /&gt;
|[[wikipedia:Mind–body problem|Mind–body problem]]&lt;br /&gt;
|-&lt;br /&gt;
|Objects and properties&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Essence|Essence]]&lt;br /&gt;
|-&lt;br /&gt;
|Processes&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Process philosophy|Process philosophy]]&lt;br /&gt;
|-&lt;br /&gt;
|Time&lt;br /&gt;
|Discourse on the nature of time&lt;br /&gt;
|[[wikipedia:Time|Time]]&lt;br /&gt;
|-&lt;br /&gt;
|Wholes and parts&lt;br /&gt;
|The relationship between wholes and parts&lt;br /&gt;
|[[wikipedia:Mereology|Mereology]]&lt;br /&gt;
|-&lt;br /&gt;
|Education&lt;br /&gt;
|Education, its forms and recommendations&lt;br /&gt;
|[[wikipedia:Education|Education]]&lt;br /&gt;
|-&lt;br /&gt;
|Dictionary&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|[[wikipedia:Dictionary|Dictionary]]&lt;br /&gt;
|-&lt;br /&gt;
|Etymology&lt;br /&gt;
|The notion of etymology&lt;br /&gt;
|[[wikipedia:Etymology|Etymology]]&lt;br /&gt;
|-&lt;br /&gt;
|Grammar&lt;br /&gt;
|Grammar&lt;br /&gt;
|[[wikipedia:Grammar|Grammar]]&lt;br /&gt;
|-&lt;br /&gt;
|Law&lt;br /&gt;
|Discourse on law&lt;br /&gt;
|[[wikipedia:Law|Law]]&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy&lt;br /&gt;
|Discourse on diplomacy&lt;br /&gt;
|[[wikipedia:Diplomacy|Diplomacy]]&lt;br /&gt;
|-&lt;br /&gt;
|Economic policy&lt;br /&gt;
|Discourse on economic policy&lt;br /&gt;
|[[wikipedia:Economic policy|Economic policy]]&lt;br /&gt;
|-&lt;br /&gt;
|Government forms&lt;br /&gt;
|Discourse on government&lt;br /&gt;
|[[wikipedia:Government|Government]]&lt;br /&gt;
|-&lt;br /&gt;
|Social welfare&lt;br /&gt;
|Discourse on social welfare&lt;br /&gt;
|[[wikipedia:Welfare|Welfare]]&lt;br /&gt;
|}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=223896</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=223896"/>
		<updated>2016-03-02T19:12:36Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Shrub Tokens */ Merge season tokens into one table row (descriptions are mostly the same)&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 plants 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 plants 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;
|-&lt;br /&gt;
| {{text anchor|GROWTH_PRINT}}&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&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.&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 BRANCH_DENSITY for thick branches.&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 BRANCH_RADIUS 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 water depth at which saplings of this tree will drown. Exact behavior is unknown. 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 water depth at which this plant will drown. Exact behavior is unknown. 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>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=223754</id>
		<title>Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=223754"/>
		<updated>2016-02-28T12:44:09Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Mathematics */ Some more names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:10, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
[[File:Topics.svg|thumb|A diagram of all knowledge topics.]]&lt;br /&gt;
&lt;br /&gt;
'''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development).&lt;br /&gt;
&lt;br /&gt;
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens.&lt;br /&gt;
&lt;br /&gt;
There are 9 &amp;quot;branches&amp;quot; of the knowledge system.&lt;br /&gt;
==Astronomy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Dates of lunar and solar eclipses&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Saros (astronomy)|Saros (astronomy)]]&lt;br /&gt;
|-&lt;br /&gt;
|Daylight variation with solar year&lt;br /&gt;
|The variation of daylight with the season&lt;br /&gt;
|[[wikipedia:Daytime#Daytime variations with latitude and seasons|Daytime § Daytime variations with latitude and seasons]]&lt;br /&gt;
|-&lt;br /&gt;
|Geocentrism&lt;br /&gt;
|The theory that the sun moves around the world&lt;br /&gt;
|[[wikipedia:Geocentric model|Geocentric model]]&lt;br /&gt;
|-&lt;br /&gt;
|Height of tides vs moon and sun&lt;br /&gt;
|The height of the tides, the moon and the sun&lt;br /&gt;
|[[wikipedia:Pytheas#Pytheas_on_the_tides|Pytheas § Pytheas_on_the_tides]] and [[wikipedia:Tide|Tide]]&lt;br /&gt;
|-&lt;br /&gt;
|Heliocentrism&lt;br /&gt;
|The theory that the world moves around the sun&lt;br /&gt;
|[[wikipedia:Heliocentric model|Heliocentric model]]&lt;br /&gt;
|-&lt;br /&gt;
|Empirical observation&lt;br /&gt;
|Methods of empirical observation in astronomy&lt;br /&gt;
|[[wikipedia:Empirical evidence|Empirical evidence]]&lt;br /&gt;
|-&lt;br /&gt;
|Path models&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Orbit modeling|Orbit modeling]]&lt;br /&gt;
|-&lt;br /&gt;
|Path of the moon&lt;br /&gt;
|The path of the moon&lt;br /&gt;
|[[wikipedia:Orbit of the Moon|Orbit of the Moon]]&lt;br /&gt;
|-&lt;br /&gt;
|Phases of the moon&lt;br /&gt;
|The phases of the moon&lt;br /&gt;
|[[wikipedia:Lunar phase|Lunar phase]]&lt;br /&gt;
|-&lt;br /&gt;
|Precession of equinoxes&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Axial precession|Axial precession]]&lt;br /&gt;
|-&lt;br /&gt;
|Relationship between lunar solar year&lt;br /&gt;
|The relationship between the lunar and solar year&lt;br /&gt;
|[[wikipedia:Lunisolar calendar|Lunisolar calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|Shape of the world&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Spherical Earth|Spherical Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|Star catalogues 100&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Star catalogue|Star catalogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Star catalogues 1000&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Star catalogue|Star catalogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Astrography&lt;br /&gt;
| The creation of star charts&lt;br /&gt;
|[[wikipedia:Star chart|Star chart]]&lt;br /&gt;
|-&lt;br /&gt;
|Stellar Spectroscopy&lt;br /&gt;
|The classification of stars based on the light they emit&lt;br /&gt;
|[[wikipedia:Astronomical spectroscopy|Astronomical spectroscopy]]&lt;br /&gt;
|-&lt;br /&gt;
|Star magnitude classification&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Magnitude (astronomy)|Magnitude (astronomy)]]&lt;br /&gt;
|-&lt;br /&gt;
|Summer winter moon&lt;br /&gt;
|The rise of the moon according to the season&lt;br /&gt;
|[[wikipedia:Lunar calendar|Lunar calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|Summer winter sun&lt;br /&gt;
| The rise of the sun according to the season&lt;br /&gt;
|[[wikipedia:Solar calendar|Solar calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|Tides and the moon&lt;br /&gt;
| The relationship between the moon and the tides&lt;br /&gt;
|[[wikipedia:Seleucus_of_Seleucia#Tides|Seleucus_of_Seleucia § Tides]] and [[wikipedia:Tide|Tide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chemistry==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Adhesives&lt;br /&gt;
|The preparation and use of adhesive materials&lt;br /&gt;
|[[wikipedia:Adhesive|Adhesive]]&lt;br /&gt;
|-&lt;br /&gt;
|Aqua regia&lt;br /&gt;
|The preparation of aqua regia&lt;br /&gt;
|[[wikipedia:Aqua regia|Aqua regia]]&lt;br /&gt;
|-&lt;br /&gt;
|Spirit of niter&lt;br /&gt;
|The preparation of spirit of niter&lt;br /&gt;
|[[wikipedia:Nitric acid|Nitric acid]]&lt;br /&gt;
|-&lt;br /&gt;
|Oil of vitriol&lt;br /&gt;
|The preparation of oil of vitriol&lt;br /&gt;
|[[wikipedia:Sulfuric acid|Sulfuric acid]]&lt;br /&gt;
|-&lt;br /&gt;
|Alkali and acids&lt;br /&gt;
|The classification of alkali and acids&lt;br /&gt;
|[[wikipedia:pH|pH]]&lt;br /&gt;
|-&lt;br /&gt;
|Combustibles&lt;br /&gt;
|The classification of combustible materials&lt;br /&gt;
|[[wikipedia:Combustibility|Combustibility]]&lt;br /&gt;
|-&lt;br /&gt;
|Elemental theory&lt;br /&gt;
|The classification of materials based on which elemental materials might form them&lt;br /&gt;
|[[wikipedia:Chemical element|Chemical element]]&lt;br /&gt;
|-&lt;br /&gt;
|Ores&lt;br /&gt;
|The classification of ores&lt;br /&gt;
|[[wikipedia:Ore|Ore]]&lt;br /&gt;
|-&lt;br /&gt;
|Scratch test&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Scratch hardness|Scratch hardness]]&lt;br /&gt;
|-&lt;br /&gt;
|Alembic&lt;br /&gt;
|The construction and use of the alembic&lt;br /&gt;
|[[wikipedia:Alembic|Alembic]]&lt;br /&gt;
|-&lt;br /&gt;
|Blast furnace&lt;br /&gt;
|The construction and use of the blast furnace&lt;br /&gt;
|[[wikipedia:Blast furnace|Blast furnace]]&lt;br /&gt;
|-&lt;br /&gt;
|Crucible&lt;br /&gt;
| The construction and use of the crucible&lt;br /&gt;
|[[wikipedia:Crucible|Crucible]]&lt;br /&gt;
|-&lt;br /&gt;
|Ampoule&lt;br /&gt;
|The construction and use of the ampoule&lt;br /&gt;
|[[wikipedia:Ampoule|Ampoule]]&lt;br /&gt;
|-&lt;br /&gt;
|Beaker&lt;br /&gt;
| The construction and use of the beaker&lt;br /&gt;
|[[wikipedia:Beaker|Beaker]]&lt;br /&gt;
|-&lt;br /&gt;
|Flask&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Flask|Flask]]&lt;br /&gt;
|-&lt;br /&gt;
|Funnel&lt;br /&gt;
|The construction and use of the funnel&lt;br /&gt;
|[[wikipedia:Funnel|Funnel]]&lt;br /&gt;
|-&lt;br /&gt;
|Retort&lt;br /&gt;
|The construction and use of the retort&lt;br /&gt;
|[[wikipedia:Retort|Retort]]&lt;br /&gt;
|-&lt;br /&gt;
|Vial&lt;br /&gt;
|The construction and use of the vial&lt;br /&gt;
|[[wikipedia:Vial|Vial]]&lt;br /&gt;
|-&lt;br /&gt;
|Lab ovens&lt;br /&gt;
|The construction and use of laboratory ovens&lt;br /&gt;
|[[wikipedia:Laboratory oven|Laboratory oven]]&lt;br /&gt;
|-&lt;br /&gt;
|Systematic experiments&lt;br /&gt;
|Methods for performing experiments systematically in the laboratory&lt;br /&gt;
|[[wikipedia:Scientific method|Scientific method]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of distillation&lt;br /&gt;
|The theory and methods involved in distillation&lt;br /&gt;
|[[wikipedia:Distillation|Distillation]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of evaporation&lt;br /&gt;
|The theory and methods involved in evaporation&lt;br /&gt;
|[[wikipedia:Evapotation|Evapotation]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of liquid liquid extraction&lt;br /&gt;
|The theory and methods involved in the extraction of a constituent liquid from one solution to another&lt;br /&gt;
|[[wikipedia:Liquid–liquid extraction|Liquid–liquid extraction]]&lt;br /&gt;
|-&lt;br /&gt;
|Alloys&lt;br /&gt;
| The mixture of metals to produce alloys&lt;br /&gt;
|[[wikipedia:Alloy|Alloy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Armillary sphere&lt;br /&gt;
|The construction and use of armillary spheres&lt;br /&gt;
|[[wikipedia:Armillary sphere|Armillary sphere]]&lt;br /&gt;
|-&lt;br /&gt;
|Astrolabe&lt;br /&gt;
|The construction and use of the astrolabe&lt;br /&gt;
|[[wikipedia:Astrolabe|Astrolabe]]&lt;br /&gt;
|-&lt;br /&gt;
|Dioptra&lt;br /&gt;
|The construction and use of the dioptra&lt;br /&gt;
|[[wikipedia:Dioptra|Dioptra]]&lt;br /&gt;
|-&lt;br /&gt;
|Mural instrument&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Mural instrument|Mural instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|Orrery&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Orrery|Orrery]]&lt;br /&gt;
|-&lt;br /&gt;
|Spherical astrolabe&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Armillary sphere|Armillary sphere]]&lt;br /&gt;
|-&lt;br /&gt;
|Wood lamination&lt;br /&gt;
|The use of lamination&lt;br /&gt;
|[[wikipedia:Lamination|Lamination]]&lt;br /&gt;
|-&lt;br /&gt;
|Models and templates&lt;br /&gt;
|The use of models and templates in engineering&lt;br /&gt;
|[[wikipedia:Prototype|Prototype]] and [[wikipedia:Stencil|Stencil]]&lt;br /&gt;
|-&lt;br /&gt;
|Archimedes principle&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Archimedes' principle|Archimedes' principle]]&lt;br /&gt;
|-&lt;br /&gt;
|Force pump&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Piston pump#Force pump|Piston pump § Force pump]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of siphon&lt;br /&gt;
|The action of the siphon&lt;br /&gt;
|[[wikipedia:Siphon|Siphon]]&lt;br /&gt;
|-&lt;br /&gt;
|Valves&lt;br /&gt;
|The construction and use of valves&lt;br /&gt;
|[[wikipedia:Valve|Valve]]&lt;br /&gt;
|-&lt;br /&gt;
|Astrarium&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Astrarium|Astrarium]]&lt;br /&gt;
|-&lt;br /&gt;
|Conical water clock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hourglass&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Hourglass|Hourglass]]&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical clock&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Clock#Early mechanical clocks|Clock § Early mechanical clocks]]&lt;br /&gt;
|-&lt;br /&gt;
|Shadow clock&lt;br /&gt;
|The use of shadows to tell direction and time&lt;br /&gt;
|[[wikipedia:Sundial|Sundial]]&lt;br /&gt;
|-&lt;br /&gt;
|Water clock&lt;br /&gt;
|The use of water-based devices to tell time&lt;br /&gt;
|[[wikipedia:Water clock|Water clock]]&lt;br /&gt;
|-&lt;br /&gt;
|Water clock reservoir&lt;br /&gt;
|The use of reservoirs in water-based clocks to improve their accuracy&lt;br /&gt;
|[[wikipedia:Zhang_Heng#Extra_tank_for_inflow_clepsydra|Zhang Heng § Extra tank for inflow clepsydra]]&lt;br /&gt;
|-&lt;br /&gt;
|Balance wheel&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Balance wheel|Balance wheel]]&lt;br /&gt;
|-&lt;br /&gt;
|Bellows&lt;br /&gt;
|The construction and use of the bellows&lt;br /&gt;
|[[wikipedia:Bellows|Bellows]]&lt;br /&gt;
|-&lt;br /&gt;
|Camshaft&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Camshaft|Camshaft]]&lt;br /&gt;
|-&lt;br /&gt;
|Chain drive&lt;br /&gt;
|The construction and use of chain drives&lt;br /&gt;
|[[wikipedia:Chain drive|Chain drive]]&lt;br /&gt;
|-&lt;br /&gt;
|Chariot odometer&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Odometer|Odometer]]&lt;br /&gt;
|-&lt;br /&gt;
|Combination lock&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Combination lock|Combination lock]]&lt;br /&gt;
|-&lt;br /&gt;
|Crank&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Crank (mechanism)|Crank (mechanism)]]&lt;br /&gt;
|-&lt;br /&gt;
|Crankshaft&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Crankshaft|Crankshaft]]&lt;br /&gt;
|-&lt;br /&gt;
|Differential gear&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Differential (mechanical device)|Differential (mechanical device)]]&lt;br /&gt;
|-&lt;br /&gt;
|Double acting piston bellows&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Bellows|Bellows]]&lt;br /&gt;
|-&lt;br /&gt;
|Lever&lt;br /&gt;
|The construction and use of the lever&lt;br /&gt;
|[[wikipedia:Lever|Lever]]&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical compass&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Compass|Compass]]&lt;br /&gt;
|-&lt;br /&gt;
|Padlock&lt;br /&gt;
|The construction and use of the padlock&lt;br /&gt;
|[[wikipedia:Padlock|Padlock]]&lt;br /&gt;
|-&lt;br /&gt;
|Piston&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Piston pump#Force pump|Piston pump § Force pump]]&lt;br /&gt;
|-&lt;br /&gt;
|Pulley&lt;br /&gt;
|The construction and use of the pulley&lt;br /&gt;
|[[wikipedia:Pulley|Pulley]]&lt;br /&gt;
|-&lt;br /&gt;
|Screw&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|[[wikipedia:Screw|Screw]]&lt;br /&gt;
|-&lt;br /&gt;
|Straight beam balance&lt;br /&gt;
|The construction and use of the straight-beam balance&lt;br /&gt;
|[[wikipedia:Weighing scale#Mechanical balances|Weighing scale § Mechanical balances]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of gears&lt;br /&gt;
|The reasons why gears are effective&lt;br /&gt;
|[[wikipedia:Gear|Gear]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of lever&lt;br /&gt;
|The reasons why the lever is effective&lt;br /&gt;
|[[wikipedia:Lever|Lever]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of pulley&lt;br /&gt;
|The reasons why pulleys are effective&lt;br /&gt;
|[[wikipedia:Pulley|Pulley]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of screw&lt;br /&gt;
|The reasons why screws are effective&lt;br /&gt;
|[[wikipedia:Screw|Screw]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of wedge&lt;br /&gt;
|The reasons why the wedge is effective&lt;br /&gt;
|[[wikipedia:Wedge|Wedge]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of wheel and axle&lt;br /&gt;
|The reasons why the wheel-and-axle construction is effective&lt;br /&gt;
|[[wikipedia:Wheel and axle|Wheel and axle]]&lt;br /&gt;
|-&lt;br /&gt;
|Trip hammer&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Trip hammer|Trip hammer]]&lt;br /&gt;
|-&lt;br /&gt;
|Tumbler lock&lt;br /&gt;
|The construction and use of the tumbler lock&lt;br /&gt;
|[[wikipedia:Pin tumbler lock|Pin tumbler lock]]&lt;br /&gt;
|-&lt;br /&gt;
|Verge escapement&lt;br /&gt;
|The construction and use of the verge escapement&lt;br /&gt;
|[[wikipedia:Verge escapement|Verge escapement]]&lt;br /&gt;
|-&lt;br /&gt;
|Warded lock&lt;br /&gt;
|The construction and use of the warded lock&lt;br /&gt;
|[[wikipedia:Warded lock|Warded lock]]&lt;br /&gt;
|-&lt;br /&gt;
|Water powered piston bellows&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Du_Shi#The_Water-Powered_Blast_Furnace|Du Shi § The Water-Powered Blast Furnace]]&lt;br /&gt;
|-&lt;br /&gt;
|Water powered sawmill&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Watermill|Watermill]]&lt;br /&gt;
|-&lt;br /&gt;
|Water powered trip hammer&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Trip hammer|Trip hammer]] and [[wikipedia:Water wheel|Water wheel]]&lt;br /&gt;
|-&lt;br /&gt;
|Water wheel&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Water wheel|Water wheel]]&lt;br /&gt;
|-&lt;br /&gt;
|Windlass&lt;br /&gt;
| The construction and use of the windlass&lt;br /&gt;
|[[wikipedia:Windlass|Windlass]]&lt;br /&gt;
|-&lt;br /&gt;
|Atmospheric refraction&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Atmospheric refraction|Atmospheric refraction]]&lt;br /&gt;
|-&lt;br /&gt;
|Camera obscura&lt;br /&gt;
|The construction and use of the camera obscura&lt;br /&gt;
|[[wikipedia:Camera obscura|Camera obscura]]&lt;br /&gt;
|-&lt;br /&gt;
|Cause of twilight&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Atmospheric optics|Atmospheric optics]]&lt;br /&gt;
|-&lt;br /&gt;
|Crystal lens&lt;br /&gt;
|The construction and use of the crystal lens&lt;br /&gt;
|[[wikipedia:Lens (optics)|Lens (optics)]] and [[wikipedia:Crystal|Crystal]]&lt;br /&gt;
|-&lt;br /&gt;
|Glass lens&lt;br /&gt;
|The construction and use of the glass lens&lt;br /&gt;
|[[wikipedia:Lens (optics)|Lens (optics)]] and [[wikipedia:Glass|Glass]]&lt;br /&gt;
|-&lt;br /&gt;
|Height of atmosphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Law of refraction&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Snell's law|Snell's law]]&lt;br /&gt;
|-&lt;br /&gt;
|Parabolic mirror&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Parabolic reflector|Parabolic reflector]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of color&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Color theory|Color theory]]&lt;br /&gt;
|-&lt;br /&gt;
|Theory of rainbows&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Rainbows|Rainbows]]&lt;br /&gt;
|-&lt;br /&gt;
|Water filled spheres&lt;br /&gt;
|The construction and use of water-filled sphere as a lens&lt;br /&gt;
|[[wikipedia:Lens (optics)|Lens (optics)]] and [[wikipedia:History_of_optics#Early_history_of_optics|History of optics § Early history of optics]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Accurate maps&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Map|Map]]&lt;br /&gt;
|-&lt;br /&gt;
|Cartography&lt;br /&gt;
|The process involved in creating maps&lt;br /&gt;
|[[wikipedia:Cartography|Cartography]]&lt;br /&gt;
|-&lt;br /&gt;
|Distance scale&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Scale (map)|Scale (map)]]&lt;br /&gt;
|-&lt;br /&gt;
|Economic&lt;br /&gt;
|The placement of economic information on maps&lt;br /&gt;
|[[wikipedia:Economic geography|Economic geography]]&lt;br /&gt;
|-&lt;br /&gt;
|Geological&lt;br /&gt;
|The placement of geological information on maps&lt;br /&gt;
|[[wikipedia:Geologic map|Geologic map]]&lt;br /&gt;
|-&lt;br /&gt;
|Grid system&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Grid reference|Grid reference]]&lt;br /&gt;
|-&lt;br /&gt;
|Height measurements&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Topographic map|Topographic map]] and [[wikipedia:Levelling|Levelling]]&lt;br /&gt;
|-&lt;br /&gt;
|Map projections&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Map projection|Map projection]]&lt;br /&gt;
|-&lt;br /&gt;
|Atlases&lt;br /&gt;
|The collection of maps and other information together into a single text&lt;br /&gt;
|[[wikipedia:Atlas|Atlas]]&lt;br /&gt;
|-&lt;br /&gt;
|Econometrics&lt;br /&gt;
|The process of economic data collection&lt;br /&gt;
|[[wikipedia:Econometrics|Econometrics]]&lt;br /&gt;
|-&lt;br /&gt;
|Surveying&lt;br /&gt;
|The process of surveying land&lt;br /&gt;
|[[wikipedia:Surveying|Surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Cartographical surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Cartography|Cartography]] and [[wikipedia:Surveying|Surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Engineering surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Construction surveying|Construction surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Land surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Cadastral surveying|Cadastral surveying]]&lt;br /&gt;
|-&lt;br /&gt;
|Military surveying&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Construction surveying|Construction surveying]] and [[wikipedia:Military engineerin|Military engineering]]&lt;br /&gt;
|-&lt;br /&gt;
|Surveying staff&lt;br /&gt;
|The construction and use of the surveying staff&lt;br /&gt;
|[[wikipedia:Level staff|Level staff]]&lt;br /&gt;
|-&lt;br /&gt;
|Triangulation&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Triangulation|Triangulation]]&lt;br /&gt;
|-&lt;br /&gt;
|Delta formation&lt;br /&gt;
|The process of the formation of deltas at the mouths of rivers&lt;br /&gt;
|[[wikipedia:River delta#Formation|River delta § Formation]]&lt;br /&gt;
|-&lt;br /&gt;
|Latitude climate zones&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Clime|Clime]]&lt;br /&gt;
|-&lt;br /&gt;
|Origin of rainfall from evap condense&lt;br /&gt;
|The origin of rainfall through evaporation and condensation&lt;br /&gt;
|[[wikipedia:Evaporation|Evaporation]] and [[wikipedia:Condensation|Condensation]]&lt;br /&gt;
|-&lt;br /&gt;
|Water cycle&lt;br /&gt;
|A world-wide cycle involving precipitation, oceans, rivers, and other forms of water&lt;br /&gt;
|[[wikipedia:Water cycle|Water cycle]]&lt;br /&gt;
|-&lt;br /&gt;
|Anemology&lt;br /&gt;
|The forces that govern wind patterns&lt;br /&gt;
|[[wikipedia:Global wind patterns|Global wind patterns]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Alternate history&lt;br /&gt;
|The exploration of how history would be different if some key past events had transpired differently&lt;br /&gt;
|[[wikipedia:Alternate history|Alternate history]]&lt;br /&gt;
|-&lt;br /&gt;
|Autobiographical adventure&lt;br /&gt;
|The method of writing a biography of oneself, particularly as it concerns a military campaign or adventure&lt;br /&gt;
|[[wikipedia:Autobiography|Autobiography]]&lt;br /&gt;
|-&lt;br /&gt;
|Biographical dictionaries&lt;br /&gt;
|The compilation of brief biographies into one large collection&lt;br /&gt;
|[[wikipedia:Biographical dictionary|Biographical dictionary]]&lt;br /&gt;
|-&lt;br /&gt;
|Biography&lt;br /&gt;
|The method of writing the history of a single individual&lt;br /&gt;
|[[wikipedia:Biography|Biography]]&lt;br /&gt;
|-&lt;br /&gt;
|Comparative biography&lt;br /&gt;
|The method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Comparative anthropology&lt;br /&gt;
|The method of comparing and contrasting different cultures&lt;br /&gt;
|[[wikipedia:Cross-cultural studies|Cross-cultural studies]]&lt;br /&gt;
|-&lt;br /&gt;
|Cultural history&lt;br /&gt;
|The method of accurately and comprehensively describing cultures and civilizations&lt;br /&gt;
|[[wikipedia:Cultural history|Cultural history]]&lt;br /&gt;
|-&lt;br /&gt;
|Encyclopedia&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Encyclopedia|Encyclopedia]]&lt;br /&gt;
|-&lt;br /&gt;
|Genealogy&lt;br /&gt;
|The compilation of family lineages and methods of displaying them artfully&lt;br /&gt;
|[[wikipedia:Genealogy|Genealogy]]&lt;br /&gt;
|-&lt;br /&gt;
|Treatise on tech evolution&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Technological evolution|Technological evolution]]&lt;br /&gt;
|-&lt;br /&gt;
|Archaeology&lt;br /&gt;
|The method of collecting and evaluating artifacts to learn about history and culture&lt;br /&gt;
|[[wikipedia:Archaeology|Archaeology]]&lt;br /&gt;
|-&lt;br /&gt;
|Source reliability&lt;br /&gt;
|The reliability of sources&lt;br /&gt;
|[[wikipedia:Source criticism|Source criticism]]&lt;br /&gt;
|-&lt;br /&gt;
|Personal interviews&lt;br /&gt;
|Using personal interviews as sources&lt;br /&gt;
|[[wikipedia:Interview|Interview]]&lt;br /&gt;
|-&lt;br /&gt;
|Role of cultural differences&lt;br /&gt;
| The role of cultural differences in source reliability and interpretation&lt;br /&gt;
|[[wikipedia:Cultural relativism|Cultural relativism]]&lt;br /&gt;
|-&lt;br /&gt;
|Role of state bias and propaganda&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Propaganda|Propaganda]]&lt;br /&gt;
|-&lt;br /&gt;
|Role of systemic bias&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Systemic bias|Systemic bias]]&lt;br /&gt;
|-&lt;br /&gt;
|Historical causation&lt;br /&gt;
|The causes of historical events&lt;br /&gt;
|[[wikipedia:Causality#History|Causality § History]]&lt;br /&gt;
|-&lt;br /&gt;
|Historical cycles&lt;br /&gt;
|The notion of historical, governmental and social cycles&lt;br /&gt;
|[[wikipedia:Cyclic history|Cyclic history]]&lt;br /&gt;
|-&lt;br /&gt;
|Sociology&lt;br /&gt;
|The notion of bonds between members of a community&lt;br /&gt;
|[[wikipedia:Sociology|Sociology]]&lt;br /&gt;
|-&lt;br /&gt;
|Social conflict&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Social conflict|Social conflict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Equations&lt;br /&gt;
|The technique of balancing and completion for solving equations&lt;br /&gt;
|[[wikipedia:The Compendious Book on Calculation by Completion and Balancing|The Compendious Book on Calculation by Completion and Balancing]], [[wikipedia:Algebra|Algebra]] and [[wikipedia:Equation|Equation]]&lt;br /&gt;
|-&lt;br /&gt;
|Divergence of harmonic series&lt;br /&gt;
|The divergence of the harmonic series&lt;br /&gt;
|[[wikipedia:Harmonic series (mathematics)|Harmonic series (mathematics)]]&lt;br /&gt;
|-&lt;br /&gt;
|Large sums&lt;br /&gt;
|Simple formulas for certain arbitrarily large sums&lt;br /&gt;
|[[wikipedia:Summation|Summation]]&lt;br /&gt;
|-&lt;br /&gt;
|Pascal's triangle&lt;br /&gt;
|A triangular configuration of numbers relating to the successive powers of any sum&lt;br /&gt;
|[[wikipedia:Pascal's triangle|Pascal's triangle]]&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic by completing square&lt;br /&gt;
|The solving of quadratic equations by completion of the square&lt;br /&gt;
|[[wikipedia:Completing the square|Completing the square]]&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic formula&lt;br /&gt;
|A formula which solves quadratic equations&lt;br /&gt;
|[[wikipedia:Quadratic formula|Quadratic formula]]&lt;br /&gt;
|-&lt;br /&gt;
|Solving higher order polynomials&lt;br /&gt;
|Methods for solving certain equations involving powers higher than the quadratic&lt;br /&gt;
|[[wikipedia:Galois theory|Galois theory]] &amp;lt;!--probably...--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Systems of equations&lt;br /&gt;
|Methods of solving systems of equations&lt;br /&gt;
|[[wikipedia:Linear system|Linear system]]&lt;br /&gt;
|-&lt;br /&gt;
|Angle sum difference trig identities&lt;br /&gt;
|Trigonometric identities relating to the sums and differences of angles&lt;br /&gt;
|[[wikipedia:List of trigonometric identities#Angle sum and difference identities|List of trigonometric identities § Angle sum and difference identities]]&lt;br /&gt;
|-&lt;br /&gt;
|Area enclosed by line and parabola&lt;br /&gt;
|The area enclosed by a parabola and a line&lt;br /&gt;
|[[wikipedia:The Quadrature of the Parabola|The Quadrature of the Parabola]]&lt;br /&gt;
|-&lt;br /&gt;
|Area of circle&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Area of a disk|Area of a disk]]&lt;br /&gt;
|-&lt;br /&gt;
|Area of triangle from side lengths&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Heron's formula|Heron's formula]]&lt;br /&gt;
|-&lt;br /&gt;
|Basic geometry&lt;br /&gt;
|Geometric objects: points, lines, circles, triangles, and so on&lt;br /&gt;
|[[wikipedia:Geometry|Geometry]]&lt;br /&gt;
|-&lt;br /&gt;
|Conic sections&lt;br /&gt;
|The categorization and properties of conic sections&lt;br /&gt;
|[[wikipedia:Conic section|Conic section]]&lt;br /&gt;
|-&lt;br /&gt;
|Existence of incommensurable ratios&lt;br /&gt;
|The existence of incommensurable ratios&lt;br /&gt;
|[[wikipedia:Irrational number|Irrational number]]&lt;br /&gt;
|-&lt;br /&gt;
|Geometric mean theorem&lt;br /&gt;
|The relationship between the length of the altitude of a right triangle and the lengths of the segments into which it divides the hypotenuse&lt;br /&gt;
|[[wikipedia:Geometric mean theorem|Geometric mean theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Inscribed triangle on diameter is right&lt;br /&gt;
|The angles of triangles inscribed in a circle with one edge on the diameter&lt;br /&gt;
|[[wikipedia:Thales' theorem|Thales' theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Isosceles base angles equal&lt;br /&gt;
|The equality of the base angle of isosceles triangles&lt;br /&gt;
|[[wikipedia:Pons asinorum|Pons asinorum]]&lt;br /&gt;
|-&lt;br /&gt;
|Law of sines&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Law of sines|Law of sines]]&lt;br /&gt;
|-&lt;br /&gt;
|Existence of pi&lt;br /&gt;
|The relationship between the area of a circle and its radius, involving the ratio of the circumference of the circle to its diameter&lt;br /&gt;
|[[wikipedia:Pi|Pi]]&lt;br /&gt;
|-&lt;br /&gt;
|Pi to 6 digits&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Zu Chongzhi#Mathematics|Zu Chongzhi § Mathematics]] and [[wikipedia:Milü|Milü]]&lt;br /&gt;
|-&lt;br /&gt;
|Properties of chords&lt;br /&gt;
|The properties of chords&lt;br /&gt;
|[[wikipedia:Chord (geometry)|Chord (geometry)]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean theorem&lt;br /&gt;
|The relationship between the lengths of the hypotenuse of a right triangle and the other two sides&lt;br /&gt;
|[[wikipedia:Pythagorean theorem|Pythagorean theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean triples 3 digit&lt;br /&gt;
|Examples of triples of large whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
|[[wikipedia:Pythagorean triples|Pythagorean triples]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean triples 4 digit&lt;br /&gt;
|Examples of triples of very large whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
|[[wikipedia:Pythagorean triples|Pythagorean triples]]&lt;br /&gt;
|-&lt;br /&gt;
|Pythagorean triples small&lt;br /&gt;
|Examples of triples of small whole numbers which, when taken together, are the lengths of the sides of a right triangle&lt;br /&gt;
|[[wikipedia:Pythagorean triples|Pythagorean triples]]&lt;br /&gt;
|-&lt;br /&gt;
|Similar and congruent triangles&lt;br /&gt;
|The properties of similar and congruent triangles&lt;br /&gt;
|[[wikipedia:Similarity (geometry)|Similarity (geometry)]] and [[wikipedia:Congruence (geometry)|Congruence (geometry)]]&lt;br /&gt;
|-&lt;br /&gt;
|Surface area of sphere&lt;br /&gt;
|The computation of the surface area of a sphere&lt;br /&gt;
|[[wikipedia:Sphere#Surface Area|Sphere § Surface Area]]&lt;br /&gt;
|-&lt;br /&gt;
|Table of chord values&lt;br /&gt;
|A table of chord lengths indexed by angle&lt;br /&gt;
|[[wikipedia:Ptolemy's table of chords|Ptolemy's table of chords]]&lt;br /&gt;
|-&lt;br /&gt;
|Volume of cone&lt;br /&gt;
|The computation of the volume of a cone&lt;br /&gt;
|[[wikipedia:Cone#Volume|Cone § Volume]]&lt;br /&gt;
|-&lt;br /&gt;
|Volume of pyramid&lt;br /&gt;
|The computation of the volume of different pyramids&lt;br /&gt;
|[[wikipedia:Pyramid (geometry)#Volume|Pyramid (geometry) § Volume]]&lt;br /&gt;
|-&lt;br /&gt;
|Volume of sphere&lt;br /&gt;
|The computation of the volume of a sphere&lt;br /&gt;
|[[wikipedia:Sphere#Volume|Sphere § Volume]]&lt;br /&gt;
|-&lt;br /&gt;
|Axiomatic reasoning&lt;br /&gt;
|Axiomatic reasoning&lt;br /&gt;
|[[wikipedia:Axiomatic system|Axiomatic system]]&lt;br /&gt;
|-&lt;br /&gt;
|Exhaustion&lt;br /&gt;
|An approximation of the ratio of a circumference of a circle to its diameter, using the area of polygons and the method of exhaustion&lt;br /&gt;
|[[wikipedia:Method of exhaustion|Method of exhaustion]]&lt;br /&gt;
|-&lt;br /&gt;
|Proof by contradiction&lt;br /&gt;
|The method of proof by contradiction&lt;br /&gt;
|[[wikipedia:Proof by contradiction|Proof by contradiction]]&lt;br /&gt;
|-&lt;br /&gt;
|Symbol for addition&lt;br /&gt;
|The idea of using symbolic notation for addition&lt;br /&gt;
|[[wikipedia:Plus and minus signs#Plus sign|Plus and minus signs § Plus sign]]&lt;br /&gt;
|-&lt;br /&gt;
|Scientific notation&lt;br /&gt;
|Notation for very large numbers&lt;br /&gt;
|[[wikipedia:Scientific notation|Scientific notation]]&lt;br /&gt;
|-&lt;br /&gt;
|Negative numbers&lt;br /&gt;
|Notation for negative quantities&lt;br /&gt;
|[[wikipedia:Negative number|Negative number]]&lt;br /&gt;
|-&lt;br /&gt;
|Place values&lt;br /&gt;
|Positional notation&lt;br /&gt;
|[[wikipedia:Positional notation|Positional notation]]&lt;br /&gt;
|-&lt;br /&gt;
|Algebra&lt;br /&gt;
|Notation for abbreviating the unknown and other elements of an equation in a systematic and useful fashion&lt;br /&gt;
|[[wikipedia:Algebra|Algebra]]&lt;br /&gt;
|-&lt;br /&gt;
|Zero&lt;br /&gt;
|A symbol for nothingness&lt;br /&gt;
|[[wikipedia:0 (number)|0 (number)]]&lt;br /&gt;
|-&lt;br /&gt;
|Euclidean Algorithm&lt;br /&gt;
| An algorithm for computing the greatest common divisor of two numbers&lt;br /&gt;
|[[wikipedia:Euclidean algorithm|Euclidean algorithm]]&lt;br /&gt;
|-&lt;br /&gt;
|Chinese remainder algorithm&lt;br /&gt;
|An algorithm for computing a number which has given remainders when divided by several given primes&lt;br /&gt;
|[[wikipedia:Chinese remainder theorem|Chinese remainder theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Division&lt;br /&gt;
|An algorithm for dividing one number into another, possibly yielding a remainder&lt;br /&gt;
|[[wikipedia:Euclidean division|Euclidean division]]&lt;br /&gt;
|-&lt;br /&gt;
|Euclid's Theorem&lt;br /&gt;
|A proof that there are infinitely many prime numbers&lt;br /&gt;
|[[wikipedia:Euclid's theorem|Euclid's theorem]]&lt;br /&gt;
|-&lt;br /&gt;
|Irrationality of root 2&lt;br /&gt;
|A proof that the length of a diagonal of a square is incommensurable with its edge&lt;br /&gt;
|[[wikipedia:Square root of 2#Proofs of irrationality|Square root of 2 § Proofs of irrationality]]&lt;br /&gt;
|-&lt;br /&gt;
|Approximation of root 2&lt;br /&gt;
|An approximation for the length of the diagonal of a square&lt;br /&gt;
|[[wikipedia:Square root of 2#History|Square root of 2 § History]]&lt;br /&gt;
|-&lt;br /&gt;
|Sieve algorithm for primes&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Sieve of Eratosthenes|Sieve of Eratosthenes]]&lt;br /&gt;
|-&lt;br /&gt;
|Unique prime factorization&lt;br /&gt;
|The unique decomposition of a number into products of its prime divisors&lt;br /&gt;
|[[wikipedia:Fundamental theorem of arithmetic|Fundamental theorem of arithmetic]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|[[wikipedia:Anesthesia|Anesthesia]]&lt;br /&gt;
|-&lt;br /&gt;
|Asylum for mentally ill&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Psychiatric hospital|Psychiatric hospital]]&lt;br /&gt;
|-&lt;br /&gt;
|Autopsy&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Autopsy|Autopsy]]&lt;br /&gt;
|-&lt;br /&gt;
|Cataract surgery&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Cataract surgery|Cataract surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|Cauterization&lt;br /&gt;
|Cauterization&lt;br /&gt;
|[[wikipedia:Cauterization|Cauterization]]&lt;br /&gt;
|-&lt;br /&gt;
|Fracture immobilization&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Bone fracture#Immobilization|Bone fracture § Immobilization]]&lt;br /&gt;
|-&lt;br /&gt;
|Fracture treatment&lt;br /&gt;
|The treatment of fractures&lt;br /&gt;
|[[wikipedia:Bone fracture#Treatment|Bone fracture § Treatment]]&lt;br /&gt;
|-&lt;br /&gt;
|Hernia surgery&lt;br /&gt;
|Hernia surgery&lt;br /&gt;
|[[wikipedia:Hernia#Surgery|Hernia § Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
|Hospital lab&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Medical laboratory|Medical laboratory]]&lt;br /&gt;
|-&lt;br /&gt;
|Lithotomy surgery&lt;br /&gt;
|The lithotomy surgery&lt;br /&gt;
|[[wikipedia:Lithotomy|Lithotomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Medical school&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Medical school|Medical school]]&lt;br /&gt;
|-&lt;br /&gt;
|Physical examination&lt;br /&gt;
|The method of physical examination in diagnosing illness&lt;br /&gt;
|[[wikipedia:Physical examination|Physical examination]]&lt;br /&gt;
|-&lt;br /&gt;
|Professional hospital staff&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Surgeon|Surgeon]] and [[wikipedia:Physician|Physician]]&lt;br /&gt;
|-&lt;br /&gt;
|Specialized wards&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Hospital#Departments or wards|Hospital § Departments or wards]]&lt;br /&gt;
|-&lt;br /&gt;
|Draining&lt;br /&gt;
| The surgical method of draining&lt;br /&gt;
|[[wikipedia:Drain (surgery)|Drain (surgery)]]&lt;br /&gt;
|-&lt;br /&gt;
|Excision&lt;br /&gt;
|The surgical method of excision&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Incision&lt;br /&gt;
|The surgical method of incision&lt;br /&gt;
|[[wikipedia:Surgical incision|Surgical incision]]&lt;br /&gt;
|-&lt;br /&gt;
|Ligature&lt;br /&gt;
|The surgical method of ligature&lt;br /&gt;
|[[wikipedia:Ligature (medicine)|Ligature (medicine)]]&lt;br /&gt;
|-&lt;br /&gt;
|Probing&lt;br /&gt;
|The surgical method of probing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scraping&lt;br /&gt;
|The surgical method of scraping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Suturing&lt;br /&gt;
|The surgical method of suturing&lt;br /&gt;
|[[wikipedia:Surgical suture|Surgical suture]]&lt;br /&gt;
|-&lt;br /&gt;
|Tracheotomy surgery&lt;br /&gt;
|The tracheotomy surgery&lt;br /&gt;
|[[wikipedia:Tracheotomy|Tracheotomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Traumatic injuries&lt;br /&gt;
|The treatment of traumatic injuries&lt;br /&gt;
|[[wikipedia:Major trauma|Major trauma]]&lt;br /&gt;
|-&lt;br /&gt;
|Acute and chronic conditions&lt;br /&gt;
|The distinction between acute and chronic conditions&lt;br /&gt;
|[[wikipedia:Acute (medicine)|Acute (medicine)]] and [[wikipedia:Chronic condition|Chronic condition]]&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical studies&lt;br /&gt;
|Anatomical studies for medical edification&lt;br /&gt;
|[[wikipedia:Human body|Human body]]&lt;br /&gt;
|-&lt;br /&gt;
|Blood vessels&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Blood vessel|Blood vessel]]&lt;br /&gt;
|-&lt;br /&gt;
|Classification of bodily fluids&lt;br /&gt;
|The classification of bodily fluids&lt;br /&gt;
|[[wikipedia:Body fluid|Body fluid]]&lt;br /&gt;
|-&lt;br /&gt;
|Classification of mental illnesses&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Mental disorder|Mental disorder]]&lt;br /&gt;
|-&lt;br /&gt;
|Classification of muscles&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Muscle|Muscle]]&lt;br /&gt;
|-&lt;br /&gt;
|Comparative anatomy&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Convalescence&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Convalescence|Convalescence]]&lt;br /&gt;
|-&lt;br /&gt;
|Disease and fouled water&lt;br /&gt;
|The connection between disease and fouled water&lt;br /&gt;
|[[wikipedia:Waterborne diseases|Waterborne diseases]]&lt;br /&gt;
|-&lt;br /&gt;
|Pathology&lt;br /&gt;
|The classification of disease&lt;br /&gt;
|[[wikipedia:Nosology|Nosology]]&lt;br /&gt;
|-&lt;br /&gt;
|Endemic disease&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Endemic (epidemiology)|Endemic (epidemiology)]]&lt;br /&gt;
|-&lt;br /&gt;
|Epidemic disease&lt;br /&gt;
| The theory of epidemic disease&lt;br /&gt;
|[[wikipedia:Epidemic|Epidemic]]&lt;br /&gt;
|-&lt;br /&gt;
|Exacerbation&lt;br /&gt;
|The notion of the exacerbation of a patient's condition&lt;br /&gt;
|[[wikipedia:Exacerbation|Exacerbation]]&lt;br /&gt;
|-&lt;br /&gt;
|Eye anatomy&lt;br /&gt;
|The anatomy of the eye&lt;br /&gt;
|[[wikipedia:Human eye|Human eye]]&lt;br /&gt;
|-&lt;br /&gt;
|Fracture classification&lt;br /&gt;
|The classification of fractures&lt;br /&gt;
|[[wikipedia:Bone fracture#Classification|Bone fracture § Classification]]&lt;br /&gt;
|-&lt;br /&gt;
|Motor vs sensory nerves&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Motor nerve|Motor nerve]] and [[wikipedia:Sensory nerve|Sensory nerve]]&lt;br /&gt;
|-&lt;br /&gt;
|Nervous system function&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Nervous system|Nervous system]]&lt;br /&gt;
|-&lt;br /&gt;
|Paroxysm&lt;br /&gt;
|The notion of paroxysm&lt;br /&gt;
|[[wikipedia:Paroxysmal attack|Paroxysmal attack]]&lt;br /&gt;
|-&lt;br /&gt;
|Prognosis&lt;br /&gt;
|Determining the likely outcome given a patient's current status&lt;br /&gt;
|[[wikipedia:Prognosis|Prognosis]]&lt;br /&gt;
|-&lt;br /&gt;
|Pulmonary circulation&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Pulmonary circulation|Pulmonary circulation]]&lt;br /&gt;
|-&lt;br /&gt;
|Pulmonary medicine&lt;br /&gt;
| Pulmonary medicine&lt;br /&gt;
|[[wikipedia:Pulmonology|Pulmonology]]&lt;br /&gt;
|-&lt;br /&gt;
|Reaction time&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Mental chronometry|Mental chronometry]]&lt;br /&gt;
|-&lt;br /&gt;
|Relapse&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Relapse|Relapse]]&lt;br /&gt;
|-&lt;br /&gt;
|Specialized surgical instruments&lt;br /&gt;
|The use of specialized surgical instruments&lt;br /&gt;
|[[wikipedia:Surgical instrument|Surgical instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|Surgical models&lt;br /&gt;
|The use of practice models in surgery&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The voice&lt;br /&gt;
|The source of the voice&lt;br /&gt;
|[[wikipedia:Phonation|Phonation]]&lt;br /&gt;
|-&lt;br /&gt;
|Toxicology&lt;br /&gt;
|The classification of toxic substances&lt;br /&gt;
|[[wikipedia:Toxicology|Toxicology]]&lt;br /&gt;
|-&lt;br /&gt;
|Treatment of mental illnesses&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Treatment of mental disorders|Treatment of mental disorders]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal remedies&lt;br /&gt;
|Remedies prepared from animals&lt;br /&gt;
|[[wikipedia:Traditional Chinese medicine#Animal substances|Traditional Chinese medicine § Animal substances]]&lt;br /&gt;
|-&lt;br /&gt;
|Animals as surgical models&lt;br /&gt;
|The use of animals as surgical models&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bandages&lt;br /&gt;
|The method of bandaging wounds&lt;br /&gt;
|[[wikipedia:Bandage|Bandage]]&lt;br /&gt;
|-&lt;br /&gt;
|Dedicated hospitals&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Hospital|Hospital]]&lt;br /&gt;
|-&lt;br /&gt;
|Forceps&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Forceps|Forceps]]&lt;br /&gt;
|-&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|[[wikipedia:Herbalism|Herbalism]]&lt;br /&gt;
|-&lt;br /&gt;
|Mineral remedies&lt;br /&gt;
|Mineral remedies&lt;br /&gt;
|[[wikipedia:List of traditional Chinese medicines#Minerals|List of traditional Chinese medicines § Minerals]]&lt;br /&gt;
|-&lt;br /&gt;
|Mud bags as surgical models&lt;br /&gt;
|The use of mud bags as surgical models&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Orthopedic cast&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Orthopedic cast|Orthopedic cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Plants as surgical models&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scalpel&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Scalpel|Scalpel]]&lt;br /&gt;
|-&lt;br /&gt;
|Needles&lt;br /&gt;
| The construction and use of surgical needles&lt;br /&gt;
|[[wikipedia:Surgical suture#Needles|Surgical suture § Needles]]&lt;br /&gt;
|-&lt;br /&gt;
|Surgical scissors&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Surgical scissors|Surgical scissors]]&lt;br /&gt;
|-&lt;br /&gt;
|Traction bench&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Traction (orthopedics)|Traction (orthopedics)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Naturalist==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Dissection&lt;br /&gt;
|The dissection of creatures&lt;br /&gt;
|[[wikipedia:Dissection|Dissection]]&lt;br /&gt;
|-&lt;br /&gt;
|Anatomy&lt;br /&gt;
|The anatomical study of creatures&lt;br /&gt;
|[[wikipedia:Anatomy|Anatomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Veterinary medicine&lt;br /&gt;
|The diseases of creatures&lt;br /&gt;
|[[wikipedia:Veterinary medicine|Veterinary medicine]]&lt;br /&gt;
|-&lt;br /&gt;
|Embryology&lt;br /&gt;
|The embriological development of creatures&lt;br /&gt;
|[[wikipedia:Embryology|Embryology]]&lt;br /&gt;
|-&lt;br /&gt;
|Foraging behavior&lt;br /&gt;
|The foraging behavior and diet of creatures&lt;br /&gt;
|[[wikipedia:Foraging|Foraging]]&lt;br /&gt;
|-&lt;br /&gt;
|Migration&lt;br /&gt;
|The migratory patterns of creatures&lt;br /&gt;
|[[wikipedia:Animal migration|Animal migration]]&lt;br /&gt;
|-&lt;br /&gt;
|Reproductive behavior&lt;br /&gt;
|The reproductive behavior of creatures&lt;br /&gt;
|[[wikipedia:Reproduction|Reproduction]]&lt;br /&gt;
|-&lt;br /&gt;
|Social behavior&lt;br /&gt;
|The social behavior of creatures&lt;br /&gt;
|[[wikipedia:Social behavior|Social behavior]]&lt;br /&gt;
|-&lt;br /&gt;
|Physical taxonomy&lt;br /&gt;
|The classification of creatures by their physical features&lt;br /&gt;
|[[wikipedia:Taxonomy (biology)|Taxonomy (biology)]]&lt;br /&gt;
|-&lt;br /&gt;
|Climactic adaptation&lt;br /&gt;
|The way that creatures are suited to the climates in which they live&lt;br /&gt;
|[[wikipedia:Climatic adaptation|Climatic adaptation]]&lt;br /&gt;
|-&lt;br /&gt;
|Comparative anatomy&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Comparative anatomy|Comparative anatomy]]&lt;br /&gt;
|-&lt;br /&gt;
|Food chain&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Food chain|Food chain]]&lt;br /&gt;
|-&lt;br /&gt;
|Struggle for existence&lt;br /&gt;
|The struggle for survival among creatures&lt;br /&gt;
|[[wikipedia:Struggle for existence|Struggle for existence]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Philosophy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 60%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Topic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 50%;&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Wikipedia link&lt;br /&gt;
|-&lt;br /&gt;
|Nature of beauty&lt;br /&gt;
|Discourse on the nature of beauty&lt;br /&gt;
|[[wikipedia:Beauty (ancient thought)|Beauty (ancient thought)]]&lt;br /&gt;
|-&lt;br /&gt;
|Value of art&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Aesthetics|Aesthetics]]&lt;br /&gt;
|-&lt;br /&gt;
|Belief&lt;br /&gt;
|Discourse on the nature of belief&lt;br /&gt;
|[[wikipedia:Epistemology#Belief|Epistemology § Belief]]&lt;br /&gt;
|-&lt;br /&gt;
|Justification&lt;br /&gt;
|Discourse on the nature of justification&lt;br /&gt;
|[[wikipedia:Epistemology#Justification|Epistemology § Justification]]&lt;br /&gt;
|-&lt;br /&gt;
|Perception&lt;br /&gt;
|Discourse on the nature of perception&lt;br /&gt;
|[[wikipedia:Philosophy of perception|Philosophy of perception]]&lt;br /&gt;
|-&lt;br /&gt;
|Truth&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Epistemology#Truth|Epistemology § Truth]]&lt;br /&gt;
|-&lt;br /&gt;
|Individual value&lt;br /&gt;
|Discourse on the meaning of individual happiness&lt;br /&gt;
|[[wikipedia:Value (ethics)#Personal values|Value (ethics) § Personal values]]&lt;br /&gt;
|-&lt;br /&gt;
|State consequentialism&lt;br /&gt;
|Discourse on ethics as it regards the benefit of the state&lt;br /&gt;
|[[wikipedia:State consequentialism|State consequentialism]]&lt;br /&gt;
|-&lt;br /&gt;
|Interpersonal Ethics&lt;br /&gt;
|Discourse on ethics as applied to interpersonal conduct&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Medical&lt;br /&gt;
|Discourse on medical ethics&lt;br /&gt;
|[[wikipedia:Medical ethics|Medical ethics]]&lt;br /&gt;
|-&lt;br /&gt;
|Military&lt;br /&gt;
|Discourse on ethics as applied to war&lt;br /&gt;
|[[wikipedia:Ethics#Military ethics|Ethics § Military ethics]]&lt;br /&gt;
|-&lt;br /&gt;
|Analogical inference&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Argument from analogy|Argument from analogy]]&lt;br /&gt;
|-&lt;br /&gt;
|Deductive reasoning&lt;br /&gt;
|Deductive reasoning&lt;br /&gt;
|[[wikipedia:Deductive reasoning|Deductive reasoning]]&lt;br /&gt;
|-&lt;br /&gt;
|Dialectic reasoning&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Dialectic|Dialectic]]&lt;br /&gt;
|-&lt;br /&gt;
|Direct inference&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Statistical syllogism|Statistical syllogism]]&lt;br /&gt;
|-&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|[[wikipedia:Reason|Reason]]&lt;br /&gt;
|-&lt;br /&gt;
|Hypothetical syllogisms&lt;br /&gt;
|Hypothetical syllogisms&lt;br /&gt;
|[[wikipedia:Hypothetical syllogism|Hypothetical syllogism]]&lt;br /&gt;
|-&lt;br /&gt;
|Inductive reasoning&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Inductive reasoning|Inductive reasoning]]&lt;br /&gt;
|-&lt;br /&gt;
|Propositional logic&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Propositional calculus|Propositional calculus]]&lt;br /&gt;
|-&lt;br /&gt;
|Syllogistic logic&lt;br /&gt;
|Syllogistic logic&lt;br /&gt;
|[[wikipedia:Syllogism|Syllogism]]&lt;br /&gt;
|-&lt;br /&gt;
|Causation&lt;br /&gt;
|The nature of causation&lt;br /&gt;
|[[wikipedia:Causality|Causality]]&lt;br /&gt;
|-&lt;br /&gt;
|Events&lt;br /&gt;
|Discourse on the nature of events&lt;br /&gt;
|[[wikipedia:Event (philosophy)|Event (philosophy)]]&lt;br /&gt;
|-&lt;br /&gt;
|Existence&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Existence|Existence]]&lt;br /&gt;
|-&lt;br /&gt;
|Mind body&lt;br /&gt;
|Discourse on the nature of mind and body&lt;br /&gt;
|[[wikipedia:Mind–body problem|Mind–body problem]]&lt;br /&gt;
|-&lt;br /&gt;
|Objects and properties&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Essence|Essence]]&lt;br /&gt;
|-&lt;br /&gt;
|Processes&lt;br /&gt;
|&lt;br /&gt;
|[[wikipedia:Process philosophy|Process philosophy]]&lt;br /&gt;
|-&lt;br /&gt;
|Time&lt;br /&gt;
|Discourse on the nature of time&lt;br /&gt;
|[[wikipedia:Time|Time]]&lt;br /&gt;
|-&lt;br /&gt;
|Wholes and parts&lt;br /&gt;
|The relationship between wholes and parts&lt;br /&gt;
|[[wikipedia:Mereology|Mereology]]&lt;br /&gt;
|-&lt;br /&gt;
|Education&lt;br /&gt;
|Education, its forms and recommendations&lt;br /&gt;
|[[wikipedia:Education|Education]]&lt;br /&gt;
|-&lt;br /&gt;
|Dictionary&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|[[wikipedia:Dictionary|Dictionary]]&lt;br /&gt;
|-&lt;br /&gt;
|Etymology&lt;br /&gt;
|The notion of etymology&lt;br /&gt;
|[[wikipedia:Etymology|Etymology]]&lt;br /&gt;
|-&lt;br /&gt;
|Grammar&lt;br /&gt;
|Grammar&lt;br /&gt;
|[[wikipedia:Grammar|Grammar]]&lt;br /&gt;
|-&lt;br /&gt;
|Law&lt;br /&gt;
|Discourse on law&lt;br /&gt;
|[[wikipedia:Law|Law]]&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy&lt;br /&gt;
|Discourse on diplomacy&lt;br /&gt;
|[[wikipedia:Diplomacy|Diplomacy]]&lt;br /&gt;
|-&lt;br /&gt;
|Economic policy&lt;br /&gt;
|Discourse on economic policy&lt;br /&gt;
|[[wikipedia:Economic policy|Economic policy]]&lt;br /&gt;
|-&lt;br /&gt;
|Government forms&lt;br /&gt;
|Discourse on government&lt;br /&gt;
|[[wikipedia:Government|Government]]&lt;br /&gt;
|-&lt;br /&gt;
|Social welfare&lt;br /&gt;
|Discourse on social welfare&lt;br /&gt;
|[[wikipedia:Welfare|Welfare]]&lt;br /&gt;
|}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Topic&amp;diff=223748</id>
		<title>DF2014 Talk:Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Topic&amp;diff=223748"/>
		<updated>2016-02-28T12:07:08Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* We aren't even half way there */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==We aren't even half way there==&lt;br /&gt;
There are around 130 innovations/topics/technologies listed so far. Toady says there are around 300.&lt;br /&gt;
&lt;br /&gt;
Techniques for researching:&lt;br /&gt;
&lt;br /&gt;
* Turn entire Fortress into scholars&lt;br /&gt;
* Monitor what they discuss / ponder every few minutes&lt;br /&gt;
* Record the innovation name and description (Press {{k|j}} when highlighting the dwarf in the unit list to see the description)&lt;br /&gt;
* Might be best to do this in several worlds generated with longer histories&lt;br /&gt;
&lt;br /&gt;
I also went through Legends mode and sorted through a crap load of books (under artifacts), but this way doesn't always give you the innovation name. And it's a pain.&lt;br /&gt;
&lt;br /&gt;
Any other suggestions? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 16:18, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Writing books in adv mode is also a good way to do it.&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 17:07, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Didn't think of that. Very nice.[[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 17:21, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, having not played fortress mode in the new release, I didn't realize that there were official names for the topics. I just thought the name was supposed to briefly describe the topic. I will remove the names from all the topics I have added.&lt;br /&gt;
One good thing about using legends mode is that you know for certain which field a topic is a part of, since it says stuff like, &amp;quot;In 88, Sut became a philosopher in Hawktwinkle.&amp;quot; &amp;quot;In the early summer of 91, Sut independently discovered discourse on medical ethics.&amp;quot; That could have conceivably been a medical science innovation, but obviously since Sut was a philosopher, it is a philosophy inovation. --[[User:Figwat|Figwat]] ([[User talk:Figwat|talk]]) 05:57, 5 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lots of knowledge flags have been [https://github.com/DFHack/df-structures/commit/db79fe8058839d1582cc1bfdd73a51ec9bbde20c added to df-structures] recently. I don't know how the names were found or how reliable the information is, but it might be a good starting point for the full list of topics. --[[User:FortressBuilder|FortressBuilder]] ([[User talk:FortressBuilder|talk]]) 15:57, 18 December 2015 (UTC)&lt;br /&gt;
:Used this list to complete the list in the article. Some of the names are probably wrong, however.[[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 06:22, 27 February 2016 (UTC)&lt;br /&gt;
::Maybe we could look for the correct strings in the exe file? Version 0.42.06 seems to have them around offset 0xB72AA0. [[User:FortressBuilder|FortressBuilder]] ([[User talk:FortressBuilder|talk]]) 12:07, 28 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reminders ==&lt;br /&gt;
&lt;br /&gt;
* Record both the name and description&lt;br /&gt;
* The description should be all words after &amp;quot;The topic being discussed concerns...&amp;quot; or whatever it is.&lt;br /&gt;
* Try to sort the innovation in the right section of this article&lt;br /&gt;
* If it isn't obvious which it fits under (or it seems fits under multiple) just put it in the &amp;quot;unsorted&amp;quot; section&lt;br /&gt;
* More research will be done when Dwarf Therapist is updated&lt;br /&gt;
** In particular, monitoring dwarf's skill gain to pinpoint the correct branch(s) a topic should be sorted under. &lt;br /&gt;
[[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 16:27, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Names of Innovations ==&lt;br /&gt;
Apparently there are different names the innovations/topics/technologies are called in different fortresses. Example:&lt;br /&gt;
{|&lt;br /&gt;
|The Screw&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|-&lt;br /&gt;
|Screws within Reason&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|}&lt;br /&gt;
Are they the same?&lt;br /&gt;
&lt;br /&gt;
Do we keep both / combine them / try to find a more common name?&lt;br /&gt;
Another example of how it is currently handled on the page:&lt;br /&gt;
{|&lt;br /&gt;
|Gear Mechanics&amp;lt;br /&amp;gt;Gears&lt;br /&gt;
|The reasons why gears are effective&lt;br /&gt;
|}&lt;br /&gt;
[[User:Ashameron|Ashameron]] ([[User talk:Ashameron|talk]]) 11:19, 19 December 2015 (UTC)&lt;br /&gt;
:Are you sure &amp;quot;Screws within Reason&amp;quot; is not a title of a book or something? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 06:22, 27 February 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=223200</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=223200"/>
		<updated>2016-02-02T14:37:26Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Undo revision 223167 by 47.61.157.118 (talk): Unnecessary (already listed on the linked page)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:56, 28 August 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Reactions are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded &amp;amp;mdash; building beds or creating glass, for example &amp;amp;mdash; but a few are freely editable, and it's quite simple to add additional ones.&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
In [[Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Entities|entity file]] to be usable by that civilization.  This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], reactions are freely available in the {{k|x}} menu via the {{DFtext|create}} option, and any adventurer character can make free use of them.  Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver.  There are several bugs with Adventure mode reactions, chief of which is the fact that you cannot select liquid reagents.{{verify}} &amp;lt;!-- reaction product tag works now, liquids and improvement quality dont --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a reaction==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  Generally speaking they adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#adventure mode|adventure mode]]'': (optional) If present, the reaction is used by the player in Adventure mode instead.&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
&lt;br /&gt;
The reaction identifier may be anything, so long as it is unique within the raw data files.  A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
&lt;br /&gt;
This can be anything at all, and is usually used to describe the reaction.  '''Tan a hide''', for example, is the name of the default leather-producing reaction.  Generally this should be written as a small descriptive verb phrase, with the first letter capitalized, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
* ''name'': The ID (that is the internal TOKEN each building can be refered to into reactions) of the building where this reaction will appear in the tasks menu.&lt;br /&gt;
* ''key'': The keyboard shortcut used to queue up the reaction.&lt;br /&gt;
&lt;br /&gt;
The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction.  If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
Valid buildings TOKENS are as follows:&lt;br /&gt;
* KILN - [[Kiln]] and [[Magma kiln]]&lt;br /&gt;
* SMELTER - [[Smelter]] and [[Magma smelter]]&lt;br /&gt;
* TANNER - [[Tanner's shop]]&lt;br /&gt;
* KITCHEN - [[Kitchen]]&lt;br /&gt;
* QUERN - [[Quern]]&lt;br /&gt;
* MILLSTONE - [[Millstone]]&lt;br /&gt;
* STILL - [[Still]]&lt;br /&gt;
* FARMER - [[Farmer's workshop]]&lt;br /&gt;
* CRAFTSMAN - [[Craftsdwarf's workshop]]&lt;br /&gt;
* GLASS{{version|0.42.01}} - [[Glass furnace]]&lt;br /&gt;
* WOOD{{version|0.42.01}} - [[Wood furnace]]&lt;br /&gt;
* MASON{{version|0.42.01}} - [[Mason's workshop]]&lt;br /&gt;
* ASHERY{{version|0.42.01}} - [[Ashery]] &lt;br /&gt;
* LEATHER{{version|0.42.01}} - [[Leather works]]&lt;br /&gt;
* BOWYER{{version|0.42.01}} - [[Bowyer's workshop]]&lt;br /&gt;
* SIEGE{{version|0.42.01}} - [[Siege workshop]]&lt;br /&gt;
* CLOTHES{{version|0.42.01}} - [[Clothier's shop]]&lt;br /&gt;
* METALSMITH{{version|0.42.01}} - [[Metalsmith's forge]]&lt;br /&gt;
* CARPENTER{{version|0.42.01}} - [[Carpenter's workshop]]&lt;br /&gt;
* Any custom (raw-defined) building type, such as:&lt;br /&gt;
** SOAP_MAKER - [[Soap maker's workshop]]&lt;br /&gt;
** SCREW_PRESS - [[Screw press]]&lt;br /&gt;
&lt;br /&gt;
Specifying multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
Categories are custom submenus for buildings' reaction menus. A reaction doesn't require a category, but if you have a lot of reactions, categories can be invaluable for organizing and presenting those reactions to players.&lt;br /&gt;
&lt;br /&gt;
Categories can be nested indefinitely - you can have a category within a category within a category within a category within a category within... but as a practical matter, nesting categories more than 2 deep is not recommended.&lt;br /&gt;
&lt;br /&gt;
Categories currently have no effect on adventure mode reactions.&lt;br /&gt;
&lt;br /&gt;
====Defining a category====&lt;br /&gt;
&lt;br /&gt;
Each category needs to be defined within a reaction, usually one which should appear within its menu. Categories only need to be defined once.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CATEGORY || Category ID || The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
|-&lt;br /&gt;
| CATEGORY_NAME || String || The name of the category as displayed in-game.&lt;br /&gt;
|-&lt;br /&gt;
| CATEGORY_DESCRIPTION || String || Optional. If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
|-&lt;br /&gt;
| CATEGORY_PARENT || Category ID || Optional. If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
|-&lt;br /&gt;
| CATEGORY_KEY || Hotkey token || Optional. If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adding reactions to an existing category====&lt;br /&gt;
&lt;br /&gt;
Just include the tag [CATEGORY:&amp;lt;category_id&amp;gt;] within your reaction definition, and if the category exists, your reaction will be added to its menu. You can only add reactions to custom categories.&lt;br /&gt;
&lt;br /&gt;
Each reaction can belong to only one category.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
REAGENTs are a little bit complicated.  They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item_token|item token]]'': The type (and subtype) of the item you require.&lt;br /&gt;
* ''[[#material_token|material token]]'': The material the item should be made of.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction.  The name is not visible to the player.  It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reagents are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''' or '''FLUX''' will also work equally well.  The PRODUCT may make reference to this name &amp;amp;ndash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
The quantity differs between item types.  Generally speaking, cloth, thread, powder, bars, liquids and globs use numbers representing the size of material within one item, and everything else uses a static quantity.  While REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items.&lt;br /&gt;
&lt;br /&gt;
Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be 150 / REAGENT &amp;lt;quantity&amp;gt; (rounding down) so that Reagent &amp;lt;quantity&amp;gt; of 3 gives 50 product and a &amp;lt;quantity&amp;gt; of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.]&lt;br /&gt;
&lt;br /&gt;
==== item token ====&lt;br /&gt;
Item tokens are of the form ITEM_TYPE:ITEM_SUBTYPE.&lt;br /&gt;
&lt;br /&gt;
The item type is the sort of item you require; WEAPON, TOY or SKIN_TANNED, for example.  A [[item token|full list]] is available.&lt;br /&gt;
&lt;br /&gt;
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT]) - they cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
The item subtype is name of the exact item that you require.  Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX.  Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you should set the subtype to NONE.  Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, reagents can also accept &amp;quot;METAL_ORE:metal_id&amp;quot; in place of both the item and material tokens - this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).&lt;br /&gt;
&lt;br /&gt;
==== material token ====&lt;br /&gt;
Material tokens come in several forms - see [[material token|here]] for a full list. For most reagents, this will typically be INORGANIC:MATERIAL_ID or NONE:NONE (to allow multiple materials using other filters).&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
Reagents may also have extra tokens added on afterwards, placed just after the REAGENT tag.&lt;br /&gt;
&lt;br /&gt;
A list of them follows:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [REACTION_CLASS:X]&lt;br /&gt;
| Reagent material must have the specified reaction class - see below for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_MATERIAL_REACTION_PRODUCT:X]&lt;br /&gt;
| Reagent material must have the specified material reaction product - see below for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_ITEM_REACTION_PRODUCT:X]&lt;br /&gt;
| Reagent material must have the specified item reaction product - see below for more details. This can be used interchangeably with HAS_MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
|-&lt;br /&gt;
| [CONTAINS:X]&lt;br /&gt;
| Reagent is a container that holds the specified reagent (where ''X'' is the [[#name|name]] of the reagent).&lt;br /&gt;
|-&lt;br /&gt;
| [UNROTTEN]&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| [CONTAINS_LYE]&lt;br /&gt;
| Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. Use of this token is discouraged, as it does not work with buckets (instead, use [CONTAINS:lye] &amp;amp;mdash; note the colon &amp;amp;mdash; and a corresponding lye reagent [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]).&lt;br /&gt;
|-&lt;br /&gt;
| [POTASHABLE]&lt;br /&gt;
| Alias for [CONTAINS_LYE].&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_WEB]&lt;br /&gt;
| Reagent must be collected (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| [WEB_ONLY]&lt;br /&gt;
| Reagent must be undisturbed (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| [EMPTY]&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_CONTAIN_BARREL_ITEM]&lt;br /&gt;
| If the reagent is a container, it must not contain [[lye]] or [[milk]]. Not necessary if specifying [EMPTY].&lt;br /&gt;
|-&lt;br /&gt;
| [BAG]&lt;br /&gt;
| Reagent must be a bag - that is, a BOX made of plant fiber, silk, yarn, or leather.&lt;br /&gt;
|-&lt;br /&gt;
| [GLASS_MATERIAL] &lt;br /&gt;
| Reagent material must have the [IS_GLASS] token. All 3 types of [[glass]] have this token hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
| [BUILDMAT]&lt;br /&gt;
| Reagent must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD.&lt;br /&gt;
|-&lt;br /&gt;
| [FIRE_BUILD_SAFE]&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| [MAGMA_BUILD_SAFE]&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| [CAN_USE_ARTIFACT]&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| [WORTHLESS_STONE_ONLY]&lt;br /&gt;
| Reagent material must be non-[[economic]].&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PLANT_MATERIAL] &lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SILK_MATERIAL] &lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_YARN_MATERIAL] &lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SOAP_MATERIAL]&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_LEATHER_MATERIAL]&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_BONE_MATERIAL]&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_STRAND_TISSUE]&lt;br /&gt;
| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SHELL_MATERIAL]&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_TOOTH_MATERIAL]&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_HORN_MATERIAL]&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PEARL_MATERIAL]&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
|-&lt;br /&gt;
| [IS_SAND_MATERIAL]&lt;br /&gt;
| Reagent material must have the [SOIL_SAND] token.&lt;br /&gt;
|-&lt;br /&gt;
| [USE_BODY_COMPONENT]&lt;br /&gt;
| Reagent must be a body part (CORPSE or CORPSEPIECE). Must be used even if your reagent item type is CORPSE or CORPSEPIECE, otherwise it will match any item.&lt;br /&gt;
|-&lt;br /&gt;
| [NO_EDGE_ALLOWED]&lt;br /&gt;
| Reagent must not have an edge - excludes sharp stones (produced using knapping) and most types of weapon/ammo.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_ENGRAVED]&lt;br /&gt;
| Reagent has not been engraved (excludes memorial slabs).&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_IMPROVED]&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
|-&lt;br /&gt;
| [DOES_NOT_ABSORB]&lt;br /&gt;
| Reagent material must have [ABSORPTION:0]&lt;br /&gt;
|-&lt;br /&gt;
| [FOOD_STORAGE_CONTAINER]&lt;br /&gt;
| Reagent is either a BARREL or a TOOL with the FOOD_STORAGE use.&lt;br /&gt;
|-&lt;br /&gt;
| [HARD_ITEM_MATERIAL]&lt;br /&gt;
| Reagent material must have [ITEMS_HARD].&lt;br /&gt;
|-&lt;br /&gt;
| [METAL_ITEM_MATERIAL]&lt;br /&gt;
| Reagent material must have [ITEMS_METAL].&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_PRESSED]&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| [METAL_ORE:X]&lt;br /&gt;
| Reagent material must be an ore of the specified metal.&lt;br /&gt;
|-&lt;br /&gt;
| [MIN_DIMENSION:X]&lt;br /&gt;
| Reagent's item dimension must be at least this large. The reagent's item type must be BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, or GLOB for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_TOOL_USE:X]&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
|-&lt;br /&gt;
| [PRESERVE_REAGENT]&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
| Reagent quantity is ignored for the purposes of producing extra outputs. Typically used for containers so that [[stack]]s of reagents will correctly produce additional outputs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field.  For example, if you require a BOULDER reagent but leave the material as NONE:NONE, it will grab any available BOULDER-type item regardless of material.&lt;br /&gt;
&lt;br /&gt;
===Products===&lt;br /&gt;
Products are the end product of the reaction.  A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size.  Instead, the token PRODUCT_DIMENSION:X is tacked on after the PRODUCT token, determining the size of the product.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;] token, where the IDENTIFIER is the name of a reagent.  This requires the reagent to have the PRESERVE_REAGENT token.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [PRODUCT:&amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...][PRODUCT_DIMENSION:X][PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
====probability====&lt;br /&gt;
The percentage chance the product will be produced when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
====quantity====&lt;br /&gt;
Determines how many of the product will be produced. For the item types AMMO, REMAINS, MEAT, FISH, FISH_RAW, PLANT, PLANT_GROWTH, DRINK, CHEESE, LIQUID_MISC, COIN, and EGG, the resulting items will be created as a single [[stack]], while all other item types will produce multiple individual items.&lt;br /&gt;
&lt;br /&gt;
If a reaction can take stacks of input items, then it will attempt to perform the reaction enough times to consume as many full sets of reagents as it can - for example, if a reaction &amp;quot;1 piece of meat + 2 pieces of fish -&amp;gt; 3 pieces of cheese&amp;quot; is given a stack of 5 meat and 5 fish, it will produce 6 pieces of cheese and leave 3 meat and 1 fish behind. Using the token DOES_NOT_DETERMINE_PRODUCT_AMOUNT allows a reagent to be excluded from this calculation - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====item token====&lt;br /&gt;
The [[item token]] and subtype of the item you produce.&lt;br /&gt;
&lt;br /&gt;
If you want the item type and material to be derived from one of the reagents, you can use GET_ITEM_DATA_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of both the item token ''and'' the material token below. You can also specify GET_ITEM_DATA_FROM_REAGENT:reagent:NONE in order to make a direct copy of the source item, though this will not work for complex items such as corpses or prepared meals.&lt;br /&gt;
&lt;br /&gt;
For products, this can also be set to CRAFTS:NONE to produce up to three random [[craft]] items. This value cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
====material token====&lt;br /&gt;
A [[material token]] describing what the product will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
====Product modifiers====&lt;br /&gt;
Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [FORCE_EDGE]&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
|-&lt;br /&gt;
| [PRODUCT_PASTE]&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
|-&lt;br /&gt;
| [PRODUCT_PRESSED]&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| [PRODUCT_DIMENSION:&amp;lt;size&amp;gt;]&lt;br /&gt;
| Specifies the dimensions of the product. A product of 150 is typical for BAR, POWDER_MISC, LIQUID_MISC, DRINK, and GLOB. 15000 is typical for THREAD, and a size of 10000 is typical for CLOTH. Has no effect on any other item types. Note: this is not the actual volume of the product, which is hard-coded by the item token. &lt;br /&gt;
|-&lt;br /&gt;
| [PRODUCT_TO_CONTAINER:&amp;lt;id&amp;gt;]&lt;br /&gt;
| Places the product in a container; &amp;lt;id&amp;gt; must be the name of a reagent with the PRESERVE_REAGENT token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Improvements===&lt;br /&gt;
Improvements are applied to existing reagents. A reaction can have as many improvements as it likes.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [IMPROVEMENT:&amp;lt;probability&amp;gt;:&amp;lt;reagent name&amp;gt;:&amp;lt;improvement type&amp;gt;:&amp;lt;material token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
====probability====&lt;br /&gt;
The percentage chance the improvement will be applied to the reagent when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
====reagent name====&lt;br /&gt;
The name of the reagent that will be improved. In order to be meaningful, this reagent must have [PRESERVE_REAGENT].&lt;br /&gt;
&lt;br /&gt;
====improvement type====&lt;br /&gt;
The following improvement types can be used:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| COVERED&lt;br /&gt;
| Item is encrusted/studded/decorated with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| GLAZED&lt;br /&gt;
| Item is glazed with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| RINGS_HANGING&lt;br /&gt;
| Item is adorned with hanging rings of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| BANDS&lt;br /&gt;
| Item is encircled with bands of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| SPIKES&lt;br /&gt;
| Item menaces with spikes of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| PAGES&lt;br /&gt;
| Adds pages to a [[book]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.&lt;br /&gt;
&lt;br /&gt;
====material token====&lt;br /&gt;
A [[material token]] describing what the decoration will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the decoration's material to be derived from one of the reagents, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
===Other tokens===&lt;br /&gt;
&lt;br /&gt;
==== fuel ====&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed. Fuel is not needed when the reaction is performed at a magma workshop (a [[magma kiln]], [[magma smelter]], or any custom building having [NEEDS_MAGMA]).&lt;br /&gt;
&lt;br /&gt;
==== skill ====&lt;br /&gt;
The SKILL token determines what [[Skill token|skill]] the reaction requires and what skill it trains. Only one skill may be specified. For custom reactions, the amount of experience gained is linearly correlated with the amount of product created; a reaction with no product will yield no experience for the performing dwarf. Similarly, the amount of time a reaction takes is correlated with experience gained: if a reaction has zero experience gain due to having no skill associated, the reaction will take minimal time.&lt;br /&gt;
&lt;br /&gt;
==== automatic ====&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
This token only works with jobs performed at a [[kiln]], [[smelter]], [[tanner's shop]], [[kitchen]], or custom workshop, and [[standing orders]] allow you to limit which ones trigger; custom reactions performed at a [[quern]], [[millstone]]{{verify}}, [[still]]{{verify}} or [[craftsdwarf's workshop]]{{verify}} cannot be made automatic.&lt;br /&gt;
&lt;br /&gt;
==== adventure mode enabled ====&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files.&lt;br /&gt;
&lt;br /&gt;
==== max multiplier ====&lt;br /&gt;
The [MAX_MULTIPLIER:&amp;lt;#&amp;gt;] specifies how many times to do the reaction. This can be used to limit stacked reagent use to the specified quantity instead of the whole stack.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
==Reaction classes and products==&lt;br /&gt;
&lt;br /&gt;
When you're doing things like tanning hides or brewing alcohol, having separate reactions for every single possible raw material is unwieldy and terrible. However, you can let the reaction itself ask the material for details and process them all with the same reaction. There are three types of tags to dictate this behavior.&lt;br /&gt;
&lt;br /&gt;
===Reaction classes===&lt;br /&gt;
&lt;br /&gt;
The simplest token is the reaction class. If it is tacked on a material, a reaction can limit reagents to only those materials that have the specified arbitrary [REACTION_CLASS:whatever] identifier.&lt;br /&gt;
&lt;br /&gt;
We want a reaction that smelts iron and flux into pig iron. However, there's half-dozen different stones that count as flux. Instead of clogging up the smelter job menu with half-dozen nearly identical reactions that all take in either dolomite or limestone or marble for the same result, we use a reaction class.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:PIG_IRON_MAKING]&lt;br /&gt;
      [NAME:make pig iron bars]&lt;br /&gt;
      [BUILDING:SMELTER:NONE]&lt;br /&gt;
      [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
      [REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE]'''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL]&lt;br /&gt;
      [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
Note how reagent B asks for &amp;quot;NONE:NONE&amp;quot; as its material. This means &amp;quot;boulders of any kind as long as they have the reaction class named FLUX&amp;quot;. Stuff like calcite, here:&lt;br /&gt;
&lt;br /&gt;
   [INORGANIC:CALCITE]&lt;br /&gt;
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]&lt;br /&gt;
      [STATE_NAME_ADJ:ALL_SOLID:calcite][DISPLAY_COLOR:7:7:1][TILE:'&amp;quot;']&lt;br /&gt;
      '''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]&lt;br /&gt;
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
      [MATERIAL_VALUE:2]&lt;br /&gt;
      [IS_STONE]&lt;br /&gt;
      [MELTING_POINT:12902]&lt;br /&gt;
      [SOLID_DENSITY:2930]&lt;br /&gt;
&lt;br /&gt;
The label itself can be absolutely anything. It's only used to find a match between the material and the reaction. Note that some reaction classes have special meanings to the game itself - notably, the [[site finder]] knows that &amp;quot;FLUX&amp;quot; should be connected to the &amp;quot;Flux stone&amp;quot; filter.&lt;br /&gt;
&lt;br /&gt;
===Material reaction products===&lt;br /&gt;
&lt;br /&gt;
But what if it's not all the same what materials the members of the reaction class put out? If a tanner starts working on a bear pelt, a horse hide, some dragon scales and a section of human skin, surely they all can't produce generic boot leather! No, the reaction must get the chance to ask the &amp;quot;reaction class&amp;quot; what the reagent should turn out as. We will declare a material reaction product.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:TAN_A_HIDE]&lt;br /&gt;
      [NAME:tan a hide]&lt;br /&gt;
      [BUILDING:TANNER:CUSTOM_T]&lt;br /&gt;
         [REAGENT:flaps of skin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]&lt;br /&gt;
            '''[HAS_MATERIAL_REACTION_PRODUCT:BOOT_FABRIC]'''&lt;br /&gt;
         [PRODUCT:100:1:SKIN_TANNED:NONE:'''GET_MATERIAL_FROM_REAGENT:flaps of skin:BOOT_FABRIC''']&lt;br /&gt;
      [SKILL:TANNER]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
&lt;br /&gt;
Where you'd usually have some fresh bodypart with the BOOT_FABRIC reaction class produce some generic SKIN_TANNED, this goes further. Instead of declaring a material, he spool of pattern-ready tailoring leather (SKIN_TANNED) now comes out as whatever the skin flaps' material reaction product (named BOOT_FABRIC) says in the material's definition (GET_MATERIAL_FROM_REAGENT). And what does it say?&lt;br /&gt;
&lt;br /&gt;
   [MATERIAL_TEMPLATE:SKIN_TEMPLATE]&lt;br /&gt;
         [STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
         [STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
         [STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
         ...&lt;br /&gt;
         [ABSORPTION:100]&lt;br /&gt;
         '''[MATERIAL_REACTION_PRODUCT:BOOT_FABRIC:LOCAL_CREATURE_MAT:LEATHER]'''&lt;br /&gt;
         [IMPLIES_ANIMAL_KILL]&lt;br /&gt;
         [ROTS]&lt;br /&gt;
&lt;br /&gt;
It says that the caller of the BOOT_FABRIC hook always comes out as the LEATHER of whatever creature the skin has been peeled off of (LOCAL_CREATURE_MAT). Make it BOOT_FABRIC:INORGANIC:GOLD instead and your tanner turns into Midas. Use your imagination.&lt;br /&gt;
&lt;br /&gt;
As with reaction classes, some MATERIAL_REACTION_PRODUCT identifiers have special meanings to the game itself - notably, the [[site finder]] knows that &amp;quot;FIRED_MAT&amp;quot; should be connected to the &amp;quot;Clay&amp;quot; filter, and &amp;quot;CHEESE_MAT&amp;quot; is used when making [[cheese]] from [[milk]].&lt;br /&gt;
&lt;br /&gt;
===Item reaction products===&lt;br /&gt;
&lt;br /&gt;
The version 0.40 added an even more powerful form of the above. Where material reaction products can only affect what type of stuff the predestined end product is made of, item reaction products can decide the entire end result ahead of time. Item AND material.&lt;br /&gt;
&lt;br /&gt;
Let's assume for a moment that we're completely tired of leather earrings and hair crowns. We want a crafting reaction that takes cloth and only produces things that make sense.&lt;br /&gt;
&lt;br /&gt;
      [REACTION:TAILOR_THE_BEST_THING]&lt;br /&gt;
            [NAME:weave something that makes sense]&lt;br /&gt;
            [BUILDING:CRAFTSMAN]&lt;br /&gt;
            [REAGENT:woven fabric:1:CLOTH:NONE:NONE:NONE]&lt;br /&gt;
               '''[HAS_ITEM_REACTION_PRODUCT:BEST_OPTION]'''&lt;br /&gt;
            [PRODUCT:100:1:'''GET_ITEM_DATA_FROM_REAGENT:woven fabric:BEST_OPTION''']&lt;br /&gt;
            [SKILL:CLOTHIER]&lt;br /&gt;
&lt;br /&gt;
Now we need to come up with the counterpart tags in the materials. Hmmm... cotton is thin and soft, so it makes pretty good undergarments. An undershirt, maybe?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:COTTON] Gossypium hirsutum / sp.&lt;br /&gt;
                  [NAME:cotton plant][NAME_PLURAL:cotton plants][ADJ:cotton plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:ARMOR:ITEM_ARMOR_TUNIC:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Then jute fabric. Isn't that burlap? And what's about the only thing they make from burlap?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:JUTE] Corchorus capsularis / Corchorus olitorius&lt;br /&gt;
                  [NAME:jute plant][NAME_PLURAL:jute plants][ADJ:jute plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:BOX:NONE:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Sacks, of course! Wait, how about silk?&lt;br /&gt;
&lt;br /&gt;
         [CREATURE:SPIDER_CAVE]&lt;br /&gt;
                  [DESCRIPTION:A tiny underground bug, sought after for its thread.]&lt;br /&gt;
                  [NAME:cave spider:cave spiders:cave spider]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:PANTS:ITEM_PANTS_THONG:LOCAL_CREATURE_MAT:SILK]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
This goes on for as long as you let it. The ITEM_REACTION_PRODUCT declares the identifier and then the item and material with subtypes, just like a normal reaction's product line would.&lt;br /&gt;
&lt;br /&gt;
Do note that MATERIAL_REACTION_PRODUCT and ITEM_REACTION_PRODUCT use the same IDs, so you cannot have both a material and item reaction product of the same name. Also, though you cannot use GET_ITEM_DATA_FROM_REAGENT with a MATERIAL_REACTION_PRODUCT (there'd be no item type information), you '''can''' use GET_MATERIAL_FROM_REAGENT on an ITEM_REACTION_PRODUCT (in case you want to force your own item type).&lt;br /&gt;
&lt;br /&gt;
==Reactions and world generation==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
==Full Token List==&lt;br /&gt;
For the sake of convenience and readability this is a complete compilation of the previously listed reaction tokens in alphabetical order&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_MODE_ENABLED}}&lt;br /&gt;
|&lt;br /&gt;
| this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_BONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_HORN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_LEATHER_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_PEARL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_PLANT_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_SHELL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_SILK_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_SOAP_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_STRAND_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_TOOTH_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY_YARN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AUTOMATIC}}&lt;br /&gt;
|&lt;br /&gt;
| the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BAG}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDING}}&lt;br /&gt;
| &lt;br /&gt;
* Building name&lt;br /&gt;
* in-building reaction hotkey &lt;br /&gt;
| Sets the building that the reaction will be performed in, and the button used to queue the reaction once that building's menu is accessed in-game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDMAT}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_USE_ARTIFACT}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONTAINS}}&lt;br /&gt;
| required content&lt;br /&gt;
| Reagent is a container that holds the specified reagent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONTAINS_LYE}}&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must contain LYE. No longer used - instead, use one reagent for the LYE itself and another reagent with [CONTAINS:lye_reagent].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_ABSORB}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have [ABSORPTION:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_DETERMINE_PRODUCT_AMOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Performing a reaction with large [[stack]]s of inputs can allow multiple sets of outputs to be produced. Setting this flag causes the reagent to be ignored in this process - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMPTY}}&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIRE_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be considered fire safe - i.e. not wood, and not coal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FORCE_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FUEL}}&lt;br /&gt;
|&lt;br /&gt;
| Requires that the reaction either use up a unit of coal or charcoal or else be performed at a magma workshop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLASS_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material has [IS_GLASS].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_ITEM_REACTION_PRODUCT}}&lt;br /&gt;
| PRODUCT_ID (custom)&lt;br /&gt;
| Similar to MATERIAL_REACTION_PRODUCT, but requires the reagen'ts material to have a matching ITEM_REACTION_PRODUCT entry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
| PRODUCT_ID (custom)&lt;br /&gt;
| Similar to REACTION_CLASS, but requires the reagent's material to have a matching [[Material definition token|MATERIAL_REACTION_PRODUCT]] entry. Intended for reactions which transform one class of material into another, such as skin-&amp;gt;leather and fat-&amp;gt;tallow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_TOOL_USE}}&lt;br /&gt;
| Tool-use token&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVEMENT}}&lt;br /&gt;
|&lt;br /&gt;
* Probability&lt;br /&gt;
* Reagent Name&lt;br /&gt;
* Improvement type&lt;br /&gt;
* Material Token&lt;br /&gt;
| Improvement types include BANDS, COVERED, GLAZED, RINGS_HANGING, and SPIKES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| Currently broken - behaves exactly the same as FIRE_BUILD_SAFE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_ORE}}&lt;br /&gt;
|&lt;br /&gt;
* Inorganic material&lt;br /&gt;
| Reagent material must be an ore of the specified metal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIN_DIMENSION}}&lt;br /&gt;
|&lt;br /&gt;
* size&lt;br /&gt;
| Requires that the reagent have a dimension of at least this value. Only effective with BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, and GLOB items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| name&lt;br /&gt;
| defines the name used by the reaction in-game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EDGE_ALLOWED}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be sharpened (used for knapping).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_CONTAIN_BARREL_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_ENGRAVED}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be engraved?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_IMPROVED}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be &amp;quot;collected&amp;quot; - used with THREAD:NONE to exclude webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POTASHABLE}}&lt;br /&gt;
|&lt;br /&gt;
| Alias for CONTAINS_LYE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRESERVE_REAGENT}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*Probability of success (%)&lt;br /&gt;
*Quantity&lt;br /&gt;
*Item token:subtype&lt;br /&gt;
*Material token:subtype&lt;br /&gt;
| Defines a thing that comes out of the reaction. GET_MATERIAL_FROM_REAGENT and GET_ITEM_DATA_FROM_REAGENT can be used to defer the choice of material and/or item to the appropriate tag in a given reagent's material - the former comes in place of the material token, the latter replaces both the item and material tokens. See above for detailed information on how the hooks work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRODUCT_DIMENSION}}&lt;br /&gt;
| size&lt;br /&gt;
| Specifies the size of the product. A size of 150 is typical for BAR, POWDER_MISC, LIQUID_MISC, DRINK, and GLOB.  A size of 15000 is typical for THREAD, and a size of 10000 is typical for CLOTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRODUCT_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRODUCT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRODUCT_TO_CONTAINER}}&lt;br /&gt;
| Reagent ID&lt;br /&gt;
| Places the product in a container; &amp;lt;id&amp;gt; must be the name of a reagent with the PRESERVE_REAGENT token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REACTION}}&lt;br /&gt;
| Identifier&lt;br /&gt;
| defines a new reaction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REACTION_CLASS}}&lt;br /&gt;
| CLASS_ID (custom)&lt;br /&gt;
| Requires the reagent's material to have a matching [[Material definition token|REACTION_CLASS]] entry. Intended for reactions which accept a variety of materials but where the input material does not determine the output material, such as FLUX (for making pig iron and steel) and GYPSUM (for producing plaster powder).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REAGENT}}&lt;br /&gt;
|&lt;br /&gt;
* name/id&lt;br /&gt;
* quantity&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Requires a given reagent as an input for a reaction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL}}&lt;br /&gt;
| Skill Token&lt;br /&gt;
| Skill used by the reaction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNROTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_BODY_COMPONENT}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEB_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be &amp;quot;undisturbed&amp;quot; - used with THREAD:NONE to gather webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORTHLESS_STONE_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not made of an economic stone.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=223147</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=223147"/>
		<updated>2016-01-30T09:56:35Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Spelling and formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old}}&lt;br /&gt;
{{Quality|Exceptional|Jan 2016}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''Adventurer Mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]]) who starts out somewhere in one of your generated worlds. You can learn about what ails the world and go on [[quest]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your previously abandoned and retired [[fortress]]es and take all the precious items you yourself once created.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode. Whereas in fortress mode you are in charge of a large group of people in real-time restricted to a small parcel, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=World Selection=&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, humans, goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit forest retreats. Dwarves are spread between &amp;quot;deep sites&amp;quot; which sometimes do not contain a direct connection to the surface, and &amp;quot;hill dwarves&amp;quot; which inhabit a loose collection of mounds built into hillsides. Goblins typically live in Dark Fortresses. Lastly, Animal People can live with any civilization, in virtually any location. Human cities and towns are currently the only sites with shops and other places to officially buy goods. &lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to &amp;quot;retire&amp;quot; the fortress rather than abandon it, you will likely be able to encounter all the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Humans''' Always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. Goblin armor fits them, making Dark Fortresses (if your computer can handle them) and bandits a viable source of armor; if you're up for it, you could also just rob some dwarves. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing and will have the same problem finding suitable armor.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armor than the other races and armor will be impossible to find for them, unless you are absurdly lucky and run into armored kobolds.&lt;br /&gt;
&lt;br /&gt;
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} can be played not only in varying conditions as above, but also as part of another parent civilization such as elves, humans, and dwarves. They come in various sizes, shapes and abilities, and as such a short description cannot be given. &lt;br /&gt;
&lt;br /&gt;
If no civilization for a given race exists in a world you can only play as an outsider.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect.  Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed and is also used in combat skills. Agility is really, really important as being faster than the enemies allows you to get more hits in before they can fight back and lets you run away more easily.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Becoming exhausted causes you to collapse, helpless and immobile and can cause you to pass out. &lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.&lt;br /&gt;
*'''Disease Resistance''': Seems to have some effect on vampirism infectivity; may have to do with infected wounds.&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as Poems, as well as ability to speak about ideals.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you conscious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': Unknown at the moment what Creativity does in 42.01, early !Science! seems to have found that this influences quality of poems, songs, and dances. It may also influence &amp;quot;make believe&amp;quot;, now able to be performed by children.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communication both thoughts and feelings to listeners. Likely also required for 'eloquent speech'. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Influences the Adventurers ability to perform music and song well. This, so far works for all instruments, one can play a flute, guitar, any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a big part in whenever you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Advancement Cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. &lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.&lt;br /&gt;
&lt;br /&gt;
Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.&lt;br /&gt;
*'''Bowman''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''Crossbowman''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''Hammerman''': allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.&lt;br /&gt;
*'''Knife User''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.&lt;br /&gt;
*'''Lasher''': allows characters to use whips and scourges more effectively. Very deadly weapons.&lt;br /&gt;
*'''Maceman''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.&lt;br /&gt;
*'''Pikeman''': allows characters to use pikes more effectively. Like spears, but much bigger.&lt;br /&gt;
*'''Spearman''': allows characters to use spears more effectively. Useful for stabbing things.&lt;br /&gt;
*'''Swordsman''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.&lt;br /&gt;
&lt;br /&gt;
=== General Combat ===&lt;br /&gt;
&lt;br /&gt;
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''': This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''Archer''': This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''Shield User''': Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.&lt;br /&gt;
*'''Armor User''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirety) as your skill rises and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''Dodger''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented or at least close to it.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat and Improvised Weapons ===&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''Wrestler''': Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''Striker''': Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''Kicker''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.&lt;br /&gt;
*'''Biter''': Biting ability. Biting is surprisingly effective even with non animal races as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.&lt;br /&gt;
*'''Thrower''': Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''Misc. Object User''': Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.&lt;br /&gt;
&lt;br /&gt;
A well written article on martial arts &amp;quot;Kisat Dur&amp;quot; can be found on the forums [http://www.bay12forums.com/smf/index.php?topic=148015.0 here].&lt;br /&gt;
&lt;br /&gt;
=== Movement and Awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''': Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have &amp;quot;sight ranges&amp;quot; from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.&lt;br /&gt;
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.&lt;br /&gt;
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.&lt;br /&gt;
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things. There is only one skill currently available in an unmodified game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
&lt;br /&gt;
Almost all of these are only used in arguments. &lt;br /&gt;
&lt;br /&gt;
*'''Persuader''': Increases your ability to convince people of your view.&lt;br /&gt;
*'''Judge of Intent''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.&lt;br /&gt;
*'''Flatterer''': Increases your ability to flatter your way out of the argument.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''': Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. Can be trained slowly by reading books (if you can read). Adding  more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You cannot allocate points here during character creation, but that's OK since skill doesn't really affect anything anyway. Except the taste, of course.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Common UI Concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving Around ==&lt;br /&gt;
&lt;br /&gt;
=== Local Movement ===&lt;br /&gt;
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for 10 instants&lt;br /&gt;
|-&lt;br /&gt;
| {{k|,}}&lt;br /&gt;
| Wait for 1 instant&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Open Movement Speed/Sneak Menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset the @ sign is your character. &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
If you hit {{k|j}}, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures.  Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than yours, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, then climb up the other.&lt;br /&gt;
&lt;br /&gt;
=== Fast Travel ===&lt;br /&gt;
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{k|K}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Bring up sleep menu&lt;br /&gt;
|-&lt;br /&gt;
| {{k|h}}&lt;br /&gt;
| Hide parts of the bottom bar&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} and {{k|&amp;lt;}}&lt;br /&gt;
| Enter/exit tunnel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen, and will be more vulnerable to attack in general.&lt;br /&gt;
&lt;br /&gt;
If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map.&lt;br /&gt;
&lt;br /&gt;
The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.&lt;br /&gt;
&lt;br /&gt;
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:&lt;br /&gt;
&lt;br /&gt;
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.&lt;br /&gt;
* 2 presses: hide most local name, reducing the bar to one line of text.&lt;br /&gt;
* 3 presses: hide less local name, eliminating the bar entirely.&lt;br /&gt;
* 4 presses: shows all information&lt;br /&gt;
&lt;br /&gt;
== Status and Information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the Game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Searching and Manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
== Managing Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)&lt;br /&gt;
|-&lt;br /&gt;
| {{k|q}}&lt;br /&gt;
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/Dropping Things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not (and you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority. You also must put on equipment in an order that makes sense,. for example a shirt first ''then'' the armor, not the other way around. Armor must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armor second. After all, who, in real life, would wear chainmail over a hard plate?&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate. The thin, flexible chain can be worn under the breastplate, but not the other way around.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full. This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Dwarf Fortress does not enforce one particular hand as dominant for everyone, so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory.  &lt;br /&gt;
&lt;br /&gt;
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It s best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy  equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
===Sheathing===&lt;br /&gt;
The {{k|q}} key lets you strap your weapons to your back.&lt;br /&gt;
&lt;br /&gt;
This is useful because you can't climb or wrestle with your hands unless your hands are free.&lt;br /&gt;
&lt;br /&gt;
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack.&lt;br /&gt;
&lt;br /&gt;
== Time and Weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather/Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. &lt;br /&gt;
&lt;br /&gt;
When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day. &lt;br /&gt;
&lt;br /&gt;
In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible.&lt;br /&gt;
&lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will unsurprisingly cause everything outside to become wet. Temperature is important because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice.&lt;br /&gt;
&lt;br /&gt;
Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.&lt;br /&gt;
&lt;br /&gt;
Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|1:0}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeyman|Bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Night creatures&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then Bogeymen won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, as of DF2014, climbing trees and sleeping on them will prevent Bogeyman attacks, as well.  This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ.  This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a river, stream, or well in a town and fill your waterskin from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst.&lt;br /&gt;
&lt;br /&gt;
Note that drinking vampire blood will turn you into a vampire instantly.&lt;br /&gt;
&lt;br /&gt;
Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink thrice at a time: after that you'll need to rest, or wait until you can consume another meal. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink.&lt;br /&gt;
&lt;br /&gt;
If the temperature is low enough you might have trouble finding liquid water. Snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin can also be used to gather water from water sources, or snow from the ground.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Melee Attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or complexly interacting with the weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in Dwarf Fortress 2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several options below the hitting menu. Quick attacks are faster than regular attacks but weaker. Heavy attacks are slower but attack harder. Wild attacks are faster and hit harder but are inaccurate. Precise attacks are very slow but are much more likely to hit. Multi-attacks allow you to attack several times in a row at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and Unarmed Attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc., see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
To begin a conversation, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.&lt;br /&gt;
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.&lt;br /&gt;
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.&lt;br /&gt;
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}&lt;br /&gt;
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.&lt;br /&gt;
* {{DFtext|Nevermind}} — This has you back out of having a conversation.&lt;br /&gt;
&lt;br /&gt;
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} and get to this first menu.) Your choices are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:right;width:30%;&amp;quot; | {{DFtext|Return to current topic (new menu)}}&lt;br /&gt;
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up specific incident or rumor (new menu)}}&lt;br /&gt;
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Create a performance troupe together (group naming menu)}}&lt;br /&gt;
| If the listener is in your party as a performer, you can choose this option to create an official troupe.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who you aren't under the command of. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a hearthperson}}&lt;br /&gt;
| Only appears when you are a leader. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to be made a performer for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows you to become performers for the group. Usually, you need to prove your performing capabilities to be accepted.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for your performance troupe to become performers for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows your performance troupe to become performers for the group.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters and bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast or killing the bandits.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up the journey together}}&lt;br /&gt;
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about any troubles}}&lt;br /&gt;
| Asks the listener what things in the world are bothering them and their people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the local ruler}}&lt;br /&gt;
| As you might imagine, this gets you some information on who controls this particular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Trade or settle debts}}&lt;br /&gt;
| Allows you to trade with a merchant or pay for your drink from a tavern keeper. Note that you have to be right next to them for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about available services, drinks, rooms, etc.}}&lt;br /&gt;
| Appears when in a structure, but only works with tavern keepers. Allows you to purchase drinks and rent rooms in a tavern.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Exchange, give, or take personal items}}&lt;br /&gt;
| Like {{DFtext|Trade}}, only that it works with non-merchants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}&lt;br /&gt;
| Takes to a menu of various request you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depends on who you're talking to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask listener to join you (new menu)}}&lt;br /&gt;
| This is how you get companions. You can either ask them to join you on an adventure, to lead you to some location, or to join your performance troupe if they are convinced of your skills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Claim this site for yourself (group naming menu)}}&lt;br /&gt;
| This option allows you to stake a claim on the site you are in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for permission to stay a day}}&lt;br /&gt;
| Allows you to sleep in the listener's building for the night.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the structure you are in}}&lt;br /&gt;
| Tells you about whatever structure you are standing in, if you are standing in one.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about this site's neighbors and trade partners}}&lt;br /&gt;
| Lets you learn what sites this site is neighboring and/or trading with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the surrounding area}}&lt;br /&gt;
| Choosing this will tell you about some location nearby, and why it's significant.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Express your emotions (new menu)}}&lt;br /&gt;
| Brings you to a menu where you can state your feelings about an event (such as improving a skill), or say something general about your emotions or thoughts.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|State your values (new menu)}}&lt;br /&gt;
| Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on weather}}&lt;br /&gt;
| Small talk about the weather. Really.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on natural surroundings}}&lt;br /&gt;
| Same as the weather, only about the nature around you.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Accuse listener of being a night creature}} &lt;br /&gt;
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about listener's profession}}&lt;br /&gt;
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about listener's family}}&lt;br /&gt;
| Discover what family the listener has, as expected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Brag about your past violent acts}}&lt;br /&gt;
| Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least severely less impactful than summarizing the conflict.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Say goodbye}}&lt;br /&gt;
| Ends the conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Note that people with no military skills are unlikely to agree to join you, and people with military skills higher than yours will also be unlikely to join you.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed.&lt;br /&gt;
&lt;br /&gt;
If they survive long enough/are trained well enough then companions are capable of leveling stats and skills. Thus they are susceptible to gaining a title or having a job title change as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement.&lt;br /&gt;
&lt;br /&gt;
If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river&amp;quot; (shown by a single dark blue line). Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
In v0.42, you can have companions join you as performer after you convince them of your skills. This can be used to recruit people you normally couldn't recruit, such as civilians and stronger soldiers.&lt;br /&gt;
&lt;br /&gt;
== Personal Finance ==&lt;br /&gt;
&lt;br /&gt;
=== Trading (barter) ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops,in Elven Trading trees you can find markets and at depots in dwarven fortresses you can encounter brokers. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Theft ===&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop.&lt;br /&gt;
&lt;br /&gt;
If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life.&lt;br /&gt;
&lt;br /&gt;
=== Managing coins ===&lt;br /&gt;
&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher denomination currency first but will resort to lower value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount &amp;quot;they owe you&amp;quot; during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
=== Where to get items to sell ===&lt;br /&gt;
&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it.&lt;br /&gt;
&lt;br /&gt;
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
== Quest Log ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
* '''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' gives you spit, which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu.&lt;br /&gt;
&lt;br /&gt;
You may also gain acquired abilities when you become a creature of the night, such as a necromancer.&lt;br /&gt;
&lt;br /&gt;
= Sites =&lt;br /&gt;
&lt;br /&gt;
More information on each type of site can be found in the site's specific article.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Human Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:0}} ====&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human towns are highly modular, and are usually near some source of water, either the coast or a river.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
Towns usually have lots of interesting structures which are described fully in the [[town]] article.&lt;br /&gt;
&lt;br /&gt;
==== Hamlets {{Raw Tile|æ|7:0:0}} {{Raw Tile|Æ|7:0:0}} {{Raw Tile|{{=}}|7:0:0}} {{Raw Tile|≡|7:0:0}} ====&lt;br /&gt;
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets.&lt;br /&gt;
&lt;br /&gt;
Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Fortresses {{Raw Tile|Ω|7:0:1}} ====&lt;br /&gt;
These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in the own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges.&lt;br /&gt;
&lt;br /&gt;
Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.&lt;br /&gt;
&lt;br /&gt;
==== Mountain Halls {{Raw Tile|Ω|0:0:1}} ====&lt;br /&gt;
[[Mountain halls]] are the sites of the &amp;quot;deep dwarves,&amp;quot; located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.&lt;br /&gt;
&lt;br /&gt;
==== Hillocks {{Raw Tile|Ω|7:0:0}} ====&lt;br /&gt;
[[Hillock]]s are the dwarf equivalent to human hamlets. They consist of a few circular mounds filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].&lt;br /&gt;
&lt;br /&gt;
=== Elven Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Forest Retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} ====&lt;br /&gt;
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.&lt;br /&gt;
&lt;br /&gt;
=== Goblin Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Dark Fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:0}} {{Raw Tile|π|5:0:1}} ====&lt;br /&gt;
These are the main goblin sites. Some [[dark fortress]]es may contain a [[Underworld spire|certain spoiler]].&lt;br /&gt;
&lt;br /&gt;
==== Dark Pits {{Raw Tile|º|5:0:0}}====&lt;br /&gt;
These are the goblin equivalent of hamlets and hillocks. [[Dark Pit]]s are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Sites ===&lt;br /&gt;
==== Caves {{Raw Tile|•|#808080|#00DD00}}====&lt;br /&gt;
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions.&lt;br /&gt;
&lt;br /&gt;
=== Night Creature Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Necromancer's Towers {{Raw Tile|I|5:0:0}} ====&lt;br /&gt;
[[Necromancer]]'s Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation, as necromancers cannot be elf or goblin.&lt;br /&gt;
&lt;br /&gt;
==== Lairs ====&lt;br /&gt;
Lairs are the homes of [[night troll]]s. Lairs are mounds or holes in the ground with doors or hatch covers. Most night troll lairs are inhabited by a single creature, but sometimes you'll encounter entire families of five or even ten.&lt;br /&gt;
&lt;br /&gt;
=== Megabeast Sites ===&lt;br /&gt;
==== Minotaur's Labyrinths {{Raw Tile|#|0:7:1}}====&lt;br /&gt;
A Labyrinth is an intricate network of tunnels often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. As you explore the labyrinth, you will hear the minotaur taunting you.&lt;br /&gt;
&lt;br /&gt;
==== Shrine {{Raw Tile|Å|7:0:0}} ====&lt;br /&gt;
Shrines are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossi]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Demon|Demons]] have also been reported to inhabit them.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
== How do I find an entrance to the underworld? ==&lt;br /&gt;
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.&lt;br /&gt;
&lt;br /&gt;
Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns.&lt;br /&gt;
&lt;br /&gt;
Method 3: You can start a [[dwarf fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.&lt;br /&gt;
&lt;br /&gt;
The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.&lt;br /&gt;
&lt;br /&gt;
== I keep getting maimed! How can I fight without getting seriously hurt? ==&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to '''fight enemies one-by-one''' — keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to '''chop body parts off of your enemy''' — it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.&lt;br /&gt;
* Remember that '''it's better to let your enemy come to you, than to go to your enemy'''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
== How can I obtain armor as quickly as possible? ==&lt;br /&gt;
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.&lt;br /&gt;
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.&lt;br /&gt;
* You can also take along companions and have them killed, or just plainly murder people and loot their corpses for stuff. &lt;br /&gt;
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Remember that coins only have nominal value in the civilization they've been minted, but gems are equally valuable anywhere.&lt;br /&gt;
&lt;br /&gt;
== How do I increase my skills and attributes? ==&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills; very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.&amp;lt;p&amp;gt;It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.&lt;br /&gt;
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.&amp;lt;p&amp;gt;The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|&amp;lt;}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.&amp;lt;p&amp;gt;An alternative and much easier way to train any ranged attack is to simply shoot one or more z-levels straight above into the air , by using {{k|f}} than {{k|&amp;lt;}} , any ammunition used seems incapable of causing harm to the one launching it and lands undamaged under their feet for easy retrieval , however this may be considered a bug and/or exploit.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Sneaking on the fast travel screen may work as well.{{Verify}} Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).&amp;lt;p&amp;gt;Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).&amp;lt;p&amp;gt;Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;As of version 40_23 one seem to aquire Observer skill from regular combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
== I managed to escape but my limbs are chopped off. Now what? ==&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is only one way to get them back, and that is by being bitten by a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
== What creatures of night can I become? ==&lt;br /&gt;
&lt;br /&gt;
You basically have four different choices.&lt;br /&gt;
&lt;br /&gt;
Firstly, you can become a [[necromancer|'''necromancer''']].&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and your physical stats are permanently fixed.&lt;br /&gt;
* The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can become a [[vampire|'''vampire''']].&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.&lt;br /&gt;
* Your strength, agility and toughness are doubled.&lt;br /&gt;
* They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a vampire by desecrating statues\totems\altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can become a [[werebeast|'''werebeast''']].&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormalcy outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.&lt;br /&gt;
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you. It has to be in the beast form.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a werebeast by desecrating statues\totems\altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them.{{version|0.42.01}}&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
&lt;br /&gt;
And finally, you can become a mist [[zombie|'''zombie''']].&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* Your strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.&lt;br /&gt;
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]&lt;br /&gt;
*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
=A glimpse into the Future=&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
* Passage from &amp;quot;Shooting &amp;lt;s&amp;gt;for&amp;lt;/s&amp;gt; the sky&amp;quot; , the giant toad bone bound book by Nefil Blackbone the human necromancer :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
... While seemingly absurd , the practice of ones abilities with a ranged weapon can be furthered by directing said weapon towards the sky . &lt;br /&gt;
After all , during day time the sky has one giant target that might even seem so large that it's impossible to miss , and the night sky has many smaller ones . &lt;br /&gt;
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms , thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target , this has further lead me to believe in the possibility of sky exploration , for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go . &lt;br /&gt;
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above . &lt;br /&gt;
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]] , while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal . &lt;br /&gt;
This is how the great space race between the Elves , Dwarves and Humans began , which would later on lead to massive intergalactic conflicts , space goblin invasions , immortal human emperors , elven space gates , interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=222429</id>
		<title>Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=222429"/>
		<updated>2015-12-23T16:49:31Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Sort some unsorted topics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:10, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
'''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development).&lt;br /&gt;
&lt;br /&gt;
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens.&lt;br /&gt;
&lt;br /&gt;
There are 9 &amp;quot;branches&amp;quot; of the knowledge system.&lt;br /&gt;
==Astronomy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory that the sun moves around the world&lt;br /&gt;
|-&lt;br /&gt;
|The Astrolabe&lt;br /&gt;
|The construction and use of the astrolabe&lt;br /&gt;
|-&lt;br /&gt;
|Daylight And Seasons&lt;br /&gt;
|The variation of daylight with the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between the lunar and solar year&lt;br /&gt;
|-&lt;br /&gt;
|The Sun and Seasons&lt;br /&gt;
|The rise of the sun according to the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The path of the moon&lt;br /&gt;
|-&lt;br /&gt;
|The Moon and Seasons&lt;br /&gt;
|The rise of the moon according to the season&lt;br /&gt;
|-&lt;br /&gt;
|Common Sense Tides&lt;br /&gt;
|The relationship between the moon and the tides&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The creation of star charts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory that the world moves around the sun&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Methods of empirical observation in astronomy&lt;br /&gt;
|-&lt;br /&gt;
|The Way With The Phases&lt;br /&gt;
|The phases of the moon&lt;br /&gt;
|-&lt;br /&gt;
|The True Tides And The Sun&lt;br /&gt;
|The height of the tides, the moon and the sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chemistry ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The preparation and use of adhesive materials&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of ores&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory and methods involved in evaporation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of materials based on which elemental materials might form them&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Methods for performing experiments systematically in the laboratory&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the ampoule&lt;br /&gt;
|-&lt;br /&gt;
|The Vial&lt;br /&gt;
|The construction and use of the vial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the alembic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The mixture of metals to produce alloys&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Extraction&lt;br /&gt;
|The theory and methods involved in the extraction of a constituent liquid from one solution to another&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the blast furnace&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the retort&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of alkali and acids&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the beaker&lt;br /&gt;
|-&lt;br /&gt;
|Oil of Vitriol&lt;br /&gt;
|The preparation of oil of vitriol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the crucible&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory and methods involved in distillation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of laboratory ovens&lt;br /&gt;
|}&lt;br /&gt;
* [[wikipedia:Nitric acid|Spirit of niter]]&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|The Pulley&lt;br /&gt;
|The construction and use of the pulley&lt;br /&gt;
|-&lt;br /&gt;
|The Lever&lt;br /&gt;
|The construction and use of the lever&amp;lt;br/&amp;gt;The reasons why the lever is effective&lt;br /&gt;
|-&lt;br /&gt;
|The Windlass&lt;br /&gt;
|The construction and use of the windlass&lt;br /&gt;
|-&lt;br /&gt;
|The Screw&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|-&lt;br /&gt;
|Models and Templates&lt;br /&gt;
|The use of models and templates in engineering&lt;br /&gt;
|-&lt;br /&gt;
|The Warded Lock&lt;br /&gt;
|The construction and use of the warded lock&lt;br /&gt;
|-&lt;br /&gt;
|The Tumbler Lock&lt;br /&gt;
|The construction and use of the tumbler lock&lt;br /&gt;
|-&lt;br /&gt;
|The Siphon&lt;br /&gt;
|The action of the siphon&lt;br /&gt;
|-&lt;br /&gt;
|Gear Mechanics&amp;lt;br /&amp;gt;Gears&lt;br /&gt;
|The reasons why gears are effective&lt;br /&gt;
|-&lt;br /&gt;
|The Crystal Lens&lt;br /&gt;
|The construction and use of the crystal lens&lt;br /&gt;
|-&lt;br /&gt;
|The Funnel&lt;br /&gt;
|The construction and use of the funnel&lt;br /&gt;
|-&lt;br /&gt;
|The Glass Lens&lt;br /&gt;
|The construction and use of the glass lens&lt;br /&gt;
|-&lt;br /&gt;
|The Camera Obscura&lt;br /&gt;
|The construction and use of the camera obscura&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of valves&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the bellows&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the straight-beam balance&lt;br /&gt;
|-&lt;br /&gt;
|The Wedge&lt;br /&gt;
|The reasons why the wedge is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of water-based devices to tell time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of lamination&lt;br /&gt;
|-&lt;br /&gt;
|The Wheel-and-axle&lt;br /&gt;
|The reasons why the wheel-and-axle construction is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why pulleys are effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why screws are effective&lt;br /&gt;
|-&lt;br /&gt;
|Screws within Reason&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the padlock&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why the lever is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of water-filled sphere as a lens&lt;br /&gt;
|-&lt;br /&gt;
|Water Clock Reservoirs&lt;br /&gt;
|The use of reservoirs in water-based clocks to improve their accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Clocks&lt;br /&gt;
|The use of shadows to tell direction and time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[wikipedia:Differential (mechanical device)|Differential gears]] are a difficult innovation and a prerequisite for [[wikipedia:South-pointing chariot|pointing chariot]]s and [[wikipedia:Astrarium|astrarium]]s.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of surveying land&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The forces that govern wind patterns&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of economic data collection&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The placement of economic information on maps&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the surveying staff&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The origin of rainfall through evaporation and condensation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process involved in creating maps&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of the formation of deltas at the mouths of rivers&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The placement of geological information on maps&lt;br /&gt;
|}&lt;br /&gt;
The geography innovations include several related to [[wikipedia:cartography|cartography]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Innovations for historians are, in part, writing forms like [[wikipedia:biography|biography]], and then any historian that reads a biography can start writing them as well. Innovations include comparative biographies describing multiple people, and matters of sourcing, etc.&lt;br /&gt;
&lt;br /&gt;
Historians can start to understand how cultural differences and state bias affects source reliability and think a bit about social forces.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Archaeology&lt;br /&gt;
|The method of collecting and evaluating artifacts to learn about history and culture&lt;br /&gt;
|-&lt;br /&gt;
|Cultural History&lt;br /&gt;
|The method of accurately and comprehensively describing cultures and civilizations&lt;br /&gt;
|-&lt;br /&gt;
|Against Cultures&lt;br /&gt;
|The method of accurately and comprehensively describing cultures and civilizations&lt;br /&gt;
|-&lt;br /&gt;
|Source Reliability&lt;br /&gt;
|The reliability of sources&lt;br /&gt;
|-&lt;br /&gt;
|Personal Interviews&lt;br /&gt;
|Using personal interviews as sources&lt;br /&gt;
|-&lt;br /&gt;
|Autobiographical Adventures&lt;br /&gt;
|The method of writing a biography of oneself, particularly as it concerns a military campaign or adventure&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the cause of historical events&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of writing the history of a single individual&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of comparing and contrasting different cultures&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|The role of cultural differences in source reliability and interpretation&lt;br /&gt;
|-&lt;br /&gt;
|Biographical Dictionaries&lt;br /&gt;
|The compilation of brief biographies into one large collection&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The compilation of family lineages and methods of displaying them artfully&lt;br /&gt;
|-&lt;br /&gt;
|Comparative Biography&lt;br /&gt;
|The method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The exploration of how history would be different if some key past events had transpired differently&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of historical, governmental and social cycles&lt;br /&gt;
|-&lt;br /&gt;
|Historical Causation&lt;br /&gt;
|The causes of historical events&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of examining artifacts to determine how techniques have changed over time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mathematics ==&lt;br /&gt;
* [[wikipedia:Plus and minus signs#Plus sign|Symbol for addition]]&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Positional Notation&lt;br /&gt;
|Positional notation&lt;br /&gt;
|-&lt;br /&gt;
|Large Sums&lt;br /&gt;
|Simple formulas for certain arbitrarily large sums&lt;br /&gt;
|-&lt;br /&gt;
|Equations&lt;br /&gt;
|The technique of balancing and completion for solving equations&lt;br /&gt;
|-&lt;br /&gt;
|Very Large Numbers&lt;br /&gt;
|Notation for very large numbers&lt;br /&gt;
|-&lt;br /&gt;
|Negative quantities&lt;br /&gt;
|The notation for negative quantities&lt;br /&gt;
|-&lt;br /&gt;
|Nothingness&lt;br /&gt;
|A symbol for nothingness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of proof by contradiction&lt;br /&gt;
|-&lt;br /&gt;
|Division&lt;br /&gt;
|An algorithm for dividing one number into another, possibly yielding a remainder&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Geometric objects: points, lines, circles, triangles, and so on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The divergence of the harmonic series&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The properties of similar and congruent triangles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical science ==&lt;br /&gt;
Medical innovations include dedicated hospitals with specialized wards, staffing, medical labs and treatment for many illnesses.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Incision&lt;br /&gt;
|The surgical method of incision&lt;br /&gt;
|-&lt;br /&gt;
|Diseases&lt;br /&gt;
|The diseases of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Mineral Remedies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Disease Classification&lt;br /&gt;
|The classification of disease&lt;br /&gt;
|-&lt;br /&gt;
|Toxicology&lt;br /&gt;
|The classification of toxic substances&lt;br /&gt;
|-&lt;br /&gt;
|Suturing&lt;br /&gt;
|The surgical method of suturing&lt;br /&gt;
|-&lt;br /&gt;
|Traumatic Injuries&lt;br /&gt;
|The treatment of traumatic injuries&lt;br /&gt;
|-&lt;br /&gt;
|Draining&lt;br /&gt;
|The surgical method of draining&lt;br /&gt;
|-&lt;br /&gt;
|Bandages&lt;br /&gt;
|The method of bandaging wounds&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of paroxysm&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The treatment of fractures&lt;br /&gt;
|-&lt;br /&gt;
|Scraping&lt;br /&gt;
|The surgical method of scraping&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of practice models in surgery&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of specialized surgical instruments&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical Studies&lt;br /&gt;
|Anatomical studies for medical edification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The anatomy of the eye&lt;br /&gt;
|-&lt;br /&gt;
|Disease and Fouled Water&lt;br /&gt;
|The connection between disease and fouled water&lt;br /&gt;
|-&lt;br /&gt;
|Herbal Remedies&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of physical examination in diagnosing illness&lt;br /&gt;
|-&lt;br /&gt;
|Probing&lt;br /&gt;
|The surgical method of probing&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Determining the likely outcome given a patient's current status&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of the exacerbation of a patient's condition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cauterization&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Pulmonary medicine&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Remedies prepared from animals&lt;br /&gt;
|-&lt;br /&gt;
|Lithotomy Surgery&lt;br /&gt;
|The lithotomy surgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Natural science ==&lt;br /&gt;
Toady on natural science innovations:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;And so on through the other seven branches - there are innovations in naturalist writings, for example, and then they can investigate specific critters with those in mind when they get down to work observing foraging behavior or performing dissections.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Naturalists can build a theory of [[wikipedia:rainbow|rainbow]]s using water-filled spheres and a [[wikipedia:camera obscura|camera obscura]], and they can calculate the height of the atmosphere based on [[wikipedia:atmospheric refraction|atmospheric refraction]] using the [[wikipedia:law of refraction|law of refraction]] (though it tries not to get into the actual shape of the world, since that might vary).&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Physical Features&lt;br /&gt;
|The classification of creatures by their physical features&lt;br /&gt;
|-&lt;br /&gt;
|Climactic Adaptation&lt;br /&gt;
|The way that creatures are suited to the climates in which they live&lt;br /&gt;
|-&lt;br /&gt;
|Migratory Patterns&lt;br /&gt;
|The migratory patterns of creatures&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|A world-wide cycle involving precipitation, oceans, rivers and other forms of water&lt;br /&gt;
|-&lt;br /&gt;
|Foraging Behavior&lt;br /&gt;
|The foraging behavior and diet of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Reproductive Behavior&lt;br /&gt;
|The reproductive behavior of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Social Behavior&lt;br /&gt;
|The social behavior of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Dissection&lt;br /&gt;
|The dissection of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Embriological Development&lt;br /&gt;
|The embriological development of creatures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
The specific view that a philosopher takes on, say, the nature of beauty or methods of education will depend on their individual/cultural values, where they apply, and a philosopher that encounters a philosophy book on beauty can then provide their own take (having acquired the innovation). &lt;br /&gt;
&lt;br /&gt;
Toady on philosophy innovations:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;For fields like philosophy, I've tried not to make judgments about which ideas are &amp;quot;right&amp;quot; or anything like that, but rather which subjects can be thought about at all.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Value Agendas&lt;br /&gt;
|Writers can push value &amp;quot;agendas&amp;quot; if they are skilled enough.&lt;br /&gt;
&lt;br /&gt;
Description format: The [worthlessness | value | nature] of &amp;amp;#91;[[belief]]&amp;amp;#93;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* The nature of truth - probably related to TRUTH&lt;br /&gt;
* The value of art - probably related to ARTWORK&lt;br /&gt;
|-&lt;br /&gt;
|Interpersonal Ethics&lt;br /&gt;
|Discourse on ethics as applied to interpersonal conduct&lt;br /&gt;
|-&lt;br /&gt;
|Causation&lt;br /&gt;
|The nature of causation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on diplomacy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the meaning of individual happiness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on economic policy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on ethics as it regards the benefit of the state&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of perception&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of justification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between objects and their properties&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of mind and body&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on ethics as applied to war&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of beauty&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on law&lt;br /&gt;
|-&lt;br /&gt;
|Grammar&lt;br /&gt;
|Grammar&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on government&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|-&lt;br /&gt;
|Formal Reasoning&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on social welfare&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of events&lt;br /&gt;
|-&lt;br /&gt;
|Education&lt;br /&gt;
|Education, its forms and recommendations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of belief&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on medical ethics&lt;br /&gt;
|-&lt;br /&gt;
|Whole and Parts&lt;br /&gt;
|The relationship between wholes and parts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of etymology&lt;br /&gt;
|-&lt;br /&gt;
|Social Welfare&lt;br /&gt;
|Social welfare, its forms and recommendations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Economic policy, its forms and recommendations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unknown/unsorted==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Water Displacement&amp;lt;!-- Was Natural Science and Engineering --&amp;gt;&lt;br /&gt;
|A precise description of buoyancy and water displacement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=222362</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=222362"/>
		<updated>2015-12-20T11:16:27Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Undo revision 222350 by 24.28.152.135 (talk)&lt;/p&gt;
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:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''Adventurer Mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]]) who starts out somewhere in one of your generated worlds. You can learn about what ails the world and go on [[quest|quests]] to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave|caves]], shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your previously abandoned and retired [[fortress|fortresses]] and take all the precious items you yourself once created.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode. Whereas in fortress mode you are in charge of a large group of people in real-time restricted to a small parcel, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.&lt;br /&gt;
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&lt;br /&gt;
=World Selection=&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, humans, goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit forest retreats. Dwarves are spread between &amp;quot;deep sites&amp;quot; which sometimes do not contain a direct connection to the surface, and &amp;quot;hill dwarves&amp;quot; which inhabit a loose collection of mounds built into hillsides. Goblins typically live in Dark Fortresses. Lastly, Animal People can live with any civilization, in virtually any location. Human cities and towns are currently the only sites with shops and other places to officially buy goods. &lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to &amp;quot;retire&amp;quot; the fortress rather than abandon it, you will likely be able to encounter all of the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Humans''' Always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armour found in shops. Goblin armor fits them, making Dark Fortresses (if your computer can handle them) and bandits a viable source of armor; if you're up for it, you could also just rob some dwarves. They can start with almost all of the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing and will have the same problem finding suitable armour.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armour than the other races and armour will be impossible to find for them, unless you are absurdly lucky and run into armoured kobolds.&lt;br /&gt;
&lt;br /&gt;
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} can be played not only in varying conditions as above, but also as part of another parent civilization such as elves, humans, and dwarves. They come in various sizes, shapes and abilities, and as such a short description cannot be given. &lt;br /&gt;
&lt;br /&gt;
If no civilization for a given race exists in a world you can only play as an outsider.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
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=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect.  Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed and is also used in combat skills. Agility is really, really important as being faster than the enemies allows you to get more hits in before they can fight back and lets you run away more easily.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Becoming exhausted causes you to collapse, helpless and immobile and can cause you to pass out. &lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.&lt;br /&gt;
*'''Disease Resistance''': Seems to have some effect on vampirism infectivity; may have to do with infected wounds.&lt;br /&gt;
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=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful only for Knapping; should be reduced to minimum.{{Verify}} Analytical Ability seems to have an influence on the quality of written creations, such as Poems, as well as ability to speak about ideals.{{version|0.42.01}}&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you conscious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': Unknown at the moment what Creativity does in 42.01, early !Science! seems to have found that this influences quality of poems, songs, and dances. It may also influence &amp;quot;make believe&amp;quot;, now able to be performed by children.{{version|0.42.01}}&lt;br /&gt;
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*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
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*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}&lt;br /&gt;
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*'''Memory''': Memory aids greatly in mapping out areas as the higher your memory the longer you'll remember an area. As you explore you'll forget previously explored areas, causing them to appear blank, as if you had never been there. If you have low enough memory you'll forget areas of large locations like underground catacombs while you're still in them, making finding your way very confusing, as things like the exit wont be visible anymore until you find it again. Best to have at least average memory.&lt;br /&gt;
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*'''Linguistic Ability''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}&lt;br /&gt;
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*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}&lt;br /&gt;
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*'''Musicality''': Influences the Adventurers ability to perform music well. This, so far works for all instruments, one can play a flute, guitar, any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Kinaesthetic Sense''': Affects most combat skills, walking with crutches and swimming.&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Might increase chance of persuading people to join you.{{Verify}}&lt;br /&gt;
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*'''Social Awareness''': Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a big part in whenever you can recruit followers or not.&lt;br /&gt;
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=== Attribute Advancement Cap ===&lt;br /&gt;
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Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
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== Starting Skills ==&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.&lt;br /&gt;
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This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
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=== Weapon ===&lt;br /&gt;
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The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.&lt;br /&gt;
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Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.&lt;br /&gt;
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*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.&lt;br /&gt;
*'''Bowman''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''Crossbowman''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''Hammerman''': allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.&lt;br /&gt;
*'''Knife User''' - allows characters to use large daggers and knives more effectively. Useful for stabbing things.&lt;br /&gt;
*'''Lasher''' - allows characters to use whips and scourges more effectively. Very deadly weapons.&lt;br /&gt;
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.&lt;br /&gt;
*'''Pikeman''' - allows characters to use pikes more effectively. Like spears, but much bigger.&lt;br /&gt;
*'''Spearman''' - allows characters to use spears more effectively. Useful for stabbing things.&lt;br /&gt;
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.&lt;br /&gt;
&lt;br /&gt;
=== General Combat ===&lt;br /&gt;
&lt;br /&gt;
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''Shield User''' - Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.&lt;br /&gt;
*'''Armor User''': A higher level of this skill reduces the encumbrance penalties of armour, allowing you to move faster when wearing it. It also affects how well armour protects you and this makes a huge difference. Unskilled armour users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armour, (you managed to use your armour to lessen the force of the blow) or being deflected by your armour (you used your armour to avoid the hit entirety) as your skill rises and you learn to actually use your armour to deflect hits. It is highly advised to train your armour skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''Dodger''' - Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmoured and can't afford a battle axe in the chest. Boost this to talented or at least close to it.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat and Improvised Weapons ===&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''Striker''' - Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''Kicker''' - Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.&lt;br /&gt;
*'''Biter''' - Biting ability. Biting is surprisingly effective even with non animal races as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.&lt;br /&gt;
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''Misc. Object User''' - Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''' - Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have &amp;quot;sight ranges&amp;quot; from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.&lt;br /&gt;
*'''[[Climber]]''' - The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.&lt;br /&gt;
*'''[[Tracker]]''' - The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.&lt;br /&gt;
*'''[[Crutch-walker]]''' - The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things. There is only one skill currently available in an unmodified game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Knapper]]''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''' - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. There is no way to increase this skill. Adding  more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''' - The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You cannot allocate points here during character creation, but that's OK since skill doesn't really affect anything anyway. Except the taste, of course.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Common UI Concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving Around ==&lt;br /&gt;
&lt;br /&gt;
=== Local Movement ===&lt;br /&gt;
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for 10 instants&lt;br /&gt;
|-&lt;br /&gt;
| {{k|,}}&lt;br /&gt;
| Wait for 1 instant&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Open Movement Speed/Sneak Menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character. &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
If you hit {{k|j}}, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures.  Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than yours, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, then climb up the other.&lt;br /&gt;
&lt;br /&gt;
=== Fast Travel ===&lt;br /&gt;
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{k|K}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Bring up sleep menu&lt;br /&gt;
|-&lt;br /&gt;
| {{k|h}}&lt;br /&gt;
| Hide parts of the bottom bar&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} and {{k|&amp;lt;}}&lt;br /&gt;
| Enter/exit tunnel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen, and will be more vulnerable to attack in general.&lt;br /&gt;
&lt;br /&gt;
If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map.&lt;br /&gt;
&lt;br /&gt;
The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.&lt;br /&gt;
&lt;br /&gt;
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:&lt;br /&gt;
&lt;br /&gt;
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.&lt;br /&gt;
* 2 presses: hide most local name, reducing the bar to one line of text.&lt;br /&gt;
* 3 presses: hide less local name, eliminating the bar entirely.&lt;br /&gt;
* 4 presses: shows all information&lt;br /&gt;
&lt;br /&gt;
== Status and Information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the Game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Searching and Manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
== Managing Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)&lt;br /&gt;
|-&lt;br /&gt;
| {{k|q}}&lt;br /&gt;
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/Dropping Things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not (and you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority. You also must put on equipment in an order that makes sense,. for example a shirt first ''then'' the armor, not the other way around. Armour must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armour second. After all, who, in real life, would wear chainmail over a hard plate?&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate. The thin, flexible chain can be worn under the breastplate, but not the other way around.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full. This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Dwarf Fortress does not enforce one particular hand as dominant for everyone, so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory.  &lt;br /&gt;
&lt;br /&gt;
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It s best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy  equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
===Sheathing===&lt;br /&gt;
The {{k|q}} key lets you strap your weapons to your back.&lt;br /&gt;
&lt;br /&gt;
This is useful because you can't climb or wrestle with your hands unless your hands are free.&lt;br /&gt;
&lt;br /&gt;
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack.&lt;br /&gt;
&lt;br /&gt;
== Time and Weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather/Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. &lt;br /&gt;
&lt;br /&gt;
When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day. &lt;br /&gt;
&lt;br /&gt;
In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible.&lt;br /&gt;
&lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will unsurprisingly cause everything outside to become wet. Temperature is important because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice.&lt;br /&gt;
&lt;br /&gt;
Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.&lt;br /&gt;
&lt;br /&gt;
Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|1:0}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeyman|Bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Night creatures&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then Bogeymen won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, as of DF2014, climbing trees and sleeping on them will prevent Bogeyman attacks, as well.  This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ.  This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a river, stream, or well in a town and fill your waterskin from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst.&lt;br /&gt;
&lt;br /&gt;
Note that drinking vampire blood will turn you into a vampire instantly.&lt;br /&gt;
&lt;br /&gt;
Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink thrice at a time: after that you'll need to rest, or wait until you can consume another meal. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink.&lt;br /&gt;
&lt;br /&gt;
If the temperature is low enough you might have trouble finding liquid water. Snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin can also be used to gather water from water sources, or snow from the ground.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Melee Attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or complexly interacting with the weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in Dwarf Fortress 2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several options below the hitting menu. Quick attacks are faster than regular attacks but weaker. Heavy attacks are slower but attack harder. Wild attacks are faster and hit harder but are inaccurate. Precise attacks are very slow but are much more likely to hit. Multi-attacks allow you to attack several times in a row at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and Unarmed Attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc., see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
To begin a conversation, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.&lt;br /&gt;
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.&lt;br /&gt;
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.&lt;br /&gt;
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}&lt;br /&gt;
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.&lt;br /&gt;
* {{DFtext|Nevermind}} — This has you back out of having a conversation.&lt;br /&gt;
&lt;br /&gt;
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} and get to this first menu.) Your choices are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:right;width:30%;&amp;quot; | {{DFtext|Return to current topic (new menu)}}&lt;br /&gt;
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up specific incident or rumor (new menu)}}&lt;br /&gt;
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who you aren't under the command of. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a hearthperson}}&lt;br /&gt;
| Only appears when you are a leader. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up the journey together}}&lt;br /&gt;
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about any troubles}}&lt;br /&gt;
| Asks the listener what things in the world are bothering them and their people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the local ruler}}&lt;br /&gt;
| As you might imagine, this gets you some information on who controls this particular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Trade}}&lt;br /&gt;
| Allows you to trade with a merchant. Note that you have to be right next to them for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Exchange, give, or take personal items}}&lt;br /&gt;
| Like {{DFtext|Trade}}, only that it works with non-merchants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}&lt;br /&gt;
| Takes to a menu of various request you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depends on who you're talking to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask listener to join you (new menu)}}&lt;br /&gt;
| This is how you get companions. You can either ask them to join you on an adventure, or to lead you to some location.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Claim this site for yourself (group naming menu)}}&lt;br /&gt;
| This option allows you to stake a claim on the site you are in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for permission to stay a day}}&lt;br /&gt;
| Allows you to sleep in the listener's building for the night.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the structure you are in}}&lt;br /&gt;
| Tells you about whatever structure you are standing in, if you are standing in one.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about this site's neighbors and trade partners}}&lt;br /&gt;
| Lets you learn what sites this site is neighboring and/or trading with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the surrounding area}}&lt;br /&gt;
| Choosing this will tell you about some location nearby, and why it's significant.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on weather}}&lt;br /&gt;
| Small talk about the weather. Really.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on natural surroundings}}&lt;br /&gt;
| Same as the weather, only about the nature around you.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Accuse listener of being a night creature}} &lt;br /&gt;
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about listener's profession}}&lt;br /&gt;
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about listener's family}}&lt;br /&gt;
| Discover what family the listener has, as expected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Brag about your past violent acts}}&lt;br /&gt;
| Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least severely less impactful than summarizing the conflict.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Say goodbye}}&lt;br /&gt;
| Ends the conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed.&lt;br /&gt;
&lt;br /&gt;
If they survive long enough/are trained well enough then companions are capable of leveling stats and skills. Thus they are susceptible to gaining a title or having a job title change as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement.&lt;br /&gt;
&lt;br /&gt;
If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river&amp;quot; (shown by a single dark blue line). Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
== Personal Finance ==&lt;br /&gt;
&lt;br /&gt;
=== Trading (barter) ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops,in Elven Trading trees you can find markets and at depots in dwarven fortresses you can encounter brokers. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Theft ===&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop.&lt;br /&gt;
&lt;br /&gt;
If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life.&lt;br /&gt;
&lt;br /&gt;
=== Managing coins ===&lt;br /&gt;
&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher denomination currency first but will resort to lower value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount &amp;quot;they owe you&amp;quot; during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
=== Where to get items to sell ===&lt;br /&gt;
&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it.&lt;br /&gt;
&lt;br /&gt;
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
== Quest Log ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
* '''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' gives you spit, which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu.&lt;br /&gt;
&lt;br /&gt;
You may also gain acquired abilities when you become a creature of the night, such as a necromancer.&lt;br /&gt;
&lt;br /&gt;
= Sites =&lt;br /&gt;
&lt;br /&gt;
More information on each type of site can be found in the site's specific article.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Human Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:0}} ====&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human towns are highly modular, and are usually near some source of water, either the coast or a river.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
Towns usually have lots of interesting structures which are described fully in the [[town]] article.&lt;br /&gt;
&lt;br /&gt;
==== Hamlets {{Raw Tile|æ|7:0:0}} {{Raw Tile|Æ|7:0:0}} {{Raw Tile|{{=}}|7:0:0}} {{Raw Tile|≡|7:0:0}} ====&lt;br /&gt;
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets.&lt;br /&gt;
&lt;br /&gt;
Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Dwarf Fortresses {{Raw Tile|Ω|7:0:1}} ====&lt;br /&gt;
These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in the own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges.&lt;br /&gt;
&lt;br /&gt;
Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.&lt;br /&gt;
&lt;br /&gt;
==== Mountain Halls {{Raw Tile|Ω|0:0:1}} ====&lt;br /&gt;
[[Mountain halls]] are the sites of the &amp;quot;deep dwarves,&amp;quot; located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.&lt;br /&gt;
&lt;br /&gt;
==== Hillocks {{Raw Tile|Ω|7:0:0}} ====&lt;br /&gt;
[[Hillock]]s are the dwarf equivalent to human hamlets. They consist of a few circular mounds filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].&lt;br /&gt;
&lt;br /&gt;
=== Elven Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Forest Retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} ====&lt;br /&gt;
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.&lt;br /&gt;
&lt;br /&gt;
=== Goblin Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Dark Fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:0}} {{Raw Tile|π|5:0:1}} ====&lt;br /&gt;
These are the main goblin sites. Some [[dark fortress]]es may contain a [[Underworld spire|certain spoiler]].&lt;br /&gt;
&lt;br /&gt;
==== Dark Pits {{Raw Tile|º|5:0:0}}====&lt;br /&gt;
These are the goblin equivalent of hamlets and hillocks. [[Dark Pit]]s are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.&lt;br /&gt;
&lt;br /&gt;
=== Kobold Sites ===&lt;br /&gt;
==== Caves {{Raw Tile|•|#808080|#00DD00}}====&lt;br /&gt;
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions.&lt;br /&gt;
&lt;br /&gt;
=== Night Creature Sites ===&lt;br /&gt;
&lt;br /&gt;
==== Necromancer's Towers {{Raw Tile|I|5:0:0}} ====&lt;br /&gt;
[[Necromancer]]'s Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation, as necromancers cannot be elf or goblin.&lt;br /&gt;
&lt;br /&gt;
==== Lairs ====&lt;br /&gt;
Lairs are the homes of [[night troll]]s. Lairs are mounds or holes in the ground with doors or hatch covers. Most night troll lairs are inhabited by a single creature, but sometimes you'll encounter entire families of five or even ten.&lt;br /&gt;
&lt;br /&gt;
=== Megabeast Sites ===&lt;br /&gt;
==== Minotaur's Labyrinths {{Raw Tile|#|0:7:1}}====&lt;br /&gt;
A Labyrinth is an intricate network of tunnels often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. As you explore the labyrinth, you will hear the minotaur taunting you.&lt;br /&gt;
&lt;br /&gt;
==== Bronze Colossus' Shrine {{Raw Tile|Å|7:0:0}} ====&lt;br /&gt;
Shrines are huge stone structures surrounded by pillars that are the homes of [[bronze colossi]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Demons]] have also been reported to inhabit them.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
== How do I find an entrance to the underworld? ==&lt;br /&gt;
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.&lt;br /&gt;
&lt;br /&gt;
Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns.&lt;br /&gt;
&lt;br /&gt;
Method 3: You can start a [[dwarf fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.&lt;br /&gt;
&lt;br /&gt;
The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.&lt;br /&gt;
&lt;br /&gt;
== I keep getting maimed! How can I fight without getting seriously hurt? ==&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to '''fight enemies one-by-one''' — keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to '''chop body parts off of your enemy''' — it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.&lt;br /&gt;
* Remember that '''it's better to let your enemy come to you, than to go to your enemy'''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
== How can I obtain armor as quickly as possible? ==&lt;br /&gt;
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.&lt;br /&gt;
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.&lt;br /&gt;
* You can also take along companions and have them killed, or just plainly murder people and loot their corpses for stuff. &lt;br /&gt;
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Remember that coins only have nominal value in the civilization they've been minted, but gems are equally valuable anywhere.&lt;br /&gt;
&lt;br /&gt;
== How do I increase my skills and attributes? ==&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills; very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.&amp;lt;p&amp;gt;It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.&lt;br /&gt;
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.&amp;lt;p&amp;gt;The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|&amp;lt;}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.&amp;lt;p&amp;gt;An alternative and much easier way to train any ranged attack is to simply shoot one or more z-levels straight above into the air , by using {{k|f}} than {{k|&amp;lt;}} , any ammunition used seems incapable of causing harm to the one launching it and lands undamaged under their feet for easy retrieval , however this may be considered a bug and/or exploit.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Sneaking on the fast travel screen may work as well.{{Verify}} Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).&amp;lt;p&amp;gt;Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).&amp;lt;p&amp;gt;Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;As of version 40_23 one seem to aquire Observer skill from regular combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
== I managed to escape but my limbs are chopped off. Now what? ==&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is only one way to get them back, and that is by being bitten by a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
== What creatures of night can I become? ==&lt;br /&gt;
&lt;br /&gt;
You basically have four different choices.&lt;br /&gt;
&lt;br /&gt;
Firstly, you can become a [[necromancer|'''necromancer''']].&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and your physical stats are permanently fixed.&lt;br /&gt;
* The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can become a [[vampire|'''vampire''']].&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.&lt;br /&gt;
* Your strength, agility and toughness are doubled.&lt;br /&gt;
* They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a vampire by desecrating statues\totems\altars dedicated to them. {{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can become a [[werebeast|'''werebeast''']].&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormalcy outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.&lt;br /&gt;
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you. It has to be in the beast form.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a werebeast by desecrating statues\totems\altars dedicated to them. {{version|0.42.01}}&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
&lt;br /&gt;
And finally, you can become a mist [[zombie|'''zombie''']].&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* Your strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.&lt;br /&gt;
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]&lt;br /&gt;
*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
=A glimpse into the Future=&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
* Passage from &amp;quot;Shooting &amp;lt;s&amp;gt;for&amp;lt;/s&amp;gt; the sky&amp;quot; , the giant toad bone bound book by Nefil Blackbone the human necromancer :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
... While seemingly absurd , the practice of ones abilities with a ranged weapon can be furthered by directing said weapon towards the sky . &lt;br /&gt;
After all , during day time the sky has one giant target that might even seem so large that it's impossible to miss , and the night sky has many smaller ones . &lt;br /&gt;
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms , thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target , this has further lead me to believe in the possibility of sky exploration , for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go . &lt;br /&gt;
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above . &lt;br /&gt;
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]] , while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal . &lt;br /&gt;
This is how the great space race between the Elves , Dwarves and Humans began , which would later on lead to massive intergalactic conflicts , space goblin invasions , immortal human emperors , elven space gates , interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Topic&amp;diff=222284</id>
		<title>DF2014 Talk:Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Topic&amp;diff=222284"/>
		<updated>2015-12-18T15:57:05Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* We aren't even half way there */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==We aren't even half way there==&lt;br /&gt;
There are around 130 innovations/topics/technologies listed so far. Toady says there are around 300.&lt;br /&gt;
&lt;br /&gt;
Techniques for researching:&lt;br /&gt;
&lt;br /&gt;
* Turn entire Fortress into scholars&lt;br /&gt;
* Monitor what they discuss / ponder every few minutes&lt;br /&gt;
* Record the innovation name and description (Press {{k|j}} when highlighting the dwarf in the unit list to see the description)&lt;br /&gt;
* Might be best to do this in several worlds generated with longer histories&lt;br /&gt;
&lt;br /&gt;
I also went through Legends mode and sorted through a crap load of books (under artifacts), but this way doesn't always give you the innovation name. And it's a pain.&lt;br /&gt;
&lt;br /&gt;
Any other suggestions? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 16:18, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Writing books in adv mode is also a good way to do it.&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 17:07, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Didn't think of that. Very nice.[[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 17:21, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, having not played fortress mode in the new release, I didn't realize that there were official names for the topics. I just thought the name was supposed to briefly describe the topic. I will remove the names from all the topics I have added.&lt;br /&gt;
One good thing about using legends mode is that you know for certain which field a topic is a part of, since it says stuff like, &amp;quot;In 88, Sut became a philosopher in Hawktwinkle.&amp;quot; &amp;quot;In the early summer of 91, Sut independently discovered discourse on medical ethics.&amp;quot; That could have conceivably been a medical science innovation, but obviously since Sut was a philosopher, it is a philosophy inovation. --[[User:Figwat|Figwat]] ([[User talk:Figwat|talk]]) 05:57, 5 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lots of knowledge flags have been [https://github.com/DFHack/df-structures/commit/db79fe8058839d1582cc1bfdd73a51ec9bbde20c added to df-structures] recently. I don't know how the names were found or how reliable the information is, but it might be a good starting point for the full list of topics. --[[User:FortressBuilder|FortressBuilder]] ([[User talk:FortressBuilder|talk]]) 15:57, 18 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reminders ==&lt;br /&gt;
&lt;br /&gt;
* Record both the name and description&lt;br /&gt;
* The description should be all words after &amp;quot;The topic being discussed concerns...&amp;quot; or whatever it is.&lt;br /&gt;
* Try to sort the innovation in the right section of this article&lt;br /&gt;
* If it isn't obvious which it fits under (or it seems fits under multiple) just put it in the &amp;quot;unsorted&amp;quot; section&lt;br /&gt;
* More research will be done when Dwarf Therapist is updated&lt;br /&gt;
** In particular, monitoring dwarf's skill gain to pinpoint the correct branch(s) a topic should be sorted under. &lt;br /&gt;
[[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 16:27, 4 December 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=222131</id>
		<title>Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=222131"/>
		<updated>2015-12-12T16:17:02Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Add more topics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:10, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
'''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development).&lt;br /&gt;
&lt;br /&gt;
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens.&lt;br /&gt;
&lt;br /&gt;
There are 9 &amp;quot;branches&amp;quot; of the knowledge system.&lt;br /&gt;
==Astronomy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory that the sun moves around the world&lt;br /&gt;
|-&lt;br /&gt;
|The Astrolabe&lt;br /&gt;
|The construction and use of the astrolabe&lt;br /&gt;
|-&lt;br /&gt;
|Daylight And Seasons&lt;br /&gt;
|The variation of daylight with the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between the lunar and solar year&lt;br /&gt;
|-&lt;br /&gt;
|The Sun and Seasons&lt;br /&gt;
|The rise of the sun according to the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The path of the moon&lt;br /&gt;
|-&lt;br /&gt;
|The Moon and Seasons&lt;br /&gt;
|The rise of the moon according to the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between the moon and the tides&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The creation of star charts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory that the world moves around the sun&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Methods of empirical observation in astronomy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The phases of the moon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The height of the tides, the moon and the sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chemistry ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The preparation and use of adhesive materials&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of ores&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory and methods involved in evaporation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of materials based on which elemental materials might form them&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Methods for performing experiments systematically in the laboratory&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the ampoule&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the alembic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The mixture of metals to produce alloys&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Extraction&lt;br /&gt;
|The theory and methods involved in the extraction of a constituent liquid from one solution to another&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the blast furnace&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the retort&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of alkali and acids&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the beaker&lt;br /&gt;
|-&lt;br /&gt;
|Oil of Vitriol&lt;br /&gt;
|The preparation of oil of vitriol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the crucible&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory and methods involved in distillation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of laboratory ovens&lt;br /&gt;
|}&lt;br /&gt;
* [[wikipedia:Nitric acid|Spirit of niter]]&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|The Pulley&lt;br /&gt;
|The construction and use of the pulley&lt;br /&gt;
|-&lt;br /&gt;
|The Lever&lt;br /&gt;
|The construction and use of the lever&amp;lt;br/&amp;gt;The reasons why the lever is effective&lt;br /&gt;
|-&lt;br /&gt;
|The Windlass&lt;br /&gt;
|The construction and use of the windlass&lt;br /&gt;
|-&lt;br /&gt;
|The Screw&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|-&lt;br /&gt;
|Models and Templates&lt;br /&gt;
|The use of models and templates in engineering&lt;br /&gt;
|-&lt;br /&gt;
|The Warded Lock&lt;br /&gt;
|The construction and use of the warded lock&lt;br /&gt;
|-&lt;br /&gt;
|The Tumbler Lock&lt;br /&gt;
|The construction and use of the tumbler lock&lt;br /&gt;
|-&lt;br /&gt;
|The Siphon&lt;br /&gt;
|The action of the siphon&lt;br /&gt;
|-&lt;br /&gt;
|Gear Mechanics&amp;lt;br /&amp;gt;Gears&lt;br /&gt;
|The reasons why gears are effective&lt;br /&gt;
|-&lt;br /&gt;
|The Crystal Lens&lt;br /&gt;
|The construction and use of the crystal lens&lt;br /&gt;
|-&lt;br /&gt;
|The Funnel&lt;br /&gt;
|The construction and use of the funnel&lt;br /&gt;
|-&lt;br /&gt;
|The Glass Lens&lt;br /&gt;
|The construction and use of the glass lens&lt;br /&gt;
|-&lt;br /&gt;
|The Camera Obscura&lt;br /&gt;
|The construction and use of the camera obscura&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of valves&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the bellows&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the straight-beam balance&lt;br /&gt;
|-&lt;br /&gt;
|The Wedge&lt;br /&gt;
|The reasons why the wedge is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of water-based devices to tell time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of lamination&lt;br /&gt;
|-&lt;br /&gt;
|The Wheel-and-axle&lt;br /&gt;
|The reasons why the wheel-and-axle construction is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why pulleys are effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why screws are effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the padlock&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why the lever is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of water-filled sphere as a lens&lt;br /&gt;
|-&lt;br /&gt;
|Water Clock Reservoirs&lt;br /&gt;
|The use of reservoirs in water-based clocks to improve their accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[wikipedia:Differential (mechanical device)|Differential gears]] are a difficult innovation and a prerequisite for [[wikipedia:South-pointing chariot|pointing chariot]]s and [[wikipedia:Astrarium|astrarium]]s.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of surveying land&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The forces that govern wind patterns&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of economic data collection&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The placement of economic information on maps&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the surveying staff&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The origin of rainfall through evaporation and condensation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process involved in creating maps&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of the formation of deltas at the mouths of rivers&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The placement of geological information on maps&lt;br /&gt;
|}&lt;br /&gt;
The geography innovations include several related to [[wikipedia:cartography|cartography]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Innovations for historians are, in part, writing forms like [[wikipedia:biography|biography]], and then any historian that reads a biography can start writing them as well. Innovations include comparative biographies describing multiple people, and matters of sourcing, etc.&lt;br /&gt;
&lt;br /&gt;
Historians can start to understand how cultural differences and state bias affects source reliability and think a bit about social forces.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Archaeology&lt;br /&gt;
|The method of collecting and evaluating artifacts to learn about history and culture&lt;br /&gt;
|-&lt;br /&gt;
|Cultural History&lt;br /&gt;
|The method of accurately and comprehensively describing cultures and civilizations&lt;br /&gt;
|-&lt;br /&gt;
|Source Reliability&lt;br /&gt;
|The reliability of sources&lt;br /&gt;
|-&lt;br /&gt;
|Personal Interviews&lt;br /&gt;
|Using personal interviews as sources&lt;br /&gt;
|-&lt;br /&gt;
|Autobiographical Adventures&lt;br /&gt;
|The method of writing a biography of oneself, particularly as it concerns a military campaign or adventure&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the cause of historical events&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of writing the history of a single individual&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of comparing and contrasting different cultures&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|The role of cultural differences in source reliability and interpretation&lt;br /&gt;
|-&lt;br /&gt;
|Biographical Dictionaries&lt;br /&gt;
|The compilation of brief biographies into one large collection&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The compilation of family lineages and methods of displaying them artfully&lt;br /&gt;
|-&lt;br /&gt;
|Comparative Biography&lt;br /&gt;
|The method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The exploration of how history would be different if some key past events had transpired differently&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of historical, governmental and social cycles&lt;br /&gt;
|-&lt;br /&gt;
|Historical Causation&lt;br /&gt;
|The causes of historical events&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of examining artifacts to determine how techniques have changed over time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mathematics ==&lt;br /&gt;
* [[wikipedia:Plus and minus signs#Plus sign|Symbol for addition]]&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Positional Notation&lt;br /&gt;
|Positional notation&lt;br /&gt;
|-&lt;br /&gt;
|Large Sums&lt;br /&gt;
|Simple formulas for certain arbitrarily large sums&lt;br /&gt;
|-&lt;br /&gt;
|Equations&lt;br /&gt;
|The technique of balancing and completion for solving equations&lt;br /&gt;
|-&lt;br /&gt;
|Very Large Numbers&lt;br /&gt;
|Notation for very large numbers&lt;br /&gt;
|-&lt;br /&gt;
|Negative quantities&lt;br /&gt;
|The notation for negative quantities&lt;br /&gt;
|-&lt;br /&gt;
|Nothingness&lt;br /&gt;
|A symbol for nothingness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of proof by contradiction&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|An algorithm for dividing one number into another, possibly yielding a remainder&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Geometric objects: points, lines, circles, triangles, and so on&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The divergence of the harmonic series&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The properties of similar and congruent triangles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical science ==&lt;br /&gt;
Medical innovations include dedicated hospitals with specialized wards, staffing, medical labs and treatment for many illnesses.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Diseases&lt;br /&gt;
|The diseases of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Mineral Remedies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Disease Classification&lt;br /&gt;
|The classification of disease&lt;br /&gt;
|-&lt;br /&gt;
|Toxicology&lt;br /&gt;
|The classification of toxic substances&lt;br /&gt;
|-&lt;br /&gt;
|Suturing&lt;br /&gt;
|The surgical method of suturing&lt;br /&gt;
|-&lt;br /&gt;
|Traumatic Injuries&lt;br /&gt;
|The treatment of traumatic injuries&lt;br /&gt;
|-&lt;br /&gt;
|Draining&lt;br /&gt;
|The surgical method of draining&lt;br /&gt;
|-&lt;br /&gt;
|Bandages&lt;br /&gt;
|The method of bandaging wounds&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of paroxysm&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The treatment of fractures&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The surgical method of scraping&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of practice models in surgery&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of specialized surgical instruments&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical Studies&lt;br /&gt;
|Anatomical studies for medical edification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The anatomy of the eye&lt;br /&gt;
|-&lt;br /&gt;
|Disease and Fouled Water&lt;br /&gt;
|The connection between disease and fouled water&lt;br /&gt;
|-&lt;br /&gt;
|Herbal Remedies&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of physical examination in diagnosing illness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The surgical method of probing&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Determining the likely outcome given a patient's current status&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of the exacerbation of a patient's condition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cauterization&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Pulmonary medicine&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Remedies prepared from animals&lt;br /&gt;
|-&lt;br /&gt;
|Lithotomy Surgery&lt;br /&gt;
|The lithotomy surgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natural science ==&lt;br /&gt;
Toady on natural science innovations:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;And so on through the other seven branches - there are innovations in naturalist writings, for example, and then they can investigate specific critters with those in mind when they get down to work observing foraging behavior or performing dissections.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Naturalists can build a theory of [[wikipedia:rainbow|rainbow]]s using water-filled spheres and a [[wikipedia:camera obscura|camera obscura]], and they can calculate the height of the atmosphere based on [[wikipedia:atmospheric refraction|atmospheric refraction]] using the [[wikipedia:law of refraction|law of refraction]] (though it tries not to get into the actual shape of the world, since that might vary).&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Physical Features&lt;br /&gt;
|The classification of creatures by their physical features&lt;br /&gt;
|-&lt;br /&gt;
|Climactic Adaptation&lt;br /&gt;
|The way that creatures are suited to the climates in which they live&lt;br /&gt;
|-&lt;br /&gt;
|Migratory Patterns&lt;br /&gt;
|The migratory patterns of creatures&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|A world-wide cycle involving precipitation, oceans, rivers and other forms of water&lt;br /&gt;
|-&lt;br /&gt;
|Foraging Behavior&lt;br /&gt;
|The foraging behavior and diet of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Reproductive Behavior&lt;br /&gt;
|The reproductive behavior of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Social Behavior&lt;br /&gt;
|The social behavior of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Dissection&lt;br /&gt;
|The dissection of creatures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
The specific view that a philosopher takes on, say, the nature of beauty or methods of education will depend on their individual/cultural values, where they apply, and a philosopher that encounters a philosophy book on beauty can then provide their own take (having acquired the innovation). &lt;br /&gt;
&lt;br /&gt;
Toady on philosophy innovations:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;For fields like philosophy, I've tried not to make judgments about which ideas are &amp;quot;right&amp;quot; or anything like that, but rather which subjects can be thought about at all.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Value Agendas&lt;br /&gt;
|Writers can push value &amp;quot;agendas&amp;quot; if they are skilled enough.&lt;br /&gt;
&lt;br /&gt;
Description format: The [worthlessness | value | nature] of &amp;amp;#91;[[belief]]&amp;amp;#93;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* The nature of truth - probably related to TRUTH&lt;br /&gt;
* The value of art - probably related to ARTWORK&lt;br /&gt;
|-&lt;br /&gt;
|Interpersonal Ethics&lt;br /&gt;
|Discourse on ethics as applied to interpersonal conduct&lt;br /&gt;
|-&lt;br /&gt;
|Causation&lt;br /&gt;
|The nature of causation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on diplomacy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the meaning of individual happiness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on economic policy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on ethics as it regards the benefit of the state&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of perception&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of justification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between objects and their properties&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of mind and body&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on ethics as applied to war&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of beauty&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on law&lt;br /&gt;
|-&lt;br /&gt;
|Grammar&lt;br /&gt;
|Grammar&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on government&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on social welfare&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of events&lt;br /&gt;
|-&lt;br /&gt;
|Education&lt;br /&gt;
|Education, its forms and recommendations&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of belief&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on medical ethics&lt;br /&gt;
|-&lt;br /&gt;
|Whole and Parts&lt;br /&gt;
|The relationship between wholes and parts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of etymology&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unknown/unsorted==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Economic policy, its forms and recommendations&lt;br /&gt;
|-&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Clocks&lt;br /&gt;
|The use of shadows to tell direction and time&lt;br /&gt;
|-&lt;br /&gt;
|Social Welfare&lt;br /&gt;
|Social welfare, its forms and recommendations&lt;br /&gt;
|-&lt;br /&gt;
|Formal Reasoning&amp;lt;!-- Could be Philosophy or Mathematics --&amp;gt;&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|-&lt;br /&gt;
|Water Displacement&amp;lt;!-- Was Natural Science and Engineering --&amp;gt;&lt;br /&gt;
|A precise description of buoyancy and water displacement&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=222008</id>
		<title>Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=222008"/>
		<updated>2015-12-08T13:25:35Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:10, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
'''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development).&lt;br /&gt;
&lt;br /&gt;
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens.&lt;br /&gt;
&lt;br /&gt;
There are 9 &amp;quot;branches&amp;quot; of the knowledge system.&lt;br /&gt;
==Astronomy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory that the sun moves around the world&lt;br /&gt;
|-&lt;br /&gt;
|The Astrolabe&lt;br /&gt;
|The construction and use of the astrolabe&lt;br /&gt;
|-&lt;br /&gt;
|Daylight And Seasons&lt;br /&gt;
|The variation of daylight with the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between the lunar and solar year&lt;br /&gt;
|-&lt;br /&gt;
|The Sun and Seasons&lt;br /&gt;
|The rise of the sun according to the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The path of the moon&lt;br /&gt;
|-&lt;br /&gt;
|The Moon and Seasons&lt;br /&gt;
|The rise of the moon according to the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between the moon and the tides&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The creation of star charts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory that the world moves around the sun&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Methods of empirical observation in astronomy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The phases of the moon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chemistry ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The preparation and use of adhesive materials&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of ores&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory and method of evaporation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of materials based on which elemental materials might form them&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Methods for performing experiments systematically in the laboratory&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the ampoule&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the alembic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The mixture of metals to produce alloys&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Extraction&lt;br /&gt;
|The theory and methods involved in the extraction of a constituent liquid from one solution to another&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the blast furnace&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the retort&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of alkali and acids&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the beaker&lt;br /&gt;
|-&lt;br /&gt;
|Oil of Vitriol&lt;br /&gt;
|The preparation of oil of vitriol&lt;br /&gt;
|}&lt;br /&gt;
* [[wikipedia:Sulfuric acid|Oil of vitriol]]&lt;br /&gt;
* [[wikipedia:Nitric acid|Spirit of niter]]&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|The Pulley&lt;br /&gt;
|The construction and use of the pulley&lt;br /&gt;
|-&lt;br /&gt;
|The Lever&lt;br /&gt;
|The construction and use of the lever&amp;lt;br/&amp;gt;The reasons why the lever is effective&lt;br /&gt;
|-&lt;br /&gt;
|The Windlass&lt;br /&gt;
|The construction and use of the windlass&lt;br /&gt;
|-&lt;br /&gt;
|The Screw&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|-&lt;br /&gt;
|Models and Templates&lt;br /&gt;
|The use of models and templates in engineering&lt;br /&gt;
|-&lt;br /&gt;
|The Warded Lock&lt;br /&gt;
|The construction and use of the warded lock&lt;br /&gt;
|-&lt;br /&gt;
|The Tumbler Lock&lt;br /&gt;
|The construction and use of the tumbler lock&lt;br /&gt;
|-&lt;br /&gt;
|The Siphon&lt;br /&gt;
|The action of the siphon&lt;br /&gt;
|-&lt;br /&gt;
|Gear Mechanics&lt;br /&gt;
|The reasons why gears are effective&lt;br /&gt;
|-&lt;br /&gt;
|The Crystal Lens&lt;br /&gt;
|The construction and use of the crystal lens&lt;br /&gt;
|-&lt;br /&gt;
|The Funnel&lt;br /&gt;
|The construction and use of the funnel&lt;br /&gt;
|-&lt;br /&gt;
|The Glass Lens&lt;br /&gt;
|The construction and use of the glass lens&lt;br /&gt;
|-&lt;br /&gt;
|The Camera Obscura&lt;br /&gt;
|The construction and use of the camera obscura&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of valves&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the bellows&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the straight-beam balance&lt;br /&gt;
|-&lt;br /&gt;
|The Wedge&lt;br /&gt;
|The reasons why the wedge is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of water-based devices to tell time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of lamination&lt;br /&gt;
|-&lt;br /&gt;
|The Wheel-and-axle&lt;br /&gt;
|The reasons why the wheel-and-axle construction is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why pulleys are effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why screws are effective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[wikipedia:Differential (mechanical device)|Differential gears]] are a difficult innovation and a prerequisite for [[wikipedia:South-pointing chariot|pointing chariot]]s and [[wikipedia:Astrarium|astrarium]]s.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of surveying land&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The forces that govern wind patterns&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of economic data collection&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The placement of economic information on maps&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the surveying staff&lt;br /&gt;
|}&lt;br /&gt;
The geography innovations include several related to [[wikipedia:cartography|cartography]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Innovations for historians are, in part, writing forms like [[wikipedia:biography|biography]], and then any historian that reads a biography can start writing them as well. Innovations include comparative biographies describing multiple people, and matters of sourcing, etc.&lt;br /&gt;
&lt;br /&gt;
Historians can start to understand how cultural differences and state bias affects source reliability and think a bit about social forces.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Archaeology&lt;br /&gt;
|The method of collecting and evaluating artifacts to learn about history and culture&lt;br /&gt;
|-&lt;br /&gt;
|Cultural History&lt;br /&gt;
|The method of accurately and comprehensively describing cultures and civilizations&lt;br /&gt;
|-&lt;br /&gt;
|Source Reliability&lt;br /&gt;
|The reliability of sources&lt;br /&gt;
|-&lt;br /&gt;
|Personal Interviews&lt;br /&gt;
|Using personal interviews as sources&lt;br /&gt;
|-&lt;br /&gt;
|Autobiographical Adventures&lt;br /&gt;
|The method of writing a biography of oneself, particularly as it concerns a military campaign or adventure&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the cause of historical events&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of writing the history of a single individual&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of comparing and contrasting different cultures&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|The role of cultural differences in source reliability and interpretation&lt;br /&gt;
|-&lt;br /&gt;
|Biographical Dictionaries&lt;br /&gt;
|The compilation of brief biographies into one large collection&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The compilation of family lineages and methods of displaying them artfully&lt;br /&gt;
|-&lt;br /&gt;
|Comparative Biography&lt;br /&gt;
|The method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The exploration of how history would be different if some key past events had transpired differently the notion of historical, governmental and social cycles&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of historical, governmental and social cycles&lt;br /&gt;
|-&lt;br /&gt;
|Historical Causation&lt;br /&gt;
|The causes of historical events&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mathematics ==&lt;br /&gt;
* [[wikipedia:Harmonic series (mathematics)#Divergence|Divergence of harmonic series]]&lt;br /&gt;
* [[wikipedia:Plus and minus signs#Plus sign|Symbol for addition]]&lt;br /&gt;
* [[wikipedia:Proof by contradiction|Proof by contradiction]]&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Positional Notation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Large Sums&lt;br /&gt;
|Simple formulas for certain arbitrarily large sums&lt;br /&gt;
|-&lt;br /&gt;
|Equations&lt;br /&gt;
|The technique of balancing and completion for solving equations&lt;br /&gt;
|-&lt;br /&gt;
|Very Large Numbers&lt;br /&gt;
|Notation for very large numbers&lt;br /&gt;
|-&lt;br /&gt;
|Negative quantities&lt;br /&gt;
|The notation for negative quantities&lt;br /&gt;
|-&lt;br /&gt;
|Nothingness&lt;br /&gt;
|A symbol for nothingness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical science ==&lt;br /&gt;
Medical innovations include dedicated hospitals with specialized wards, staffing, medical labs and treatment for many illnesses.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Diseases&lt;br /&gt;
|The diseases of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Mineral Remedies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Disease Classification&lt;br /&gt;
|The classification of disease&lt;br /&gt;
|-&lt;br /&gt;
|Toxicology&lt;br /&gt;
|The classification of toxic substances&lt;br /&gt;
|-&lt;br /&gt;
|Suturing&lt;br /&gt;
|The surgical method of suturing&lt;br /&gt;
|-&lt;br /&gt;
|Traumatic Injuries&lt;br /&gt;
|The treatment of traumatic injuries&lt;br /&gt;
|-&lt;br /&gt;
|Draining&lt;br /&gt;
|The surgical method of draining&lt;br /&gt;
|-&lt;br /&gt;
|Bandages&lt;br /&gt;
|The method of bandaging wounds&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of paroxysm&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The treatment of fractures&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The surgical method of scraping&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of practice models in surgery&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of specialized surgical instruments&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical Studies&lt;br /&gt;
|Anatomical studies for medical edification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The anatomy of the eye&lt;br /&gt;
|-&lt;br /&gt;
|Disease and Fouled Water&lt;br /&gt;
|The connection between disease and fouled water&lt;br /&gt;
|-&lt;br /&gt;
|Herbal Remedies&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of physical examination in diagnosing illness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The surgical method of probing&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Determining the likely outcome given a patient's current status&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of the exacerbation of a patient's condition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cauterization&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natural science ==&lt;br /&gt;
Toady on natural science innovations:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;And so on through the other seven branches - there are innovations in naturalist writings, for example, and then they can investigate specific critters with those in mind when they get down to work observing foraging behavior or performing dissections.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Naturalists can build a theory of [[wikipedia:rainbow|rainbow]]s using water-filled spheres and a [[wikipedia:camera obscura|camera obscura]], and they can calculate the height of the atmosphere based on [[wikipedia:atmospheric refraction|atmospheric refraction]] using the [[wikipedia:law of refraction|law of refraction]] (though it tries not to get into the actual shape of the world, since that might vary).&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Physical Features&lt;br /&gt;
|The classification of creatures by their physical features&lt;br /&gt;
|-&lt;br /&gt;
|Climactic Adaptation&lt;br /&gt;
|The way that creatures are suited to the climates in which they live&lt;br /&gt;
|-&lt;br /&gt;
|Migratory Patterns&lt;br /&gt;
|The migratory patterns of creatures&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The origin of rainfall through evaporation and condensation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|A world-wide cycle involving precipitation, oceans, rivers and other forms of water&lt;br /&gt;
|-&lt;br /&gt;
|Foraging Behavior&lt;br /&gt;
|The foraging behavior and diet of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Reproductive Behavior&lt;br /&gt;
|The reproductive behavior of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Social Behavior&lt;br /&gt;
|The social behavior of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Dissection&lt;br /&gt;
|The dissection of creatures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
The specific view that a philosopher takes on, say, the nature of beauty or methods of education will depend on their individual/cultural values, where they apply, and a philosopher that encounters a philosophy book on beauty can then provide their own take (having acquired the innovation). &lt;br /&gt;
&lt;br /&gt;
Toady on philosophy innovations:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;For fields like philosophy, I've tried not to make judgments about which ideas are &amp;quot;right&amp;quot; or anything like that, but rather which subjects can be thought about at all.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Value Agendas&lt;br /&gt;
|Writers can push value &amp;quot;agendas&amp;quot; if they are skilled enough.&lt;br /&gt;
&lt;br /&gt;
Description format: The [worthlessness | value | nature] of &amp;amp;#91;[[belief]]&amp;amp;#93;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* The nature of truth - probably related to TRUTH&lt;br /&gt;
* The value of art - probably related to ARTWORK&lt;br /&gt;
|-&lt;br /&gt;
|Interpersonal Ethics&lt;br /&gt;
|Discourse on ethics as applied to interpersonal conduct&lt;br /&gt;
|-&lt;br /&gt;
|Causation&lt;br /&gt;
|The nature of causation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on diplomacy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the meaning of individual happiness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on economic policy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on ethics as it regards the benefit of the state&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of perception&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of justification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between objects and their properties&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of mind and body&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on ethics as applied to war&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of beauty&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on law&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on grammar&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on government&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on social welfare&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of events&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on education&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of belief&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on medical ethics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unknown/unsorted==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Economic policy, its forms and recommendations&lt;br /&gt;
|-&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Clocks&lt;br /&gt;
|The use of shadows to tell direction and time&lt;br /&gt;
|-&lt;br /&gt;
|Social Welfare&lt;br /&gt;
|Social welfare, its forms and recommendations&lt;br /&gt;
|-&lt;br /&gt;
|Formal Reasoning&amp;lt;!-- Could be Philosophy or Mathematics --&amp;gt;&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|-&lt;br /&gt;
|Water Displacement&amp;lt;!-- Was Natural Science and Engineering --&amp;gt;&lt;br /&gt;
|A precise description of buoyancy and water displacement&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=221977</id>
		<title>Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=221977"/>
		<updated>2015-12-07T09:21:27Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Add more topics from Fortress Mode scholars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|06:10, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
'''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
There are around 300 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development).&lt;br /&gt;
&lt;br /&gt;
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens.&lt;br /&gt;
&lt;br /&gt;
There are 9 &amp;quot;branches&amp;quot; of the knowledge system.&lt;br /&gt;
==Astronomy==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory that the sun moves around the world&lt;br /&gt;
|-&lt;br /&gt;
|Daylight And Seasons&lt;br /&gt;
|The variation of daylight with the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between the lunar and solar year&lt;br /&gt;
|-&lt;br /&gt;
|The Sun and Seasons&lt;br /&gt;
|The rise of the sun according to the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The path of the moon&lt;br /&gt;
|-&lt;br /&gt;
|The Moon and Seasons&lt;br /&gt;
|The rise of the moon according to the season&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between the moon and the tides&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The creation of star charts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory that the world moves around the sun&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Methods of empirical observation in astronomy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The phases of the moon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chemistry ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The preparation and use of adhesive materials&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of ores&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory and method of evaporation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of materials based on which elemental materials might form them&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Methods for performing experiments systematically in the laboratory&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the ampoule&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the alembic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The mixture of metals to produce alloys&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The theory and methods involved in the extraction of a constituent liquid from one solution to another&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the blast furnace&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the retort&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The classification of alkali and acids&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the beaker&lt;br /&gt;
|}&lt;br /&gt;
* [[wikipedia:Sulfuric acid|Oil of vitriol]]&lt;br /&gt;
* [[wikipedia:Nitric acid|Spirit of niter]]&lt;br /&gt;
&lt;br /&gt;
== Engineering ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|The Pulley&lt;br /&gt;
|The construction and use of the pulley&lt;br /&gt;
|-&lt;br /&gt;
|The Lever&lt;br /&gt;
|The construction and use of the lever&amp;lt;br/&amp;gt;The reasons why the lever is effective&lt;br /&gt;
|-&lt;br /&gt;
|The Windlass&lt;br /&gt;
|The construction and use of the windlass&lt;br /&gt;
|-&lt;br /&gt;
|The Screw&lt;br /&gt;
|The construction and use of the screw&lt;br /&gt;
|-&lt;br /&gt;
|Models and Templates&lt;br /&gt;
|The use of models and templates in engineering&lt;br /&gt;
|-&lt;br /&gt;
|The Warded Lock&lt;br /&gt;
|The construction and use of the warded lock&lt;br /&gt;
|-&lt;br /&gt;
|The Tumbler Lock&lt;br /&gt;
|The construction and use of the tumbler lock&lt;br /&gt;
|-&lt;br /&gt;
|The Siphon&lt;br /&gt;
|The action of the siphon&lt;br /&gt;
|-&lt;br /&gt;
|Gear Mechanics&lt;br /&gt;
|The reasons why gears are effective&lt;br /&gt;
|-&lt;br /&gt;
|The Crystal Lens&lt;br /&gt;
|The construction and use of the crystal lens&lt;br /&gt;
|-&lt;br /&gt;
|The Funnel&lt;br /&gt;
|The construction and use of the funnel&lt;br /&gt;
|-&lt;br /&gt;
|The Glass Lens&lt;br /&gt;
|The construction and use of the glass lens&lt;br /&gt;
|-&lt;br /&gt;
|The Camera Obscura&lt;br /&gt;
|The construction and use of the camera obscura&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|A precise description of buoyancy and water displacement&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of valves&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the bellows&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the straight-beam balance&lt;br /&gt;
|-&lt;br /&gt;
|The Wedge&lt;br /&gt;
|The reasons why the wedge is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of water-based devices to tell time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of lamination&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why the wheel-and-axle construction is effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why pulleys are effective&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The reasons why screws are effective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[wikipedia:Differential (mechanical device)|Differential gears]] are a difficult innovation and a prerequisite for [[wikipedia:South-pointing chariot|pointing chariot]]s and [[wikipedia:Astrarium|astrarium]]s.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of surveying land&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The forces that govern wind patterns&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The process of economic data collection&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The placement of economic information on maps&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The construction and use of the surveying staff&lt;br /&gt;
|}&lt;br /&gt;
The geography innovations include several related to [[wikipedia:cartography|cartography]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Innovations for historians are, in part, writing forms like [[wikipedia:biography|biography]], and then any historian that reads a biography can start writing them as well. Innovations include comparative biographies describing multiple people, and matters of sourcing, etc.&lt;br /&gt;
&lt;br /&gt;
Historians can start to understand how cultural differences and state bias affects source reliability and think a bit about social forces.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Archaeology&lt;br /&gt;
|The method of collecting and evaluating artifacts to learn about history and culture&lt;br /&gt;
|-&lt;br /&gt;
|Cultural History&lt;br /&gt;
|The method of accurately and comprehensively describing cultures and civilizations&lt;br /&gt;
|-&lt;br /&gt;
|Source Reliability&lt;br /&gt;
|The reliability of sources&lt;br /&gt;
|-&lt;br /&gt;
|Personal Interviews&lt;br /&gt;
|Using personal interviews as sources&lt;br /&gt;
|-&lt;br /&gt;
|Autobiographical Adventures&lt;br /&gt;
|The method of writing a biography of oneself, particularly as it concerns a military campaign or adventure&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the cause of historical events&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of writing the history of a single individual&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of comparing and contrasting different cultures&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|The role of cultural differences in source reliability and interpretation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The compilation of brief biographies into one large collection&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The compilation of family lineages and methods of displaying them artfully&lt;br /&gt;
|-&lt;br /&gt;
|Comparative Biography&lt;br /&gt;
|The method of compiling several biographies to compare and contrast the subjects' character and to gain insight into history&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The exploration of how history would be different if some key past events had transpired differently the notion of historical, governmental and social cycles&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of historical, governmental and social cycles&lt;br /&gt;
|-&lt;br /&gt;
|Historical Causation&lt;br /&gt;
|The causes of historical events&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mathematics ==&lt;br /&gt;
* [[wikipedia:Harmonic series (mathematics)#Divergence|Divergence of harmonic series]]&lt;br /&gt;
* [[wikipedia:Plus and minus signs#Plus sign|Symbol for addition]]&lt;br /&gt;
* [[wikipedia:Proof by contradiction|Proof by contradiction]]&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Positional Notation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Large Sums&lt;br /&gt;
|Simple formulas for certain arbitrarily large sums&lt;br /&gt;
|-&lt;br /&gt;
|Equations&lt;br /&gt;
|The technique of balancing and completion for solving equations&lt;br /&gt;
|-&lt;br /&gt;
|Very Large Numbers&lt;br /&gt;
|Notation for very large numbers&lt;br /&gt;
|-&lt;br /&gt;
|Negative quantities&lt;br /&gt;
|The notation for negative quantities&lt;br /&gt;
|-&lt;br /&gt;
|Nothingness&lt;br /&gt;
|A symbol for nothingness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical science ==&lt;br /&gt;
Medical innovations include dedicated hospitals with specialized wards, staffing, medical labs and treatment for many illnesses.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Diseases&lt;br /&gt;
|The diseases of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Mineral Remedies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Disease Classification&lt;br /&gt;
|The classification of disease&lt;br /&gt;
|-&lt;br /&gt;
|Toxicology&lt;br /&gt;
|The classification of toxic substances&lt;br /&gt;
|-&lt;br /&gt;
|Suturing&lt;br /&gt;
|The surgical method of suturing&lt;br /&gt;
|-&lt;br /&gt;
|Traumatic Injuries&lt;br /&gt;
|The treatment of traumatic injuries&lt;br /&gt;
|-&lt;br /&gt;
|Draining&lt;br /&gt;
|The surgical method of draining&lt;br /&gt;
|-&lt;br /&gt;
|Bandages&lt;br /&gt;
|The method of bandaging wounds&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of paroxysm&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The treatment of fractures&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The surgical method of scraping&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Anesthesia&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of practice models in surgery&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The use of specialized surgical instruments&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical Studies&lt;br /&gt;
|Anatomical studies for medical edification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The anatomy of the eye&lt;br /&gt;
|-&lt;br /&gt;
|Disease and Fouled Water&lt;br /&gt;
|The connection between disease and fouled water&lt;br /&gt;
|-&lt;br /&gt;
|Herbal Remedies&lt;br /&gt;
|Herbal remedies&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The method of physical examination in diagnosing illness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The surgical method of probing&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Determining the likely outcome given a patient's current status&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The notion of the exacerbation of a patient's condition&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cauterization&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Natural science ==&lt;br /&gt;
Toady on natural science innovations:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;And so on through the other seven branches - there are innovations in naturalist writings, for example, and then they can investigate specific critters with those in mind when they get down to work observing foraging behavior or performing dissections.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Naturalists can build a theory of [[wikipedia:rainbow|rainbow]]s using water-filled spheres and a [[wikipedia:camera obscura|camera obscura]], and they can calculate the height of the atmosphere based on [[wikipedia:atmospheric refraction|atmospheric refraction]] using the [[wikipedia:law of refraction|law of refraction]] (though it tries not to get into the actual shape of the world, since that might vary).&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Physical Features&lt;br /&gt;
|The classification of creatures by their physical features&lt;br /&gt;
|-&lt;br /&gt;
|Climactic Adaptation&lt;br /&gt;
|The way that creatures are suited to the climates in which they live&lt;br /&gt;
|-&lt;br /&gt;
|Migratory Patterns&lt;br /&gt;
|The migratory patterns of creatures&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The origin of rainfall through evaporation and condensation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|A world-wide cycle involving precipitation, oceans, rivers and other forms of water&lt;br /&gt;
|-&lt;br /&gt;
|Water Displacement&lt;br /&gt;
|A precise description of buoyancy and water displacement&lt;br /&gt;
|-&lt;br /&gt;
|Foraging Behavior&lt;br /&gt;
|The foraging behavior and diet of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Reproductive Behavior&lt;br /&gt;
|The reproductive behavior of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Social Behavior&lt;br /&gt;
|The social behavior of creatures&lt;br /&gt;
|-&lt;br /&gt;
|Dissection&lt;br /&gt;
|The dissection of creatures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
The specific view that a philosopher takes on, say, the nature of beauty or methods of education will depend on their individual/cultural values, where they apply, and a philosopher that encounters a philosophy book on beauty can then provide their own take (having acquired the innovation). &lt;br /&gt;
&lt;br /&gt;
Toady on philosophy innovations:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;For fields like philosophy, I've tried not to make judgments about which ideas are &amp;quot;right&amp;quot; or anything like that, but rather which subjects can be thought about at all.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Value Agendas&lt;br /&gt;
|Writers can push value &amp;quot;agendas&amp;quot; if they are skilled enough.&lt;br /&gt;
&lt;br /&gt;
Description format: The [worthlessness | value | nature] of &amp;amp;#91;[[belief]]&amp;amp;#93;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* The nature of truth - probably related to TRUTH&lt;br /&gt;
* The value of art - probably related to ARTWORK&lt;br /&gt;
|-&lt;br /&gt;
|Interpersonal Ethics&lt;br /&gt;
|Discourse on ethics as applied to interpersonal conduct&lt;br /&gt;
|-&lt;br /&gt;
|Causation&lt;br /&gt;
|The nature of causation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on diplomacy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the meaning of individual happiness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on economic policy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on ethics as it regards the benefit of the state&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of perception&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of justification&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The relationship between objects and their properties&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of time&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of mind and body&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on ethics as applied to war&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of beauty&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on law&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on grammar&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on government&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on social welfare&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of events&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on education&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on the nature of belief&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Discourse on medical ethics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unknown/unsorted==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Economic policy, its forms and recommendations&lt;br /&gt;
|-&lt;br /&gt;
|Dictionaries&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Clocks&lt;br /&gt;
|The use of shadows to tell direction and time&lt;br /&gt;
|-&lt;br /&gt;
|Social Welfare&lt;br /&gt;
|Social welfare, its forms and recommendations&lt;br /&gt;
|-&lt;br /&gt;
|Formal Reasoning&amp;lt;!-- Could be Philosophy or Mathematics --&amp;gt;&lt;br /&gt;
|Formal reasoning&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skill_token&amp;diff=221957</id>
		<title>Skill token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skill_token&amp;diff=221957"/>
		<updated>2015-12-06T16:54:04Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Add new tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:05, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
==Complete List==&lt;br /&gt;
A list of all skill tokens, generally used in [[reaction]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! #&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|0||MINING||[[Miner]]||Mining&lt;br /&gt;
|-&lt;br /&gt;
|1||WOODCUTTING||[[Wood cutter]]||Wood Cutting&lt;br /&gt;
|-&lt;br /&gt;
|2||CARPENTRY||[[Carpenter]]||Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|3||DETAILSTONE||[[Engraver]]||Engraving&lt;br /&gt;
|-&lt;br /&gt;
|4||MASONRY||[[Mason]]||Masonry&lt;br /&gt;
|-&lt;br /&gt;
|5||ANIMALTRAIN||[[Animal trainer]]||Animal Training&lt;br /&gt;
|-&lt;br /&gt;
|6||ANIMALCARE||[[Animal caretaker]]||Animal Caretaking&lt;br /&gt;
|-&lt;br /&gt;
|7||DISSECT_FISH||[[Fish dissector]]||Fish Dissection&lt;br /&gt;
|-&lt;br /&gt;
|8||DISSECT_VERMIN||[[Animal dissector]]||Animal Dissection&lt;br /&gt;
|-&lt;br /&gt;
|9||PROCESSFISH||[[Fish cleaner]]||Fish Cleaning&lt;br /&gt;
|-&lt;br /&gt;
|10||BUTCHER||[[Butcher]]||Butchery&lt;br /&gt;
|-&lt;br /&gt;
|11||TRAPPING||[[Trapper]]||Trapping&lt;br /&gt;
|-&lt;br /&gt;
|12||TANNER||[[Tanner]]||Tanning&lt;br /&gt;
|-&lt;br /&gt;
|13||WEAVING||[[Weaver]]||Weaving&lt;br /&gt;
|-&lt;br /&gt;
|14||BREWING||[[Brewer]]||Brewing&lt;br /&gt;
|-&lt;br /&gt;
|15||ALCHEMY||[[Alchemist]]||Alchemy&lt;br /&gt;
|-&lt;br /&gt;
|16||CLOTHESMAKING||[[Clothier]]||Clothes Making&lt;br /&gt;
|-&lt;br /&gt;
|17||MILLING||[[Miller]]||Milling&lt;br /&gt;
|-&lt;br /&gt;
|18||PROCESSPLANTS||[[Thresher]]||Threshing&lt;br /&gt;
|-&lt;br /&gt;
|19||CHEESEMAKING||[[Cheese maker]]||Cheese Making&lt;br /&gt;
|-&lt;br /&gt;
|20||MILK||[[Milker]]||Milking&lt;br /&gt;
|-&lt;br /&gt;
|21||COOK||[[Cook]]||Cooking&lt;br /&gt;
|-&lt;br /&gt;
|22||PLANT||[[Grower]]||Growing&lt;br /&gt;
|-&lt;br /&gt;
|23||HERBALISM||[[Herbalist]]||Herbalism&lt;br /&gt;
|-&lt;br /&gt;
|24||FISH||[[Fisherdwarf|Fisherman]]||Fishing&lt;br /&gt;
|-&lt;br /&gt;
|25||SMELT||[[Furnace operator]]||Furnace Operation&lt;br /&gt;
|-&lt;br /&gt;
|26||EXTRACT_STRAND||[[Strand extractor]]||Strand Extraction&lt;br /&gt;
|-&lt;br /&gt;
|27||FORGE_WEAPON||[[Weaponsmith]]||Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
|28||FORGE_ARMOR||[[Armorsmith]]||Armorsmithing&lt;br /&gt;
|-&lt;br /&gt;
|29||FORGE_FURNITURE||[[Metalsmith]]||Metalsmithing&lt;br /&gt;
|-&lt;br /&gt;
|30||CUTGEM||[[Gem cutter]]||Gem Cutting&lt;br /&gt;
|-&lt;br /&gt;
|31||ENCRUSTGEM||[[Gem setter]]||Gem Setting&lt;br /&gt;
|-&lt;br /&gt;
|32||WOODCRAFT||[[Wood crafter]]||Wood Crafting&lt;br /&gt;
|-&lt;br /&gt;
|33||STONECRAFT||[[Stone crafter]]||Stone Crafting&lt;br /&gt;
|-&lt;br /&gt;
|34||METALCRAFT||[[Metal crafter]]||Metal Crafting&lt;br /&gt;
|-&lt;br /&gt;
|35||GLASSMAKER||[[Glassmaker]]||Glassmaking&lt;br /&gt;
|-&lt;br /&gt;
|36||LEATHERWORK||[[Leatherworker]]||Leatherworkering[sic]&lt;br /&gt;
|-&lt;br /&gt;
|37||BONECARVE||[[Bone carver]]||Bone Carving&lt;br /&gt;
|-&lt;br /&gt;
|38||AXE||[[Axeman]]||Axe&lt;br /&gt;
|-&lt;br /&gt;
|39||SWORD||[[Swordsman]]||Sword&lt;br /&gt;
|-&lt;br /&gt;
|40||DAGGER||[[Knife user]]||Knife&lt;br /&gt;
|-&lt;br /&gt;
|41||MACE||[[Maceman]]||Mace&lt;br /&gt;
|-&lt;br /&gt;
|42||HAMMER||[[Hammerman]]||Hammer&lt;br /&gt;
|-&lt;br /&gt;
|43||SPEAR||[[Spearman]]||Spear&lt;br /&gt;
|-&lt;br /&gt;
|44||CROSSBOW||[[Crossbowman]]||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|45||SHIELD||[[Shield user]]||Shield&lt;br /&gt;
|-&lt;br /&gt;
|46||ARMOR||[[Armor user]]||Armor&lt;br /&gt;
|-&lt;br /&gt;
|47||SIEGECRAFT||[[Siege engineer]]||Siege Engineering&lt;br /&gt;
|-&lt;br /&gt;
|48||SIEGEOPERATE||[[Siege operator]]||Siege Operation&lt;br /&gt;
|-&lt;br /&gt;
|49||BOWYER||[[Bowyer]]||Bowmaking&lt;br /&gt;
|-&lt;br /&gt;
|50||PIKE||[[Pikeman]]||Pike&lt;br /&gt;
|-&lt;br /&gt;
|51||WHIP||[[Lasher]]||Lash&lt;br /&gt;
|-&lt;br /&gt;
|52||BOW||[[Bowman]]||Bow&lt;br /&gt;
|-&lt;br /&gt;
|53||BLOWGUN||[[Blowgunner]]||Blowgun&lt;br /&gt;
|-&lt;br /&gt;
|54||THROW||[[Thrower]]||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|55||MECHANICS||[[Mechanic]]||Machinery&lt;br /&gt;
|-&lt;br /&gt;
|56||MAGIC_NATURE||[[Druid]]||Nature&lt;br /&gt;
|-&lt;br /&gt;
|57||SNEAK||[[Ambusher]]||Ambush&lt;br /&gt;
|-&lt;br /&gt;
|58||DESIGNBUILDING||[[Building designer]]||Building Design&lt;br /&gt;
|-&lt;br /&gt;
|59||DRESS_WOUNDS||[[Wound dresser]]||Wound Dressing&lt;br /&gt;
|-&lt;br /&gt;
|60||DIAGNOSE||[[Diagnostician]]||Diagnostics&lt;br /&gt;
|-&lt;br /&gt;
|61||SURGERY||[[Surgeon]]||Surgery&lt;br /&gt;
|-&lt;br /&gt;
|62||SET_BONE||[[Bone doctor]]||Bone Setting&lt;br /&gt;
|-&lt;br /&gt;
|63||SUTURE||[[Suturer]]||Suturing&lt;br /&gt;
|-&lt;br /&gt;
|64||CRUTCH_WALK||[[Crutch-walker]]||Crutch-walking&lt;br /&gt;
|-&lt;br /&gt;
|65||WOOD_BURNING||[[Wood burner]]||Wood Burning&lt;br /&gt;
|-&lt;br /&gt;
|66||LYE_MAKING||[[Lye maker]]||Lye Making&lt;br /&gt;
|-&lt;br /&gt;
|67||SOAP_MAKING||[[Soaper]]||Soap Making&lt;br /&gt;
|-&lt;br /&gt;
|68||POTASH_MAKING||[[Potash maker]]||Potash Making&lt;br /&gt;
|-&lt;br /&gt;
|69||DYER||[[Dyer]]||Dyeing&lt;br /&gt;
|-&lt;br /&gt;
|70||OPERATE_PUMP||[[Pump operator]]||Pump Operation&lt;br /&gt;
|-&lt;br /&gt;
|71||SWIMMING||[[Swimmer]]||Swimming&lt;br /&gt;
|-&lt;br /&gt;
|72||PERSUASION||[[Persuader]]||Persuasion&lt;br /&gt;
|-&lt;br /&gt;
|73||NEGOTIATION||[[Negotiator]]||Negotiation&lt;br /&gt;
|-&lt;br /&gt;
|74||JUDGING_INTENT||[[Judge of intent]]||Judging Intent&lt;br /&gt;
|-&lt;br /&gt;
|75||APPRAISAL||[[Appraiser]]||Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|76||ORGANIZATION||[[Organizer]]||Organization&lt;br /&gt;
|-&lt;br /&gt;
|77||RECORD_KEEPING||[[Record keeper]]||Record Keeping&lt;br /&gt;
|-&lt;br /&gt;
|78||LYING||[[Liar]]||Lying&lt;br /&gt;
|-&lt;br /&gt;
|79||INTIMIDATION||[[Intimidator]]||Intimidation&lt;br /&gt;
|-&lt;br /&gt;
|80||CONVERSATION||[[Conversationalist]]||Conversation&lt;br /&gt;
|-&lt;br /&gt;
|81||COMEDY||[[Comedian]]||Comedy&lt;br /&gt;
|-&lt;br /&gt;
|82||FLATTERY||[[Flatterer]]||Flattery&lt;br /&gt;
|-&lt;br /&gt;
|83||CONSOLE||[[Consoler]]||Consoling&lt;br /&gt;
|-&lt;br /&gt;
|84||PACIFY||[[Pacifier]]||Pacification&lt;br /&gt;
|-&lt;br /&gt;
|85||TRACKING||[[Tracker]]||Tracking&lt;br /&gt;
|-&lt;br /&gt;
|86||KNOWLEDGE_ACQUISITION||[[Student]]||Studying&lt;br /&gt;
|-&lt;br /&gt;
|87||CONCENTRATION||[[Concentration]]||Concentration&lt;br /&gt;
|-&lt;br /&gt;
|88||DISCIPLINE||[[Discipline]]||Discipline&lt;br /&gt;
|-&lt;br /&gt;
|89||SITUATIONAL_AWARENESS||[[Observer]]||Observation&lt;br /&gt;
|-&lt;br /&gt;
|90||WRITING||[[Wordsmith]]||Writing&lt;br /&gt;
|-&lt;br /&gt;
|91||PROSE||[[Writer]]||Prose&lt;br /&gt;
|-&lt;br /&gt;
|92||POETRY||[[Poet]]||Poetry&lt;br /&gt;
|-&lt;br /&gt;
|93||READING||[[Reader]]||Reading&lt;br /&gt;
|-&lt;br /&gt;
|94||SPEAKING||[[Speaker]]||Speaking&lt;br /&gt;
|-&lt;br /&gt;
|95||COORDINATION||[[Coordination]]||Coordination&lt;br /&gt;
|-&lt;br /&gt;
|96||BALANCE||[[Balance]]||Balance&lt;br /&gt;
|-&lt;br /&gt;
|97||LEADERSHIP||[[Leader]]||Leadership&lt;br /&gt;
|-&lt;br /&gt;
|98||TEACHING||[[Teacher]]||Teaching&lt;br /&gt;
|-&lt;br /&gt;
|99||MELEE_COMBAT||[[Fighter]]||Fighting&lt;br /&gt;
|-&lt;br /&gt;
|100||RANGED_COMBAT||[[Archer]]||Archery&lt;br /&gt;
|-&lt;br /&gt;
|101||WRESTLING||[[Wrestler]]||Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|102||BITE||[[Biter]]||Biting&lt;br /&gt;
|-&lt;br /&gt;
|103||GRASP_STRIKE||[[Striker]]||Striking&lt;br /&gt;
|-&lt;br /&gt;
|104||STANCE_STRIKE||[[Kicker]]||Kicking&lt;br /&gt;
|-&lt;br /&gt;
|105||DODGING||[[Dodger]]||Dodging&lt;br /&gt;
|-&lt;br /&gt;
|106||MISC_WEAPON||[[Misc. object user]]||Misc. Object&lt;br /&gt;
|-&lt;br /&gt;
|107||KNAPPING||[[Knapper]]||Knapping&lt;br /&gt;
|-&lt;br /&gt;
|108||MILITARY_TACTICS||[[Military tactics]]||Military Tactics&lt;br /&gt;
|-&lt;br /&gt;
|109||SHEARING||[[Shearer]]||Shearing&lt;br /&gt;
|-&lt;br /&gt;
|110||SPINNING||[[Spinner]]||Spinning&lt;br /&gt;
|-&lt;br /&gt;
|111||POTTERY||[[Potter]]||Pottery&lt;br /&gt;
|-&lt;br /&gt;
|112||GLAZING||[[Glazer]]||Glazing&lt;br /&gt;
|-&lt;br /&gt;
|113||PRESSING||[[Presser]]||Pressing&lt;br /&gt;
|-&lt;br /&gt;
|114||BEEKEEPING||[[Beekeeper]]||Beekeeping&lt;br /&gt;
|-&lt;br /&gt;
|115||WAX_WORKING||[[Wax worker]]||Wax Working&lt;br /&gt;
|-&lt;br /&gt;
|116||CLIMBING||[[Climber]]||Climbing&lt;br /&gt;
|-&lt;br /&gt;
|117||GELD||[[Gelder]]||Gelding&lt;br /&gt;
|-&lt;br /&gt;
|???||DANCE{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||MAKE_MUSIC{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||SING{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PLAY_KEYBOARD_INSTRUMENT{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PLAY_STRINGED_INSTRUMENT{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PLAY_WIND_INSTRUMENT{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PLAY_PERCUSSION_INSTRUMENT{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||CRITICAL_THINKING{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||LOGIC{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||MATHEMATICS{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||ASTRONOMY{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||CHEMISTRY{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||GEOGRAPHY{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||OPTICS_ENGINEER{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||FLUID_ENGINEER{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PAPERMAKING{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||BOOKBINDING{{version|0.42.01}}|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills By Type==&lt;br /&gt;
&lt;br /&gt;
===General Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANIMALCARE&lt;br /&gt;
| Animal Caretaker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANIMALTRAIN&lt;br /&gt;
| Animal Trainer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEEKEEPING&lt;br /&gt;
| Beekeper&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARVE&lt;br /&gt;
| Bonecarver&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOOKBINDING{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOWYER&lt;br /&gt;
| Bowyer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREWING&lt;br /&gt;
| Brewer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER&lt;br /&gt;
| Butcher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARPENTRY&lt;br /&gt;
| Carpenter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESEMAKING&lt;br /&gt;
| Cheese Maker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHESMAKING&lt;br /&gt;
| Clothier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOK&lt;br /&gt;
| Cook&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CUTGEM&lt;br /&gt;
| Gem Cutter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETAILSTONE&lt;br /&gt;
| Engraver&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISSECT_FISH&lt;br /&gt;
| Fish Dissector&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISSECT_VERMIN&lt;br /&gt;
| Animal Dissector&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DYER&lt;br /&gt;
| Dyer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENCRUSTGEM&lt;br /&gt;
| Gem Setter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STRAND&lt;br /&gt;
| Strand Extractor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISH&lt;br /&gt;
| Fisherman (Fisherdwarf)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FORGE_ARMOR&lt;br /&gt;
| Armorsmith&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FORGE_FURNITURE&lt;br /&gt;
| Metalsmith&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FORGE_WEAPON&lt;br /&gt;
| Weaponsmith&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GELD&lt;br /&gt;
| Gelder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLASSMAKER&lt;br /&gt;
| Glassmaker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLAZING&lt;br /&gt;
| Glazer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HERBALISM&lt;br /&gt;
| Herbalist&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHERWORK&lt;br /&gt;
| Leatherworker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LYE_MAKING&lt;br /&gt;
| Lye Maker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MASONRY&lt;br /&gt;
| Mason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MECHANICS&lt;br /&gt;
| Mechanic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METALCRAFT&lt;br /&gt;
| Metal Crafter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILLING&lt;br /&gt;
| Miller&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILK&lt;br /&gt;
| Milker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINING&lt;br /&gt;
| Miner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OPERATE_PUMP&lt;br /&gt;
| Pump Operator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PAPERMAKING{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLANT&lt;br /&gt;
| Grower&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POTASH_MAKING&lt;br /&gt;
| Potash Maker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POTTERY&lt;br /&gt;
| Potter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRESSING&lt;br /&gt;
| Presser&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROCESSFISH&lt;br /&gt;
| Fish Cleaner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROCESSPLANTS&lt;br /&gt;
| Thresher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARING&lt;br /&gt;
| Shearer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGECRAFT&lt;br /&gt;
| Siege Engineer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELT&lt;br /&gt;
| Furnace Operator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPINNING&lt;br /&gt;
| Spinner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONECRAFT&lt;br /&gt;
| Stone Crafter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TANNER&lt;br /&gt;
| Tanner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPPING&lt;br /&gt;
| Trapper&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAX_WORKING&lt;br /&gt;
| Wax Worker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAVING&lt;br /&gt;
| Weaver&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_BURNING&lt;br /&gt;
| Wood Burner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOODCRAFT&lt;br /&gt;
| Wood Crafter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOODCUTTING&lt;br /&gt;
| Wood Cutter&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRUTCH_WALK&lt;br /&gt;
| Crutch-Walker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIAGNOSE&lt;br /&gt;
| Diagnostician&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRESS_WOUNDS&lt;br /&gt;
| Wound Dresser&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_BONE&lt;br /&gt;
| Bone Doctor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SURGERY&lt;br /&gt;
| Surgeon&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUTURE&lt;br /&gt;
| Suturer&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPRAISAL&lt;br /&gt;
| Appraiser&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMEDY&lt;br /&gt;
| Comedian&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONSOLE&lt;br /&gt;
| Consoler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLATTERY&lt;br /&gt;
| Flatterer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTIMIDATION&lt;br /&gt;
| Intimidator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JUDGING_INTENT&lt;br /&gt;
| Judge of Intent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KNOWLEDGE_ACQUISITION&lt;br /&gt;
| Student&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LYING&lt;br /&gt;
| Liar&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NEGOTIATION&lt;br /&gt;
| Negotiator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACIFY&lt;br /&gt;
| Pacifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSUASION&lt;br /&gt;
| Persuader&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEACHING&lt;br /&gt;
| Teacher&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Art Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DANCE{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_MUSIC{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLAY_KEYBOARD_INSTRUMENT{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLAY_PERCUSSION_INSTRUMENT{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLAY_STRINGED_INSTRUMENT{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLAY_WIND_INSTRUMENT{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SING{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ASTRONOMY{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEMISTRY{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRITICAL_THINKING{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLUID_ENGINEER{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEOGRAPHY{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOGIC{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATHEMATICS{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OPTICS_ENGINEER{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Administrative Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPRAISAL&lt;br /&gt;
| Appraiser&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DESIGNBUILDING&lt;br /&gt;
| Building Designer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADERSHIP&lt;br /&gt;
| Leader&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ORGANIZATION&lt;br /&gt;
| Organizer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECORD_KEEPING&lt;br /&gt;
| Record Keeper&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Military Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
| Armor User&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AXE&lt;br /&gt;
| Axeman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BITE&lt;br /&gt;
| Biter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOWGUN&lt;br /&gt;
| Blowgunner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOW&lt;br /&gt;
| Bowman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CROSSBOW&lt;br /&gt;
| Crossbowman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAGGER&lt;br /&gt;
| Knife User&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DODGING&lt;br /&gt;
| Dodger&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP_STRIKE&lt;br /&gt;
| Striker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAMMER&lt;br /&gt;
| Hammerman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MACE&lt;br /&gt;
| Maceman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELEE_COMBAT&lt;br /&gt;
| Fighter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_TACTICS&lt;br /&gt;
| Military Tactics&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISC_WEAPON&lt;br /&gt;
| Misc. Object User&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PIKE&lt;br /&gt;
| Pikeman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RANGED_COMBAT&lt;br /&gt;
| Archer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| Shield user&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEOPERATE&lt;br /&gt;
| Siege Operator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITUATIONAL_AWARENESS&lt;br /&gt;
| Observer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SNEAK&lt;br /&gt;
| Ambusher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEAR&lt;br /&gt;
| Spearman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE_STRIKE&lt;br /&gt;
| Kicker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWORD&lt;br /&gt;
| Swordsman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROW&lt;br /&gt;
| Thrower&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WHIP&lt;br /&gt;
| Lasher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| Wrestler&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCHEMY&lt;br /&gt;
| Alchemist&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLIMBING&lt;br /&gt;
| Climbing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONCENTRATION&lt;br /&gt;
| Concentration&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRUTCH_WALK&lt;br /&gt;
| Crutch-Walker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KNAPPING&lt;br /&gt;
| Knapper&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KNOWLEDGE_ACQUISITION&lt;br /&gt;
| Student&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADERSHIP&lt;br /&gt;
| Leader&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGIC_NATURE&lt;br /&gt;
| Druid&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_TACTICS&lt;br /&gt;
| Military Tactics&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITUATIONAL_AWARENESS&lt;br /&gt;
| Observer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SNEAK&lt;br /&gt;
| Ambusher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMMING&lt;br /&gt;
| Swimmer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEACHING&lt;br /&gt;
| Teacher&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Modding}}{{Category|Skills}}{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unit_type_token&amp;diff=221955</id>
		<title>Unit type token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unit_type_token&amp;diff=221955"/>
		<updated>2015-12-06T16:34:19Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Add new tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
For use with various [[entity token]]s, as well as in graphical tilesets.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! #&lt;br /&gt;
! Token&lt;br /&gt;
! Unit Type&lt;br /&gt;
|-&lt;br /&gt;
|0||{{text anchor|MINER}}||[[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
|1||{{text anchor|WOODWORKER}}||[[Woodworker]]&lt;br /&gt;
|-&lt;br /&gt;
|2||{{text anchor|CARPENTER}}||[[Carpenter]]&lt;br /&gt;
|-&lt;br /&gt;
|3||{{text anchor|BOWYER}}||[[Bowyer]]&lt;br /&gt;
|-&lt;br /&gt;
|4||{{text anchor|WOODCUTTER}}||[[Woodcutter]]&lt;br /&gt;
|-&lt;br /&gt;
|5||{{text anchor|STONEWORKER}}||[[Stoneworker]]&lt;br /&gt;
|-&lt;br /&gt;
|6||{{text anchor|ENGRAVER}}||[[Engraver]]&lt;br /&gt;
|-&lt;br /&gt;
|7||{{text anchor|MASON}}||[[Mason]]&lt;br /&gt;
|-&lt;br /&gt;
|8||{{text anchor|RANGER}}||[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|9||{{text anchor|ANIMAL_CARETAKER}}||[[Animal caretaker]]&lt;br /&gt;
|-&lt;br /&gt;
|10||{{text anchor|ANIMAL_TRAINER}}||[[Animal trainer]]&lt;br /&gt;
|-&lt;br /&gt;
|11||{{text anchor|HUNTER}}||[[Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
|12||{{text anchor|TRAPPER}}||[[Trapper]]&lt;br /&gt;
|-&lt;br /&gt;
|13||{{text anchor|ANIMAL_DISSECTOR}}||[[Animal dissector]]&lt;br /&gt;
|-&lt;br /&gt;
|14||{{text anchor|METALSMITH}}||[[Metalsmith]]&lt;br /&gt;
|-&lt;br /&gt;
|15||{{text anchor|FURNACE_OPERATOR}}||[[Furnace operator]]&lt;br /&gt;
|-&lt;br /&gt;
|16||{{text anchor|WEAPONSMITH}}||[[Weaponsmith]]&lt;br /&gt;
|-&lt;br /&gt;
|17||{{text anchor|ARMORER}}||[[Armorer]]&lt;br /&gt;
|-&lt;br /&gt;
|18||{{text anchor|BLACKSMITH}}||[[Blacksmith]]&lt;br /&gt;
|-&lt;br /&gt;
|19||{{text anchor|METALCRAFTER}}||[[Metalcrafter]]&lt;br /&gt;
|-&lt;br /&gt;
|20||{{text anchor|JEWELER}}||[[Jeweler]]&lt;br /&gt;
|-&lt;br /&gt;
|21||{{text anchor|GEM_CUTTER}}||[[Gem cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|22||{{text anchor|GEM_SETTER}}||[[Gem setter]]&lt;br /&gt;
|-&lt;br /&gt;
|23||{{text anchor|CRAFTSMAN}}||[[Craftsman]]&lt;br /&gt;
|-&lt;br /&gt;
|24||{{text anchor|WOODCRAFTER}}||[[Woodcrafter]]&lt;br /&gt;
|-&lt;br /&gt;
|25||{{text anchor|STONECRAFTER}}||[[Stonecrafter]]&lt;br /&gt;
|-&lt;br /&gt;
|26||{{text anchor|LEATHERWORKER}}||[[Leatherworker]]&lt;br /&gt;
|-&lt;br /&gt;
|27||{{text anchor|BONE_CARVER}}||[[Bone carver]]&lt;br /&gt;
|-&lt;br /&gt;
|28||{{text anchor|WEAVER}}||[[Weaver]]&lt;br /&gt;
|-&lt;br /&gt;
|29||{{text anchor|CLOTHIER}}||[[Clothier]]&lt;br /&gt;
|-&lt;br /&gt;
|30||{{text anchor|GLASSMAKER}}||[[Glassmaker]]&lt;br /&gt;
|-&lt;br /&gt;
|31||{{text anchor|POTTER}}||[[Potter]]&lt;br /&gt;
|-&lt;br /&gt;
|32||{{text anchor|GLAZER}}||[[Glazer]]&lt;br /&gt;
|-&lt;br /&gt;
|33||{{text anchor|WAX_WORKER}}||[[Wax worker]]&lt;br /&gt;
|-&lt;br /&gt;
|34||{{text anchor|STRAND_EXTRACTOR}}||[[Strand extractor]]&lt;br /&gt;
|-&lt;br /&gt;
|35||{{text anchor|FISHERY_WORKER}}||[[Fishery worker]]&lt;br /&gt;
|-&lt;br /&gt;
|36||{{text anchor|FISHERMAN}}||[[Fisherman]]&lt;br /&gt;
|-&lt;br /&gt;
|37||{{text anchor|FISH_DISSECTOR}}||[[Fish dissector]]&lt;br /&gt;
|-&lt;br /&gt;
|38||{{text anchor|FISH_CLEANER}}||[[Fish cleaner]]&lt;br /&gt;
|-&lt;br /&gt;
|39||{{text anchor|FARMER}}||[[Farmer]]&lt;br /&gt;
|-&lt;br /&gt;
|40||{{text anchor|CHEESE_MAKER}}||[[Cheese maker]]&lt;br /&gt;
|-&lt;br /&gt;
|41||{{text anchor|MILKER}}||[[Milker]]&lt;br /&gt;
|-&lt;br /&gt;
|42||{{text anchor|COOK}}||[[Cook]]&lt;br /&gt;
|-&lt;br /&gt;
|43||{{text anchor|THRESHER}}||[[Thresher]]&lt;br /&gt;
|-&lt;br /&gt;
|44||{{text anchor|MILLER}}||[[Miller]]&lt;br /&gt;
|-&lt;br /&gt;
|45||{{text anchor|BUTCHER}}||[[Butcher]]&lt;br /&gt;
|-&lt;br /&gt;
|46||{{text anchor|TANNER}}||[[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
|47||{{text anchor|DYER}}||[[Dyer]]&lt;br /&gt;
|-&lt;br /&gt;
|48||{{text anchor|PLANTER}}||[[Planter]]&lt;br /&gt;
|-&lt;br /&gt;
|49||{{text anchor|HERBALIST}}||[[Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|50||{{text anchor|BREWER}}||[[Brewer]]&lt;br /&gt;
|-&lt;br /&gt;
|51||{{text anchor|SOAP_MAKER}}||[[Soap maker]]&lt;br /&gt;
|-&lt;br /&gt;
|52||{{text anchor|POTASH_MAKER}}||[[Potash maker]]&lt;br /&gt;
|-&lt;br /&gt;
|53||{{text anchor|LYE_MAKER}}||[[Lye maker]]&lt;br /&gt;
|-&lt;br /&gt;
|54||{{text anchor|WOOD_BURNER}}||[[Wood burner]]&lt;br /&gt;
|-&lt;br /&gt;
|55||{{text anchor|SHEARER}}||[[Shearer]]&lt;br /&gt;
|-&lt;br /&gt;
|56||{{text anchor|SPINNER}}||[[Spinner]]&lt;br /&gt;
|-&lt;br /&gt;
|57||{{text anchor|PRESSER}}||[[Presser]]&lt;br /&gt;
|-&lt;br /&gt;
|58||{{text anchor|BEEKEEPER}}||[[Beekeeper ]]&lt;br /&gt;
|-&lt;br /&gt;
|59||{{text anchor|ENGINEER}}||[[Engineer]]&lt;br /&gt;
|-&lt;br /&gt;
|60||{{text anchor|MECHANIC}}||[[Mechanic]]&lt;br /&gt;
|-&lt;br /&gt;
|61||{{text anchor|SIEGE_ENGINEER}}||[[Siege engineer]]&lt;br /&gt;
|-&lt;br /&gt;
|62||{{text anchor|SIEGE_OPERATOR}}||[[Siege operator]]&lt;br /&gt;
|-&lt;br /&gt;
|63||{{text anchor|PUMP_OPERATOR}}||[[Pump operator]]&lt;br /&gt;
|-&lt;br /&gt;
|64||{{text anchor|CLERK}}||[[Clerk]]&lt;br /&gt;
|-&lt;br /&gt;
|65||{{text anchor|ADMINISTRATOR}}||[[Administrator]]&lt;br /&gt;
|-&lt;br /&gt;
|66||{{text anchor|TRADER}}||[[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
|67||{{text anchor|ARCHITECT}}||[[Architect]]&lt;br /&gt;
|-&lt;br /&gt;
|68||{{text anchor|ALCHEMIST}}||[[Alchemist]]&lt;br /&gt;
|-&lt;br /&gt;
|69||{{text anchor|DOCTOR}}||[[Doctor]]&lt;br /&gt;
|-&lt;br /&gt;
|70||{{text anchor|DIAGNOSER}}||[[Diagnoser]]&lt;br /&gt;
|-&lt;br /&gt;
|71||{{text anchor|BONE_SETTER}}||[[Bone doctor]]&lt;br /&gt;
|-&lt;br /&gt;
|72||{{text anchor|SUTURER}}||[[Suturer]]&lt;br /&gt;
|-&lt;br /&gt;
|73||{{text anchor|SURGEON}}||[[Surgeon]]&lt;br /&gt;
|-&lt;br /&gt;
|74||{{text anchor|MERCHANT}}||[[Merchant]]&lt;br /&gt;
|-&lt;br /&gt;
|75||{{text anchor|HAMMERMAN}}||[[Hammerman]]&lt;br /&gt;
|-&lt;br /&gt;
|76||{{text anchor|MASTER_HAMMERMAN}}||[[Hammer lord]]&lt;br /&gt;
|-&lt;br /&gt;
|77||{{text anchor|SPEARMAN}}||[[Spearman]]&lt;br /&gt;
|-&lt;br /&gt;
|78||{{text anchor|MASTER_SPEARMAN}}||[[Spearmaster]]&lt;br /&gt;
|-&lt;br /&gt;
|79||{{text anchor|CROSSBOWMAN}}||[[Crossbowman]]&lt;br /&gt;
|-&lt;br /&gt;
|80||{{text anchor|MASTER_CROSSBOWMAN}}||[[Elite crossbowman]]&lt;br /&gt;
|-&lt;br /&gt;
|81||{{text anchor|WRESTLER}}||[[Wrestler]]&lt;br /&gt;
|-&lt;br /&gt;
|82||{{text anchor|MASTER_WRESTLER}}||[[Elite wrestler]]&lt;br /&gt;
|-&lt;br /&gt;
|83||{{text anchor|AXEMAN}}||[[Axeman]]&lt;br /&gt;
|-&lt;br /&gt;
|84||{{text anchor|MASTER_AXEMAN}}||[[Axe lord]]&lt;br /&gt;
|-&lt;br /&gt;
|85||{{text anchor|SWORDSMAN}}||[[Swordsman]]&lt;br /&gt;
|-&lt;br /&gt;
|86||{{text anchor|MASTER_SWORDSMAN}}||[[Swordmaster]]&lt;br /&gt;
|-&lt;br /&gt;
|87||{{text anchor|MACEMAN}}||[[Maceman]]&lt;br /&gt;
|-&lt;br /&gt;
|88||{{text anchor|MASTER_MACEMAN}}||[[Mace lord]]&lt;br /&gt;
|-&lt;br /&gt;
|89||{{text anchor|PIKEMAN}}||[[Pikeman]]&lt;br /&gt;
|-&lt;br /&gt;
|90||{{text anchor|MASTER_PIKEMAN}}||[[Pikemaster]]&lt;br /&gt;
|-&lt;br /&gt;
|91||{{text anchor|BOWMAN}}||[[Bowman]]&lt;br /&gt;
|-&lt;br /&gt;
|92||{{text anchor|MASTER_BOWMAN}}||[[Elite bowman]]&lt;br /&gt;
|-&lt;br /&gt;
|93||{{text anchor|BLOWGUNMAN}}||[[Blowgunner]]&lt;br /&gt;
|-&lt;br /&gt;
|94||{{text anchor|MASTER_BLOWGUNMAN}}||[[Master blowgunner]]&lt;br /&gt;
|-&lt;br /&gt;
|95||{{text anchor|LASHER}}||[[Lasher]]&lt;br /&gt;
|-&lt;br /&gt;
|96||{{text anchor|MASTER_LASHER}}||[[Master lasher]]&lt;br /&gt;
|-&lt;br /&gt;
|97||{{text anchor|RECRUIT}}||[[Recruit]]&lt;br /&gt;
|-&lt;br /&gt;
|98||{{text anchor|TRAINED_HUNTER}}||[[Hunting animal]]&lt;br /&gt;
|-&lt;br /&gt;
|99||{{text anchor|TRAINED_WAR}}||[[War animal]]&lt;br /&gt;
|-&lt;br /&gt;
|100||{{text anchor|MASTER_THIEF}}||[[Master thief]]&lt;br /&gt;
|-&lt;br /&gt;
|101||{{text anchor|THIEF}}||[[Thief]]&lt;br /&gt;
|-&lt;br /&gt;
|102||{{text anchor|STANDARD}}||[[Peasant]]&lt;br /&gt;
|-&lt;br /&gt;
|103||{{text anchor|CHILD}}||[[Child]]&lt;br /&gt;
|-&lt;br /&gt;
|104||{{text anchor|BABY}}||[[Baby]]&lt;br /&gt;
|-&lt;br /&gt;
|105||{{text anchor|DRUNK}}||[[Drunk]]&lt;br /&gt;
|-&lt;br /&gt;
|106||{{text anchor|MONSTER_SLAYER}}||[[Monster Slayer]]&lt;br /&gt;
|-&lt;br /&gt;
|107||{{text anchor|SCOUT}}||[[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
|108||{{text anchor|BEAST_HUNTER}}||[[Beast Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
|109||{{text anchor|SNATCHER}}||[[Snatcher]]&lt;br /&gt;
|-&lt;br /&gt;
|110||{{text anchor|MERCENARY}}||[[Mercenary]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|GELDER}}||[[Gelder]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|PERFORMER}}{{version|0.42.01}}||[[Performer]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|POET}}{{version|0.42.01}}||[[Poet]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|BARD}}{{version|0.42.01}}||[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|DANCER}}{{version|0.42.01}}||[[Dancer]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|SAGE}}{{version|0.42.01}}||[[Sage]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|SCHOLAR}}{{version|0.42.01}}||[[Scholar]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|PHILOSOPHER}}{{version|0.42.01}}||[[Philosopher]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|MATHEMATICIAN}}{{version|0.42.01}}||[[Mathematician]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|HISTORIAN}}{{version|0.42.01}}||[[Historian]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|ASTRONOMER}}{{version|0.42.01}}||[[Astronomer]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|NATURALIST}}{{version|0.42.01}}||[[Naturalist]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|CHEMIST}}{{version|0.42.01}}||[[Chemist]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|GEOGRAPHER}}{{version|0.42.01}}||[[Geographer]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|SCRIBE}}{{version|0.42.01}}||[[Scribe]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|PAPERMAKER}}{{version|0.42.01}}||[[Papermaker]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|BOOKBINDER}}{{version|0.42.01}}||[[Bookbinder]]&lt;br /&gt;
|-&lt;br /&gt;
|???||{{text anchor|TAVERN_KEEPER}}{{version|0.42.01}}||[[Tavern keeper]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following tokens are also permitted in tilesets:&lt;br /&gt;
&lt;br /&gt;
Entity link:&lt;br /&gt;
*MEMBER (not useful)&lt;br /&gt;
*FORMER_MEMBER (not useful)&lt;br /&gt;
*MERCENARY (not useful)&lt;br /&gt;
*FORMER_MERCENARY (not useful)&lt;br /&gt;
*SLAVE&lt;br /&gt;
*FORMER_SLAVE (not useful)&lt;br /&gt;
*PRISONER&lt;br /&gt;
*FORMER_PRISONER (not useful)&lt;br /&gt;
*ENEMY (not useful)&lt;br /&gt;
*CRIMINAL&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=221943</id>
		<title>Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=221943"/>
		<updated>2015-12-06T13:35:31Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:26, 7 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
:''[[Modding guide|Modding]] is not covered on this page.''&lt;br /&gt;
:''For tutorials about fortress mode, see [[tutorials]].''&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the more popular of two modes of gameplay in Dwarf Fortress, with the other mode being [[Adventurer mode]]. It is often the mode implied when one talks about Dwarf Fortress. In fortress mode, you pick an embark [[location]], and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress mode is considered a [http://en.wikipedia.org/wiki/Construction_and_management_simulation_games construction and management simulation game]. This entails that few goals are imposed upon the player by the game. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.&lt;br /&gt;
&lt;br /&gt;
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king of your civilization. Therefore players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
To play Dwarf Fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic Features ===&lt;br /&gt;
The main features of a world are [[biome]]s on the surface and [[stone layer]]s under the surface, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.&lt;br /&gt;
&lt;br /&gt;
There are also [[cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
=== Inhabitants ===&lt;br /&gt;
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. Even if your dwarves are minding their own business they are practically guaranteed to encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]]. Historical events will show up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|Dwarven Calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
[[File:FlowchartDF.png|thumb|200px|right|[[::From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] &amp;amp;ndash; a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Embark]]''&lt;br /&gt;
:''See also: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is known as embarking and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.&lt;br /&gt;
&lt;br /&gt;
After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay User Interface ==&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI Concepts ===&lt;br /&gt;
{{KeyConventions|4}}&lt;br /&gt;
&lt;br /&gt;
=== Pausing and Resuming ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering all menus (except the {{K|s}}quads menu) will automatically pause the game, but if you want to pause or unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain [[announcement]]s will also pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main Screen ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options Screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
|&lt;br /&gt;
* Enter options menu (if at top level)&lt;br /&gt;
* Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Return to Game}} &amp;amp;ndash; Exit the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
*{{DFtext|Save Game}} &amp;amp;ndash; Saves the game, unloads the fortress, and returns to the main menu screen. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
*{{DFtext|Key Bindings}} &amp;amp;ndash; A UI for changing the [[Key bindings]].&lt;br /&gt;
*{{DFtext|Export Local Image}} &amp;amp;ndash; Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive].&lt;br /&gt;
*{{DFtext|Music and Sound}} &amp;amp;ndash; Options related to the [[Music | Music]].&lt;br /&gt;
*{{DFtext|Abandon the Fortress}} (or {{DFtext|Succumb to Invasion}}) &amp;amp;nbsp; This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
*{{DFtext|Retire the Fortress}} &amp;lt;!-- TODO look up exact label --&amp;gt; &amp;amp;ndash; This ends the game without destroying the fortress, with citizens, livestock, and items continuing to exist. You may start new games in any mode and can later [[Reclaim fortress mode|unretire]] the fortress.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in DFHack, Windows Task Manager, or the Linux &amp;quot;kill&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
=== Main Map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|Shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around an area with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map Cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around in all eight directions. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one, enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview Map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status Indicators ===&lt;br /&gt;
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
An '''[[FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command Window ===&lt;br /&gt;
[[File:MainMenu.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your Dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are the creatures who implement your designs in between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
=== Eating, Drinking, and Sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and Immigration ===&lt;br /&gt;
Periodically new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].&lt;br /&gt;
&lt;br /&gt;
=== Jobs, Labors and Skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Mining]]''&lt;br /&gt;
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
All digging operations are done using the {{K|d}}esignations menu.&lt;br /&gt;
&lt;br /&gt;
=== Digging Out Tunnels and Spaces ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|d}}&lt;br /&gt;
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]&lt;br /&gt;
|}&lt;br /&gt;
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)&lt;br /&gt;
&lt;br /&gt;
=== Channeling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|h}}&lt;br /&gt;
| Dig out a [[Channel]]&lt;br /&gt;
|}&lt;br /&gt;
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stairways and Ramps ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|u}}&lt;br /&gt;
| Designate an upward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|j}}&lt;br /&gt;
| Designate a downward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|i}}&lt;br /&gt;
| Designate an up and down stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|r}}&lt;br /&gt;
| Designate an upward ramp&lt;br /&gt;
|}&lt;br /&gt;
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.&lt;br /&gt;
&lt;br /&gt;
=== Removing Things ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|z}}&lt;br /&gt;
| Remove upward stairs/ramps&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|n}}&lt;br /&gt;
| Remove a construction&lt;br /&gt;
|}&lt;br /&gt;
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Water and Magma ===&lt;br /&gt;
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Stockpile]]''&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rooms, Furniture, and Portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|a}}&lt;br /&gt;
| place Armor Stand&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|b}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|c}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|n}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|f}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|h}}&lt;br /&gt;
| place Container&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|r}}&lt;br /&gt;
| place Weapon Rack&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|s}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|s}}&lt;br /&gt;
| place memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|t}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|R}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining Rooms ===&lt;br /&gt;
:''Main article: [[Room]]''&lt;br /&gt;
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and Hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|d}}&lt;br /&gt;
| place Door&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|x}}&lt;br /&gt;
| place floodgate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|H}}&lt;br /&gt;
| place floor Hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
=== Windows, Grates, and Bars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|W}}&lt;br /&gt;
| place Wall grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|G}}&lt;br /&gt;
| place floor Grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|B}}&lt;br /&gt;
| place vertical Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|b}}&lt;br /&gt;
| place floor Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|y}}&lt;br /&gt;
| place glass window&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Y}}&lt;br /&gt;
| place gem window&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.&lt;br /&gt;
&lt;br /&gt;
=== Walls, Floors, and Stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|w}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|f}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|r}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|u}}&lt;br /&gt;
| build Constructed Up [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|d}}&lt;br /&gt;
| build Constructed Down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|x}}&lt;br /&gt;
| build Constructed up and down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|F}}&lt;br /&gt;
| build Constructed [[Fortification]] &lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Construction]]''&lt;br /&gt;
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|g}}&lt;br /&gt;
| build a bridge&lt;br /&gt;
|}&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|o}}&lt;br /&gt;
| build Paved road&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|O}}&lt;br /&gt;
| build Dirt road&lt;br /&gt;
|}&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
:''Main article: [[Trading]]''&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and Combat ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Military]]''&lt;br /&gt;
:''Also see: [[Military interface]] guide''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and Healthcare ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Healthcare]]''&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Burrow]]''&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Macros and Keymaps]]''&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
== Reference Sheet ==&lt;br /&gt;
&lt;br /&gt;
A quick reference guide on fortress mode in DF can be found [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr here.] '''Credit to spongemandan on reddit.com'''&lt;br /&gt;
&lt;br /&gt;
It includes a reference sheet on the military, stone, agriculture and a summary reference sheet. &lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=221942</id>
		<title>Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=221942"/>
		<updated>2015-12-06T13:32:54Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:26, 7 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
:''[[Modding guide|Modding]] is not covered on this page.''&lt;br /&gt;
:''For tutorials about fortress mode, see [[tutorials]].''&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the more popular of two modes of gameplay in Dwarf Fortress, with the other mode being [[Adventurer mode]]. It is often the mode implied when one talks about Dwarf Fortress. In fortress mode, you pick an embark [[location]], and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress mode is considered a [http://en.wikipedia.org/wiki/Construction_and_management_simulation_games construction and management simulation game]. This entails that few goals are imposed upon the player by the game. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.&lt;br /&gt;
&lt;br /&gt;
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king of your civilization. Therefore players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
To play Dwarf Fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic Features ===&lt;br /&gt;
The main features of a world are [[biome]]s on the surface and [[stone layer]]s under the surface, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.&lt;br /&gt;
&lt;br /&gt;
There are also [[cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
=== Inhabitants ===&lt;br /&gt;
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. Even if your dwarves are minding their own business they are practically guaranteed to encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]]. Historical events will show up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|Dwarven Calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
[[File:FlowchartDF.png|thumb|200px|right|[[::From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] &amp;amp;ndash; a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Embark]]''&lt;br /&gt;
:''See also: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is known as embarking and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.&lt;br /&gt;
&lt;br /&gt;
After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay User Interface ==&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI Concepts ===&lt;br /&gt;
{{KeyConventions|4}}&lt;br /&gt;
&lt;br /&gt;
=== Pausing and Resuming ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering all menus (except the {{K|s}}quads menu) will automatically pause the game, but if you want to pause or unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain [[announcement]]s will also pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main Screen ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options Screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
|&lt;br /&gt;
* Enter options menu (if at top level)&lt;br /&gt;
* Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Return to Game}} &amp;amp;ndash; Exit the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
*{{DFtext|Save Game}} &amp;amp;ndash; Saves the game, unloads the fortress, and returns to the main menu screen. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
*{{DFtext|Key Bindings}} &amp;amp;ndash; A UI for changing the [[Key bindings]].&lt;br /&gt;
*{{DFtext|Export Local Image}} &amp;amp;ndash; Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive].&lt;br /&gt;
*{{DFtext|Music and Sound}} &amp;amp;ndash; Options related to the [[Music | Music]].&lt;br /&gt;
*{{DFtext|Abandon the Fortress}} (or {{DFtext|Succumb to Invasion}}) &amp;amp;nbsp; This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
*{{DFtext|Retire the Fortress}} &amp;lt;!-- TODO look up exact label --&amp;gt; &amp;amp;ndash; This ends the game without destroying the fortress, with citizens, livestock, and items continuing to exist. You may start new games in any mode and can later [[Reclaim fortress mode|unretire]] the fortress.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in DFHack, Windows Task Manager, or the Linux &amp;quot;kill&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
=== Main Map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|Shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around an area with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map Cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around in all eight directions. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one, enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview Map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status Indicators ===&lt;br /&gt;
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
An '''[[FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command Window ===&lt;br /&gt;
[[File:MainMenu.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your Dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are the creatures who implement your designs in between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
=== Eating, Drinking, and Sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and Immigration ===&lt;br /&gt;
Periodically new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].&lt;br /&gt;
&lt;br /&gt;
=== Jobs, Labors and Skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Mining]]''&lt;br /&gt;
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
All digging operations are done using the {{K|d}}esignations menu.&lt;br /&gt;
&lt;br /&gt;
=== Digging Out Tunnels and Spaces ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|d}}&lt;br /&gt;
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]&lt;br /&gt;
|}&lt;br /&gt;
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)&lt;br /&gt;
&lt;br /&gt;
=== Channeling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|h}}&lt;br /&gt;
| Dig out a [[Channel]]&lt;br /&gt;
|}&lt;br /&gt;
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stairways and Ramps ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|u}}&lt;br /&gt;
| Designate an upward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|j}}&lt;br /&gt;
| Designate a downward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|i}}&lt;br /&gt;
| Designate an up and down stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|r}}&lt;br /&gt;
| Designate an upward ramp&lt;br /&gt;
|}&lt;br /&gt;
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.&lt;br /&gt;
&lt;br /&gt;
=== Removing Things ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|z}}&lt;br /&gt;
| Remove upward stairs/ramps&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|n}}&lt;br /&gt;
| Remove a construction&lt;br /&gt;
|}&lt;br /&gt;
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Water and Magma ===&lt;br /&gt;
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Stockpile]]''&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rooms, Furniture, and Portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|a}}&lt;br /&gt;
| place Armor Stand&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|b}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|c}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|n}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|f}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|h}}&lt;br /&gt;
| place Container&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|r}}&lt;br /&gt;
| place Weapon Rack&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|s}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|s}}&lt;br /&gt;
| place memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|t}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|R}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining Rooms ===&lt;br /&gt;
:''Main article: [[Room]]''&lt;br /&gt;
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and Hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|d}}&lt;br /&gt;
| place Door&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|x}}&lt;br /&gt;
| place floodgate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|H}}&lt;br /&gt;
| place floor Hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
=== Windows, Grates, and Bars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|W}}&lt;br /&gt;
| place Wall grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|G}}&lt;br /&gt;
| place floor Grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|B}}&lt;br /&gt;
| place vertical Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|b}}&lt;br /&gt;
| place floor Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|y}}&lt;br /&gt;
| place glass window&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Y}}&lt;br /&gt;
| place gem window&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.&lt;br /&gt;
&lt;br /&gt;
=== Walls, Floors, and Stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|w}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|f}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|r}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|u}}&lt;br /&gt;
| build Constructed Up [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|d}}&lt;br /&gt;
| build Constructed Down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|x}}&lt;br /&gt;
| build Constructed up and down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|F}}&lt;br /&gt;
| build Constructed [[Fortification]] &lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Construction]]''&lt;br /&gt;
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|g}}&lt;br /&gt;
| build a bridge&lt;br /&gt;
|}&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|o}}&lt;br /&gt;
| build Paved road&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|O}}&lt;br /&gt;
| build Dirt road&lt;br /&gt;
|}&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
:''Main article: [[Trading]]''&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and Combat ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Military]]''&lt;br /&gt;
:''Also see: [[Military interface]] guide''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and Healthcare ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Healthcare]]''&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Burrow]]''&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Macros and Keymaps]]''&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
== Reference Sheet ==&lt;br /&gt;
&lt;br /&gt;
A quick reference guide on fortress mode in DF can be found [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr here.] '''Credit to spongemandan on reddit.com'''&lt;br /&gt;
&lt;br /&gt;
It includes a reference sheet on the military, stone, agriculture and a summary reference sheet. &lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=221860</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=221860"/>
		<updated>2015-12-04T18:41:00Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Beliefs */ Fill in more knowledge descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:12, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
Dwarven '''personalities''' are determined by beliefs, goals, and facets. These are distinct from [[attributes]]. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
&lt;br /&gt;
Each belief has a range from &amp;amp;minus;50 to 50. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value Range !! Values in Range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas  of fairness and sacrifice in utter disdain. If an individual dwarf's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thought and personality screen.&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets &amp;amp;mdash; see below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | LAW&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | LOYALTY&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | FAMILY&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | FRIENDSHIP&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | POWER&lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | TRUTH&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | CUNNING&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | ELOQUENCE&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | FAIRNESS&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | DECORUM&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | TRADITION&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | ARTWORK&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | COOPERATION&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | INDEPENDENCE&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | STOICISM&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | INTROSPECTION&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | SELF_CONTROL&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | TRANQUILITY&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | HARMONY&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | MERRIMENT&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | CRAFTSMANSHIP&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | MARTIAL_PROWESS&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | SKILL&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | HARD_WORK&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | SACRIFICE&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | COMPETITION&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | PERSEVERENCE&lt;br /&gt;
| +41 to +50 || believes that perseverence is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverence&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverence in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | LEISURE_TIME&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | COMMERCE&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | ROMANCE&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | NATURE&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | PEACE&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | KNOWLEDGE{{version|0.42.01}}&lt;br /&gt;
| +41 to +50 || finds the quest for knowledge to be of the very highest value&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views the pursuit of knowledge as deeply important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values knowledge&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see the attainment of knowledge as important&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior.  Dwarves will receive a happy thought upon completion of goals and receive the moniker of &amp;quot;and this goal was realized&amp;quot; in the personality description following their original goal.  It is not certain yet whether goals are limited to one per entity.&lt;br /&gt;
&lt;br /&gt;
If a creature has such dreams, they will be listed in the Thoughts and Preferences page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! STAY_ALIVE&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! MAINTAIN_ENTITY_STATUS&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! START_A_FAMILY&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
| Goal completed upon giving birth/fathering an infant.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! RULE_THE_WORLD&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! CREATE_A_GREAT_WORK_OF_ART&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! CRAFT_A_MASTERWORK&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! BRING_PEACE_TO_THE_WORLD&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! BECOME_A_LEGENDARY_WARRIOR&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! MASTER_A_SKILL&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
| Goal completed upon reaching Legendary skill status.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! FALL_IN_LOVE&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! SEE_THE_GREAT_NATURAL_SITES&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! IMMORTALITY&lt;br /&gt;
| &lt;br /&gt;
| Leads to [[necromancer|necromancy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If said goal has actually been fulfilled, the description will include &amp;quot;and this dream was realized&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
&lt;br /&gt;
Each personality facet has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value Range !! Values in Range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40−60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Facets are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &amp;amp;mdash; their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of ''conflicting'' with the dwarf's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LOVE_PROPENSITY&amp;lt;br /&amp;gt;Conflicts with ROMANCE&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | HATE_PROPENSITY&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ENVY_PROPENSITY&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEER_PROPENSITY&amp;lt;br /&amp;gt;Conflicts with MERRIMENT&lt;br /&gt;
| 91-100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION_PROPENSITY&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER_PROPENSITY&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY_PROPENSITY&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LUST_PROPENSITY&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRESS_VULNERABILITY&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREED&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION&amp;lt;br /&amp;gt;Conflicts with SELF_CONTROL&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VIOLENT&amp;lt;br /&amp;gt;Conflicts with TRANQUILITY&amp;lt;br /&amp;gt;and MARTIAL_PROWESS&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fist fight.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PERSEVERENCE&amp;lt;br /&amp;gt;Conflicts with PERSEVERENCE&lt;br /&gt;
| 91-100 || is unbelievably stubborn and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | WASTEFULNESS&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects and invariable wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DISCORD&amp;lt;br /&amp;gt;Conflicts with HARMONY&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&amp;lt;br /&amp;gt;Conflicts with HARMONY&amp;lt;br /&amp;gt;and FRIENDSHIP&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | POLITENESS&amp;lt;br /&amp;gt;Conflicts with DECORUM&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DISDAIN_ADVICE&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | BRAVERY&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CONFIDENCE&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VANITY&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | AMBITION&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GRATITUDE&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODESTY&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | HUMOR&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VENGEFUL&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PRIDE&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CRUELTY&amp;lt;br /&amp;gt;Conflicts with POWER&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SINGLEMINDED&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | HOPEFUL&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CURIOUS&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | BASHFUL&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PRIVACY&amp;lt;br /&amp;gt;Conflicts with STOICISM&lt;br /&gt;
| 91-100 || shares intimate details of life without sparing a thought to repercussions or propriety&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to share [his/her] own experiences and thoughts with others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PERFECTIONIST&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CLOSEMINDED&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TOLERANT&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALLY_OBSESSIVE&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SWAYED_BY_EMOTIONS&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM&amp;lt;br /&amp;gt;Conflicts with SACRIFICE&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives [[Happy Thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives [[Unhappy Thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS&amp;lt;br /&amp;gt;Conflicts with LAW,&amp;lt;br /&amp;gt;LOYALTY, and INDEPENDENCE&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | THOUGHTLESSNESS&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST&lt;br /&gt;
| 91-100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS&lt;br /&gt;
| 91-100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING&amp;lt;br /&amp;gt;Conflicts with TRANQUILITY&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ABSTRACT_INCLINED&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ART_INCLINED&amp;lt;br /&amp;gt;Conflicts with ARTWORK&amp;lt;br /&amp;gt;and NATURE&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=221594</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=221594"/>
		<updated>2015-12-02T20:01:32Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Add basic 0.42.01 tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (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. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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 if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&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;
| Special&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;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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.  &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;
| &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. 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. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&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 ALT_TILE. 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.&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.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &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 for mussels, for one.&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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). 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 if the creature is active at twilight.&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 steal and eat edible items from a site. &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) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&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 for [[bee]] stings.&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 if the creature is active in day. &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 actually exist; used for a few [[fanciful]] creatures of myth.&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.&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 for things like dragons and other legendary 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.&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;
| Needs to be cleaned at a fishery&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 natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. 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.&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. 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 Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&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, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &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;
|-&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.&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;)&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 range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&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;
|&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;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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 if the creature is active in dawn. &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. Unknown if the chance increases with further age. 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;
| Gives a creature random movement. &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;
|-&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 milked 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. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&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.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&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 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&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 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;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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. &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. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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. &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. &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. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL 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.&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.  Used for [[Undead]].&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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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;
| Unknown. No creatures currently have this token.&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.&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 for bees 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;
| 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.&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. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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;
*material 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;
*TYPE, CATEGORY 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.&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 his 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 Adventure Mode, spawns vermin edible by 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.&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 for ogres and giants. Applicable to player races.  Prevents a player from recruiting nobility, even basic ones.&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 a &amp;quot;remains&amp;quot; instead of a corpse. Used for 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 can will only graze or eat the designated plant or creature parts.&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_CONVERTED.&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;
|&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. 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, 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 doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==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 where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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 trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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 Adventure 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 the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[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;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&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. Used for [[grimeling]]s.&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. &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;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. 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 if the creature is active in evening.&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. The first number is binocular vision, the second is non-binocular vision.&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;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{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.&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.&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, an interaction with I_SOURCE:ATTACK 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 string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying 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;
| Sets a 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;
| 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;
| 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;
| 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;
| 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>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221593</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221593"/>
		<updated>2015-12-02T19:38:22Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Available Resources */ INSTRUMENT can actually still be used (see &amp;quot;raw/objects/examples and notes/item_instrument_example.txt&amp;quot;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=221592</id>
		<title>Announcements.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=221592"/>
		<updated>2015-12-02T16:38:44Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* List of announcements */ Add 0.42.01 announcements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|03:01, 6 November 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old|Missing several announcements added in 0.40.xx}}&lt;br /&gt;
{{File|DF/data/init/announcements.txt}}&lt;br /&gt;
The '''announcements.txt''' file can be used to control the types of announcements displayed in Dwarf Fortress and how they are displayed in various modes. This can often be useful to stop recentering on birth announcements, for example.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
 ['''ANNOUNCEMENT NAME''''':option:option''...]&lt;br /&gt;
=== Available options ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_D}} or {{text anchor|D_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[Fortress mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
| The default for [[Announcement#Minor announcements|minor announcements]] including profession changes, [[weather]], job cancellations, and striking new minerals while [[mining]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|A_D}} or {{text anchor|A_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[Adventure mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|P}} or {{text anchor|PAUSE}}&lt;br /&gt;
| Pauses the game when the announcement occurs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|R}} or {{text anchor|RECENTER}}&lt;br /&gt;
| Recenters the game to the location of the announcement when the announcement occurs.&lt;br /&gt;
| Commonly used for [[baby|births]], [[caravan]] arrivals, and [[ambush]]es. Use of this without the [[#PAUSE|pause]] option is not recommended, since your screen will recenter without warning.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BOX}} or {{text anchor|DO_MEGA}}&lt;br /&gt;
| Causes a box to appear in the middle of the screen, requiring {{k|Enter}} to close it.&lt;br /&gt;
| This is often used with [[Announcement#Game-changing announcements|game-changing announcements]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UCR}} or {{text anchor|UNIT_COMBAT_REPORT}}&lt;br /&gt;
| Causes the announcement to appear in all [[reports]]. A new report will be created if none are active.&lt;br /&gt;
| Commonly used for adventure mode combat moves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UCR_A}} or {{text anchor|UNIT_COMBAT_REPORT_ALL_ACTIVE}}&lt;br /&gt;
| Nearly identical to [[#UCR|UNIT_COMBAT_REPORT]], but does not create a new report if none are active.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of announcements ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Announcement&lt;br /&gt;
! Description/Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REACHED_PEAK}}&lt;br /&gt;
| rowspan=2 | See [[calendar]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ERA_CHANGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_DISCOVERY}}&lt;br /&gt;
| Discovery of [[cavern]]s and their various features&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_DEEP_METAL}}&lt;br /&gt;
| Striking [[adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_MINERAL}}&lt;br /&gt;
| rowspan=2 | Striking a mineral while [[mining]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_ECONOMIC_MINERAL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_TWIST_WEAPON}}&lt;br /&gt;
| rowspan=43 | Used in [[combat]], most often in [[adventure mode]] (also in the [[arena]])&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_LET_ITEM_DROP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_START_CHARGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_SURPRISE_CHARGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_PROJ}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_STRIKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_DODGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_COUNTERSTRIKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_BLOCK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_PARRY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_COLLISION}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_TUMBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_KNOCKED_OVER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_TUMBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_BOUNCE_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TOGETHER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TUMBLE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_RUSH_BY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_MANAGE_STOP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_OBSTACLE_SLAM}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_LOCK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CHOKEHOLD}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_TAKEDOWN}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_THROW}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LOCK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_CHOKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_GRIP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRUGGLE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LATCH}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRANGLE_KO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_ADJUST_GRIP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_GRAB_TEAR}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS_2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ENRAGED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUCKIN}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_BP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_GENERAL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_PROPELLED_AWAY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_KNOCKED_OUT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUNNED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_WINDED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_NAUSEATED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL_NAMED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL}}&lt;br /&gt;
| The arrival of [[migrants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIG_CANCEL_WARM}}&lt;br /&gt;
| rowspan=2 | The [[Main:Digging designation canceled|cancellation]] of a mining task due to potentially dangerous stone.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIG_CANCEL_DAMP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_DEFENDER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_RESIDENT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_SKULKING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_NATURE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_MISCHIEVOUS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER_SUPPORT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER_NATURE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_INJURED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_OTHER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_INCAPACITATED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARAVAN_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBLE_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANTS_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL_DISCOURAGED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_NO_MIGRANT_ARRIVAL}}&lt;br /&gt;
| The failure of [[migrants]] to show up in Fortress mode&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_CATCH}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_ROBBED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_LEVER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_PLATE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_CAGE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_CHAIN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIAISON_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_DIPLOMAT_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_COLLAPSE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIRTH_CITIZEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIRTH_ANIMAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOOD}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MADE_ARTIFACT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAMED_ARTIFACT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_ATTACHMENT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_CAGE_ESCAPE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGER_WEB}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOOD_BUILDING_CLAIMED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFACT_BEGUN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BERSERK_CITIZEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_DEFACES_ENGRAVING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENGRAVING_MELTS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_ARCHITECTURE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_CONSTRUCTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTER_ARCHITECTURE_LOST}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTER_CONSTRUCTION_LOST}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_AWAKEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_SLEEP_INTERRUPTED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_REACTION_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANCEL_JOB}}&lt;br /&gt;
| [[Job]] cancellations&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_CREATURE_DEATH}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_DEATH}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_DEATH}}&lt;br /&gt;
| The death of a [[pet]], causing a negative [[thought]] for its owner&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FALL_OVER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAUGHT_IN_FLAMES}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAUGHT_IN_WEB}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_BLOW_APART}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_INTO_UNIT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOMIT}}&lt;br /&gt;
| [[Vomit]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGAIN_CONSCIOUSNESS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREE_FROM_WEB}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OVERCOME_PARALYSIS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_STUNNED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXHAUSTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PAIN_KO}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BREAK_GRIP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_BREAK_GRIP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOCK_FIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BREATHE_FIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOOT_WEB}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PULL_OUT_DROP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STAND_UP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARTIAL_TRANCE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAT_BREATH}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_STARTS}}&lt;br /&gt;
| &lt;br /&gt;
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| {{text anchor|NIGHT_ATTACK_ENDS}}&lt;br /&gt;
| &lt;br /&gt;
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| {{text anchor|NIGHT_ATTACK_TRAVEL}}&lt;br /&gt;
| &lt;br /&gt;
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| {{text anchor|GHOST_ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
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| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_DISCOVERY}}&lt;br /&gt;
| &lt;br /&gt;
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| {{text anchor|TRAVEL_SITE_BUMP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_INTRO}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOUND}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_STEALS_OBJECT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FOUND_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_TRANSFORMATION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION_ACTOR}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION_TARGET}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARKET_CHATTER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_RAIN_SNOW}}&lt;br /&gt;
| rowspan=2 | The appearance of unusual [[weather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_CLOUD}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIMPLE_ANIMAL_ACTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLOUNDER_IN_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING_DOWN_TO_SEMI_WILD}}&lt;br /&gt;
| A trained animal has reverted to a semi-wild state (Fortress mode). If the animal is not [[animal trainer|trained]] properly, it will become wild and possibly attack your dwarves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING_FULL_REVERSION}}&lt;br /&gt;
| An animal has reverted to a wild state (follows the previous announcement)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINING_KNOWLEDGE}}&lt;br /&gt;
| See [[Animal trainer#Taming|Animal trainer]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKIP_ON_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DODGE_FLYING_OBJECT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGULAR_CONVERSATION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONFLICT_CONVERSATION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLAME_HIT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMBRACE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDIT_EMPTY_CONTAINER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDIT_GRAB_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ATTACK_INTERRUPTED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CATCH_ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FAIL_TO_GRAB_SURFACE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_SURFACE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_COMPLAINT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_EMOTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REORGANIZE_POSSESSIONS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUSH_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRAW_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRAP_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIN_SITE_CONTROL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FORT_POSITION_SUCCESSION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRESSED_CITIZEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_LOST_TO_STRESS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_TANTRUM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOVED_OUT_OF_RANGE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_TRACKS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALREADY_SEARCHED_AREA}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_SOMETHING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_NOTHING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_INTERACT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_EXAMINE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_YIELDED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_UNYIELDED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_STRAP_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_DRAW_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GRASP_TO_DRAW_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ITEM_TO_STRAP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_REMOVE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_WEAR}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_EAT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_CONTAIN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_DROP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_PICK_UP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_THROW}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_FIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_SMELL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_WEATHER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_TEMPERATURE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_DATE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GRASP_FOR_PICKUP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_ADVISORY}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_STAND}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUST_UNRETRACT_FIRST}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_REST}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_MAKE_CAMPFIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MADE_CAMPFIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_SET_FIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_FIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DAWN_BREAKS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOON}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHTFALL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_INTERACTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMPTY_CONTAINER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAKE_OUT_OF_CONTAINER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONTAINER_FOR_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUT_INTO_CONTAINER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINK_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONSUME_FAILURE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DROP_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICK_UP_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_BUILDING_INTERACTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_ITEM_INTERACTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_TEMPERATURE_EFFECTS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESOLVE_SHARED_ITEMS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COUGH_BLOOD}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOMIT_BLOOD}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER_LEARNED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_FEED_ON_SUCKEE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_CHANGES}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RECRUIT_PROMOTED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_BECOMES_MASTER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_UNLOADING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_NEED_DEPOT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_WAGONS_BYPASSED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_LEAVING_SOON}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_EMBARKED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_LOSES_DEAD_OWNER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_ADOPTS_OWNER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNABLE_TO_COMPLETE_BUILDING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JOBS_REMOVED_FROM_UNPOWERED_BUILDING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_SNATCHED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_DISTURBED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_GAINS_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_ELEVATED_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_CRAFTED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTWORK_DEFACED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DYED_MASTERPIECE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKED_MASTERPIECE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANDATE_ENDS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOWDOWN_ENDS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FAREWELL_HELPER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ELECTION_RESULTS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_PRESENT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONSTRUCTION_SUSPENDED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LINKAGE_SUSPENDED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|QUOTA_FILLED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JOB_OVERWRITTEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_CATCH_IN_WATER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMAND_FORGOTTEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_DEMAND}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_MANDATE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRICES_ALTERED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAMED_RESIDENT_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOMEBODY_GROWS_UP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUILD_REQUEST_TAKEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUILD_WAGES_CHANGED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_WORK_MANDATE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_SOLDIER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_NONSOLDIER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARTY_ORGANIZED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSSESSED_TANTRUM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDING_TOPPLED_BY_GHOST}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERFUL_IMPROVEMENT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_ENGRAVING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARRIAGE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_MARRIAGE_CELEBRATION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUS_GUZZLER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_CLEAR}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_SNOW}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_RAIN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_WET}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_DRY}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_SPRING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_SUMMER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_AUTUMN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_WINTER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUEST_ARRIVAL}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_SPEAK}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESEARCH_BREAKTHROUGH}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SERVICE_ORDER_DELIVERY}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERFORMANCE_START_FAILURE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEGIN_ACTIVITY}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIDDLE_OF_ACTIVITY}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVITY_SECTION_CHANGE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONCLUDE_ACTIVITY}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEARNED_WRITTEN_CONTENT}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEARNED_ART_FORM}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERFORMER_UPDATE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDING_DESTROYED_OR_TOPPLED}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEITY_CURSE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMPOSITION_COMPLETE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMPOSITION_FAILED}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_APPRENTICESHIP}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETITION_IGNORED}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{files}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221591</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221591"/>
		<updated>2015-12-02T16:31:37Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Behavior */ VARIABLE_VALUE parameters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=221590</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=221590"/>
		<updated>2015-12-02T16:29:57Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Beliefs */ Add new KNOWLEDGE value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:12, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
Dwarven '''personalities''' are determined by beliefs, goals, and facets. These are distinct from [[attributes]]. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
&lt;br /&gt;
Each belief has a range from &amp;amp;minus;50 to 50. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value Range !! Values in Range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas  of fairness and sacrifice in utter disdain. If an individual dwarf's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thought and personality screen.&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets &amp;amp;mdash; see below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | LAW&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | LOYALTY&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | FAMILY&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | FRIENDSHIP&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | POWER&lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | TRUTH&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | CUNNING&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | ELOQUENCE&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | FAIRNESS&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | DECORUM&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | TRADITION&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | ARTWORK&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | COOPERATION&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | INDEPENDENCE&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | STOICISM&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | INTROSPECTION&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | SELF_CONTROL&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | TRANQUILITY&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | HARMONY&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | MERRIMENT&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | CRAFTSMANSHIP&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | MARTIAL_PROWESS&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | SKILL&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | HARD_WORK&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | SACRIFICE&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | COMPETITION&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | PERSEVERENCE&lt;br /&gt;
| +41 to +50 || believes that perseverence is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverence&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverence in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | LEISURE_TIME&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | COMMERCE&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | ROMANCE&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | NATURE&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | PEACE&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | KNOWLEDGE{{version|0.42.01}}&lt;br /&gt;
| +41 to +50 ||&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 ||&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 ||&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 ||&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 ||&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 ||&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior.  Dwarves will receive a happy thought upon completion of goals and receive the moniker of &amp;quot;and this goal was realized&amp;quot; in the personality description following their original goal.  It is not certain yet whether goals are limited to one per entity.&lt;br /&gt;
&lt;br /&gt;
If a creature has such dreams, they will be listed in the Thoughts and Preferences page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! STAY_ALIVE&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! MAINTAIN_ENTITY_STATUS&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! START_A_FAMILY&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
| Goal completed upon giving birth/fathering an infant.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! RULE_THE_WORLD&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! CREATE_A_GREAT_WORK_OF_ART&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! CRAFT_A_MASTERWORK&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! BRING_PEACE_TO_THE_WORLD&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! BECOME_A_LEGENDARY_WARRIOR&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! MASTER_A_SKILL&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
| Goal completed upon reaching Legendary skill status.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! FALL_IN_LOVE&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! SEE_THE_GREAT_NATURAL_SITES&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! IMMORTALITY&lt;br /&gt;
| &lt;br /&gt;
| Leads to [[necromancer|necromancy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If said goal has actually been fulfilled, the description will include &amp;quot;and this dream was realized&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
&lt;br /&gt;
Each personality facet has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value Range !! Values in Range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40−60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Facets are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &amp;amp;mdash; their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of ''conflicting'' with the dwarf's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LOVE_PROPENSITY&amp;lt;br /&amp;gt;Conflicts with ROMANCE&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | HATE_PROPENSITY&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ENVY_PROPENSITY&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEER_PROPENSITY&amp;lt;br /&amp;gt;Conflicts with MERRIMENT&lt;br /&gt;
| 91-100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION_PROPENSITY&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER_PROPENSITY&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY_PROPENSITY&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LUST_PROPENSITY&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRESS_VULNERABILITY&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREED&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION&amp;lt;br /&amp;gt;Conflicts with SELF_CONTROL&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VIOLENT&amp;lt;br /&amp;gt;Conflicts with TRANQUILITY&amp;lt;br /&amp;gt;and MARTIAL_PROWESS&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fist fight.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PERSEVERENCE&amp;lt;br /&amp;gt;Conflicts with PERSEVERENCE&lt;br /&gt;
| 91-100 || is unbelievably stubborn and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | WASTEFULNESS&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects and invariable wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DISCORD&amp;lt;br /&amp;gt;Conflicts with HARMONY&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&amp;lt;br /&amp;gt;Conflicts with HARMONY&amp;lt;br /&amp;gt;and FRIENDSHIP&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | POLITENESS&amp;lt;br /&amp;gt;Conflicts with DECORUM&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DISDAIN_ADVICE&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | BRAVERY&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CONFIDENCE&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VANITY&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | AMBITION&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GRATITUDE&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODESTY&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | HUMOR&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VENGEFUL&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PRIDE&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CRUELTY&amp;lt;br /&amp;gt;Conflicts with POWER&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SINGLEMINDED&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | HOPEFUL&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CURIOUS&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | BASHFUL&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PRIVACY&amp;lt;br /&amp;gt;Conflicts with STOICISM&lt;br /&gt;
| 91-100 || shares intimate details of life without sparing a thought to repercussions or propriety&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to share [his/her] own experiences and thoughts with others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PERFECTIONIST&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CLOSEMINDED&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TOLERANT&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALLY_OBSESSIVE&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SWAYED_BY_EMOTIONS&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM&amp;lt;br /&amp;gt;Conflicts with SACRIFICE&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives [[Happy Thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives [[Unhappy Thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS&amp;lt;br /&amp;gt;Conflicts with LAW,&amp;lt;br /&amp;gt;LOYALTY, and INDEPENDENCE&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | THOUGHTLESSNESS&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST&lt;br /&gt;
| 91-100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS&lt;br /&gt;
| 91-100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING&amp;lt;br /&amp;gt;Conflicts with TRANQUILITY&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ABSTRACT_INCLINED&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ART_INCLINED&amp;lt;br /&amp;gt;Conflicts with ARTWORK&amp;lt;br /&amp;gt;and NATURE&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221589</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221589"/>
		<updated>2015-12-02T16:24:15Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: 0.42.01 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221587</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221587"/>
		<updated>2015-12-02T15:49:55Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Behavior */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, MILITARY_UNIT, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=221084</id>
		<title>Speech file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=221084"/>
		<updated>2015-11-01T11:11:42Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Add some context tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Speech files''' are text files that define sentences which can be spoken by people in [[adventure mode]]. They are found in the &amp;lt;code&amp;gt;data/speech&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
== List of files ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! Uses !! Example&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|animal_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| I have taken down [CONTEXT:NUMBER] [CONTEXT:RACE:NUMBERED_NAME] while stalking [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|arch_info_justification}}&lt;br /&gt;
|&lt;br /&gt;
| It is said that the [CONTEXT:ARCH_ELEMENT] of [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] [CONTEXT:JUSTIFICATION] [CONTEXT:DEF_SPHERE] for the glory of [CONTEXT:HIST_FIG:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|child_age_proclamation}}&lt;br /&gt;
|&lt;br /&gt;
| I'm [CONTEXT:NUMBER]!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I am a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| This is my [CONTEXT:ORDINAL] year as a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|curse}}&lt;br /&gt;
|&lt;br /&gt;
| Who dares to enter my house?  I curse you!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|dwarf}}&lt;br /&gt;
| Used when boasting about killing a [[dwarf]]. See also [[Creature token#SPEECH]].&lt;br /&gt;
| whose hammer shattered on the anvil of my power&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|elf}}&lt;br /&gt;
| Used when boasting about killing an [[elf]]. See also [[Creature token#SPEECH]].&lt;br /&gt;
| whose fragile bones shattered before the power of my contempt&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] is also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional_dead}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] was also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec}}&lt;br /&gt;
|&lt;br /&gt;
| I have [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| I had [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] is named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] was named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|general}}&lt;br /&gt;
|&lt;br /&gt;
| who lies dead, now only an embarrassing memory&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_1}}&lt;br /&gt;
|&lt;br /&gt;
| upon arising in the mornings,&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_2}}&lt;br /&gt;
|&lt;br /&gt;
| always remember to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_3}}&lt;br /&gt;
|&lt;br /&gt;
| speak the praises of [SPEAKER:HF_LINK:DEITY:RANDOM_DEF_SPHERE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet}}&lt;br /&gt;
| Used when greeting another person.&lt;br /&gt;
| Greetings. My name is [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_baby}}&lt;br /&gt;
| Used when greeting a [[baby]].&lt;br /&gt;
| A baby! How adorable!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply}}&lt;br /&gt;
| Used when replying to another person's greeting.&lt;br /&gt;
| Ah, hello. I'm [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_after_hero}}&lt;br /&gt;
| Used by NPCs when replying to the player character's greeting after becoming a [[hero]].&lt;br /&gt;
| I am [SPEAKER:TRANS_NAME]. How can I be of service?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_diff_language}}&lt;br /&gt;
| Used when replying to the greeting of a person which is of another [[race]].&lt;br /&gt;
| Hello, [AUDIENCE:RACE]. I am [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_unusual_first}}&lt;br /&gt;
| Used when replying to the greeting of a person whose first name is unusual.{{verify|June 2015}}&lt;br /&gt;
| You know, you don't meet many people with the name [AUDIENCE:FIRST_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_worship}}&lt;br /&gt;
| Used for greetings by [[priest]]s and faithful people.{{verify|June 2015}}&lt;br /&gt;
| This servant of [SPEAKER:HF_LINK:DEITY:TRANS_NAME] greets you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_profession}}&lt;br /&gt;
| Used by [[guard]]s when you ask them about their profession. See also [[#soldier_profession|soldier_profession]].&lt;br /&gt;
| I am a guard.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_warning}}&lt;br /&gt;
|&lt;br /&gt;
| Don't start any trouble.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hist_fig_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| It is I that felled [CONTEXT:HIST_FIG:TRANS_NAME] the [CONTEXT:HIST_FIG:RACE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I hunt great beasts in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have hunted great beasts in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_antithetical}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as the antithesis of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_experience}}&lt;br /&gt;
|&lt;br /&gt;
| can allow one to experience&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_proximity}}&lt;br /&gt;
|&lt;br /&gt;
| can bring one near to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_reminder}}&lt;br /&gt;
|&lt;br /&gt;
| can remind one of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_representation}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as a representation of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|lair_hunter_minotaur}}&lt;br /&gt;
| Used by [[minotaur]]s while hunting adventures in their lairs. See also [[Creature token#LAIR_HUNTER_SPEECH]].&lt;br /&gt;
| I'll eat you whole!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have sought fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|no_family}}&lt;br /&gt;
| Used by NPCs when you ask them about their [[family]], but they don't have any.&lt;br /&gt;
| I have no family to speak of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I hunted great beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I sought fortune and glory by offering my skill at arms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was once a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was a [CONTEXT:UNIT_NAME] for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_scouting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| At one time, I was a scout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| Once it was my calling to rescue lost children.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once sought great treasures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once wandered the wilds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|positive}}&lt;br /&gt;
| Used to express positive [[feeling]]s.&lt;br /&gt;
| wonderful!&amp;lt;br/&amp;gt;fantastic!&amp;lt;br/&amp;gt;very good&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| It is my duty to scout the area around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have been scouting the area around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|slayer}}&lt;br /&gt;
|&lt;br /&gt;
| bane&amp;lt;br/&amp;gt;death&amp;lt;br/&amp;gt;nemesis&amp;lt;br/&amp;gt;vanquisher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I rescue lost children and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| For [CONTEXT:NUMBER] of my years, I have been rescuing lost children and bringing them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|soldier_profession}}&lt;br /&gt;
| Used by [[soldier]]s when you ask them about their profession. See also [[#guard_profession|guard_profession]].&lt;br /&gt;
| I am a soldier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|task_recommendation}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:ANY:TRANS_NAME] might have a task for you&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_already_member}}&lt;br /&gt;
|&lt;br /&gt;
| your task is simple;&amp;lt;br/&amp;gt;all you need is to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_become_member}}&lt;br /&gt;
|&lt;br /&gt;
| Welcome to [CONTEXT:ENTITY:TRANS_NAME].  Praise be to [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME]!&amp;lt;br/&amp;gt;As a member of [CONTEXT:ENTITY:TRANS_NAME], you can now seek the higher mysteries of [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME] and have done so for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|threat}}&lt;br /&gt;
| Used by NPC [[bandit]]s{{verify|June 2015}} before attacking you.&lt;br /&gt;
| Prepare to die!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|unknown_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME], wherever [CONTEXT:HIST_FIG:PRO_SUB] might be&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I wander [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have wandered [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adding custom files ==&lt;br /&gt;
&lt;br /&gt;
While any of the hardcoded speech files can be edited to customize the used phrases, it is also possible to add new files and associate them with custom creatures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Creature token]]s&lt;br /&gt;
! Token !! Example uses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#CASTE_SPEECH|CASTE_SPEECH]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#LAIR_HUNTER_SPEECH|LAIR_HUNTER_SPEECH]]&lt;br /&gt;
| [[minotaur]] ([[#lair_hunter_minotaur|lair_hunter_minotaur.txt]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#SPEECH|SPEECH]]&lt;br /&gt;
| [[dwarf]] ([[#dwarf|dwarf.txt]]), [[elf]] ([[#elf|elf.txt]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#SPEECH_FEMALE|SPEECH_FEMALE]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#SPEECH_MALE|SPEECH_MALE]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special tokens ==&lt;br /&gt;
&lt;br /&gt;
Speech files can contain tokens in square brackets (&amp;lt;code&amp;gt;[]&amp;lt;/code&amp;gt;), which are replaced with context-specific strings before the speech is displayed.&lt;br /&gt;
&lt;br /&gt;
=== Context tokens ===&lt;br /&gt;
&lt;br /&gt;
These give special information about the background of the conversation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Type !! Meaning&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:ABSTRACT_BUILDING]&lt;br /&gt;
| building&lt;br /&gt;
|&lt;br /&gt;
* [[#ab_specific_hf_seeker|ab_specific_hf_seeker]]: the building in which the historical figure the speaker wants you to seek is&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:HIST_FIG]&lt;br /&gt;
| creature&lt;br /&gt;
|&lt;br /&gt;
* [[#ab_specific_hf_seeker|ab_specific_hf_seeker]]: the historical figure the speaker wants you to seek&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:NUMBER]&lt;br /&gt;
| number&lt;br /&gt;
|&lt;br /&gt;
* [[#animal_slayer|animal_slayer]]: number of animals slain&lt;br /&gt;
* [[#child_age_proclamation|child_age_proclamation]]: age in years of the child&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:ORDINAL]&lt;br /&gt;
| number&lt;br /&gt;
|&lt;br /&gt;
* [[#current_profession_year|current_profession_year]]: the number of years the speaker has had their profession&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:PLACE]&lt;br /&gt;
| site&lt;br /&gt;
|&lt;br /&gt;
* [[#animal_slayer|animal_slayer]]: the place where the speaker slayed the animals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:RACE]&lt;br /&gt;
| race&lt;br /&gt;
|&lt;br /&gt;
* [[#animal_slayer|animal_slayer]]: the race of the animals the speaker has slain&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:SITE]&lt;br /&gt;
| site&lt;br /&gt;
|&lt;br /&gt;
* [[#ab_specific_hf_seeker|ab_specific_hf_seeker]]: the site where the historical figure the speaker wants you to seek is&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [CONTEXT:UNIT_NAME]&lt;br /&gt;
| text&lt;br /&gt;
|&lt;br /&gt;
* [[#current_profession_no_year|current_profession_no_year]]: the name of the speaker's profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Files]]&lt;br /&gt;
[[Category:DF2014:Modding]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hemp&amp;diff=220757</id>
		<title>Hemp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hemp&amp;diff=220757"/>
		<updated>2015-10-25T09:19:34Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Undo revision 220742 by 86.152.174.232 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:36, 29 January 2015 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Thread]]&lt;br /&gt;
* [[Oil]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hemp''' is an [[aboveground]] [[crop]] that supports both the [[food]] and [[textile industry|textile industries]]. The plants [[plant processing|processable]] at a [[farmer's workshop]] to produce hemp plant fiber [[thread]], and can also be [[millstone|milled]] into [[flour]]. &lt;br /&gt;
&lt;br /&gt;
'''Hemp seeds''' can be milled into paste at a [[quern]] or [[millstone]], which in turn can be pressed into hempseed [[oil]] and a [[press cake]] at a [[screw press]].&lt;br /&gt;
&lt;br /&gt;
Hemp and [[flax]] are the only millable plants that can be stored in containers made from their own fibers.&lt;br /&gt;
&lt;br /&gt;
Currently there are no other uses for hemp plants in Dwarf Fortress.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=220756</id>
		<title>Template:Buggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=220756"/>
		<updated>2015-10-25T09:18:16Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Undo revision 220755 by GoblinCamp (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{colored notice box|image=[[Image:Roach.png|link=:Category:Bugs|50px]]|type=xred|bg=#fcc|text=&lt;br /&gt;
This feature has one or more outstanding '''bugs'''. {{#if:{{{withoutbugsection|}}}||Please view the [[#{{{bugsection|Bugs}}}|{{{bugsection|Bugs}}}]] section for details.}}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;{{#ifeq:{{{cat|}}}|nocat||{{Category|Bugs}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{/doc}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=220543</id>
		<title>Speech file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=220543"/>
		<updated>2015-09-20T13:05:16Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* Adding custom files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Speech files''' are text files that define sentences which can be spoken by people in [[adventure mode]]. They are found in the &amp;lt;code&amp;gt;data/speech&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
== List of files ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! Uses !! Example&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|animal_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| I have taken down [CONTEXT:NUMBER] [CONTEXT:RACE:NUMBERED_NAME] while stalking [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|arch_info_justification}}&lt;br /&gt;
|&lt;br /&gt;
| It is said that the [CONTEXT:ARCH_ELEMENT] of [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] [CONTEXT:JUSTIFICATION] [CONTEXT:DEF_SPHERE] for the glory of [CONTEXT:HIST_FIG:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|child_age_proclamation}}&lt;br /&gt;
|&lt;br /&gt;
| I'm [CONTEXT:NUMBER]!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I am a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| This is my [CONTEXT:ORDINAL] year as a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|curse}}&lt;br /&gt;
|&lt;br /&gt;
| Who dares to enter my house?  I curse you!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|dwarf}}&lt;br /&gt;
| Used when boasting about killing a [[dwarf]]. See also [[Creature token#SPEECH]].&lt;br /&gt;
| whose hammer shattered on the anvil of my power&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|elf}}&lt;br /&gt;
| Used when boasting about killing an [[elf]]. See also [[Creature token#SPEECH]].&lt;br /&gt;
| whose fragile bones shattered before the power of my contempt&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] is also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional_dead}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] was also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec}}&lt;br /&gt;
|&lt;br /&gt;
| I have [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| I had [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] is named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] was named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|general}}&lt;br /&gt;
|&lt;br /&gt;
| who lies dead, now only an embarrassing memory&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_1}}&lt;br /&gt;
|&lt;br /&gt;
| upon arising in the mornings,&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_2}}&lt;br /&gt;
|&lt;br /&gt;
| always remember to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_3}}&lt;br /&gt;
|&lt;br /&gt;
| speak the praises of [SPEAKER:HF_LINK:DEITY:RANDOM_DEF_SPHERE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet}}&lt;br /&gt;
| Used when greeting another person.&lt;br /&gt;
| Greetings. My name is [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_baby}}&lt;br /&gt;
| Used when greeting a [[baby]].&lt;br /&gt;
| A baby! How adorable!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply}}&lt;br /&gt;
| Used when replying to another person's greeting.&lt;br /&gt;
| Ah, hello. I'm [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_after_hero}}&lt;br /&gt;
| Used by NPCs when replying to the player character's greeting after becoming a [[hero]].&lt;br /&gt;
| I am [SPEAKER:TRANS_NAME]. How can I be of service?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_diff_language}}&lt;br /&gt;
| Used when replying to the greeting of a person which is of another [[race]].&lt;br /&gt;
| Hello, [AUDIENCE:RACE]. I am [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_unusual_first}}&lt;br /&gt;
| Used when replying to the greeting of a person whose first name is unusual.{{verify|June 2015}}&lt;br /&gt;
| You know, you don't meet many people with the name [AUDIENCE:FIRST_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_worship}}&lt;br /&gt;
| Used for greetings by [[priest]]s and faithful people.{{verify|June 2015}}&lt;br /&gt;
| This servant of [SPEAKER:HF_LINK:DEITY:TRANS_NAME] greets you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_profession}}&lt;br /&gt;
| Used by [[guard]]s when you ask them about their profession. See also [[#soldier_profession|soldier_profession]].&lt;br /&gt;
| I am a guard.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_warning}}&lt;br /&gt;
|&lt;br /&gt;
| Don't start any trouble.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hist_fig_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| It is I that felled [CONTEXT:HIST_FIG:TRANS_NAME] the [CONTEXT:HIST_FIG:RACE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I hunt great beasts in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have hunted great beasts in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_antithetical}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as the antithesis of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_experience}}&lt;br /&gt;
|&lt;br /&gt;
| can allow one to experience&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_proximity}}&lt;br /&gt;
|&lt;br /&gt;
| can bring one near to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_reminder}}&lt;br /&gt;
|&lt;br /&gt;
| can remind one of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_representation}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as a representation of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|lair_hunter_minotaur}}&lt;br /&gt;
| Used by [[minotaur]]s while hunting adventures in their lairs. See also [[Creature token#LAIR_HUNTER_SPEECH]].&lt;br /&gt;
| I'll eat you whole!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have sought fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|no_family}}&lt;br /&gt;
| Used by NPCs when you ask them about their [[family]], but they don't have any.&lt;br /&gt;
| I have no family to speak of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I hunted great beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I sought fortune and glory by offering my skill at arms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was once a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was a [CONTEXT:UNIT_NAME] for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_scouting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| At one time, I was a scout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| Once it was my calling to rescue lost children.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once sought great treasures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once wandered the wilds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|positive}}&lt;br /&gt;
| Used to express positive [[feeling]]s.&lt;br /&gt;
| wonderful!&amp;lt;br/&amp;gt;fantastic!&amp;lt;br/&amp;gt;very good&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| It is my duty to scout the area around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have been scouting the area around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|slayer}}&lt;br /&gt;
|&lt;br /&gt;
| bane&amp;lt;br/&amp;gt;death&amp;lt;br/&amp;gt;nemesis&amp;lt;br/&amp;gt;vanquisher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I rescue lost children and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| For [CONTEXT:NUMBER] of my years, I have been rescuing lost children and bringing them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|soldier_profession}}&lt;br /&gt;
| Used by [[soldier]]s when you ask them about their profession. See also [[#guard_profession|guard_profession]].&lt;br /&gt;
| I am a soldier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|task_recommendation}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:ANY:TRANS_NAME] might have a task for you&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_already_member}}&lt;br /&gt;
|&lt;br /&gt;
| your task is simple;&amp;lt;br/&amp;gt;all you need is to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_become_member}}&lt;br /&gt;
|&lt;br /&gt;
| Welcome to [CONTEXT:ENTITY:TRANS_NAME].  Praise be to [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME]!&amp;lt;br/&amp;gt;As a member of [CONTEXT:ENTITY:TRANS_NAME], you can now seek the higher mysteries of [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME] and have done so for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|threat}}&lt;br /&gt;
| Used by NPC [[bandit]]s{{verify|June 2015}} before attacking you.&lt;br /&gt;
| Prepare to die!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|unknown_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME], wherever [CONTEXT:HIST_FIG:PRO_SUB] might be&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I wander [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have wandered [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adding custom files ==&lt;br /&gt;
&lt;br /&gt;
While any of the hardcoded speech files can be edited to customize the used phrases, it is also possible to add new files and associate them with custom creatures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Creature token]]s&lt;br /&gt;
! Token !! Example uses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#CASTE_SPEECH|CASTE_SPEECH]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#LAIR_HUNTER_SPEECH|LAIR_HUNTER_SPEECH]]&lt;br /&gt;
| [[minotaur]] ([[#lair_hunter_minotaur|lair_hunter_minotaur.txt]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#SPEECH|SPEECH]]&lt;br /&gt;
| [[dwarf]] ([[#dwarf|dwarf.txt]]), [[elf]] ([[#elf|elf.txt]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#SPEECH_FEMALE|SPEECH_FEMALE]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#SPEECH_MALE|SPEECH_MALE]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special tokens ==&lt;br /&gt;
&lt;br /&gt;
Speech files can contain tokens in square brackets (&amp;lt;code&amp;gt;[]&amp;lt;/code&amp;gt;), which are replaced with context-specific strings before the speech is displayed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Meaning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Files]]&lt;br /&gt;
[[Category:DF2014:Modding]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=220534</id>
		<title>Speech file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=220534"/>
		<updated>2015-09-20T12:53:34Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: Add information about creature tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Speech files''' are text files that define sentences which can be spoken by people in [[adventure mode]]. They are found in the &amp;lt;code&amp;gt;data/speech&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
== List of files ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! Uses !! Example&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|animal_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| I have taken down [CONTEXT:NUMBER] [CONTEXT:RACE:NUMBERED_NAME] while stalking [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|arch_info_justification}}&lt;br /&gt;
|&lt;br /&gt;
| It is said that the [CONTEXT:ARCH_ELEMENT] of [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] [CONTEXT:JUSTIFICATION] [CONTEXT:DEF_SPHERE] for the glory of [CONTEXT:HIST_FIG:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|child_age_proclamation}}&lt;br /&gt;
|&lt;br /&gt;
| I'm [CONTEXT:NUMBER]!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I am a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| This is my [CONTEXT:ORDINAL] year as a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|curse}}&lt;br /&gt;
|&lt;br /&gt;
| Who dares to enter my house?  I curse you!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|dwarf}}&lt;br /&gt;
| Used when boasting about killing a [[dwarf]]. See also [[Creature token#SPEECH]].&lt;br /&gt;
| whose hammer shattered on the anvil of my power&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|elf}}&lt;br /&gt;
| Used when boasting about killing an [[elf]]. See also [[Creature token#SPEECH]].&lt;br /&gt;
| whose fragile bones shattered before the power of my contempt&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] is also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional_dead}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] was also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec}}&lt;br /&gt;
|&lt;br /&gt;
| I have [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| I had [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] is named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] was named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|general}}&lt;br /&gt;
|&lt;br /&gt;
| who lies dead, now only an embarrassing memory&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_1}}&lt;br /&gt;
|&lt;br /&gt;
| upon arising in the mornings,&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_2}}&lt;br /&gt;
|&lt;br /&gt;
| always remember to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_3}}&lt;br /&gt;
|&lt;br /&gt;
| speak the praises of [SPEAKER:HF_LINK:DEITY:RANDOM_DEF_SPHERE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet}}&lt;br /&gt;
| Used when greeting another person.&lt;br /&gt;
| Greetings. My name is [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_baby}}&lt;br /&gt;
| Used when greeting a [[baby]].&lt;br /&gt;
| A baby! How adorable!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply}}&lt;br /&gt;
| Used when replying to another person's greeting.&lt;br /&gt;
| Ah, hello. I'm [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_after_hero}}&lt;br /&gt;
| Used by NPCs when replying to the player character's greeting after becoming a [[hero]].&lt;br /&gt;
| I am [SPEAKER:TRANS_NAME]. How can I be of service?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_diff_language}}&lt;br /&gt;
| Used when replying to the greeting of a person which is of another [[race]].&lt;br /&gt;
| Hello, [AUDIENCE:RACE]. I am [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_unusual_first}}&lt;br /&gt;
| Used when replying to the greeting of a person whose first name is unusual.{{verify|June 2015}}&lt;br /&gt;
| You know, you don't meet many people with the name [AUDIENCE:FIRST_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_worship}}&lt;br /&gt;
| Used for greetings by [[priest]]s and faithful people.{{verify|June 2015}}&lt;br /&gt;
| This servant of [SPEAKER:HF_LINK:DEITY:TRANS_NAME] greets you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_profession}}&lt;br /&gt;
| Used by [[guard]]s when you ask them about their profession. See also [[#soldier_profession|soldier_profession]].&lt;br /&gt;
| I am a guard.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_warning}}&lt;br /&gt;
|&lt;br /&gt;
| Don't start any trouble.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hist_fig_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| It is I that felled [CONTEXT:HIST_FIG:TRANS_NAME] the [CONTEXT:HIST_FIG:RACE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I hunt great beasts in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have hunted great beasts in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_antithetical}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as the antithesis of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_experience}}&lt;br /&gt;
|&lt;br /&gt;
| can allow one to experience&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_proximity}}&lt;br /&gt;
|&lt;br /&gt;
| can bring one near to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_reminder}}&lt;br /&gt;
|&lt;br /&gt;
| can remind one of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_representation}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as a representation of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|lair_hunter_minotaur}}&lt;br /&gt;
| Used by [[minotaur]]s while hunting adventures in their lairs. See also [[Creature token#LAIR_HUNTER_SPEECH]].&lt;br /&gt;
| I'll eat you whole!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have sought fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|no_family}}&lt;br /&gt;
| Used by NPCs when you ask them about their [[family]], but they don't have any.&lt;br /&gt;
| I have no family to speak of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I hunted great beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I sought fortune and glory by offering my skill at arms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was once a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was a [CONTEXT:UNIT_NAME] for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_scouting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| At one time, I was a scout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| Once it was my calling to rescue lost children.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once sought great treasures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once wandered the wilds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|positive}}&lt;br /&gt;
| Used to express positive [[feeling]]s.&lt;br /&gt;
| wonderful!&amp;lt;br/&amp;gt;fantastic!&amp;lt;br/&amp;gt;very good&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| It is my duty to scout the area around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have been scouting the area around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|slayer}}&lt;br /&gt;
|&lt;br /&gt;
| bane&amp;lt;br/&amp;gt;death&amp;lt;br/&amp;gt;nemesis&amp;lt;br/&amp;gt;vanquisher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I rescue lost children and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| For [CONTEXT:NUMBER] of my years, I have been rescuing lost children and bringing them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|soldier_profession}}&lt;br /&gt;
| Used by [[soldier]]s when you ask them about their profession. See also [[#guard_profession|guard_profession]].&lt;br /&gt;
| I am a soldier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|task_recommendation}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:ANY:TRANS_NAME] might have a task for you&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_already_member}}&lt;br /&gt;
|&lt;br /&gt;
| your task is simple;&amp;lt;br/&amp;gt;all you need is to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_become_member}}&lt;br /&gt;
|&lt;br /&gt;
| Welcome to [CONTEXT:ENTITY:TRANS_NAME].  Praise be to [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME]!&amp;lt;br/&amp;gt;As a member of [CONTEXT:ENTITY:TRANS_NAME], you can now seek the higher mysteries of [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME] and have done so for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|threat}}&lt;br /&gt;
| Used by NPC [[bandit]]s{{verify|June 2015}} before attacking you.&lt;br /&gt;
| Prepare to die!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|unknown_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME], wherever [CONTEXT:HIST_FIG:PRO_SUB] might be&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I wander [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have wandered [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adding custom files ==&lt;br /&gt;
&lt;br /&gt;
While any of the hardcoded speech files can be edited to customize the used phrases, it is also possible to add new files and associate them with custom creatures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Creature token]]s&lt;br /&gt;
! Token !! Examples&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#LAIR_HUNTER_SPEECH|LAIR_HUNTER_SPEECH]]&lt;br /&gt;
| [[minotaur]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special tokens ==&lt;br /&gt;
&lt;br /&gt;
Speech files can contain tokens in square brackets (&amp;lt;code&amp;gt;[]&amp;lt;/code&amp;gt;), which are replaced with context-specific strings before the speech is displayed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Meaning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Files]]&lt;br /&gt;
[[Category:DF2014:Modding]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=220453</id>
		<title>Speech file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speech_file&amp;diff=220453"/>
		<updated>2015-09-11T06:49:53Z</updated>

		<summary type="html">&lt;p&gt;FortressBuilder: /* List of files */ Fill in more examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Speech files''' are text files that define sentences which can be spoken by people in [[adventure mode]]. They are found in the &amp;lt;code&amp;gt;data/speech&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
== List of files ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! Uses !! Example&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|animal_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| I have taken down [CONTEXT:NUMBER] [CONTEXT:RACE:NUMBERED_NAME] while stalking [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|arch_info_justification}}&lt;br /&gt;
|&lt;br /&gt;
| It is said that the [CONTEXT:ARCH_ELEMENT] of [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME] [CONTEXT:JUSTIFICATION] [CONTEXT:DEF_SPHERE] for the glory of [CONTEXT:HIST_FIG:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|child_age_proclamation}}&lt;br /&gt;
|&lt;br /&gt;
| I'm [CONTEXT:NUMBER]!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I am a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|current_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| This is my [CONTEXT:ORDINAL] year as a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|curse}}&lt;br /&gt;
|&lt;br /&gt;
| Who dares to enter my house?  I curse you!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|dwarf}}&lt;br /&gt;
| Used when boasting about killing a [[dwarf]].&lt;br /&gt;
| whose hammer shattered on the anvil of my power&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|elf}}&lt;br /&gt;
| Used when boasting about killing an [[elf]].&lt;br /&gt;
| whose fragile bones shattered before the power of my contempt&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] is also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_additional_dead}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:HIST_FIG:PRO_SUB] was also my [CONTEXT:FAMILY_RELATIONSHIP]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec}}&lt;br /&gt;
|&lt;br /&gt;
| I have [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_no_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| I had [CONTEXT:INDEF_FAMILY_RELATIONSHIP] named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] is named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|family_relationship_spec_dead}}&lt;br /&gt;
|&lt;br /&gt;
| my [CONTEXT:FAMILY_RELATIONSHIP] was named [CONTEXT:HIST_FIG:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|general}}&lt;br /&gt;
|&lt;br /&gt;
| who lies dead, now only an embarrassing memory&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_1}}&lt;br /&gt;
|&lt;br /&gt;
| upon arising in the mornings,&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_2}}&lt;br /&gt;
|&lt;br /&gt;
| always remember to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|goodbye_worship_3}}&lt;br /&gt;
|&lt;br /&gt;
| speak the praises of [SPEAKER:HF_LINK:DEITY:RANDOM_DEF_SPHERE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet}}&lt;br /&gt;
| Used when greeting another person.&lt;br /&gt;
| Greetings. My name is [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_baby}}&lt;br /&gt;
| Used when greeting a [[baby]].&lt;br /&gt;
| A baby! How adorable!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply}}&lt;br /&gt;
| Used when replying to another person's greeting.&lt;br /&gt;
| Ah, hello. I'm [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_after_hero}}&lt;br /&gt;
| Used by NPCs when replying to the player character's greeting after becoming a [[hero]].&lt;br /&gt;
| I am [SPEAKER:TRANS_NAME]. How can I be of service?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_diff_language}}&lt;br /&gt;
| Used when replying to the greeting of a person which is of another [[race]].&lt;br /&gt;
| Hello, [AUDIENCE:RACE]. I am [SPEAKER:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_reply_unusual_first}}&lt;br /&gt;
| Used when replying to the greeting of a person whose first name is unusual.{{verify|June 2015}}&lt;br /&gt;
| You know, you don't meet many people with the name [AUDIENCE:FIRST_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|greet_worship}}&lt;br /&gt;
| Used for greetings by [[priest]]s and faithful people.{{verify|June 2015}}&lt;br /&gt;
| This servant of [SPEAKER:HF_LINK:DEITY:TRANS_NAME] greets you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_profession}}&lt;br /&gt;
| Used by [[guard]]s when you ask them about their profession. See also [[#soldier_profession|soldier_profession]].&lt;br /&gt;
| I am a guard.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|guard_warning}}&lt;br /&gt;
|&lt;br /&gt;
| Don't start any trouble.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hist_fig_slayer}}&lt;br /&gt;
|&lt;br /&gt;
| It is I that felled [CONTEXT:HIST_FIG:TRANS_NAME] the [CONTEXT:HIST_FIG:RACE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I hunt great beasts in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|hunting_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have hunted great beasts in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_antithetical}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as the antithesis of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_experience}}&lt;br /&gt;
|&lt;br /&gt;
| can allow one to experience&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_proximity}}&lt;br /&gt;
|&lt;br /&gt;
| can bring one near to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_reminder}}&lt;br /&gt;
|&lt;br /&gt;
| can remind one of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|justification_representation}}&lt;br /&gt;
|&lt;br /&gt;
| can be thought of as a representation of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|lair_hunter_minotaur}}&lt;br /&gt;
|&lt;br /&gt;
| I'll eat you whole!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|mercenary_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have sought fortune and glory by offering my skill at arms in [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|no_family}}&lt;br /&gt;
| Used by NPCs when you ask them about their [[family]], but they don't have any.&lt;br /&gt;
| I have no family to speak of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_hunting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I hunted great beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_mercenary_profession}}&lt;br /&gt;
|&lt;br /&gt;
| In the past, I sought fortune and glory by offering my skill at arms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_no_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was once a [CONTEXT:UNIT_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I was a [CONTEXT:UNIT_NAME] for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_scouting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| At one time, I was a scout.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| Once it was my calling to rescue lost children.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once sought great treasures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|past_wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I once wandered the wilds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|positive}}&lt;br /&gt;
| Used to express positive [[feeling]]s.&lt;br /&gt;
| wonderful!&amp;lt;br/&amp;gt;fantastic!&amp;lt;br/&amp;gt;very good&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_ab_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME] at [CONTEXT:ABSTRACT_BUILDING:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|same_site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] here in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession}}&lt;br /&gt;
|&lt;br /&gt;
| It is my duty to scout the area around [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|scouting_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have been scouting the area around [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|site_specific_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME] over in [CONTEXT:SITE:TRANS_NAME]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|slayer}}&lt;br /&gt;
|&lt;br /&gt;
| bane&amp;lt;br/&amp;gt;death&amp;lt;br/&amp;gt;nemesis&amp;lt;br/&amp;gt;vanquisher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I rescue lost children and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|snatcher_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| For [CONTEXT:NUMBER] of my years, I have been rescuing lost children and bringing them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|soldier_profession}}&lt;br /&gt;
| Used by [[soldier]]s when you ask them about their profession. See also [[#guard_profession|guard_profession]].&lt;br /&gt;
| I am a soldier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|task_recommendation}}&lt;br /&gt;
|&lt;br /&gt;
| [CONTEXT:ANY:TRANS_NAME] might have a task for you&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_already_member}}&lt;br /&gt;
|&lt;br /&gt;
| your task is simple;&amp;lt;br/&amp;gt;all you need is to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|temple_become_member}}&lt;br /&gt;
|&lt;br /&gt;
| Welcome to [CONTEXT:ENTITY:TRANS_NAME].  Praise be to [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME]!&amp;lt;br/&amp;gt;As a member of [CONTEXT:ENTITY:TRANS_NAME], you can now seek the higher mysteries of [CONTEXT:ENTITY:WORSHIP_HF:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|thief_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I seek treasures and bring them back to [CONTEXT:PLACE:TRANS_NAME] and have done so for [CONTEXT:NUMBER] of the years of my life.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|threat}}&lt;br /&gt;
| Used by NPC [[bandit]]s{{verify|June 2015}} before attacking you.&lt;br /&gt;
| Prepare to die!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|unknown_hf_seeker}}&lt;br /&gt;
|&lt;br /&gt;
| seek out [CONTEXT:HIST_FIG:TRANS_NAME], wherever [CONTEXT:HIST_FIG:PRO_SUB] might be&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession}}&lt;br /&gt;
|&lt;br /&gt;
| I wander [CONTEXT:PLACE:TRANS_NAME].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|wandering_profession_year}}&lt;br /&gt;
|&lt;br /&gt;
| I have wandered [CONTEXT:PLACE:TRANS_NAME] for [CONTEXT:NUMBER] of my years.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special tokens ==&lt;br /&gt;
&lt;br /&gt;
Speech files can contain tokens in square brackets (&amp;lt;code&amp;gt;[]&amp;lt;/code&amp;gt;), which are replaced with context-specific strings before the speech is displayed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Meaning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Files]]&lt;br /&gt;
[[Category:DF2014:Modding]]&lt;/div&gt;</summary>
		<author><name>FortressBuilder</name></author>
	</entry>
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