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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jwest23</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-23T19:04:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_sponge&amp;diff=173225</id>
		<title>v0.34:Giant sponge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_sponge&amp;diff=173225"/>
		<updated>2012-06-13T16:48:08Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: organes -&amp;gt; organs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:05, 21 March 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant sponges''' are larger versions of [[sponge]]s. They can be found in savage rivers, lakes and oceans, and are one of the most improbably [[fun]] new creatures of DF2012.&lt;br /&gt;
&lt;br /&gt;
Physically, giant sponges are blobs made of &amp;quot;sponge&amp;quot; tissue. Despite this harmless appearance, they have earned a reputation similar to that previously held by [[carp]], for they are much more dangerous than they look. If some hapless [[dwarf]] appears near their water, giant sponges may feel suddenly threatened and charge (!) the hapless dwarf and engage in combat. They may also become enraged or unconscious, as utterly improbable as that sounds.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Without a nervous system, the only thing it can feel is ANGER.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Giant sponges seem to be utterly unkillable in normal combat.''' Any kind edge attack will only tear the body at best, and blunt attacks make no damage at all. This is due to having just one body part, with no blood, no brain, and no way to cut the body into two. Even several bronze colossuses wielding adamantine slashing weapons, or throwing punches, will not kill them. Besides being completely invulnerable to combat damage, their large size means they can shatter bones, articulations, bruise organs or even kill a dwarf via headshot using their default &amp;quot;push&amp;quot; attack. How a giant sponge's soft structural tissue can break a dwarven skull is a mystery for the ages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giant Sponge Fun Facts ==&lt;br /&gt;
&lt;br /&gt;
*Giant sponges are utterly immune to blunt damage and seemingly cannot be killed by edge damage.&lt;br /&gt;
&lt;br /&gt;
*Giant sponges do not seem to take damage from being set on [[fire]], although they will probably die from air-drowning.&lt;br /&gt;
&lt;br /&gt;
*Giant sponges do not seem to explode when striking the ground with enough force, so they are immune to falling damage.&lt;br /&gt;
&lt;br /&gt;
*Giant sponges can only move when attacking or charging other creatures.&lt;br /&gt;
&lt;br /&gt;
*The only way to kill a giant sponge is by airdrowning or all the insta-kill methods such as [[dwarven atom smasher]], obisidian and ice encasing, and [[cave-ins]].&lt;br /&gt;
&lt;br /&gt;
. Beware embarking on evil water, though; a zombie giant sponge (or even worse, a [[evil weather|thralled]] giant sponge) is NOT strictly aquatic.&lt;br /&gt;
&lt;br /&gt;
Due to their invulnerability, giant sponges are wonderful training dummies, as long as they will not air-drown (or if you bypass the breathing problem via undead status). However, your dwarves need to be protected if you want to engage giant sponges in melee, and the giant sponges quickly become unconscious, negating most dwarf experience gains. Or you can simply use them as crossbow training dummies, although the bronze colossus is better for that.&lt;br /&gt;
&lt;br /&gt;
According to its raws, the giant sponge can not only be tamed but even ''ridden as a war beast'' by invaders. No reports of goblins or elves riding giant sponges has been documented, but maybe its strictly aquatic lifestyle prevents it from being chosen.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=171714</id>
		<title>v0.34:Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=171714"/>
		<updated>2012-05-15T22:34:39Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 171706 by Jwest23 (talk) Undoing this change; the behavior I saw was a dwarf attempting to push the mine with no track, then another carrying the cart to place it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]]. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry one fifth the amount of stuff a [[minecart]] can.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
Each [[stockpile]] may have 0, 1, 2 or 3 wheelbarrows assigned for [[hauling]] items to that stockpile.  Wheelbarrows will be stored in their assigned stockpile when not in use (sharing a tile with a stockpiled item).  Stone stockpiles automatically have 1 wheelbarrow assigned.&lt;br /&gt;
&lt;br /&gt;
Although a wheelbarrow carries less stuff than a [[minecart]], they have an advantage over them because there is no need for a track to be preconstructed, and can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
Although they are tools, wheelbarrows are stored in a [[furniture]] [[stockpile]].  They will be stored in ''any'' furniture stockpile, regardless of your chosen type restrictions (there is no &amp;quot;wheelbarrow&amp;quot; type in the list), and regardless of whether the stockpile has wheelbarrows assigned for [[hauling]].  When not in use, the wheelbarrow is stored in its assigned stockpile.  Dwarves won't haul manually to stockpiles with wheelbarrows; only as many dwarves as wheelbarrows will fill a stockpile.&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=171707</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=171707"/>
		<updated>2012-05-15T21:01:41Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Minecarts do not require tracks for operation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}&lt;br /&gt;
{{ombox|text='''Excuse the cave-ins.'''&amp;lt;br/&amp;gt;This page is under construction.}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] or [[metal]] at a [[carpenter's workshop]] or a [[metalsmith's forge]]. Minecarts store five times as many items as [[wheelbarrow]]s, but have the disadvantage of micromanagement. &lt;br /&gt;
&lt;br /&gt;
The interface for selecting minecart usage can be accessed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Minecart tracks take up much space, may be complicated to construct, and often will require resources. &lt;br /&gt;
&lt;br /&gt;
Tracks are [[Engraver|carved]] with designations, with {{k|d}} {{k|T}}, or alternatively built from the [[construction]] section, with {{k|b}} {{k|C}}, in where you can not only build tracks (with {{k|T}}), but also build stops (with {{k|S}}). While engraved tracks can only be carved on natural [[stone]] floors, they are much more convenient and can be smoothed for refurbishing.&lt;br /&gt;
&lt;br /&gt;
Engraved tracks have corners added automatically, while constructed tracks let you decide exactly what type of segment to build. Tracks can move up or down [[z-level]]s by means of [[ramp]]s, but not [[stair]]s.&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Place a track stop on a track, and set the friction and how it stops things. In the {{k|b}} {{k|C}} {{k|S}} menu, setup if and where a stop dumps things before the stop is built.&lt;br /&gt;
&lt;br /&gt;
Use {{k|h}} to set up routes, this allows you to mark the stops and put the vehicle that'll be used, then for each stop explain exactly when to take things, where to take them from, etc.&lt;br /&gt;
&lt;br /&gt;
Then set up the [[stockpile]]s nearby, link them accordingly, set up the give or not give so everything moves where you want, then wait for them to be pushed!&lt;br /&gt;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is built with a [[mechanism]] in the {{k|b}} {{k|M}} menu by selecting {{k|r}}. Rollers must be [[power]]ed, and they serve the purpose of moving a minecart without [[dwarf]]-power.&lt;br /&gt;
&lt;br /&gt;
== Hauling route ==&lt;br /&gt;
From the {{k|h}}auling menu, minecart routes can be set up, and [[stockpile]] links set.&lt;br /&gt;
&lt;br /&gt;
== Danger ==&lt;br /&gt;
Minecarts are not without danger. Although designating a track automatically sets the [[traffic]] designation to low, dwarves may still walk on them. If an unlucky dwarf fails to dodge a minecart, he or she can be injured.&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=171706</id>
		<title>v0.34:Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=171706"/>
		<updated>2012-05-15T20:56:29Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Utility */ Tracks and mine carts are completely separate entities.  A dwarf will guide mine carts along routes without any need for a pre-designated track.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]]. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry one fifth the amount of stuff a [[minecart]] can.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
Each [[stockpile]] may have 0, 1, 2 or 3 wheelbarrows assigned for [[hauling]] items to that stockpile.  Wheelbarrows will be stored in their assigned stockpile when not in use (sharing a tile with a stockpiled item).  Stone stockpiles automatically have 1 wheelbarrow assigned.&lt;br /&gt;
&lt;br /&gt;
Although a wheelbarrow carries less stuff than a [[minecart]], they have an advantage over them because they can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
Although they are tools, wheelbarrows are stored in a [[furniture]] [[stockpile]].  They will be stored in ''any'' furniture stockpile, regardless of your chosen type restrictions (there is no &amp;quot;wheelbarrow&amp;quot; type in the list), and regardless of whether the stockpile has wheelbarrows assigned for [[hauling]].  When not in use, the wheelbarrow is stored in its assigned stockpile.  Dwarves won't haul manually to stockpiles with wheelbarrows; only as many dwarves as wheelbarrows will fill a stockpile.&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=155112</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=155112"/>
		<updated>2011-12-06T20:58:37Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|07:07, 19 January 2011 (UTC)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Mining&lt;br /&gt;
| skill      = * {{L|Miner}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Dig&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|room}}s in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''Channeling''' removes the section of the wall, the floor and if possible places a ramp one level below.&lt;br /&gt;
* '''Ramps''' replaces the section with a upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''Stairs''' builds upward (or downward) stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|d}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility and mining skill affect how quickly they mine.&lt;br /&gt;
&lt;br /&gt;
Selecting the mining labor will disable the {{L|wood cutting}} and {{L|hunting}} labors, as they all involve the usage of different tools.&lt;br /&gt;
&lt;br /&gt;
Digging in dirt can be a good way of leveling miners up.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined. Tiles can also be designated by using the mouse and left-clicking. This is particularly handy when you want to designate the same tile on several z-levels, typically to create up/down stairs. Leftclick and hold while moving through the z-levels. &lt;br /&gt;
&lt;br /&gt;
==Mining Warm/Damp Stone==&lt;br /&gt;
When designating any digging operation, warm and damp tiles will flash, indicating magma or water in adjacent tiles. Miners can dig these safely, provided there is an escape route. Channeling and ramping designations involve two operations, and your dwarf will be submerged in the fluid when done. Unskilled swimmers can reach an exit ramp out of water if near enough, but magma will certainly cost your miner's life (the flow from either can knock dwarves off ledges, or naturally {{L|flood}} the fortress.)&lt;br /&gt;
&lt;br /&gt;
==Training Mining==&lt;br /&gt;
Mining skill is important for two reasons: First, it allows miners to dig faster. Second, a higher skill increases the chance that mining will produce a stone, lump of ore, or gem. A legendary miner will always produce a resource unless they are drowsy, hungry, or thirsty. &lt;br /&gt;
&lt;br /&gt;
Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is the fastest way to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
The fastest way to train mining is to first dig out upstairs, then remove the upstairs. Removing upstairs (even rock ones) is extremely quick and still provides mining experience.&lt;br /&gt;
&lt;br /&gt;
==How to cancel a mining operation==&lt;br /&gt;
If you placed a designated area for mining but want to cancel the mining (for example if you approached [[damp stone]]) simply go to Designations {{K|d}} and select Remove Designation {{K|x}}. Then select the starting point of the area you want to cancel with {{K|enter}}, move to the ending point and confirm again with {{K|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards {{K|d}} -&amp;gt; {{K|z}}. If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Another (more complicated) way of removing any access to the moat is to replace the dug out ramps with constructed ones and creating a cave-in with constructed floors. Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&lt;br /&gt;
* {{L|Smoothing}} &amp;amp;ndash; Increase fortress value and dwarf happiness by improving the quality of your rough-stone mineshafts.&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Duke&amp;diff=154752</id>
		<title>v0.31:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Duke&amp;diff=154752"/>
		<updated>2011-11-13T14:08:22Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 154748 by 50.46.155.108 (talk); pretty sure it was fine before&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:52, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Duke&lt;br /&gt;
| quarters=Grand Bedroom&lt;br /&gt;
| dining=Grand Dining Room&lt;br /&gt;
| office=Opulent Throne Room&lt;br /&gt;
| tomb=Grand Mausoleum&lt;br /&gt;
| stands=3&lt;br /&gt;
| racks=3&lt;br /&gt;
| chests=5&lt;br /&gt;
| cabinets=3&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 300k created wealth&lt;br /&gt;
* 30k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Promote {{L|fortress}} to Duchy capital&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Duke''' (or Duchess) is the next step up from a {{L|Count}}.  Your county becomes a duchy after reaching certain criteria and meeting with the {{L|liaison}}; once the liaison leaves the map, your {{L|Count}} will be promoted. In other words, your lands must be a county before it can be a duchy.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elk_bird&amp;diff=154682</id>
		<title>v0.31 Talk:Elk bird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elk_bird&amp;diff=154682"/>
		<updated>2011-11-10T23:14:02Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Trouble breeding elk birds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;They die easily to a moderately equipped and trained squad of dorfs.&lt;br /&gt;
Removed this from main page, for vagueness beyond usefulness. If something more specific were available, that would be of value.--[[User:Albedo|Albedo]] 21:32, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyone aware of whether they trigger traps?  They walk on two legs, but they *are* birds, and logic has no place in dwarfort. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
elk birds lack the [TRAPAVOID] tag and should be affected by traps [[User:Cpad|Cpad]] 06:46, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed, I saw an Elk Bird die to a stone fall trap today.--[[User:Scrotch|Scrotch]] 23:43, 20 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had a bit of fun today when I received a bunch of cancellation orders from my dwarves. I paused immediately and looked for the Elk Bird on the map, because I had never heard of it before, only to find that my minerdwarf had somehow crossed the river and climbed to the top of the cave peak on the opposite end of the map in the few seconds it took me to pause after seeing the cancellations, right into the hungry maw of an elk bird. It was the only Elk Bird on my map, and my miner was designated no-where near that part of the map. I'm assuming here that Elk Birds can pick up dwarves and take them back to their nest because of it. [[User:ReducedToRubble|ReducedToRubble]] 18:05  April 17 2010&lt;br /&gt;
&lt;br /&gt;
Butchering results: 16 meat, 1 brain, 2 lungs, 1 sweetbread, 23 bones, 1 skull, '''2 horns''', 1 nervous tissue, 10 fat, 1 skin, 1 kidney, 1 liver, 1 spleen, 1 tripe, 1 intestines, 1 heart, 1 feather. Can someone edit these into the Elk Bird butchering results, and fix it so that the items that are missing are added? It looks as if it isn't possible to add the butchering results from the normal edit page. [[User:ReducedToRubble|ReducedToRubble]] 8:57 April 18, 2010&lt;br /&gt;
&lt;br /&gt;
Guys, there is no [FLIER] tag in the Elk Bird raw. Is the flier tag still required to get flying creatures? Cause if it is, then the Elk bird is a flightless creature, which is still pretty awesome considering its bigger than a dwarf. -Coaldiamond&lt;br /&gt;
&lt;br /&gt;
A flightless bird that can swoop out of the air? --[[Special:Contributions/81.20.178.133|81.20.178.133]] 16:35, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Maybe that was simply the Chuck Norris of the elk birds. --[[User:Bronzebeard|Bronzebeard]] 00:37, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
&lt;br /&gt;
In a fortress with no exotics I had trouble breeding elk birds.  While sitting on the nest box, the mother would eventually near starvation.  In my latest attempt she starved shortly after her eggs hatched.  Is this consistent with your experiences as well?  --[[User:Jwest23|Jwest23]] 23:14, 10 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=153882</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=153882"/>
		<updated>2011-10-27T18:19:19Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Open at the top */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Projectiles==&lt;br /&gt;
Can fortifications only be shot through one-way? I have built a wall of them, but neither my dwarves nor the goblins shot through them. version 31.18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
:::Quietust, you say completely submerged. Did you mean that a partially submerged fortification does not let creatures through? I'd love to know what is enough to let creatures through for a secret project I'm working on. More so, I'd like to know if creatures can be carried through fortifications by flowing water. I could just test this myself, but I am lazy and hoping someone already did it. One more thing - does anyone know if fortifications work vertically - that is, do they accept water from above them or if suspended let water flow down them? Thanks in advance to anyone who helps me. --[[User:Peglegpenguin|Peglegpenguin]] 02:40, 31 January 2011 (UTC)&lt;br /&gt;
::::I only tested with a depth of 7/7, since that was the easiest to set up - I'd be curious to see what happens with lower water levels. As for vertical fortifications, a '''constructed''' fortification does not have a floor above it, so you can pour water into it from above, but all fortifications have floors ''beneath'' them. --[[User:Quietust|Quietust]] 02:53, 31 January 2011 (UTC)&lt;br /&gt;
:::::I made a video of me testing this. The dwarf got through at water level 3. I'll need to redo this (I tried it again with elephants, and it didn't work) but for now this is what I have: [http://www.mkv25.net/dfma/movie-2302-fortificationwatertest]. Sorry my movie-making skills suck - I kept moving the cursor near the end.--[[User:Peglegpenguin|Peglegpenguin]] 23:37, 31 January 2011 (UTC)&lt;br /&gt;
::::::I just did a test in Arena mode, and I was unable to pass through a fortification at depth 6/7 - once I filled it to 7/7, I was able to swim right through it. As I also commented on that video, it's possible that flowing water is what pushed your dwarf through - next time, don't add water to the tile in which the dwarf is actually standing. --[[User:Quietust|Quietust]] 19:41, 5 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== submerged fortification ==&lt;br /&gt;
&lt;br /&gt;
Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.--[[User:HYBRID BEING|HYBRID BEING]] 13:15, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Of course the fortification won't block the croc. He can climb out of the water onto the top of it, and back into the water. [[User:GhostDwemer|GhostDwemer]] 16:05, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Change level 1 to:&lt;br /&gt;
 ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
 ░C+∙∙░∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
 ░░░░░░░░░░░&lt;br /&gt;
::: Then you will know for sure... [[Special:Contributions/173.14.75.181|173.14.75.181]] 16:52, 8 November 2010 (UTC)&lt;br /&gt;
:::: Would the croc really be able to climb onto the fortification? There is no floor over it. I checked that, too, though. Placed another fortification above the underwater one - croc swimmed through the submerged one. And i watched it step by step.&lt;br /&gt;
:::: BTW, i saw someone on forum suggesting placing fortification like this to stop monsters from being pushed through:&lt;br /&gt;
      ░░░&lt;br /&gt;
  ░░░░░X░░░░░&lt;br /&gt;
  ░░░R≈░≈R░░░ There is a wall above the submerged fortification, and another fortification above the pillar&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:::: Fat chance, the croc still slaughtered the poor dwarf.--[[User:HYBRID BEING|HYBRID BEING]] 17:50, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma==&lt;br /&gt;
Changed article. Previously, only mentioned water submerged fortifications. This could have suggested that they would still block lava creatures. But I fixed it [[User:HugoLuman|HugoLuman]] 05:31, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open at the top==&lt;br /&gt;
&amp;quot;Fortifications.. are open at the top, allowing liquids to be poured in from above&amp;quot; - is this true? 'cause i've just messed up my drowning chamber with fortifications under the screw pump intake - water cannot be taken out of them, and it appears the space over the top of my 'damp rough limestone block fortification' is now a 'rough limestone block floor' - something which i have not created.so where did it come from?--[[User:DJ Devil|DJ Devil]] 16:57, 27 October 2011 (UTC)&lt;br /&gt;
:See the last line of the Building Fortifications section.  &amp;quot;Note that constructed fortifications do not have walkable floors above them, while carved fortifications do.&amp;quot;  I can't decipher from the description you have available to you how your fortification came into existence, but I know I've been tripped up by the differences between the two different types of fortifications before.  From the way you describe it, I suspect that you built a wall and carved a fortification into it.  That will leave a floor on the top.  --[[User:Jwest23|Jwest23]] 18:19, 27 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goat&amp;diff=153863</id>
		<title>v0.31:Goat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goat&amp;diff=153863"/>
		<updated>2011-10-26T20:14:11Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Removed untrue information; sheep require no more pasture than goats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|13:38, 18 February 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=10&lt;br /&gt;
|horn=2&lt;br /&gt;
|meat=8&lt;br /&gt;
|fat=8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|hoof=4&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Goats''' are small, {{l|milk}}-bearing herbivores.  Their small stature means they will not yield much meat.  They require as little {{l|pasture}} as {{l|sheep}} and are a good choice for starting a {{l|cheese}} industry.&lt;br /&gt;
&lt;br /&gt;
The males are called &amp;quot;billy goats.&amp;quot;  The females are &amp;quot;nanny goats.&amp;quot;  The young are called &amp;quot;kids.&amp;quot;{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153226</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153226"/>
		<updated>2011-09-21T21:16:33Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Reports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&amp;amp;diff=153193&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&amp;amp;diff=153194&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&amp;amp;diff=153195&amp;amp;oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&amp;amp;diff=153196&amp;amp;oldid=prev edit].  I'd be remiss to not include this [http://df.magmawiki.com/index.php?title=40d:Lead&amp;amp;diff=153197&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Advanced_world_generation&amp;amp;diff=153198&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=23a:Weapon_token&amp;amp;diff=153199&amp;amp;oldid=prev edit],  or this [http://df.magmawiki.com/index.php?title=40d:Armor&amp;amp;diff=153200&amp;amp;oldid=prev edit].  And who could forget such classics as this [http://df.magmawiki.com/index.php?title=40d:Strange_mood&amp;amp;diff=153201&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Armor_user&amp;amp;diff=153202&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=DF2010:Release_information&amp;amp;diff=153203&amp;amp;oldid=prev edit], and everbody's favorite: this [http://df.magmawiki.com/index.php?title=Caravans&amp;amp;diff=153204&amp;amp;oldid=prev edit]?  But wait!  There's more!  This [http://df.magmawiki.com/index.php?title=DF2010:Strange_mood&amp;amp;diff=153205&amp;amp;oldid=152796 edit] free with purchase!  --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&amp;amp;curid=18784&amp;amp;diff=152872&amp;amp;oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)&lt;br /&gt;
:At Wikipedia we'd call that a &amp;quot;test edit&amp;quot; - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet.  My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)&lt;br /&gt;
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Caravans&amp;diff=153225</id>
		<title>Caravans</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Caravans&amp;diff=153225"/>
		<updated>2011-09-21T21:14:13Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153204 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Trading]]&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=153224</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=153224"/>
		<updated>2011-09-21T21:13:18Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153203 by SGragg88 (Talk)&lt;/p&gt;
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&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
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This version, '''DF 0.31.01''', was released on '''April 1st, 2010'''. The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.&lt;br /&gt;
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new version.  It also lists to pages about entirely new subjects introduced in this version, such as [[Burrows]], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&lt;br /&gt;
== Newer Release informations ==&lt;br /&gt;
&lt;br /&gt;
For Bug Fixes of newer Versions please follow the links below.&lt;br /&gt;
* {{L|Release information/0.31.02}}&lt;br /&gt;
* {{L|Release information/0.31.03}}&lt;br /&gt;
* {{L|Release information/0.31.04}}&lt;br /&gt;
* {{L|Release information/0.31.05}}&lt;br /&gt;
* {{L|Release information/0.31.06}}&lt;br /&gt;
* {{L|Release information/0.31.07}}&lt;br /&gt;
* {{L|Release information/0.31.08}}&lt;br /&gt;
* {{L|Release information/0.31.09}}&lt;br /&gt;
* {{L|Release information/0.31.10}}&lt;br /&gt;
* {{L|Release information/0.31.11}}&lt;br /&gt;
* {{L|Release information/0.31.12}}&lt;br /&gt;
* {{L|Release information/0.31.13}}&lt;br /&gt;
* {{L|Release information/0.31.14}}&lt;br /&gt;
* {{L|Release information/0.31.15}}&lt;br /&gt;
* {{L|Release information/0.31.16}}&lt;br /&gt;
* {{L|Release information/0.31.17}}&lt;br /&gt;
* {{L|Release information/0.31.18}}&lt;br /&gt;
* {{L|Release information/0.31.19}}&lt;br /&gt;
* {{L|Release information/0.31.20}}&lt;br /&gt;
* {{L|Release information/0.31.21}}&lt;br /&gt;
* {{L|Release information/0.31.22}}&lt;br /&gt;
* {{L|Release information/0.31.23}}&lt;br /&gt;
* {{L|Release information/0.31.24}}&lt;br /&gt;
* {{L|Release information/0.31.25}}&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  Materials ===&lt;br /&gt;
* The {{l|material}} system has been rewritten, and just about everything is made from a material now.&lt;br /&gt;
* It is now possible to track the identity of certain materials, such as {{l|blood}} spatter.&lt;br /&gt;
* The {{l|color}} of a base {{l|material}} will now have more effects - a [[wagon]] made out of featherwood will reflect the color of the wood.&lt;br /&gt;
* Material breath {{L|weapon}}s are possible, and can be made of any material. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain {{l|material}}s ({{l|blood}}, snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of gold.&lt;br /&gt;
** This also works for {{l|material}}s such as liquid (molten) {{l|metal}}, which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* {{l|Weapon}}s and {{l|armor}} now use various &amp;quot;real world&amp;quot; {{l|attribute}}s to calculate their effectiveness. Each {{l|material}} (rock, {{l|metal}}) uses the following:&lt;br /&gt;
** '''{{l|Density}}'''&lt;br /&gt;
** '''{{l|Impact/shear yield}}'''&lt;br /&gt;
** '''{{l|Impact/shear fracture}}'''&lt;br /&gt;
** '''{{l|Impact/shear elasticity}}'''&lt;br /&gt;
** '''{{l|Edge}}'''&lt;br /&gt;
&lt;br /&gt;
see '''{{L|Material science}}''' for an explanation of what the yield/fracture/elasticity terminology means.&lt;br /&gt;
&lt;br /&gt;
* {{l|Mechanism}}s can be constructed out of more than stone, and more materials are {{l|magma-safe}}, resulting in {{l|magma}} being easier to handle.&lt;br /&gt;
&lt;br /&gt;
===  {{l|raw file|Raws}} ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the {{l|Noble|new military positions}} (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* {{l|Attribute}}s have also moved into the {{l|raw file|raws}}, allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, {{l|stone}}s, etc. - now have {{l|material}} lists in the {{l|raw file|raws}}.&lt;br /&gt;
** Some {{l|raw file|raws}} have been merged, such as trees/plants, and {{l|stone}}s/{{l|metal}}s.&lt;br /&gt;
* A {{l|region}}'s raw files are now stored in their respective [[Saved game folder|save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series (Not implemented in first release)=== &lt;br /&gt;
* Translucent {{l|tilesets}} are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such {{l|init.txt|init.txt settings}} are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple {{l|Key bindings|keys}} to one command.&lt;br /&gt;
** You can create keyboard {{l|Macros and Keymaps|macros}}.&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  Arenas ===&lt;br /&gt;
* Arenas allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
*  The Arena is accessed via the main menu screen.&lt;br /&gt;
* You can make as many [[creatures]] of any type a you want, equip them with any [[items]] you want, etc.&lt;br /&gt;
** [[Items]] can be made out of any of the current logical [[materials]]&lt;br /&gt;
* You can also assign them to teams or have them go at it solo&lt;br /&gt;
* The [[arena]] itself contains a flat fighting place as well as a pool of [[magma]] or [[water]]&lt;br /&gt;
* You can also edit the layout of the arena by adding or removing water and magma and so on.&lt;br /&gt;
&lt;br /&gt;
=== World Generation ===&lt;br /&gt;
* Island-type worlds are now the default choice&lt;br /&gt;
* An (incomplete) XML dump option of a world is now available.&lt;br /&gt;
&lt;br /&gt;
=== Controlling which announcements pause and recenter ===&lt;br /&gt;
&lt;br /&gt;
The file '''announcements.txt''' (at Dwarf Fortress/data/init/announcements.txt) can be used to control which {{L|announcement}}s do or don't cause the game to recenter and/or pause.  For example, you can make the game pause and recenter when ores and economic stones are uncovered, but not when ordinary stone like microcline is uncovered.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Captains]]''' can be appointed under your '''[[General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your [[schedules]] staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing soldiers to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.  One such change is the addition of [[Combat Drills]].&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different squads.&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* Prior to .31.9 a position called the '''[[Arsenal dwarf]]''' existed who handled various [[equipment]] delegation. Toady One has removed the position for the time being (.9 onward)to make the equipment handling run smoother, it will reappear in later releases but not until it has some better uses.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all soldiers in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and [[wood]]en bolts for [[training]]. [[Squads]] will maintain such ammo counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any [[weapon|weapons]] now (they are not limited to the 6 weapons allowed in previous versions). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their quiver if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* Armor [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine damage.&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the hammer itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger creatures by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a dragon covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as [[axe]]s/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] armor would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs may or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown stone of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/skill is unused for a long period of time. The more rust the skill or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or skill in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Labor#Viewing labors|logical groups]]''' to make assigning skills easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a creature's ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] [[skill]] has been split into the following skills:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''melee''' and '''range attack''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 dwarf might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter creatures can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adopt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have [[Beard|beards]]!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a layer to reach one below it. Some layers are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total size.&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current thoughts, age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[[Burrows]]'''! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign dwarves to them. Dwarves will only use [[workshops]], rooms, etc. in burrows they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a burrow they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] (known as a [[Dormitory]]) and squad barracks.&lt;br /&gt;
* Liaisons will be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the dwarf's name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  [[Alerts]] and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) has been entirely redone. You may set several custom alerts with a user defined behavior. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* The [[Alerts]] system is also a part of how you get your Dwarves to [[Train]] (the new way to [[Spar]]).&lt;br /&gt;
* {{L|Reports|Combat reports}} have been redone in hopes of consolidating sentences and making it more interesting to read.&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a {{L|Reports|combat report}} has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
* But wagons are gone, for the time being. Everything is carried by pack animals.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these zones (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new skills.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor damage prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. Bones can also [[pierce]] [[layer]]s, like having bone sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected wounds heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 layers.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be near the very bottom [[layer]] (ex:-150z tiles).&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile flood (flags are kept when the flood got out to 30, roughly), it'll flood out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Chasms as they were in 40d are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground [[animal-people]] can use crude [[weapons]] and mounts now.&lt;br /&gt;
** [[Batmen]] could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[Hidden Fun Stuff]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by a [[eerie cavern|larger area]] that is both hard to get to and present on every map. The specific [[critter]]s of the old HFS did not survive [[version]] change and have been replaced with procedurally-generated beasties in greater numbers and strength.&lt;br /&gt;
* A secondary feature of the new HFS is the rarer [[curious structure]], of which there are one per map tile (as frequent as the old HFS).&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and have been toughed up a bit too much (bug). Don't expect to leave the Age of Myth.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to {{L|Known bugs and issues}}.  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official DF2010 bug tracker]&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_user&amp;diff=153223</id>
		<title>40d:Armor user</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_user&amp;diff=153223"/>
		<updated>2011-09-21T21:12:35Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153202 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|07:55, 10 June 2010 (UTC)}}&lt;br /&gt;
'''Armor User''' is the skill related to the wearing of {{L|Armor|armor}} in {{L|Combat|combat}}.  Dwarves with this skill will be {{L|Speed|slowed}} by heavy armor less than usual, in proportion to the skill level.  Armor user skill is gained when a {{L|dwarf}} wearing armor is successfully hit in combat, either {{L|sparring}} or in the field, wrestling or with a {{L|weapon}}.&lt;br /&gt;
&lt;br /&gt;
The armor user skill reduces the effective weight of all items that are worn but not any items inside a worn object (like the items carried in a backpack). It has no effect at Novice level, but at &amp;lt;nolabel&amp;gt; level, it decreases the weight of worn items by 3/16ths. Each additional level of skill decreases the weight of items by another 1/16th, up to a maximum of 16/16ths if a creature is a legendary armor user. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |Skill level !! align=&amp;quot;left&amp;quot; |Armor weight&lt;br /&gt;
|-&lt;br /&gt;
| Novice/Dabbling || align=&amp;quot;left&amp;quot; |×1.0&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;left&amp;quot; |×0.8125&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;left&amp;quot; |×0.75&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;left&amp;quot; |×0.6875&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;left&amp;quot; |×0.625&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |Skill level !! align=&amp;quot;left&amp;quot; |Armor weight&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;left&amp;quot; |×0.5625&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;left&amp;quot; |×0.5&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;left&amp;quot; |×0.4375&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;left&amp;quot; |×0.375&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;left&amp;quot; |×0.3125&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |Skill level !! align=&amp;quot;left&amp;quot; |Armor weight&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;left&amp;quot; |×0.25&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;left&amp;quot; |×0.1875&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;left&amp;quot; |×0.125&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;left&amp;quot; |×0.0625&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;left&amp;quot; |×0.0&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=153222</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=153222"/>
		<updated>2011-09-21T21:11:50Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153201 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a {{L|legendary artifact}} and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular {{L|skill}} that creates a finished end product that can have a {{L|quality}}, rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go {{L|Strange mood#Failure|insane}} and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become {{L|legendary}} in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. {{L|baby|Babies}} and activated {{L|Soldier}}s with military skills cannot enter moods, nor {{L|Noble#Immigrant_Nobles|immigrant nobles}}, but any other dwarf can, including {{L|child}}ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see {{L|status icons}}).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate {{L|labor}} designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain {{L|legendary}} (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is {{L|Announcement|announced}}; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these {{L|Mood#Demands|secretive requirements}} can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in {{L|experience}}.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a {{L|butcher's shop}} or a {{L|tanner's shop}}. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf {{L|leather}} or {{L|bone}}. Once the artifact is completed, the fell dwarf will become a legendary {{L|bone carver}} or {{L|leatherworker}}.  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  {{L|Forbidden}} items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding {{L|economic stone}}. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.  Don't forbid any of his materials after your dwarf has begun building his artifact - he won't go back to collecting materials once started and will end up going insane.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a demand for a specific item, such as a {{L|bar|bar of metal}}, raw {{L|gem}}, or {{L|shell}}, then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw (green) glass, both silk and plant cloth.&lt;br /&gt;
&lt;br /&gt;
In somewhat rarer cases, a dwarf with a personality preference for a specific material, such as steel or silver {{L|bar}}s, will demand exactly that specific sub-type of material. For this reason, it is a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material or they are able to find it some other way - or they go {{L|insane}}. Asking a liaison for likely materials ''in advance'' is a good plan - &amp;quot;next year&amp;quot; is far too long for a moody dwarf to last.  Check your dwarves' {{L|preference}}s if you care.&lt;br /&gt;
&lt;br /&gt;
Once you have struck {{L|Adamantine}}, all moods which use cloth or metal as a primary component will insist on using Adamantine cloth or wafers over all other materials; moody dwarves which happen to want metal for decorations will still choose bars based on distance or preference. Moods involving stone crafting or masonry will not prefer {{L|raw adamantine}} over other stones.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone}}&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone {{L|block}}&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal {{L|bar}}&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Glass}} (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Glass}} (clear)&lt;br /&gt;
| clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Glass}} (crystal)&lt;br /&gt;
| crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as {{L|skull}}s or vermin {{L|remains}}.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Known quirk====&lt;br /&gt;
On maps with magma, dwarves* who intend to create an artifact at a {{L|forge}} or {{L|glass furnace}} may only be willing to use a standard (non-magma) version, or only a magma version, and will find the other completely unacceptable.  If they are just standing around, then they won't use the type you have, and you will have to build the other type for them (though no {{L|fuel}} will be required if using a standard, non-magma version).&lt;br /&gt;
:''(* This would include most all {{L|armorsmith}}s, {{L|blacksmith}}s, {{L|metalsmith}}s, {{L|weaponsmith}}s, and {{L|glassmaker}}s, and any whose mood is dictated by the relevant skills.)''&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200.  It is unknown whether mined-out rock counts as an &amp;quot;item created&amp;quot;, or whether bolts and units of drink are counted individually.&lt;br /&gt;
* The number of revealed {{L|subterranean}} tiles divided by 2308 (this is an area equivalent to a 48x48 square).  Using {{L|Exploratory mining|exploratory methods}} is a great way to increase your artifact limit.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=46803.0 Anecdotal evidence] indicates that obsidian farming will affect at least one of these limits.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual {{L|profession}}. ''(Note that &amp;quot;{{L|Skill#Custom profession labels|custom professions}}&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Appointed {{L|noble}}s may enter moods as per their default profession, but {{L|Noble#Immigrant Nobles|immigrant nobles}} are '''not''' eligible for moods.  That includes:&lt;br /&gt;
:Advisor, Baron/ess, Baron/ess Consort, Count/ess, Countess Consort, Duke/Duchess, Duke/Duchess Consort, Dungeon Master, Hammerer, King/Queen, King/Queen Consort, Philosopher, and Tax Collector.&lt;br /&gt;
&lt;br /&gt;
Further, dwarves with a {{L|Soldier#Soldier professions|military profession}} other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''{{L|profession}}'', as listed at the time.  Military professions include:&lt;br /&gt;
:Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler.&lt;br /&gt;
&lt;br /&gt;
Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, {{L|Strand extractor}}, {{L|Clerk}}, {{L|Administrator}}, {{L|Trader}}, {{L|Building designer|Architect}}, {{L|Alchemist's laboratory|Alchemist}}, {{L|Soldier#Recruits|Recruit}} and {{L|Child}} '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's {{L|profession}}.  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other {{L|profession}}s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  An Alchemist, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 {{L|experience}} in that skill (excepting {{L|Strange mood#Possessed|possessed}}  dwarves). This will give the dwarf a legendary-level {{L|skill}} (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of {{L|attribute}} gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a {{L|craftsdwarf's workshop}} and gain one of {{L|bone carver}}, {{L|stone crafter}}, or {{L|wood crafter}} skills, producing an artifact {{L|craft}}.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has the same experience points in two skills (as opposed to same experience title), the first listed for that dwarf will be the one affected by the mood (the exact experience can only be made visible with 3rd party {{L|utilities}}).&lt;br /&gt;
&lt;br /&gt;
When multiple workshops are listed, the dwarf may require one or the other, so ensure that ''both'' are available, if possible. If you have one, and the dwarf is not interested, then build the other, right away.  (i.e. If you have only {{L|magma forge}}s, you may have to build a standard {{L|forge}} for the moody dwarf). &lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a {{L|Craftsdwarf's workshop}}, producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* {{L|Ambusher}}&lt;br /&gt;
* {{L|Animal caretaker}}&lt;br /&gt;
* {{L|Animal dissector}}&lt;br /&gt;
* {{L|Animal trainer}}&lt;br /&gt;
* {{L|Appraiser}}&lt;br /&gt;
* {{L|Building designer|Architect}}&lt;br /&gt;
* {{L|Brewer}}&lt;br /&gt;
* {{L|Butcher}}&lt;br /&gt;
* {{L|Cheese maker}}&lt;br /&gt;
* {{L|Cook}}&lt;br /&gt;
* {{L|Dyer}}&lt;br /&gt;
* {{L|Fish cleaner}}&lt;br /&gt;
* {{L|Fish dissector}}&lt;br /&gt;
* {{L|Fisherdwarf}}&lt;br /&gt;
* {{L|Furnace operator}}&lt;br /&gt;
* {{L|Grower}}&lt;br /&gt;
* {{L|Herbalist}}&lt;br /&gt;
|&lt;br /&gt;
* {{L|Lye maker}}&lt;br /&gt;
* {{L|Milker}}&lt;br /&gt;
* {{L|Miller}}&lt;br /&gt;
* {{L|Potash maker}}&lt;br /&gt;
* {{L|Pump operator}}&lt;br /&gt;
* {{L|Record keeper}}&lt;br /&gt;
* {{L|Siege engineer}}&lt;br /&gt;
* {{L|Siege operator}}&lt;br /&gt;
* {{L|Soaper}}&lt;br /&gt;
* {{L|Strand extractor}}&lt;br /&gt;
* {{L|Thresher}}&lt;br /&gt;
* {{L|Trapper}}&lt;br /&gt;
* {{L|Wood cutter}}&lt;br /&gt;
* {{L|Wood burner}}&lt;br /&gt;
* All {{L|military}} skills&lt;br /&gt;
* All {{L|social skill}}s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, {{L|farmer}}s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;{{L|experience|dabbling}}&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* {{L|Armorsmith}}, {{L|Weaponsmith}}, {{L|Metal crafter}} and {{L|Metalsmith}} are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that {{L|Tanner}} is a moodable skill, the only {{L|Farmer}} category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons and miners will always create some kind of stone furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Engravers and stone crafters will turn out a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a {{L|craftsdwarf's workshop}} and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of {{L|chalk}} and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an {{L|obsidian}} {{L|bed}}, {{L|ruby}} {{L|floodgate}}, or turtle {{L|shell}} {{L|cage}}.&lt;br /&gt;
&lt;br /&gt;
Once created, most {{L|artifact}}s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value {{L|noble}} rooms. {{L|Weapon}}s and {{L|armor}} will only be used by heroes and champions. Artifact weapons in {{L|Trap#Weapon Trap|weapon traps}} can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
Severe distractions such as hostile creatures, however, can interrupt a strange mood, resulting in immediate insanity; similar results will happen if the workshop suddenly becomes unavailable, whether from being destroyed (by a cave-in or a dwarf throwing a tantrum) or from losing power (in the case of magma workshops). Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*{{L|Insanity}}&lt;br /&gt;
:*{{L|Artifact}}&lt;br /&gt;
:*{{L|Profession}}&lt;br /&gt;
:*{{L|Legendary}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=153221</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=153221"/>
		<updated>2011-09-21T21:11:01Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153200 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|07:39, 10 June 2010 (UTC)}}&lt;br /&gt;
:''If you are looking for information on one or more of the individual pieces that make up a set of armor, such as a helm or gauntlets, see {{L|armor piece}}.''&lt;br /&gt;
&lt;br /&gt;
Between the game's and player's usage, &amp;quot;armor&amp;quot; has one of the following four related but distinct meanings: &lt;br /&gt;
:# Formally, '''armor''' (especially &amp;quot;leather armor&amp;quot;) is the single main piece that protects the chest/torso area of a dwarf - '''leather armor, chain armor''', or '''plate armor''', as distinct from leggings or helmets or etc.  The game term for metal armors is ('''suit''' of) chain/plate '''mail''', as is the term when forging these.  The heading used in the {{L|z-stocks}} menu is '''armor'''.  &lt;br /&gt;
:# Also in game, '''armor''' can be one of 4 overall '''levels''' of armor, as defined by the game and using the terms '''Clothes''', '''Leather''' (armor), '''Chain''' (armor) and '''Plate''' (armor), in reference to the maximum protection a dwarf will seek to wear when activated into the {{L|military}}.  This is designated by {{k|v}}iewing a dwarf and selecting the {{k|s}}oldier menu - '''Clothes''', '''Leather''', '''Chain''' or '''Plate'''.  (In the {{k|m}}ilitary {{k|w}}eapons menu, these are abreviated as &amp;quot; '''-''' &amp;quot; (none), '''Lth''', '''Chn''' or '''Plt''', and also whether or not to use a Shd or Bkl - shield or buckler).  This defines the maximum class of protection they will seek to wear for each body part (but they may not completely succeed, depending on available items).&lt;br /&gt;
:# Informally, anything that protects your dwarf from being injured.  &amp;quot;''Even socks provide armor protection&amp;quot;, &amp;quot;{{L|Fortification}}s are not the same as armor&amp;quot;''.  An '''armor {{L|stockpile}}''' also uses this meaning, storing any and all armor-type items, clothing as well as leather and metal armor, and any unusual artifact items.&lt;br /&gt;
:# Generally any individual item that makes up part of a suit or set of armor (#2); for example, as in... ''&amp;quot;Any armor protects a dwarf in a specific body location&amp;quot;, &amp;quot;{{L|High boot}}s are better armor than low boots&amp;quot;, &amp;quot;Adamantine makes the best armor.&amp;quot;''  &lt;br /&gt;
&lt;br /&gt;
Be aware that there is usually not a 1:1 relationship between every piece of armor and an armor '''level''' - a set of leather armor can include bone or shell armor and a metal cap, and metal gauntlets and helmet are included in both a set of chain and plate armor. Chain or Plate Level armor makes no distinction between using high or low boots.  In some cases it's also possible to '''layer''' armor, wearing a metal or leather cap under a metal helmet when wearing either chain or plate level armor, and so on. It can be very much a &amp;quot;mix and match&amp;quot; situation.&lt;br /&gt;
&lt;br /&gt;
Generally, armor can range from simple {{L|clothing}} (including socks and loincloths), to light weight {{L|shell}}, {{L|bone}} and {{L|leather}} armor, to heavy chain and plate items.  Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against {{L|sparring}} injuries and will, over time, develop their {{L|Armor user}} skill.  &lt;br /&gt;
&lt;br /&gt;
Most civilians will not wear armor other than clothing, {{L|Hunter}}s being the only exception.&lt;br /&gt;
&lt;br /&gt;
The {{L|Armor_piece#Armor_pieces|body locations}} that different pieces of armor can protect are:&lt;br /&gt;
:* head - {{L|cap}}, {{L|helm}} ''(can be layered)''&lt;br /&gt;
:* torso - {{L|leather armor}}, {{L|chain armor}}, {{L|plate armor}} ''(can be layered*)''&lt;br /&gt;
:* upper legs - {{L|leggings}}, {{L|greaves}} ''(cannot be layered)''&lt;br /&gt;
:* feet - {{L|boot|low boots, high boots}} ''(cannot be layered)''&lt;br /&gt;
:* hands - {{L|gauntlets}} ''(layering n/a)''&lt;br /&gt;
&lt;br /&gt;
:''(* Leather under chain, or chain under plate - not leather under plate. See &amp;quot;{{L|Armor#Size, Permit, and layering armor|size/permit}}&amp;quot;, below.)''&lt;br /&gt;
:See also: {{L|Armor piece}} for more info on armor and body location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different specific {{L|labor}}s and {{L|workshop}}s are needed to make similar items of armor, and different {{L|skill}}s will apply. While items of {{L|clothing}} made by a {{L|clothier}} aren't technically &amp;quot;armor&amp;quot;, they do offer limited protection. Shell and bone armors are made by a {{L|bone carver}} at a {{L|craftsdwarf's workshop}}. Chain mail and plate mail are made with the {{L|armoring}} labor at a {{L|metalsmith's forge}}. Leather armors are made at a {{L|leather works}} by a dwarf with the  {{L|leatherworking}} labor enabled. The type of {{L|metal}} used affects the effectiveness of the armor, but all leather, bones and shells are equal in their protection multiplier (see table below). Higher skilled craftsdwarves, leatherworkers and armorers will, on average, produce items of higher {{L|quality}}, that increases the effectiveness of the armor.&lt;br /&gt;
&lt;br /&gt;
====Quality====&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that {{L|Quality|item quality}} increases its protection (or damage, in the case of {{L|weapon}}s), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Adamantine}} || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Steel}} || 133&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Iron}} || 100&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Bronze}} or {{L|Bismuth bronze}} || 75&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Copper}} || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ({{L|leather}}, {{L|cloth}}, {{L|bone}}, {{L|shell}}, {{L|wood}}, etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Quality/Material equivalence =====&lt;br /&gt;
&lt;br /&gt;
This table shows the (rough) equivalent multiplier for a given material and quality combination.  The exact values have been rounded to the nearest 1/10th to save space on the chart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I have no idea how to do a graph in wiki, short of a jpeg, which didn't turn out so well. Feel free to improve if you have the skillz. please!--&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Material \ Multiplier!! .5 !!  .6 !! .7 !! .8 !! .9  !! 1.0  !! 1.1  !! 1.2 !! 1.3  !! 1.4  !! 1.5 !!  1.6 !! 1.7  !! 1.8 !! 1.9 !! 2.0 !! 2.1 !! 2.2 !! 2.3 !! 2.4 !! 2.5 !! 2.6 !! 2.7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! Other&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| '''Ø''' ||  '''-''' || '''+''' || *  || '''≡''' || ☼  ||   ||  ||  || ||  || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! {{L|Copper}}&lt;br /&gt;
| ||  || '''Ø''' ||'''-''' || '''+''' || || * || '''≡''' || ☼ || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! {{L|Bronze}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  || '''Ø''' || '''-''' || || '''+''' || * ||  || '''≡''' || ☼ ||  || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! {{L|Iron}}&lt;br /&gt;
| ||   ||  ||  ||  ||'''Ø''' ||  ||  '''-''' ||  || '''+''' || ||  *  || || '''≡'''|| ||  ☼ || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! {{L|Steel}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  ||  ||  || ||  ||   || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||   || ||'''≡''' || || ||☼&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) ''includes silver, leather, bone, wood, glass, and any other material not listed (except obsidian&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;).  The net effect of non-standard &amp;quot;other&amp;quot; materials used to create artifact armors (and weapons) during strange moods is not known.''&lt;br /&gt;
::2) ''includes {{L|bismuth bronze}}''&lt;br /&gt;
::3) ''{{L|Obsidian}} has the same modifiers as steel, but is only useful for {{L|short sword}}s, not armor. It is included here for completeness.''&lt;br /&gt;
&lt;br /&gt;
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ''ever'' be as good as a +fine iron+ one. ''(It is not known whether {{L|artifact}} quality items have ''additional'' modifiers above and beyond &amp;quot;masterpiece&amp;quot; level.)''&lt;br /&gt;
&lt;br /&gt;
{{L|Adamantine}} items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there.&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a {{L|dwarf}} to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|e}}quipment.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than {{L|clothing}}, except for those given the {{L|Ambusher|Hunting}} {{L|labor}} (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available. Similarly, when set to 'shield' they may pick up a buckler, but switch on their own to a shield as soon as one becomes available. Unfortunately, dwarves do not make a distinction between different {{L|material}}s or {{L|quality|item qualities}}, so if they are already wearing a {{L|helm}} (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor {{L|stockpile}} or still in the {{L|forge}}) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change {{L|weapon}}s as well (from an iron short {{L|sword}} to an {{L|obsidian}} one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood {{L|bolt}}s as well as silver weapons behind a door near the {{L|barracks}}, so you can lock up the crappy stuff when the {{L|goblin}}s are at the door.&lt;br /&gt;
&lt;br /&gt;
''(In older versions of the game, armor would be stored on an {{L|Armor stand}} -- a piece of {{L|furniture}} which could also be used to define a {{L|room}} as a barracks.  However, both armor stands and {{L|weapon rack}}s proved to be buggy, and their &amp;quot;container&amp;quot; status is currently limited to storage of owned weapons and armor (which are restricted to unusable items, such as overly large weapons and goblin armor).  For now, store your armor in a {{L|stockpile}} dedicated for the purpose.)''&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to forbid it (or get rid of the inferior armor -- either by {{L|chasm}}ing it, {{L|melt}}ing it (if metal), or {{L|trading}} it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of).  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a {{L|legendary}} armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' {{L|speed}}, especially when they wear several pieces.  Being {{L|attributes|Strong}} will reduce this problem, as will {{L|Armor user}} skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be {{L|justice|hammered}} can be turned into a {{L|military}} recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the {{L|armor user}} skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!!{{L|Cloth|Fiber}}/{{L|Silk}}!!{{L|Leather}}!!{{L|Bone}}!!{{L|Shell}}!!{{L|Metal}}!!{{L|Wood}}!!{{L|Size}}!!{{L|Armor#Size, Permit, and layering armor|Permit}}!!Layer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Dress||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Vest||10||2/2||Clothes||Clothes|| || || || ||10||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||75||50/30|| || || || ||Chain|| ||15||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gloves||10||60||Clothes||Clothes|| || || || ||10||10||Under&lt;br /&gt;
|-&lt;br /&gt;
||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Trousers||20||20||Clothes||Clothes|| || || || ||15||30||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Feet||Socks||10||60||Clothes||Clothes|| || || || ||10||15||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||NA||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
Some clothing articles may not be crafted in fortresses of a given {{L|civilization}} - items marked as 'common' for that civilization are more likely to be craftable.&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)&lt;br /&gt;
&lt;br /&gt;
For the columns with material types, your dwarf must be set to at least the listed armor level before he or she will put on a piece of armor made from that material.  For instance, dwarves will wear cloth or leather caps at &amp;quot;Clothing&amp;quot; armor level, but must be at &amp;quot;Leather&amp;quot; armor level or better before they will put on a metal cap.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
&lt;br /&gt;
The '''Weight''' figure is not meaningful by itself; items made with different materials can have vastly different weights.  For instance, steel items weigh 7.85 times the listed weight (a steel helm weighs 20 * 7.85 = 157Γ). &lt;br /&gt;
&lt;br /&gt;
Some selected weight multipliers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Steel and iron || 7.85&lt;br /&gt;
|-&lt;br /&gt;
| Bronze and bismuth bronze || 8.25&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 8.93&lt;br /&gt;
|-&lt;br /&gt;
| Silver || 10.49&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Most stone || 2.67&lt;br /&gt;
|-&lt;br /&gt;
| Leather || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Plant cloth || 1.52&lt;br /&gt;
|-&lt;br /&gt;
| Silk cloth || 1.34&lt;br /&gt;
|-&lt;br /&gt;
| Bone and shell || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| Glumprong wood (the heaviest) || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Feather tree wood (the lightest) || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| Tower-cap wood || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Most other wood || ~0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More weight multipliers can be found in the {{L|raws}}; the weight multiplier of any given material is its [SOLID_DENSITY] divided by 1000.&lt;br /&gt;
&lt;br /&gt;
===Size, Permit, and layering armor===&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn: for each body part, less than ''permit'' worth of ''size'' garments can be worn under the final garment.  (The last garment itself can go over the limit.)&lt;br /&gt;
&lt;br /&gt;
If a dwarf is not wearing too much mundane clothing (too many robes, etc), the following layering is usually possible:&lt;br /&gt;
&lt;br /&gt;
:* Cap (metal or other) under a helmet&lt;br /&gt;
:* leather armor (torso piece) under chain armor (torso piece)&lt;br /&gt;
:* chain armor (torso piece) under plate armor (torso piece)&lt;br /&gt;
&lt;br /&gt;
As mentioned above, the lighter armor must be put on first, and then the heavier assigned.  For some reason, leather armor will not be worn under plate armor.&lt;br /&gt;
&lt;br /&gt;
Note also that socks do have a sizable armor value - wearing them under &amp;quot;armor&amp;quot; boots is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''{{L|adventurer mode}}''', the permit of each garment is checked at the time it is put on, which allows you to put on several cloaks (permit 150) on top of several layers of armor.  In {{L|fortress mode}}, the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why {{L|dungeon master}}s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).&lt;br /&gt;
&lt;br /&gt;
Dwarves will only put on the specific level of armor they are told to put on -- unless it is unavailable, in which case they will put on the next-best available armor level.  For instance, if set to &amp;quot;plate&amp;quot;, a dwarf will put on chainmail if no plate is available, or leather armor if neither chain nor plate is available.  &lt;br /&gt;
&lt;br /&gt;
Dwarves will also not remove lesser-level armor when moving to heavier armor level (notwithstanding the &amp;quot;permit&amp;quot; restrictions detailed above).  If you step them through each armor level, you can get them to wear a metal cap plus helm, and chain mail plus plate mail. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
For some reason, dwarves will ''never'' put on cloth/leather caps or gloves (except those they arrive in).  There are no &amp;quot;under&amp;quot; layer headwear or &amp;quot;over&amp;quot; layer handwear in the game; it is possible this omission is causing the clothes-wearing algorithm to be non-functional at this time.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ({{L|elf|elves}}', {{L|goblin}}s',{{L|kobold}}s') (except {{L|large rat}} leather armor). The smug traders will not warn you of this. Human and goblin metal armor can be melted down and made into dwarf-scale gear, however.  This can be useful on a map without {{L|iron}} or {{L|flux}}, but it is probably more economical to buy and melt crafts, as they are generally much cheaper.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mail requires three {{L|bar}}s of metal to {{L|forge}}. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include shields.&lt;br /&gt;
&lt;br /&gt;
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), as do bone leggings. All other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and bucklers come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In {{L|Adventure Mode}}, a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, but also provide less protection.&lt;br /&gt;
&lt;br /&gt;
Shields offer a unique bonus, a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's {{L|Shield user}} skill, although the exact mechanics are unknown.&lt;br /&gt;
&lt;br /&gt;
== Oddities ==&lt;br /&gt;
* Dwarves will not switch to metal gauntlets or greaves by themselves if they are already wearing bone gauntlets or greaves.  They will, however, switch to a &amp;quot;better&amp;quot; material if it changes the level (such as metal helms being chain while bone helms are leather) whether you like it or not.&lt;br /&gt;
* Dwarves will not take off chain mail when switched to &amp;quot;plate&amp;quot; armor level, and will not take off any kind of cap (including metal) when putting on a helm.  They can also wear socks, gloves, trousers, a dress, and one or more robes under armor.  They cannot, however, wear leggings and greaves at the same time, or shoes and boots.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
* If told to wield a weapon and a shield, a dwarf will sometimes carry both in the same hand.  This can cause them to be unable to use either; switch their shield level and weapon to &amp;quot;unarmed&amp;quot; and make sure they drop both items before assigning them a shield and weapon again.&lt;br /&gt;
* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings.  This will make them unable to use their shield or weapon.  Switch them to &amp;quot;clothes&amp;quot; armor level until they drop everything, then back to plate to force them to dress themselves properly.  You can also try designating the excess items for {{L|dump}}ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled.&lt;br /&gt;
&lt;br /&gt;
{{Category|Armor| }}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Weapon_token&amp;diff=153220</id>
		<title>23a:Weapon token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Weapon_token&amp;diff=153220"/>
		<updated>2011-09-21T21:10:23Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153199 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:15, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
For use on standard weapons.&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;
| 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;
| ADJECTIVE&lt;br /&gt;
| adjective&lt;br /&gt;
| Appears before the name of the weapon's material. Eg. &amp;quot;large Obsidian dagger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [DAMAGE:''&amp;lt;damage amount&amp;gt;'':''&amp;lt;damage type&amp;gt;'']&lt;br /&gt;
| dmg amount - value&lt;br /&gt;
dmg type - (slash, burn, etc.)&lt;br /&gt;
| Sets the amount and the type of {{L|Damage}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEIGHT&lt;br /&gt;
| value&lt;br /&gt;
| How much an item weighs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STICK_CHANCE&lt;br /&gt;
| value&lt;br /&gt;
| The chance of a weapon sticking in a target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL&lt;br /&gt;
| weapon skill type (axe, sword, etc.)&lt;br /&gt;
| The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting. For a list of skill tokens see {{L|Skill token}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RANGED:''&amp;lt;skill type&amp;gt;'':''&amp;lt;ammo type&amp;gt;''&lt;br /&gt;
| skill type - weapon skill type&lt;br /&gt;
ammo type - anything&lt;br /&gt;
| This sets what weapon skill will be gained when this weapon is fired and what type of ammo can be fired by this weapon. Ammunition definitions have DAMAGE and CLASS - CLASS determines what ammo type it matches. Also allows this weapon to be constructed at a bowyer's workshop. For a list of skill tokens see {{L|Skill token}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRIT_BOOST:&lt;br /&gt;
| value&lt;br /&gt;
| Increases the chance of a weapon piercing internal organs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWO_HANDED&lt;br /&gt;
| value&lt;br /&gt;
| Creatures wielding this weapon that are above the minimum size but their size is below this number must wield this weapon with two hands. (''Currently only affects fortress mode as an adventurer can wield anything in one hand.'')&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINIMUM_SIZE:&lt;br /&gt;
| value&lt;br /&gt;
| The size a creature must be in order to use this weapon.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_STONE&lt;br /&gt;
| &lt;br /&gt;
| Can be made out of SHARP (unmodded: obsidian) stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_SIZE:&lt;br /&gt;
| value&lt;br /&gt;
| How much material is needed to make the item. Is most important with bars. The number of bars needed is the value divided by three.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=153219</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=153219"/>
		<updated>2011-09-21T21:09:43Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153198 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:45, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{L|World generation}} allows advanced options for customizing worlds. These {{L|World token|parameters}} are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using {{L|world token}}s. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at {{L|Pregenerated worlds}}. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrain Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== &amp;amp;lt;REGION-QUALITY&amp;gt; &amp;amp;lt;X/Y&amp;gt;-Variaton ====&lt;br /&gt;
&lt;br /&gt;
The variation parameters control how much or how little elevation, rainfall, temperature, drainage, volcanism, and savagery change over distance along the world's X-axis (west-east) and Y-axis (north-south).  High values will cause the things to change quickly over short distances, while small values means that it will take some distance for these to change.  Setting all of these to their maximum value (1600) will make it more likely that lots of different {{L|biome}}s will fit into a single fortress {{L|location|site}}. ('''NOTE''': Increasing variance increases the number of subregions generated, so you'll likely need to increase the ''Maximum Number of Subregions'' parameter to prevent too many (or all) worlds from being {{L|World generation#Rejects|rejected}}, or reduce the world size if the maximum of 5,000 subregions is reached).&lt;br /&gt;
&lt;br /&gt;
Setting an X variance to 0 will cause the elevation/rainfall/etc to be exactly the same for any world-spanning west-east strip of the world.  Setting a Y variance to 0 will do the same, but for north-south strips.  If you set both the X and Y variance for something (say elevation) to 0, then a single elevation will be randomly picked and applied to the entire world, resulting in one vast plain or ocean.&lt;br /&gt;
&lt;br /&gt;
==== &amp;amp;lt;REGION-QUALITY&amp;gt; Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
Elevation, rainfall, temperature, drainage, volcanism, and savagery can vary from 0 to 100 (with a later noted exception for elevation).  The weighted ranges parameters let you decide how common or rare different range of these value will be, with the five available ranges being 0-20, 20-40, 40-60, 60-80, and 80-100.  For example, with the weighted temperature ranges, you could choose for 50% 0-20 and 50% 80-100, to have a world made up entirely of freezing {{L|tundra}}/{{L|glacier}}s and burning {{L|desert}}s, or you could set it to 100% 40-60, to have the entire world be temperate.&lt;br /&gt;
&lt;br /&gt;
The value used for each range is not a percentage, but a relative weight: you add up all the values for a particular quality and then divide that sum into each individual value to get a percentage.  Some examples (with &amp;quot;0&amp;quot; meaning &amp;quot;None&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Weights !! Percentages&lt;br /&gt;
|-&lt;br /&gt;
| 1, 1, 1, 1, 1 || 20%, 20%, 20%, 20%, 20%&lt;br /&gt;
|-&lt;br /&gt;
| 2, 1, 1, 1, 1 || 33%, 16%, 16%, 16%, 16%&lt;br /&gt;
|-&lt;br /&gt;
| 1, 0, 0, 0, 1 || 50%,  0%,  0%,  0%,  50%&lt;br /&gt;
|-&lt;br /&gt;
| 0, 0, 1, 0, 0 || 0%, 0%, 100%, 0%, 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note on elevation''': The values the game uses for elevation don't actually stop at 100, but rather 400.  For the Elevation Weighted Ranges parameters, 100 means &amp;quot;100% of the maximum possible elevation&amp;quot;, 40 mean &amp;quot;40% of the maximum possible elevation&amp;quot;, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
Note that this setting is closely tied to the savagery squares settings.  If you increase this number beyond 25 or so but do not increase the minimum number of mid- and high-savagery squares for your map you will have endless world rejects.  The opposite is also true.  If you specify a large number of high-savagery squares and no low-savagery squares and then set the above Minimum Savagery/Maximum Savagery percentage to 0, you will also have endless map rejects.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say {{L|igneous extrusive layer}} are only found in areas with a volcanism higher than 90. {{L|Volcano}}es are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places {{L|volcano}}es on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places {{L|mountain}} peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial &amp;amp;lt;TERRAIN TYPE&amp;gt; Square Count ====&lt;br /&gt;
&lt;br /&gt;
Sets the absolute minimum number of &amp;amp;lt;TERRAIN TYPE&amp;gt; tiles on the map, pre-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  This is a fairly powerful tool and is very closely related to the mesh sizes and weights if you use them.  Remember that as you change the meshes, you also have to change these since your ratios will be very different!&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial &amp;amp;lt;TERRAIN TYPE&amp;gt; Region Count ====&lt;br /&gt;
&lt;br /&gt;
Sets the absolute minimum number of &amp;amp;lt;TERRAIN TYPE&amp;gt; regions on the map at the start, pre-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  Regions are the contiguous clusters of one terrain type.  If you set this to be large, then aside from generating tons and tons of rejects, you'll get a map that's got a very broken appearance.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final &amp;amp;lt;TERRAIN TYPE&amp;gt; Region Count ====&lt;br /&gt;
&lt;br /&gt;
Sets the absolute minimum number of &amp;amp;lt;TERRAIN TYPE&amp;gt; tiles on the map, post-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  The difference between this and the above trait is dependent on what terrain type it is.  Mountains get eaten and fractured by rivers and erosion.  So, you should probably expect to GAIN mountain regions after erosion.  Marshes tend to grow as rivers and lakes cut away at other terrains, so they become more contiguous and reach around other barriers.  You should expect to LOSE marsh regions after erosion.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the {{L|mountain}}s less steep and {{L|river}} canyons deeper.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Number of &amp;amp;lt;REGION-QUALITY&amp;gt; Squares ====&lt;br /&gt;
&lt;br /&gt;
A world will be {{L|World generation#Rejects|rejected}} if there are less than the number of required squares for each different region type.  This can lead to a ''huge'' number of rejections, so you might want to turn these all down to zero.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.  If you want to play a game while two particular civilizations are at war, you can create a world, look through its history, then regenerate the world with the exact same seed and history seed, but set the End Year parameter to the year the war started.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many {{L|megabeast}}s need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the Legends screen. Changing this setting to &amp;quot;Yes&amp;quot; will result in culled figures being referred to as &amp;quot;Unknown Creature&amp;quot; in the kill lists of other Historical Figures.&lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. A cave with a greater &amp;quot;size&amp;quot; will be deeper and more sprawling, and therefore have more and more dangerous creatures.  It is believed that large caves increases the lifespan of {{L|megabeast}}s.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. It is believed that large number of caves increases the lifespan of {{L|megabeast}}s.&lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions. It is believed that large numbers of caves increases the lifespan of {{L|megabeast}}s.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Influencing Non-parameterized Features =&lt;br /&gt;
&lt;br /&gt;
== Reducing {{L|Aquifer}}s ==&lt;br /&gt;
&lt;br /&gt;
It is believed that there will be many less aquifers if you make sure that there are no oceans (set ''Elevation Weighted Ranges'' 0-20 and 20-40 to 0/None to ensure that the minimum elevation is above 100, and set ''Minimum Ocean Edges'' to 0/None).  High drainage will also reduce aquifers, but with the side effect of reducing {{L|lake}}s and {{L|swamp}}s.  Also, widespread high draining might lead to too many worlds being {{L|World generation#Rejects|rejected}}.&lt;br /&gt;
&lt;br /&gt;
Or you could just {{L|modding|mod}} the &amp;lt;tt&amp;gt;{{L|raw file|raw/objects/matgloss_stone_layer.txt}}&amp;lt;/tt&amp;gt; file and remove all of the {{L|Matgloss token|[AQUIFER}}] tokens.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
You can also directly edit the world_gen.txt file in \data\init to get around limits in the Advanced world generator.  For example, you are limited to having 5000 max subregions, but if you go into the aforementioned file, you can go over this limit.  This is especially useful when you encounter map rejects that say, for example, too many subregions.&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Icon !!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#0000FF|#0000FF}}&lt;br /&gt;
|{{L|Ocean|Water}} ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{L|Sand}} {{L|Desert}} ||rowspan=&amp;quot;13&amp;quot;|100-299 ||rowspan=&amp;quot;4&amp;quot;|0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|Rock {{L|Desert}} ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|{{L|Desert}} {{L|Badlands}} A ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|{{L|Desert}} {{L|Badlands}} B ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Grassland}} ||rowspan=&amp;quot;2&amp;quot;|10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Hills}} ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Savanna}} ||rowspan=&amp;quot;2&amp;quot;|20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Hills}} ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|&amp;quot;|#008000|#008000}}&lt;br /&gt;
|{{L|Marsh}} ||rowspan=&amp;quot;3&amp;quot;|33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Shrubland}} ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Hills}} ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌠|⌠|#008000|#008000}}&lt;br /&gt;
|{{L|Swamp}} ||rowspan=&amp;quot;2&amp;quot;|66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Forest}} * ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌂|⌂|#808080|#808080}}&lt;br /&gt;
|Low {{L|Mountain}} ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|{{L|Mountain}} ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|High {{L|Mountain}} ||366-399 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|{{L|Peak}} ||400{{verify}} ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around &amp;gt; 65, depending on rain value).&lt;br /&gt;
&lt;br /&gt;
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=153218</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=153218"/>
		<updated>2011-09-21T21:09:41Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153198 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:45, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{L|World generation}} allows advanced options for customizing worlds. These {{L|World token|parameters}} are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using {{L|world token}}s. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at {{L|Pregenerated worlds}}. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrain Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== &amp;amp;lt;REGION-QUALITY&amp;gt; &amp;amp;lt;X/Y&amp;gt;-Variaton ====&lt;br /&gt;
&lt;br /&gt;
The variation parameters control how much or how little elevation, rainfall, temperature, drainage, volcanism, and savagery change over distance along the world's X-axis (west-east) and Y-axis (north-south).  High values will cause the things to change quickly over short distances, while small values means that it will take some distance for these to change.  Setting all of these to their maximum value (1600) will make it more likely that lots of different {{L|biome}}s will fit into a single fortress {{L|location|site}}. ('''NOTE''': Increasing variance increases the number of subregions generated, so you'll likely need to increase the ''Maximum Number of Subregions'' parameter to prevent too many (or all) worlds from being {{L|World generation#Rejects|rejected}}, or reduce the world size if the maximum of 5,000 subregions is reached).&lt;br /&gt;
&lt;br /&gt;
Setting an X variance to 0 will cause the elevation/rainfall/etc to be exactly the same for any world-spanning west-east strip of the world.  Setting a Y variance to 0 will do the same, but for north-south strips.  If you set both the X and Y variance for something (say elevation) to 0, then a single elevation will be randomly picked and applied to the entire world, resulting in one vast plain or ocean.&lt;br /&gt;
&lt;br /&gt;
==== &amp;amp;lt;REGION-QUALITY&amp;gt; Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
Elevation, rainfall, temperature, drainage, volcanism, and savagery can vary from 0 to 100 (with a later noted exception for elevation).  The weighted ranges parameters let you decide how common or rare different range of these value will be, with the five available ranges being 0-20, 20-40, 40-60, 60-80, and 80-100.  For example, with the weighted temperature ranges, you could choose for 50% 0-20 and 50% 80-100, to have a world made up entirely of freezing {{L|tundra}}/{{L|glacier}}s and burning {{L|desert}}s, or you could set it to 100% 40-60, to have the entire world be temperate.&lt;br /&gt;
&lt;br /&gt;
The value used for each range is not a percentage, but a relative weight: you add up all the values for a particular quality and then divide that sum into each individual value to get a percentage.  Some examples (with &amp;quot;0&amp;quot; meaning &amp;quot;None&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Weights !! Percentages&lt;br /&gt;
|-&lt;br /&gt;
| 1, 1, 1, 1, 1 || 20%, 20%, 20%, 20%, 20%&lt;br /&gt;
|-&lt;br /&gt;
| 2, 1, 1, 1, 1 || 33%, 16%, 16%, 16%, 16%&lt;br /&gt;
|-&lt;br /&gt;
| 1, 0, 0, 0, 1 || 50%,  0%,  0%,  0%,  50%&lt;br /&gt;
|-&lt;br /&gt;
| 0, 0, 1, 0, 0 || 0%, 0%, 100%, 0%, 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note on elevation''': The values the game uses for elevation don't actually stop at 100, but rather 400.  For the Elevation Weighted Ranges parameters, 100 means &amp;quot;100% of the maximum possible elevation&amp;quot;, 40 mean &amp;quot;40% of the maximum possible elevation&amp;quot;, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
Note that this setting is closely tied to the savagery squares settings.  If you increase this number beyond 25 or so but do not increase the minimum number of mid- and high-savagery squares for your map you will have endless world rejects.  The opposite is also true.  If you specify a large number of high-savagery squares and no low-savagery squares and then set the above Minimum Savagery/Maximum Savagery percentage to 0, you will also have endless map rejects.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say {{L|igneous extrusive layer}} are only found in areas with a volcanism higher than 90. {{L|Volcano}}es are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places {{L|volcano}}es on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places {{L|mountain}} peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial &amp;amp;lt;TERRAIN TYPE&amp;gt; Square Count ====&lt;br /&gt;
&lt;br /&gt;
Sets the absolute minimum number of &amp;amp;lt;TERRAIN TYPE&amp;gt; tiles on the map, pre-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  This is a fairly powerful tool and is very closely related to the mesh sizes and weights if you use them.  Remember that as you change the meshes, you also have to change these since your ratios will be very different!&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial &amp;amp;lt;TERRAIN TYPE&amp;gt; Region Count ====&lt;br /&gt;
&lt;br /&gt;
Sets the absolute minimum number of &amp;amp;lt;TERRAIN TYPE&amp;gt; regions on the map at the start, pre-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  Regions are the contiguous clusters of one terrain type.  If you set this to be large, then aside from generating tons and tons of rejects, you'll get a map that's got a very broken appearance.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final &amp;amp;lt;TERRAIN TYPE&amp;gt; Region Count ====&lt;br /&gt;
&lt;br /&gt;
Sets the absolute minimum number of &amp;amp;lt;TERRAIN TYPE&amp;gt; tiles on the map, post-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  The difference between this and the above trait is dependent on what terrain type it is.  Mountains get eaten and fractured by rivers and erosion.  So, you should probably expect to GAIN mountain regions after erosion.  Marshes tend to grow as rivers and lakes cut away at other terrains, so they become more contiguous and reach around other barriers.  You should expect to LOSE marsh regions after erosion.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the {{L|mountain}}s less steep and {{L|river}} canyons deeper.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Number of &amp;amp;lt;REGION-QUALITY&amp;gt; Squares ====&lt;br /&gt;
&lt;br /&gt;
A world will be {{L|World generation#Rejects|rejected}} if there are less than the number of required squares for each different region type.  This can lead to a ''huge'' number of rejections, so you might want to turn these all down to zero.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.  If you want to play a game while two particular civilizations are at war, you can create a world, look through its history, then regenerate the world with the exact same seed and history seed, but set the End Year parameter to the year the war started.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many {{L|megabeast}}s need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the Legends screen. Changing this setting to &amp;quot;Yes&amp;quot; will result in culled figures being referred to as &amp;quot;Unknown Creature&amp;quot; in the kill lists of other Historical Figures.&lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. A cave with a greater &amp;quot;size&amp;quot; will be deeper and more sprawling, and therefore have more and more dangerous creatures.  It is believed that large caves increases the lifespan of {{L|megabeast}}s.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. It is believed that large number of caves increases the lifespan of {{L|megabeast}}s.&lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions. It is believed that large numbers of caves increases the lifespan of {{L|megabeast}}s.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Influencing Non-parameterized Features =&lt;br /&gt;
&lt;br /&gt;
== Reducing {{L|Aquifer}}s ==&lt;br /&gt;
&lt;br /&gt;
It is believed that there will be many less aquifers if you make sure that there are no oceans (set ''Elevation Weighted Ranges'' 0-20 and 20-40 to 0/None to ensure that the minimum elevation is above 100, and set ''Minimum Ocean Edges'' to 0/None).  High drainage will also reduce aquifers, but with the side effect of reducing {{L|lake}}s and {{L|swamp}}s.  Also, widespread high draining might lead to too many worlds being {{L|World generation#Rejects|rejected}}.&lt;br /&gt;
&lt;br /&gt;
Or you could just {{L|modding|mod}} the &amp;lt;tt&amp;gt;{{L|raw file|raw/objects/matgloss_stone_layer.txt}}&amp;lt;/tt&amp;gt; file and remove all of the {{L|Matgloss token|[AQUIFER}}] tokens.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
You can also directly edit the world_gen.txt file in \data\init to get around limits in the Advanced world generator.  For example, you are limited to having 5000 max subregions, but if you go into the aforementioned file, you can go over this limit.  This is especially useful when you encounter map rejects that say, for example, too many subregions.&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Icon !!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#0000FF|#0000FF}}&lt;br /&gt;
|{{L|Ocean|Water}} ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{L|Sand}} {{L|Desert}} ||rowspan=&amp;quot;13&amp;quot;|100-299 ||rowspan=&amp;quot;4&amp;quot;|0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|Rock {{L|Desert}} ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|{{L|Desert}} {{L|Badlands}} A ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|{{L|Desert}} {{L|Badlands}} B ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Grassland}} ||rowspan=&amp;quot;2&amp;quot;|10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Hills}} ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Savanna}} ||rowspan=&amp;quot;2&amp;quot;|20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Hills}} ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|&amp;quot;|#008000|#008000}}&lt;br /&gt;
|{{L|Marsh}} ||rowspan=&amp;quot;3&amp;quot;|33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Shrubland}} ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Hills}} ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌠|⌠|#008000|#008000}}&lt;br /&gt;
|{{L|Swamp}} ||rowspan=&amp;quot;2&amp;quot;|66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Forest}} * ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌂|⌂|#808080|#808080}}&lt;br /&gt;
|Low {{L|Mountain}} ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|{{L|Mountain}} ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|High {{L|Mountain}} ||366-399 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|{{L|Peak}} ||400{{verify}} ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around &amp;gt; 65, depending on rain value).&lt;br /&gt;
&lt;br /&gt;
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=153217</id>
		<title>40d:Lead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lead&amp;diff=153217"/>
		<updated>2011-09-21T21:08:15Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153197 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Lead|color=0:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|lay pewter}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Galena}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Lead can only be smelted from {{L|galena}} and can be used to make all furniture and craft goods, or made into lay pewter.&lt;br /&gt;
&lt;br /&gt;
*{{L|Lay pewter|Lay Pewter}} = Lead + 2x {{L|Tin}} + {{L|Copper}}&lt;br /&gt;
&lt;br /&gt;
Due to its low material {{L|value}}, lead is hardly useful for making {{L|craft}}s.  It can be useful for items of {{L|furniture}}, in cases where value and weight aren't relevant, or on maps where {{L|wood}} is scarce (but magma for a {{L|Magma smelter}} is available).  Making lay pewter from it isn't a good option, since you can gain more value by making {{L|trifle pewter}}, {{L|fine pewter}}, or {{L|bronze}} from the bars of {{L|copper}} and {{L|tin}} and leaving the lead as-is.&lt;br /&gt;
&lt;br /&gt;
Bars of Lead might be most useful as constructed {{L|bars}} or {{L|grate}}s - all material has the same strength, lead as effective as steel (except for armor and weapons). Another way to make use of lead which does not use {{L|fuel}} is training your {{L|metal crafter}}s by making them stud stuff with it.&lt;br /&gt;
&lt;br /&gt;
There is no lead poisoning in Dwarf Fortress yet, so there's no reason not to keep your food supply in lead {{L|barrel}}s or to trade lead goblets to elves (and enjoy imagining that you're slowly poisoning them).&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153216</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153216"/>
		<updated>2011-09-21T21:08:03Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Reports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&amp;amp;diff=153193&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&amp;amp;diff=153194&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&amp;amp;diff=153195&amp;amp;oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&amp;amp;diff=153196&amp;amp;oldid=prev edit].  I'd be remiss to not include this [http://df.magmawiki.com/index.php?title=40d:Lead&amp;amp;diff=153197&amp;amp;oldid=prev edit].  --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&amp;amp;curid=18784&amp;amp;diff=152872&amp;amp;oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)&lt;br /&gt;
:At Wikipedia we'd call that a &amp;quot;test edit&amp;quot; - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet.  My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)&lt;br /&gt;
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=153215</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=153215"/>
		<updated>2011-09-21T21:06:59Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153196 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of {{L|water}}. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a {{L|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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes {{L|elephant}}s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* {{L|biome token}}&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| &lt;br /&gt;
* {{L|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;
| BODY&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 {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| 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 {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A {{L|Purring maggot|maggot}} would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CLUTCH_SIZE&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONVERTED_SPOUSE&lt;br /&gt;
|&lt;br /&gt;
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG&lt;br /&gt;
| &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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_BEAST&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|forgotten beast}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food barrels and bags. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; areas. Eg. unicorn.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance (or possibly wait time until next trample) of trampling and killing grass when a creature steps on it. Delete the tag to make the creature never trample grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*{{L|time}}&lt;br /&gt;
*{{L|item token}}s&lt;br /&gt;
| What product is harvested from {{L|Beekeeping industry|beekeeping}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body {{L|temperature}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* {{L|item token}}:subtype&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_EGGS&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
|&lt;br /&gt;
* {{L|item token}}&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of ligaments.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGICAL&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| The species or caste is all male.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature mannerism token}}s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MODVALUE&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| Multiplies value of materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_SKILL&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET &amp;lt;s&amp;gt;of the opposite sex&amp;lt;/s&amp;gt;(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &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 [[DF2010:Personality_trait|Personality traits]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE_DIVISOR&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| old guess: &amp;quot;The minimum/maximum numbers of how many of these creatures can show up on a map per year.&amp;quot;&amp;lt;br&amp;gt;Toady: &amp;quot;Pop number is the number per square of the region, I think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| number&lt;br /&gt;
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token &amp;quot;follow its normal behavior, but flip out on occasion, higher rate = more flipping out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
|&lt;br /&gt;
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOUND&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See {{L|Speed}} for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TITAN&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|titan}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNIQUE_DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated {{L|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 used for modder-defined creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&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 material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill token}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  Believed to be percent based (so 100 would be &amp;quot;normal&amp;quot;).  May be on same scale as weapon velocity (where 1000 is &amp;quot;normal&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also {{L|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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSULATION&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_LAYER_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_OVER&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_LEAKS&lt;br /&gt;
|&lt;br /&gt;
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*VALUE (material)&lt;br /&gt;
*MATERIAL (material subtype)&lt;br /&gt;
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_CONNECTS&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_MAJOR_ARTERIES&lt;br /&gt;
|&lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_PAIN_RECEPTORS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
|&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;
*{{L|Body detail plan token}}&lt;br /&gt;
*{{L|Body token}}&lt;br /&gt;
*{{L|Material definition token}}&lt;br /&gt;
*{{L|Syndrome}}&lt;br /&gt;
*{{L|Tissue definition token}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153214</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153214"/>
		<updated>2011-09-21T21:06:27Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Reports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&amp;amp;diff=153193&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&amp;amp;diff=153194&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&amp;amp;diff=153195&amp;amp;oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&amp;amp;diff=153196&amp;amp;oldid=prev edit]. --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&amp;amp;curid=18784&amp;amp;diff=152872&amp;amp;oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)&lt;br /&gt;
:At Wikipedia we'd call that a &amp;quot;test edit&amp;quot; - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet.  My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)&lt;br /&gt;
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon_token&amp;diff=153213</id>
		<title>40d:Weapon token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon_token&amp;diff=153213"/>
		<updated>2011-09-21T21:05:09Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153195 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:20, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
For use on standard weapons.&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;
| ADJECTIVE&lt;br /&gt;
| adjective&lt;br /&gt;
| Appears before the name of the weapon's material. Eg. &amp;quot;large Obsidian dagger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_STONE&lt;br /&gt;
| &lt;br /&gt;
| Can be made out of SHARP (unmodded: obsidian) stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRIT_BOOST:&lt;br /&gt;
| value&lt;br /&gt;
| Increases the chance of a weapon piercing internal organs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [DAMAGE:''&amp;lt;damage amount&amp;gt;'':''&amp;lt;damage type&amp;gt;'']&lt;br /&gt;
| dmg amount - value&lt;br /&gt;
dmg type - (slash, burn, etc.)&lt;br /&gt;
| Sets the amount and the type of {{L|Damage}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINIMUM_SIZE:&lt;br /&gt;
| value&lt;br /&gt;
| The size a creature must be in order to use this weapon.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_SIZE:&lt;br /&gt;
| value&lt;br /&gt;
| How much material is needed to make the item. Is most important with bars. The number of bars needed is the value divided by three.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RANGED:''&amp;lt;skill type&amp;gt;'':''&amp;lt;ammo type&amp;gt;''&lt;br /&gt;
| skill type - weapon skill type&lt;br /&gt;
ammo type - anything&lt;br /&gt;
| This sets what weapon skill will be gained when this weapon is fired and what type of ammo can be fired by this weapon. Ammunition definitions have DAMAGE and CLASS - CLASS determines what ammo type it matches. Also allows this weapon to be constructed at a bowyer's workshop. For a list of skill tokens see {{L|Skill token}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL&lt;br /&gt;
| weapon skill type (axe, sword, etc.)&lt;br /&gt;
| The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting. For a list of skill tokens see {{L|Skill token}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STICK_CHANCE&lt;br /&gt;
| value&lt;br /&gt;
| The chance of a weapon sticking in a target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWO_HANDED&lt;br /&gt;
| value&lt;br /&gt;
| Creatures wielding this weapon that are above the minimum size but their size is below this number must wield this weapon with two hands. (''Currently only affects fortress mode as an adventurer can wield anything in one hand.'')&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEIGHT&lt;br /&gt;
| value&lt;br /&gt;
| How much an item weighs.&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>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153212</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153212"/>
		<updated>2011-09-21T21:04:49Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Reports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&amp;amp;diff=153193&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&amp;amp;diff=153194&amp;amp;oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&amp;amp;diff=153195&amp;amp;oldid=prev edit]. --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&amp;amp;curid=18784&amp;amp;diff=152872&amp;amp;oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)&lt;br /&gt;
:At Wikipedia we'd call that a &amp;quot;test edit&amp;quot; - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet.  My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)&lt;br /&gt;
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:String_dump&amp;diff=153211</id>
		<title>40d:String dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:String_dump&amp;diff=153211"/>
		<updated>2011-09-21T21:03:30Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153194 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Unrated}}{{av}}&lt;br /&gt;
The following is a dump of all text strings found within dwarfort.exe.  Scholars of the game may pick up clues from these strings as to what kind of behaviors and data are hard-coded within the game (as opposed to being contained in the {{L|raws}}).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
From version 0.28.181.40d:&lt;br /&gt;
&lt;br /&gt;
  inflate 1.2.1 Copyright 1995-2003 Mark Adler &lt;br /&gt;
  deflate 1.2.1 Copyright 1995-2003 Jean-loup Gailly &lt;br /&gt;
 1.2.1&lt;br /&gt;
 invalid block type&lt;br /&gt;
 invalid stored block lengths&lt;br /&gt;
 too many length or distance symbols&lt;br /&gt;
 invalid code lengths set&lt;br /&gt;
 invalid bit length repeat&lt;br /&gt;
 invalid literal/lengths set&lt;br /&gt;
 invalid distances set&lt;br /&gt;
 invalid literal/length code&lt;br /&gt;
 invalid distance code&lt;br /&gt;
 invalid distance too far back&lt;br /&gt;
 incorrect header check&lt;br /&gt;
 unknown compression method&lt;br /&gt;
 invalid window size&lt;br /&gt;
 unknown header flags set&lt;br /&gt;
 header crc mismatch&lt;br /&gt;
 incorrect data check&lt;br /&gt;
 incorrect length check&lt;br /&gt;
 incompatible version&lt;br /&gt;
 buffer error&lt;br /&gt;
 insufficient memory&lt;br /&gt;
 data error&lt;br /&gt;
 stream error&lt;br /&gt;
 file error&lt;br /&gt;
 stream end&lt;br /&gt;
 need dictionary&lt;br /&gt;
 bad allocation&lt;br /&gt;
 TRANS_NAME&lt;br /&gt;
 FIRST_NAME&lt;br /&gt;
 PRO_POS&lt;br /&gt;
 PRO_OBJ&lt;br /&gt;
 PRO_SUB&lt;br /&gt;
 PRO_REF&lt;br /&gt;
 vector&amp;lt;T&amp;gt; too long&lt;br /&gt;
  &lt;br /&gt;
 A group of &lt;br /&gt;
 migrants, &lt;br /&gt;
 , has arrived.&lt;br /&gt;
 migrants has arrived.&lt;br /&gt;
 C&lt;br /&gt;
 data&lt;br /&gt;
 data/save&lt;br /&gt;
 data/save/current&lt;br /&gt;
 data/save/current/art_image-&lt;br /&gt;
 .dat&lt;br /&gt;
 art_image-&lt;br /&gt;
 data/save/current/&lt;br /&gt;
 /&lt;br /&gt;
 data/save/&lt;br /&gt;
  is &lt;br /&gt;
  are &lt;br /&gt;
  prostrating &lt;br /&gt;
 themselves&lt;br /&gt;
  before &lt;br /&gt;
  torturing &lt;br /&gt;
  committing a depraved act upon &lt;br /&gt;
  devouring &lt;br /&gt;
  admiring &lt;br /&gt;
  burning &lt;br /&gt;
  shooting &lt;br /&gt;
  surrounded by &lt;br /&gt;
  massacring &lt;br /&gt;
  fighting with &lt;br /&gt;
  greeting &lt;br /&gt;
  refusing &lt;br /&gt;
  speaking with &lt;br /&gt;
  embracing &lt;br /&gt;
  striking down &lt;br /&gt;
  raising &lt;br /&gt;
  hiding &lt;br /&gt;
  praying to &lt;br /&gt;
  contemplating &lt;br /&gt;
  cooking &lt;br /&gt;
  engraving &lt;br /&gt;
  impaled on &lt;br /&gt;
  being flayed by &lt;br /&gt;
  hanging from &lt;br /&gt;
  being mutilated by &lt;br /&gt;
 .  &lt;br /&gt;
  praying&lt;br /&gt;
  weeping&lt;br /&gt;
  cringing&lt;br /&gt;
  screaming&lt;br /&gt;
  being tortured&lt;br /&gt;
  committing a depraved act&lt;br /&gt;
  making a submissive gesture&lt;br /&gt;
  in a fetal position&lt;br /&gt;
  smeared out into a spiral&lt;br /&gt;
  falling&lt;br /&gt;
  dead&lt;br /&gt;
  laughing&lt;br /&gt;
  being shot&lt;br /&gt;
  making a plaintive gesture&lt;br /&gt;
  melting&lt;br /&gt;
  burning&lt;br /&gt;
 looks&lt;br /&gt;
 look&lt;br /&gt;
  dejected&lt;br /&gt;
  terrified&lt;br /&gt;
  offended&lt;br /&gt;
  confused&lt;br /&gt;
  suffering&lt;br /&gt;
  withering away&lt;br /&gt;
  striking a menacing pose&lt;br /&gt;
  striking a triumphant pose&lt;br /&gt;
  laboring&lt;br /&gt;
  traveling&lt;br /&gt;
  contemplating&lt;br /&gt;
  cooking&lt;br /&gt;
  engraving&lt;br /&gt;
  unnaturally contorted&lt;br /&gt;
  being flayed&lt;br /&gt;
  being mutilated&lt;br /&gt;
 the &lt;br /&gt;
 a &lt;br /&gt;
 two &lt;br /&gt;
 three &lt;br /&gt;
 four &lt;br /&gt;
 five &lt;br /&gt;
  the &lt;br /&gt;
  the deity of &lt;br /&gt;
 , &lt;br /&gt;
  and &lt;br /&gt;
 , depicted as a &lt;br /&gt;
 female &lt;br /&gt;
 male &lt;br /&gt;
 s&lt;br /&gt;
 bad cast&lt;br /&gt;
&lt;br /&gt;
 false&lt;br /&gt;
 true&lt;br /&gt;
 ios_base::badbit set&lt;br /&gt;
 ios_base::failbit set&lt;br /&gt;
 ios_base::eofbit set&lt;br /&gt;
 pus&lt;br /&gt;
 ichor&lt;br /&gt;
 goo&lt;br /&gt;
 blood&lt;br /&gt;
 KILL_ENTITY_MEMBER&lt;br /&gt;
 KILL_NEUTRAL&lt;br /&gt;
 KILL_ENEMY&lt;br /&gt;
 KILL_ANIMAL&lt;br /&gt;
 EAT_SAPIENT_OTHER&lt;br /&gt;
 EAT_SAPIENT_KILL&lt;br /&gt;
 MAKE_TROPHY_SAME_RACE&lt;br /&gt;
 MAKE_TROPHY_SAPIENT&lt;br /&gt;
 MAKE_TROPHY_ANIMAL&lt;br /&gt;
 KILL_PLANT&lt;br /&gt;
 TORTURE_AS_EXAMPLE&lt;br /&gt;
 TORTURE_FOR_INFORMATION&lt;br /&gt;
 TORTURE_FOR_FUN&lt;br /&gt;
 TORTURE_ANIMALS&lt;br /&gt;
 TREASON&lt;br /&gt;
 OATH_BREAKING&lt;br /&gt;
 LYING&lt;br /&gt;
 VANDALISM&lt;br /&gt;
 TRESPASSING&lt;br /&gt;
 THEFT&lt;br /&gt;
 ASSAULT&lt;br /&gt;
 SLAVERY&lt;br /&gt;
 Unrecognized Ethic Action Token: &lt;br /&gt;
 NOT_APPLICABLE&lt;br /&gt;
 ACCEPTABLE&lt;br /&gt;
 PERSONAL_MATTER&lt;br /&gt;
 JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
 JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
 JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
 JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
 ONLY_IF_SANCTIONED&lt;br /&gt;
 MISGUIDED&lt;br /&gt;
 SHUN&lt;br /&gt;
 APPALLING&lt;br /&gt;
 PUNISH_REPRIMAND&lt;br /&gt;
 PUNISH_SERIOUS&lt;br /&gt;
 PUNISH_EXILE&lt;br /&gt;
 PUNISH_CAPITAL&lt;br /&gt;
 UNTHINKABLE&lt;br /&gt;
 Unrecognized Ethic Response Token: &lt;br /&gt;
 ROAD&lt;br /&gt;
 TUNNEL&lt;br /&gt;
 BRIDGE&lt;br /&gt;
 WALL&lt;br /&gt;
 Unrecognized World Construction Token: &lt;br /&gt;
 PANTHEON&lt;br /&gt;
 REGIONAL_FORCE&lt;br /&gt;
 ANY_APPROPRIATE_POWER&lt;br /&gt;
 Unrecognized Religion Token: &lt;br /&gt;
 SPRING&lt;br /&gt;
 SUMMER&lt;br /&gt;
 AUTUMN&lt;br /&gt;
 WINTER&lt;br /&gt;
 Unrecognized Season Token: &lt;br /&gt;
 AGRICULTURE&lt;br /&gt;
 ANIMALS&lt;br /&gt;
 ART&lt;br /&gt;
 BALANCE&lt;br /&gt;
 BEAUTY&lt;br /&gt;
 BIRTH&lt;br /&gt;
 BLIGHT&lt;br /&gt;
 BOUNDARIES&lt;br /&gt;
 CAVERNS&lt;br /&gt;
 CHAOS&lt;br /&gt;
 CHARITY&lt;br /&gt;
 CHILDREN&lt;br /&gt;
 COASTS&lt;br /&gt;
 CONSOLATION&lt;br /&gt;
 COURAGE&lt;br /&gt;
 CRAFTS&lt;br /&gt;
 CREATION&lt;br /&gt;
 DANCE&lt;br /&gt;
 DARKNESS&lt;br /&gt;
 DAWN&lt;br /&gt;
 DAY&lt;br /&gt;
 DEATH&lt;br /&gt;
 DEFORMITY&lt;br /&gt;
 DEPRAVITY&lt;br /&gt;
 DISCIPLINE&lt;br /&gt;
 DISEASE&lt;br /&gt;
 DREAMS&lt;br /&gt;
 DUSK&lt;br /&gt;
 DUTY&lt;br /&gt;
 EARTH&lt;br /&gt;
 FAMILY&lt;br /&gt;
 FAME&lt;br /&gt;
 FATE&lt;br /&gt;
 FERTILITY&lt;br /&gt;
 FESTIVALS&lt;br /&gt;
 FIRE&lt;br /&gt;
 FISH&lt;br /&gt;
 FISHING&lt;br /&gt;
 FOOD&lt;br /&gt;
 FORGIVENESS&lt;br /&gt;
 FORTRESSES&lt;br /&gt;
 FREEDOM&lt;br /&gt;
 GAMBLING&lt;br /&gt;
 GAMES&lt;br /&gt;
 GENEROSITY&lt;br /&gt;
 HAPPINESS&lt;br /&gt;
 HEALING&lt;br /&gt;
 HOSPITALITY&lt;br /&gt;
 HUNTING&lt;br /&gt;
 INSPIRATION&lt;br /&gt;
 JEALOUSY&lt;br /&gt;
 JEWELS&lt;br /&gt;
 JUSTICE&lt;br /&gt;
 LABOR&lt;br /&gt;
 LAKES&lt;br /&gt;
 LAWS&lt;br /&gt;
 LIES&lt;br /&gt;
 LIGHT&lt;br /&gt;
 LIGHTNING&lt;br /&gt;
 LONGEVITY&lt;br /&gt;
 LOVE&lt;br /&gt;
 LOYALTY&lt;br /&gt;
 LUCK&lt;br /&gt;
 LUST&lt;br /&gt;
 MARRIAGE&lt;br /&gt;
 MERCY&lt;br /&gt;
 METALS&lt;br /&gt;
 MINERALS&lt;br /&gt;
 MISERY&lt;br /&gt;
 MIST&lt;br /&gt;
 MOON&lt;br /&gt;
 MOUNTAINS&lt;br /&gt;
 MUCK&lt;br /&gt;
 MURDER&lt;br /&gt;
 MUSIC&lt;br /&gt;
 NATURE&lt;br /&gt;
 NIGHT&lt;br /&gt;
 NIGHTMARES&lt;br /&gt;
 OATHS&lt;br /&gt;
 OCEANS&lt;br /&gt;
 ORDER&lt;br /&gt;
 PAINTING&lt;br /&gt;
 PEACE&lt;br /&gt;
 PERSUASION&lt;br /&gt;
 PLANTS&lt;br /&gt;
 POETRY&lt;br /&gt;
 PREGNANCY&lt;br /&gt;
 RAIN&lt;br /&gt;
 RAINBOWS&lt;br /&gt;
 REBIRTH&lt;br /&gt;
 REVELRY&lt;br /&gt;
 REVENGE&lt;br /&gt;
 RIVERS&lt;br /&gt;
 RULERSHIP&lt;br /&gt;
 RUMOR&lt;br /&gt;
 SACRIFICE&lt;br /&gt;
 SALT&lt;br /&gt;
 SCHOLARSHIP&lt;br /&gt;
 SEASONS&lt;br /&gt;
 SILENCE&lt;br /&gt;
 SKY&lt;br /&gt;
 SONG&lt;br /&gt;
 SPEECH&lt;br /&gt;
 STARS&lt;br /&gt;
 STORMS&lt;br /&gt;
 STRENGTH&lt;br /&gt;
 SUICIDE&lt;br /&gt;
 SUN&lt;br /&gt;
 THRALLDOM&lt;br /&gt;
 THUNDER&lt;br /&gt;
 TORTURE&lt;br /&gt;
 TRADE&lt;br /&gt;
 TRAVELERS&lt;br /&gt;
 TREACHERY&lt;br /&gt;
 TREES&lt;br /&gt;
 TRICKERY&lt;br /&gt;
 TRUTH&lt;br /&gt;
 TWILIGHT&lt;br /&gt;
 VALOR&lt;br /&gt;
 VICTORY&lt;br /&gt;
 VOLCANOS&lt;br /&gt;
 WAR&lt;br /&gt;
 WATER&lt;br /&gt;
 WEALTH&lt;br /&gt;
 WEATHER&lt;br /&gt;
 WIND&lt;br /&gt;
 WISDOM&lt;br /&gt;
 WRITING&lt;br /&gt;
 YOUTH&lt;br /&gt;
 Unrecognized Sphere Token: &lt;br /&gt;
 OWN_RACE&lt;br /&gt;
 FANCIFUL&lt;br /&gt;
 EVIL&lt;br /&gt;
 GOOD&lt;br /&gt;
 Unrecognized Art Facet Token: &lt;br /&gt;
 CREATURE&lt;br /&gt;
 PLANT&lt;br /&gt;
 TREE&lt;br /&gt;
 SHAPE&lt;br /&gt;
 ITEM&lt;br /&gt;
 Unrecognized Art Image Element Token: &lt;br /&gt;
 ART_IMAGE&lt;br /&gt;
 COVERED&lt;br /&gt;
 RINGS_HANGING&lt;br /&gt;
 BANDS&lt;br /&gt;
 SPIKES&lt;br /&gt;
 ITEMSPECIFIC&lt;br /&gt;
 THREAD&lt;br /&gt;
 CLOTH&lt;br /&gt;
 SEWN_IMAGE&lt;br /&gt;
 Unrecognized Item Improvement Token: &lt;br /&gt;
 PLAYER_FORTRESS&lt;br /&gt;
 DARK_FORTRESS&lt;br /&gt;
 CAVE&lt;br /&gt;
 CAVE_DETAILED&lt;br /&gt;
 TREE_CITY&lt;br /&gt;
 CITY&lt;br /&gt;
 RUIN&lt;br /&gt;
 Unrecognized Site Token: &lt;br /&gt;
 DEFAULT&lt;br /&gt;
 GUARD&lt;br /&gt;
 ROYALGUARD&lt;br /&gt;
 ZOMBIE&lt;br /&gt;
 SKELETON&lt;br /&gt;
 ADVENTURER&lt;br /&gt;
 Unrecognized Creature Texture Token: &lt;br /&gt;
 MOTHER&lt;br /&gt;
 FATHER&lt;br /&gt;
 SPOUSE&lt;br /&gt;
 CHILD&lt;br /&gt;
 DEITY&lt;br /&gt;
 LOVER&lt;br /&gt;
 Unrecognized Historical Figure Hist Fig Link Token: &lt;br /&gt;
 LEADER&lt;br /&gt;
 MAYOR&lt;br /&gt;
 ROYAL_GUARD&lt;br /&gt;
 MERCENARY&lt;br /&gt;
 FORMER_MERCENARY&lt;br /&gt;
 ENEMY&lt;br /&gt;
 CRIMINAL&lt;br /&gt;
 MEMBER&lt;br /&gt;
 FORMER_MEMBER&lt;br /&gt;
 MANAGER&lt;br /&gt;
 BOOKKEEPER&lt;br /&gt;
 BROKER&lt;br /&gt;
 SHERIFF&lt;br /&gt;
 GUARD_CAPTAIN&lt;br /&gt;
 CAPTAIN_OF_THE_GUARD&lt;br /&gt;
 MERCHANT_NOBILITY&lt;br /&gt;
 OUTPOST_LIAISON&lt;br /&gt;
 DIPLOMAT&lt;br /&gt;
 HIGH_PRIEST&lt;br /&gt;
 SLAVE&lt;br /&gt;
 FORMER_SLAVE&lt;br /&gt;
 PRISONER&lt;br /&gt;
 FORMER_PRISONER&lt;br /&gt;
 PRIEST&lt;br /&gt;
 SHOPKEEPER&lt;br /&gt;
 MINER&lt;br /&gt;
 WOODWORKER&lt;br /&gt;
 CARPENTER&lt;br /&gt;
 BOWYER&lt;br /&gt;
 WOODCUTTER&lt;br /&gt;
 STONEWORKER&lt;br /&gt;
 ENGRAVER&lt;br /&gt;
 MASON&lt;br /&gt;
 RANGER&lt;br /&gt;
 ANIMAL_CARETAKER&lt;br /&gt;
 ANIMAL_TRAINER&lt;br /&gt;
 HUNTER&lt;br /&gt;
 TRAPPER&lt;br /&gt;
 ANIMAL_DISSECTOR&lt;br /&gt;
 METALSMITH&lt;br /&gt;
 FURNACE_OPERATOR&lt;br /&gt;
 WEAPONSMITH&lt;br /&gt;
 ARMORER&lt;br /&gt;
 BLACKSMITH&lt;br /&gt;
 METALCRAFTER&lt;br /&gt;
 JEWELER&lt;br /&gt;
 GEM_CUTTER&lt;br /&gt;
 GEM_SETTER&lt;br /&gt;
 CRAFTSMAN&lt;br /&gt;
 WOODCRAFTER&lt;br /&gt;
 STONECRAFTER&lt;br /&gt;
 LEATHERWORKER&lt;br /&gt;
 BONE_CARVER&lt;br /&gt;
 WEAVER&lt;br /&gt;
 CLOTHIER&lt;br /&gt;
 GLASSMAKER&lt;br /&gt;
 STRAND_EXTRACTOR&lt;br /&gt;
 KING&lt;br /&gt;
 KING_CONSORT&lt;br /&gt;
 FISHERY_WORKER&lt;br /&gt;
 FISHERMAN&lt;br /&gt;
 FISH_DISSECTOR&lt;br /&gt;
 FISH_CLEANER&lt;br /&gt;
 FARMER&lt;br /&gt;
 CHEESE_MAKER&lt;br /&gt;
 MILKER&lt;br /&gt;
 COOK&lt;br /&gt;
 THRESHER&lt;br /&gt;
 MILLER&lt;br /&gt;
 BUTCHER&lt;br /&gt;
 TANNER&lt;br /&gt;
 DYER&lt;br /&gt;
 PLANTER&lt;br /&gt;
 HERBALIST&lt;br /&gt;
 BREWER&lt;br /&gt;
 SOAP_MAKER&lt;br /&gt;
 POTASH_MAKER&lt;br /&gt;
 LYE_MAKER&lt;br /&gt;
 WOOD_BURNER&lt;br /&gt;
 ENGINEER&lt;br /&gt;
 MECHANIC&lt;br /&gt;
 SIEGE_ENGINEER&lt;br /&gt;
 SIEGE_OPERATOR&lt;br /&gt;
 PUMP_OPERATOR&lt;br /&gt;
 CLERK&lt;br /&gt;
 ARCHITECT&lt;br /&gt;
 ADMINISTRATOR&lt;br /&gt;
 TRADER&lt;br /&gt;
 TAXCOLLECTOR&lt;br /&gt;
 EXECUTIONER&lt;br /&gt;
 BARON&lt;br /&gt;
 COUNT&lt;br /&gt;
 DUKE&lt;br /&gt;
 BARON_CONSORT&lt;br /&gt;
 COUNT_CONSORT&lt;br /&gt;
 DUKE_CONSORT&lt;br /&gt;
 PHILOSOPHER&lt;br /&gt;
 ADVISOR&lt;br /&gt;
 ALCHEMIST&lt;br /&gt;
 DUNGEONMASTER&lt;br /&gt;
 MERCHANT&lt;br /&gt;
 GUILDREP&lt;br /&gt;
 MERCHANTBARON&lt;br /&gt;
 MERCHANTPRINCE&lt;br /&gt;
 OUTPOSTLIAISON&lt;br /&gt;
 DRUID&lt;br /&gt;
 CHAMPION&lt;br /&gt;
 HAMMERMAN&lt;br /&gt;
 MASTER_HAMMERMAN&lt;br /&gt;
 SPEARMAN&lt;br /&gt;
 MASTER_SPEARMAN&lt;br /&gt;
 CROSSBOWMAN&lt;br /&gt;
 MASTER_CROSSBOWMAN&lt;br /&gt;
 WRESTLER&lt;br /&gt;
 MASTER_WRESTLER&lt;br /&gt;
 AXEMAN&lt;br /&gt;
 MASTER_AXEMAN&lt;br /&gt;
 SWORDSMAN&lt;br /&gt;
 MASTER_SWORDSMAN&lt;br /&gt;
 MACEMAN&lt;br /&gt;
 MASTER_MACEMAN&lt;br /&gt;
 PIKEMAN&lt;br /&gt;
 MASTER_PIKEMAN&lt;br /&gt;
 BOWMAN&lt;br /&gt;
 MASTER_BOWMAN&lt;br /&gt;
 BLOWGUNMAN&lt;br /&gt;
 MASTER_BLOWGUNMAN&lt;br /&gt;
 RECRUIT&lt;br /&gt;
 TRAINED_HUNTER&lt;br /&gt;
 TRAINED_WAR&lt;br /&gt;
 MASTER_THIEF&lt;br /&gt;
 THIEF&lt;br /&gt;
 STANDARD&lt;br /&gt;
 BABY&lt;br /&gt;
 DRUNK&lt;br /&gt;
 LASHER&lt;br /&gt;
 MASTER_LASHER&lt;br /&gt;
 NONE&lt;br /&gt;
 Unrecognized Unit Type Token: &lt;br /&gt;
 BLUDGEON&lt;br /&gt;
 SLASH&lt;br /&gt;
 GORE&lt;br /&gt;
 PIERCE&lt;br /&gt;
 BURN&lt;br /&gt;
 HEAT&lt;br /&gt;
 COLD&lt;br /&gt;
 Unrecognized Damage Token: &lt;br /&gt;
 MINING&lt;br /&gt;
 WOODCUTTING&lt;br /&gt;
 CARPENTRY&lt;br /&gt;
 DETAILSTONE&lt;br /&gt;
 MASONRY&lt;br /&gt;
 ANIMALTRAIN&lt;br /&gt;
 ANIMALCARE&lt;br /&gt;
 DISSECT_FISH&lt;br /&gt;
 DISSECT_VERMIN&lt;br /&gt;
 PROCESSFISH&lt;br /&gt;
 TRAPPING&lt;br /&gt;
 WEAVING&lt;br /&gt;
 BREWING&lt;br /&gt;
 ALCHEMY&lt;br /&gt;
 CLOTHESMAKING&lt;br /&gt;
 MILLING&lt;br /&gt;
 PROCESSPLANTS&lt;br /&gt;
 CHEESEMAKING&lt;br /&gt;
 MILK&lt;br /&gt;
 HERBALISM&lt;br /&gt;
 SMELT&lt;br /&gt;
 EXTRACT_STRAND&lt;br /&gt;
 FORGE_WEAPON&lt;br /&gt;
 FORGE_ARMOR&lt;br /&gt;
 FORGE_FURNITURE&lt;br /&gt;
 CUTGEM&lt;br /&gt;
 ENCRUSTGEM&lt;br /&gt;
 WOODCRAFT&lt;br /&gt;
 STONECRAFT&lt;br /&gt;
 METALCRAFT&lt;br /&gt;
 LEATHERWORK&lt;br /&gt;
 BONECARVE&lt;br /&gt;
 UNARMED&lt;br /&gt;
 AXE&lt;br /&gt;
 SWORD&lt;br /&gt;
 DAGGER&lt;br /&gt;
 MACE&lt;br /&gt;
 HAMMER&lt;br /&gt;
 SPEAR&lt;br /&gt;
 CROSSBOW&lt;br /&gt;
 SHIELD&lt;br /&gt;
 ARMOR&lt;br /&gt;
 SIEGECRAFT&lt;br /&gt;
 SIEGEOPERATE&lt;br /&gt;
 OPERATE_PUMP&lt;br /&gt;
 PIKE&lt;br /&gt;
 WHIP&lt;br /&gt;
 BOW&lt;br /&gt;
 BLOWGUN&lt;br /&gt;
 THROW&lt;br /&gt;
 MECHANICS&lt;br /&gt;
 MAGIC_NATURE&lt;br /&gt;
 SNEAK&lt;br /&gt;
 DESIGNBUILDING&lt;br /&gt;
 WOOD_BURNING&lt;br /&gt;
 LYE_MAKING&lt;br /&gt;
 POTASH_MAKING&lt;br /&gt;
 SOAP_MAKING&lt;br /&gt;
 SWIMMING&lt;br /&gt;
 NEGOTIATION&lt;br /&gt;
 JUDGING_INTENT&lt;br /&gt;
 APPRAISAL&lt;br /&gt;
 ORGANIZATION&lt;br /&gt;
 RECORD_KEEPING&lt;br /&gt;
 INTIMIDATION&lt;br /&gt;
 CONVERSATION&lt;br /&gt;
 COMEDY&lt;br /&gt;
 FLATTERY&lt;br /&gt;
 CONSOLE&lt;br /&gt;
 PACIFY&lt;br /&gt;
 TRACKING&lt;br /&gt;
 Unrecognized Skill Token: &lt;br /&gt;
 WOOD&lt;br /&gt;
 STONE&lt;br /&gt;
 METAL&lt;br /&gt;
 BONE&lt;br /&gt;
 IVORY&lt;br /&gt;
 HORN&lt;br /&gt;
 AMBER&lt;br /&gt;
 CORAL&lt;br /&gt;
 PEARL&lt;br /&gt;
 SHELL&lt;br /&gt;
 LEATHER&lt;br /&gt;
 SILK&lt;br /&gt;
 PLANT_ALCOHOL&lt;br /&gt;
 GLASS_GREEN&lt;br /&gt;
 GLASS_CLEAR&lt;br /&gt;
 GLASS_CRYSTAL&lt;br /&gt;
 SAND&lt;br /&gt;
 COAL&lt;br /&gt;
 POTASH&lt;br /&gt;
 ASH&lt;br /&gt;
 PEARLASH&lt;br /&gt;
 LYE&lt;br /&gt;
 RENDERED_FAT&lt;br /&gt;
 SOAP_ANIMAL&lt;br /&gt;
 FAT&lt;br /&gt;
 MUD&lt;br /&gt;
 VOMIT&lt;br /&gt;
 BLOOD_NONSPECIFIC&lt;br /&gt;
 BLOOD_SPECIFIC&lt;br /&gt;
 SLIME&lt;br /&gt;
 FILTH_B&lt;br /&gt;
 FILTH_Y&lt;br /&gt;
 UNKNOWN_SUBSTANCE&lt;br /&gt;
 GRIME&lt;br /&gt;
 Unrecognized Material Token: &lt;br /&gt;
 FORCED&lt;br /&gt;
 UNCOMMON&lt;br /&gt;
 RARE&lt;br /&gt;
 BAR&lt;br /&gt;
 SMALLGEM&lt;br /&gt;
 BLOCKS&lt;br /&gt;
 ROUGH&lt;br /&gt;
 DOOR&lt;br /&gt;
 FLOODGATE&lt;br /&gt;
 HATCH_COVER&lt;br /&gt;
 GRATE&lt;br /&gt;
 BED&lt;br /&gt;
 CHAIR&lt;br /&gt;
 CHAIN&lt;br /&gt;
 FLASK&lt;br /&gt;
 GOBLET&lt;br /&gt;
 INSTRUMENT&lt;br /&gt;
 TOY&lt;br /&gt;
 WINDOW&lt;br /&gt;
 CAGE&lt;br /&gt;
 BARREL&lt;br /&gt;
 BUCKET&lt;br /&gt;
 ANIMALTRAP&lt;br /&gt;
 TABLE&lt;br /&gt;
 COFFIN&lt;br /&gt;
 STATUE&lt;br /&gt;
 QUERN&lt;br /&gt;
 MILLSTONE&lt;br /&gt;
 CORPSE&lt;br /&gt;
 WEAPON&lt;br /&gt;
 SHOES&lt;br /&gt;
 HELM&lt;br /&gt;
 GLOVES&lt;br /&gt;
 BOX&lt;br /&gt;
 BIN&lt;br /&gt;
 ARMORSTAND&lt;br /&gt;
 WEAPONRACK&lt;br /&gt;
 CABINET&lt;br /&gt;
 FIGURINE&lt;br /&gt;
 AMULET&lt;br /&gt;
 SCEPTER&lt;br /&gt;
 AMMO&lt;br /&gt;
 CROWN&lt;br /&gt;
 RING&lt;br /&gt;
 EARRING&lt;br /&gt;
 BRACELET&lt;br /&gt;
 GEM&lt;br /&gt;
 ANVIL&lt;br /&gt;
 CORPSEPIECE&lt;br /&gt;
 REMAINS&lt;br /&gt;
 MEAT&lt;br /&gt;
 FISH_RAW&lt;br /&gt;
 VERMIN&lt;br /&gt;
 PET&lt;br /&gt;
 SEEDS&lt;br /&gt;
 SKIN_RAW&lt;br /&gt;
 SKIN_TANNED&lt;br /&gt;
 BONES&lt;br /&gt;
 LEAVES&lt;br /&gt;
 TOTEM&lt;br /&gt;
 SKULL&lt;br /&gt;
 PANTS&lt;br /&gt;
 BACKPACK&lt;br /&gt;
 QUIVER&lt;br /&gt;
 CATAPULTPARTS&lt;br /&gt;
 BALLISTAPARTS&lt;br /&gt;
 SIEGEAMMO&lt;br /&gt;
 BALLISTAARROWHEAD&lt;br /&gt;
 TRAPPARTS&lt;br /&gt;
 TRAPCOMP&lt;br /&gt;
 EXTRACT&lt;br /&gt;
 POTION&lt;br /&gt;
 DRINK&lt;br /&gt;
 POWDER_MISC&lt;br /&gt;
 CHEESE&lt;br /&gt;
 LIQUID_MISC&lt;br /&gt;
 COIN&lt;br /&gt;
 GLOB&lt;br /&gt;
 ROCK&lt;br /&gt;
 PIPE_SECTION&lt;br /&gt;
 Unrecognized Item Token: &lt;br /&gt;
 CIV&lt;br /&gt;
 SITE&lt;br /&gt;
 VESSEL&lt;br /&gt;
 RELIGION&lt;br /&gt;
 TEMPLE&lt;br /&gt;
 BATTLE&lt;br /&gt;
 SIEGE&lt;br /&gt;
 errorlog.txt&lt;br /&gt;
 map_rejection_log.txt&lt;br /&gt;
 gamelog.txt&lt;br /&gt;
 COKE&lt;br /&gt;
 CHARCOAL&lt;br /&gt;
 NO_MATGLOSS&lt;br /&gt;
 Unrecognized Coal Token: &lt;br /&gt;
 USE_RACEGLOSS&lt;br /&gt;
 Unrecognized Wood Token: &lt;br /&gt;
 Unrecognized Plant Token: &lt;br /&gt;
 Unrecognized Plant Alcohol Token: &lt;br /&gt;
 USE_LAVA_STONE&lt;br /&gt;
 Unrecognized Stone Token: &lt;br /&gt;
 Unrecognized Metal Token: &lt;br /&gt;
 No Appropriate Nonspecific Blood Types in Token: &lt;br /&gt;
 Unrecognized Leather Token: &lt;br /&gt;
 Unrecognized Silk Token: &lt;br /&gt;
 Unrecognized Specific Blood Token: &lt;br /&gt;
 Unrecognized Bone Token: &lt;br /&gt;
 VEIN&lt;br /&gt;
 CLUSTER&lt;br /&gt;
 CLUSTER_SMALL&lt;br /&gt;
 CLUSTER_ONE&lt;br /&gt;
 Unrecognized Inclusion Type Token: &lt;br /&gt;
 NW&lt;br /&gt;
 NE&lt;br /&gt;
 SW&lt;br /&gt;
 SE&lt;br /&gt;
 West&lt;br /&gt;
 East&lt;br /&gt;
 North&lt;br /&gt;
 South&lt;br /&gt;
 Below&lt;br /&gt;
 Above&lt;br /&gt;
 Here&lt;br /&gt;
 /Below&lt;br /&gt;
 /Above&lt;br /&gt;
 gooey&lt;br /&gt;
 slimy&lt;br /&gt;
 vomitous&lt;br /&gt;
 bloody&lt;br /&gt;
 purulent&lt;br /&gt;
 ichorous&lt;br /&gt;
 slimy &lt;br /&gt;
 vomitous &lt;br /&gt;
 mixture of &lt;br /&gt;
 pool of &lt;br /&gt;
 slurry of &lt;br /&gt;
 All&lt;br /&gt;
 Leather&lt;br /&gt;
 Cloth (Plant)&lt;br /&gt;
 Cloth (Silk)&lt;br /&gt;
 Crafts&lt;br /&gt;
 Wood&lt;br /&gt;
 Pets&lt;br /&gt;
 Drinks&lt;br /&gt;
 Cheeses&lt;br /&gt;
 Powders&lt;br /&gt;
 Extracts&lt;br /&gt;
 Meat/Fish&lt;br /&gt;
 Plants&lt;br /&gt;
 Meat/Fish Recipes&lt;br /&gt;
 Other Recipes&lt;br /&gt;
 Metal Bars&lt;br /&gt;
 Small Cut Gems&lt;br /&gt;
 Large Cut Gems&lt;br /&gt;
 Stone Blocks&lt;br /&gt;
 Seeds&lt;br /&gt;
 Anvils&lt;br /&gt;
 Weapons&lt;br /&gt;
 Bodywear&lt;br /&gt;
 Ammo&lt;br /&gt;
 Trap Components&lt;br /&gt;
 Digging Implements&lt;br /&gt;
 Headwear&lt;br /&gt;
 Handwear&lt;br /&gt;
 Footwear&lt;br /&gt;
 Legwear&lt;br /&gt;
 Shields&lt;br /&gt;
 Toys&lt;br /&gt;
 Instruments&lt;br /&gt;
 Stone&lt;br /&gt;
 Cages&lt;br /&gt;
 Bags (Leather)&lt;br /&gt;
 Bags (Plant)&lt;br /&gt;
 Bags (Silk)&lt;br /&gt;
 Thread (Plant)&lt;br /&gt;
 Thread (Silk)&lt;br /&gt;
 Ropes (Plant)&lt;br /&gt;
 Ropes (Silk)&lt;br /&gt;
 Barrels&lt;br /&gt;
 Miscellaneous&lt;br /&gt;
 Invalid&lt;br /&gt;
 Dungeon Commander&lt;br /&gt;
 Insane Mood&lt;br /&gt;
 Undead Hunt&lt;br /&gt;
 Sieger Patrol&lt;br /&gt;
 Maraude Target&lt;br /&gt;
 Sieger Basepoint&lt;br /&gt;
 Sieger Mill&lt;br /&gt;
 Ambush Patrol&lt;br /&gt;
 Marauder Mill&lt;br /&gt;
 Wilderness Curious Wander&lt;br /&gt;
 Wilderness Curious Steal Target&lt;br /&gt;
 Wilderness Roamer&lt;br /&gt;
 Pattern Patrol&lt;br /&gt;
 Inactive Marauder&lt;br /&gt;
 Owner&lt;br /&gt;
 Commander&lt;br /&gt;
 Chained Animal&lt;br /&gt;
 Meeting Location&lt;br /&gt;
 Meeting Location Building&lt;br /&gt;
 Depot&lt;br /&gt;
 Vermin Hunting&lt;br /&gt;
 Seek Commander&lt;br /&gt;
 Return to Base&lt;br /&gt;
 Mill Anywhere&lt;br /&gt;
 Wagon&lt;br /&gt;
 Mill Building&lt;br /&gt;
 Head for Edge&lt;br /&gt;
 Milling Flood&lt;br /&gt;
 Nonsense&lt;br /&gt;
 Come to Job Building&lt;br /&gt;
 Valid Pond Dump Unit&lt;br /&gt;
 Valid Pond Dump&lt;br /&gt;
 Conflict Defense&lt;br /&gt;
 Adventure Move&lt;br /&gt;
 Thief Target&lt;br /&gt;
 Check Chest&lt;br /&gt;
 Sleep Bed&lt;br /&gt;
 Sleep Barracks&lt;br /&gt;
 Sleep Ground&lt;br /&gt;
 Leave Wall&lt;br /&gt;
 Flee Terrain&lt;br /&gt;
 Tax Room&lt;br /&gt;
 Guard Taxes&lt;br /&gt;
 Ransack Taxes&lt;br /&gt;
 Get Empty Sand Bag&lt;br /&gt;
 Sand Zone&lt;br /&gt;
 Grab Cage&lt;br /&gt;
 Uncage Animal&lt;br /&gt;
 Capture Small Pet&lt;br /&gt;
 Grab Cage Unit&lt;br /&gt;
 Go to Cage&lt;br /&gt;
 Grab Animal Trap&lt;br /&gt;
 Cage Vermin&lt;br /&gt;
 Grab Unfill Bucket&lt;br /&gt;
 Seek Fill Bucket&lt;br /&gt;
 Seek Patient for Carry&lt;br /&gt;
 Carry Patient to Bed&lt;br /&gt;
 Seek Give Water Bucket&lt;br /&gt;
 Go to Give Water Target&lt;br /&gt;
 Seek Food for Target&lt;br /&gt;
 Seek Target for Food&lt;br /&gt;
 Seek Animal for Slaughter&lt;br /&gt;
 Seek Slaughter Building&lt;br /&gt;
 Seek Animal for Chain&lt;br /&gt;
 Seek Chain for Animal&lt;br /&gt;
 Seek Cage for Unchain&lt;br /&gt;
 Seek Animal for Unchain&lt;br /&gt;
 Grab Food for Taming&lt;br /&gt;
 Seek Animal for Taming&lt;br /&gt;
 Seek Drink Item&lt;br /&gt;
 Seek Food Item&lt;br /&gt;
 Seek Eating Chair&lt;br /&gt;
 Seek Eating Chair 2&lt;br /&gt;
 Seek Bad Mood Building&lt;br /&gt;
 Set Glass Mood Building&lt;br /&gt;
 Set Mood Building&lt;br /&gt;
 Seek Fell Victim&lt;br /&gt;
 Clean Building Site&lt;br /&gt;
 Reset Priority Goal&lt;br /&gt;
 Main Job Building&lt;br /&gt;
 Drop Off Job Items&lt;br /&gt;
 Grab Job Resources&lt;br /&gt;
 Work at Building&lt;br /&gt;
 Grab Clothing&lt;br /&gt;
 Grab Weapon&lt;br /&gt;
 Grab Ammunition&lt;br /&gt;
 Grab Shield&lt;br /&gt;
 Grab Armor&lt;br /&gt;
 Grab Helm&lt;br /&gt;
 Grab Boots&lt;br /&gt;
 Grab Gloves&lt;br /&gt;
 Grab Pants&lt;br /&gt;
 Grab Quiver&lt;br /&gt;
 Grab Backpack&lt;br /&gt;
 Grab Waterskin&lt;br /&gt;
 Start Hunt&lt;br /&gt;
 Start Fish&lt;br /&gt;
 Clean&lt;br /&gt;
 Hunt Vermin&lt;br /&gt;
 Patrol&lt;br /&gt;
 Squad Station&lt;br /&gt;
 Seek Infant&lt;br /&gt;
 Shop Specific&lt;br /&gt;
 Mill in Shop&lt;br /&gt;
 Go to Shop&lt;br /&gt;
 Seek Training Ammunition&lt;br /&gt;
 Archery Training Site&lt;br /&gt;
 Sparring Partner&lt;br /&gt;
 Sparring Site&lt;br /&gt;
 Attend Party&lt;br /&gt;
 Seek Artifact&lt;br /&gt;
 Grab Ammunition for Building&lt;br /&gt;
 Seek Building for Ammunition&lt;br /&gt;
 Seek Item for Storage&lt;br /&gt;
 Store Item&lt;br /&gt;
 Grab Kill&lt;br /&gt;
 Drop Kill at Butcher&lt;br /&gt;
 Drop Kill out Front&lt;br /&gt;
 Go to Beating Target&lt;br /&gt;
 Seek Kidnap Victim&lt;br /&gt;
 Seek Hunting Target&lt;br /&gt;
 Seek Target Mechanism&lt;br /&gt;
 Seek Target for Mechanism&lt;br /&gt;
 Seek Mechanism for Trigger&lt;br /&gt;
 Seek Trigger for Mechanism&lt;br /&gt;
 Seek Trap for Vermin Catch&lt;br /&gt;
 Seek Vermin for Catching&lt;br /&gt;
 Seek Vermin Catch Location&lt;br /&gt;
 Wander Vermin Catch Location&lt;br /&gt;
 Seek Vermin for Hunting&lt;br /&gt;
 Seek Vermin Hunting Spot&lt;br /&gt;
 Wander Vermin Hunting Spot&lt;br /&gt;
 Seek Fish Trap&lt;br /&gt;
 Seek Fish Catch Location&lt;br /&gt;
 Seek Well for Water&lt;br /&gt;
 Seek Drink Area for Water&lt;br /&gt;
 Manage Work Orders&lt;br /&gt;
 Update Stockpile Records&lt;br /&gt;
 Wander Depot&lt;br /&gt;
 Seek Update Office&lt;br /&gt;
 Seek Manage Office&lt;br /&gt;
 Assigned Building Job&lt;br /&gt;
 Chase Opponent&lt;br /&gt;
 Chase Opponent (Same Square)&lt;br /&gt;
 Flee from Opponent&lt;br /&gt;
 Attack Building&lt;br /&gt;
 Start Bed Carry&lt;br /&gt;
 Start Give Food Water&lt;br /&gt;
 Seek Station Flood&lt;br /&gt;
 Seek Station&lt;br /&gt;
 Start Water Job Well&lt;br /&gt;
 Start Water Job Drink&lt;br /&gt;
 Start Eat Job&lt;br /&gt;
 Scheduled Meal&lt;br /&gt;
 Scheduled Sleep Bed&lt;br /&gt;
 Scheduled Sleep Ground&lt;br /&gt;
 Rest&lt;br /&gt;
 Remove Construction&lt;br /&gt;
 Chop&lt;br /&gt;
 Detail&lt;br /&gt;
 Gather Plant&lt;br /&gt;
 Dig&lt;br /&gt;
 Mischief&lt;br /&gt;
 Rest (Recovered)&lt;br /&gt;
 Rest (Reset)&lt;br /&gt;
 PRIMITIVE&lt;br /&gt;
 FLOWERY&lt;br /&gt;
 THOUGHT&lt;br /&gt;
 NEW&lt;br /&gt;
 UGLY&lt;br /&gt;
 BOUNDARY&lt;br /&gt;
 NAME_CAVE&lt;br /&gt;
 VIOLENT&lt;br /&gt;
 WILD&lt;br /&gt;
 AQUATIC&lt;br /&gt;
 ASSERTIVE&lt;br /&gt;
 ARTIFICE&lt;br /&gt;
 MYSTERY&lt;br /&gt;
 COLOR&lt;br /&gt;
 UNTOWARD&lt;br /&gt;
 DOMESTIC&lt;br /&gt;
 MYTHIC&lt;br /&gt;
 FESTIVAL&lt;br /&gt;
 SUBORDINATE&lt;br /&gt;
 NEGATIVE&lt;br /&gt;
 NEGATOR&lt;br /&gt;
 PROTECT&lt;br /&gt;
 NAME_LAKE&lt;br /&gt;
 RESTRAIN&lt;br /&gt;
 OLD&lt;br /&gt;
 ROMANTIC&lt;br /&gt;
 NAME_MOUNTAINS&lt;br /&gt;
 NAME_OCEAN&lt;br /&gt;
 TRAVEL&lt;br /&gt;
 NAME_FOREST&lt;br /&gt;
 NAME_VOLCANO&lt;br /&gt;
 agriculture&lt;br /&gt;
 animals&lt;br /&gt;
 art&lt;br /&gt;
 balance&lt;br /&gt;
 beauty&lt;br /&gt;
 birth&lt;br /&gt;
 blight&lt;br /&gt;
 boundaries&lt;br /&gt;
 caverns&lt;br /&gt;
 chaos&lt;br /&gt;
 charity&lt;br /&gt;
 children&lt;br /&gt;
 coasts&lt;br /&gt;
 consolation&lt;br /&gt;
 courage&lt;br /&gt;
 crafts&lt;br /&gt;
 creation&lt;br /&gt;
 dance&lt;br /&gt;
 darkness&lt;br /&gt;
 dawn&lt;br /&gt;
 day&lt;br /&gt;
 death&lt;br /&gt;
 deformity&lt;br /&gt;
 depravity&lt;br /&gt;
 discipline&lt;br /&gt;
 disease&lt;br /&gt;
 dreams&lt;br /&gt;
 dusk&lt;br /&gt;
 duty&lt;br /&gt;
 earth&lt;br /&gt;
 family&lt;br /&gt;
 fame&lt;br /&gt;
 fate&lt;br /&gt;
 fertility&lt;br /&gt;
 festivals&lt;br /&gt;
 fire&lt;br /&gt;
 fish&lt;br /&gt;
 fishing&lt;br /&gt;
 food&lt;br /&gt;
 forgiveness&lt;br /&gt;
 fortresses&lt;br /&gt;
 freedom&lt;br /&gt;
 gambling&lt;br /&gt;
 games&lt;br /&gt;
 generosity&lt;br /&gt;
 happiness&lt;br /&gt;
 healing&lt;br /&gt;
 hospitality&lt;br /&gt;
 hunting&lt;br /&gt;
 inspiration&lt;br /&gt;
 jealousy&lt;br /&gt;
 jewels&lt;br /&gt;
 justice&lt;br /&gt;
 labor&lt;br /&gt;
 lakes&lt;br /&gt;
 laws&lt;br /&gt;
 lies&lt;br /&gt;
 light&lt;br /&gt;
 lightning&lt;br /&gt;
 longevity&lt;br /&gt;
 love&lt;br /&gt;
 loyalty&lt;br /&gt;
 luck&lt;br /&gt;
 lust&lt;br /&gt;
 marriage&lt;br /&gt;
 mercy&lt;br /&gt;
 metals&lt;br /&gt;
 minerals&lt;br /&gt;
 misery&lt;br /&gt;
 mist&lt;br /&gt;
 moon&lt;br /&gt;
 mountains&lt;br /&gt;
 muck&lt;br /&gt;
 murder&lt;br /&gt;
 music&lt;br /&gt;
 nature&lt;br /&gt;
 night&lt;br /&gt;
 nightmares&lt;br /&gt;
 oaths&lt;br /&gt;
 oceans&lt;br /&gt;
 order&lt;br /&gt;
 painting&lt;br /&gt;
 peace&lt;br /&gt;
 persuasion&lt;br /&gt;
 plants&lt;br /&gt;
 poetry&lt;br /&gt;
 pregnancy&lt;br /&gt;
 rain&lt;br /&gt;
 rainbows&lt;br /&gt;
 rebirth&lt;br /&gt;
 revelry&lt;br /&gt;
 revenge&lt;br /&gt;
 rivers&lt;br /&gt;
 rulership&lt;br /&gt;
 rumors&lt;br /&gt;
 sacrifice&lt;br /&gt;
 salt&lt;br /&gt;
 scholarship&lt;br /&gt;
 seasons&lt;br /&gt;
 silence&lt;br /&gt;
 sky&lt;br /&gt;
 song&lt;br /&gt;
 speech&lt;br /&gt;
 stars&lt;br /&gt;
 storms&lt;br /&gt;
 strength&lt;br /&gt;
 suicide&lt;br /&gt;
 sun&lt;br /&gt;
 theft&lt;br /&gt;
 thralldom&lt;br /&gt;
 thunder&lt;br /&gt;
 torture&lt;br /&gt;
 trade&lt;br /&gt;
 travelers&lt;br /&gt;
 treachery&lt;br /&gt;
 trees&lt;br /&gt;
 trickery&lt;br /&gt;
 truth&lt;br /&gt;
 twilight&lt;br /&gt;
 valor&lt;br /&gt;
 victory&lt;br /&gt;
 volcanos&lt;br /&gt;
 war&lt;br /&gt;
 water&lt;br /&gt;
 wealth&lt;br /&gt;
 weather&lt;br /&gt;
 wind&lt;br /&gt;
 wisdom&lt;br /&gt;
 writing&lt;br /&gt;
 youth&lt;br /&gt;
 no sphere&lt;br /&gt;
 paved outdoor area&lt;br /&gt;
 uneven pillars&lt;br /&gt;
 square of pillars&lt;br /&gt;
 pillars on the perimeter&lt;br /&gt;
 upper floors&lt;br /&gt;
 lower floors&lt;br /&gt;
 water pool&lt;br /&gt;
 lava pool&lt;br /&gt;
 stagnant pool&lt;br /&gt;
 open structure&lt;br /&gt;
 paved indoor areas&lt;br /&gt;
 detailed surfaces&lt;br /&gt;
 no architectural element&lt;br /&gt;
 MOUNTAIN&lt;br /&gt;
 GLACIER&lt;br /&gt;
 TUNDRA&lt;br /&gt;
 SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
 SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
 MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
 MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
 SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
 SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
 SWAMP_MANGROVE&lt;br /&gt;
 MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
 MARSH_TROPICAL_SALTWATER&lt;br /&gt;
 FOREST_TAIGA&lt;br /&gt;
 FOREST_TEMPERATE_CONIFER&lt;br /&gt;
 FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
 FOREST_TROPICAL_CONIFER&lt;br /&gt;
 FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
 FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
 GRASSLAND_TEMPERATE&lt;br /&gt;
 SAVANNA_TEMPERATE&lt;br /&gt;
 SHRUBLAND_TEMPERATE&lt;br /&gt;
 GRASSLAND_TROPICAL&lt;br /&gt;
 SAVANNA_TROPICAL&lt;br /&gt;
 SHRUBLAND_TROPICAL&lt;br /&gt;
 DESERT_BADLAND&lt;br /&gt;
 DESERT_ROCK&lt;br /&gt;
 DESERT_SAND&lt;br /&gt;
 OCEAN_TROPICAL&lt;br /&gt;
 OCEAN_TEMPERATE&lt;br /&gt;
 OCEAN_ARCTIC&lt;br /&gt;
 POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
 POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
 POOL_TEMPERATE_SALTWATER&lt;br /&gt;
 POOL_TROPICAL_FRESHWATER&lt;br /&gt;
 POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
 POOL_TROPICAL_SALTWATER&lt;br /&gt;
 LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
 LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
 LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
 LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
 LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
 LAKE_TROPICAL_SALTWATER&lt;br /&gt;
 RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
 RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
 RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
 RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
 RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
 RIVER_TROPICAL_SALTWATER&lt;br /&gt;
 SUBTERRANEAN_WATER&lt;br /&gt;
 SUBTERRANEAN_CHASM&lt;br /&gt;
 SUBTERRANEAN_LAVA&lt;br /&gt;
 ALL_MAIN&lt;br /&gt;
 ANY_LAND&lt;br /&gt;
 ANY_OCEAN&lt;br /&gt;
 ANY_LAKE&lt;br /&gt;
 ANY_RIVER&lt;br /&gt;
 ANY_POOL&lt;br /&gt;
 NOT_FREEZING&lt;br /&gt;
 ANY_TEMPERATE&lt;br /&gt;
 ANY_TROPICAL&lt;br /&gt;
 ANY_FOREST&lt;br /&gt;
 ANY_SHRUBLAND&lt;br /&gt;
 ANY_GRASSLAND&lt;br /&gt;
 ANY_SAVANNA&lt;br /&gt;
 ANY_TEMPERATE_FOREST&lt;br /&gt;
 ANY_TROPICAL_FOREST&lt;br /&gt;
 ANY_TEMPERATE_BROADLEAF&lt;br /&gt;
 ANY_TROPICAL_BROADLEAF&lt;br /&gt;
 ANY_WETLAND&lt;br /&gt;
 ANY_DESERT&lt;br /&gt;
 Unrecognized Biome Token: &lt;br /&gt;
 an &lt;br /&gt;
 mother&lt;br /&gt;
 father&lt;br /&gt;
 parent&lt;br /&gt;
 husband&lt;br /&gt;
 wives&lt;br /&gt;
 wife&lt;br /&gt;
 spouse&lt;br /&gt;
 eldest son&lt;br /&gt;
 second eldest son&lt;br /&gt;
 third eldest son&lt;br /&gt;
 fourth eldest son&lt;br /&gt;
 fifth eldest son&lt;br /&gt;
 sixth eldest son&lt;br /&gt;
 seventh eldest son&lt;br /&gt;
 eighth eldest son&lt;br /&gt;
 ninth eldest son&lt;br /&gt;
 tenth eldest son&lt;br /&gt;
 son&lt;br /&gt;
 youngest son&lt;br /&gt;
 only son&lt;br /&gt;
 eldest daughter&lt;br /&gt;
 second eldest daughter&lt;br /&gt;
 third eldest daughter&lt;br /&gt;
 fourth eldest daughter&lt;br /&gt;
 fifth eldest daughter&lt;br /&gt;
 sixth eldest daughter&lt;br /&gt;
 seventh eldest daughter&lt;br /&gt;
 eighth eldest daughter&lt;br /&gt;
 ninth eldest daughter&lt;br /&gt;
 tenth eldest daughter&lt;br /&gt;
 daughter&lt;br /&gt;
 only daughter&lt;br /&gt;
 youngest daughter&lt;br /&gt;
 eldest child&lt;br /&gt;
 second eldest child&lt;br /&gt;
 third eldest child&lt;br /&gt;
 fourth eldest child&lt;br /&gt;
 fifth eldest child&lt;br /&gt;
 sixth eldest child&lt;br /&gt;
 seventh eldest child&lt;br /&gt;
 eighth eldest child&lt;br /&gt;
 ninth eldest child&lt;br /&gt;
 tenth eldest child&lt;br /&gt;
 child&lt;br /&gt;
 youngest child&lt;br /&gt;
 only child&lt;br /&gt;
 paternal grandmother&lt;br /&gt;
 paternal grandfather&lt;br /&gt;
 maternal grandmother&lt;br /&gt;
 maternal grandfather&lt;br /&gt;
 grandmother&lt;br /&gt;
 grandfather&lt;br /&gt;
 grandparent&lt;br /&gt;
 older brother&lt;br /&gt;
 older sister&lt;br /&gt;
 older sibling&lt;br /&gt;
 younger brother&lt;br /&gt;
 younger sister&lt;br /&gt;
 younger sibling&lt;br /&gt;
 cousin&lt;br /&gt;
 aunt&lt;br /&gt;
 uncle&lt;br /&gt;
 no relationship&lt;br /&gt;
 ren&lt;br /&gt;
 negative &lt;br /&gt;
 zero&lt;br /&gt;
 one&lt;br /&gt;
 two&lt;br /&gt;
 three&lt;br /&gt;
 four&lt;br /&gt;
 five&lt;br /&gt;
 six&lt;br /&gt;
 seven&lt;br /&gt;
 eight&lt;br /&gt;
 nine&lt;br /&gt;
 ten&lt;br /&gt;
 eleven&lt;br /&gt;
 twelve&lt;br /&gt;
 thirteen&lt;br /&gt;
 fourteen&lt;br /&gt;
 fifteen&lt;br /&gt;
 sixteen&lt;br /&gt;
 seventeen&lt;br /&gt;
 eighteen&lt;br /&gt;
 nineteen&lt;br /&gt;
  billion&lt;br /&gt;
  million&lt;br /&gt;
  thousand&lt;br /&gt;
  hundred&lt;br /&gt;
 twenty&lt;br /&gt;
 thirty&lt;br /&gt;
 forty&lt;br /&gt;
 fifty&lt;br /&gt;
 sixty&lt;br /&gt;
 seventy&lt;br /&gt;
 eighty&lt;br /&gt;
 ninety&lt;br /&gt;
 -&lt;br /&gt;
 Negative &lt;br /&gt;
 Zeroth&lt;br /&gt;
 First&lt;br /&gt;
 Second&lt;br /&gt;
 Third&lt;br /&gt;
 Fourth&lt;br /&gt;
 Fifth&lt;br /&gt;
 Sixth&lt;br /&gt;
 Seventh&lt;br /&gt;
 Eighth&lt;br /&gt;
 Ninth&lt;br /&gt;
 Tenth&lt;br /&gt;
 Eleventh&lt;br /&gt;
 Twelfth&lt;br /&gt;
 Thirteenth&lt;br /&gt;
 Fourteenth&lt;br /&gt;
 Fifteenth&lt;br /&gt;
 Sixteenth&lt;br /&gt;
 Seventeenth&lt;br /&gt;
 Eighteenth&lt;br /&gt;
 Nineteenth&lt;br /&gt;
 th&lt;br /&gt;
 st&lt;br /&gt;
 nd&lt;br /&gt;
 rd&lt;br /&gt;
 SWAMP&lt;br /&gt;
 DESERT&lt;br /&gt;
 FOREST&lt;br /&gt;
 OCEAN&lt;br /&gt;
 LAKE&lt;br /&gt;
 GRASSLAND&lt;br /&gt;
 HILLS&lt;br /&gt;
 Unrecognized Region Type Token: &lt;br /&gt;
 Wetland&lt;br /&gt;
 Desert&lt;br /&gt;
 Forest&lt;br /&gt;
 Mountains&lt;br /&gt;
 Ocean&lt;br /&gt;
 Lake&lt;br /&gt;
 Glacier&lt;br /&gt;
 Tundra&lt;br /&gt;
 Grassland&lt;br /&gt;
 Hills&lt;br /&gt;
&lt;br /&gt;
 The impertinent lava has defaced a &lt;br /&gt;
 The impertinent magma has defaced a &lt;br /&gt;
 !&lt;br /&gt;
 A&lt;br /&gt;
  sculpture has melted!&lt;br /&gt;
 Digging designation cancelled: warm stone located.&lt;br /&gt;
 Digging designation cancelled: damp stone located.&lt;br /&gt;
&lt;br /&gt;
 Shop&lt;br /&gt;
 Trade Depot&lt;br /&gt;
 Alchemist's Laboratory&lt;br /&gt;
 Carpenter's Workshop&lt;br /&gt;
 Farmer's Workshop&lt;br /&gt;
 Ashery&lt;br /&gt;
 Mason's Workshop&lt;br /&gt;
 Craftsman&lt;br /&gt;
 's Workshop&lt;br /&gt;
 Jeweler's Workshop&lt;br /&gt;
 Metalsmith's Forge&lt;br /&gt;
 Magma Forge&lt;br /&gt;
 Bowyer's Workshop&lt;br /&gt;
 Mechanic's Workshop&lt;br /&gt;
 Siege Workshop&lt;br /&gt;
 Butcher's Shop&lt;br /&gt;
 Leather Works&lt;br /&gt;
 Tanner's Shop&lt;br /&gt;
 Dyer's Shop&lt;br /&gt;
 Clothier's Shop&lt;br /&gt;
 Fishery&lt;br /&gt;
 Still&lt;br /&gt;
 Loom&lt;br /&gt;
 Quern&lt;br /&gt;
 Millstone&lt;br /&gt;
 Kennels&lt;br /&gt;
 Kitchen&lt;br /&gt;
 Workshop&lt;br /&gt;
 Zone&lt;br /&gt;
 Farm Plot&lt;br /&gt;
 Smelter&lt;br /&gt;
 Glass Furnace&lt;br /&gt;
 Wood Furnace&lt;br /&gt;
 Kiln&lt;br /&gt;
 Magma Smelter&lt;br /&gt;
 Magma Glass Furnace&lt;br /&gt;
 Magma Kiln&lt;br /&gt;
 Furnace&lt;br /&gt;
 Lever&lt;br /&gt;
 Pressure Plate&lt;br /&gt;
 Cage Trap&lt;br /&gt;
 Stone-Fall Trap&lt;br /&gt;
 Weapon Trap&lt;br /&gt;
 Trap&lt;br /&gt;
 Catapult&lt;br /&gt;
 Ballista&lt;br /&gt;
 Siege Engine&lt;br /&gt;
 Door&lt;br /&gt;
 Floor Hatch&lt;br /&gt;
 Wall Grate&lt;br /&gt;
 Floor Grate&lt;br /&gt;
 Vertical Bars&lt;br /&gt;
 Floor Bars&lt;br /&gt;
 Floodgate&lt;br /&gt;
 Restraint&lt;br /&gt;
 Cage&lt;br /&gt;
 Support&lt;br /&gt;
 Gear Assembly&lt;br /&gt;
 Horizontal Axle&lt;br /&gt;
 Vertical Axle&lt;br /&gt;
 Upright Spear/Spike&lt;br /&gt;
 Archery Target&lt;br /&gt;
 Screw Pump&lt;br /&gt;
 Water Wheel&lt;br /&gt;
 Windmill&lt;br /&gt;
 Burial Receptacle&lt;br /&gt;
 Seat&lt;br /&gt;
 Animal Trap&lt;br /&gt;
 Table&lt;br /&gt;
 Cabinet&lt;br /&gt;
 Weapon Rack&lt;br /&gt;
 Armor Stand&lt;br /&gt;
 Container&lt;br /&gt;
 Bed&lt;br /&gt;
 Dirt Road&lt;br /&gt;
 Paved Road&lt;br /&gt;
 Bridge&lt;br /&gt;
 Well&lt;br /&gt;
 Statue&lt;br /&gt;
 Glass Window&lt;br /&gt;
 Gem Window&lt;br /&gt;
 Stockpile&lt;br /&gt;
 Wall&lt;br /&gt;
 Floor&lt;br /&gt;
 Up Stair&lt;br /&gt;
 Down Stair&lt;br /&gt;
 Up/Down Stair&lt;br /&gt;
 Ramp&lt;br /&gt;
 Fortification&lt;br /&gt;
 Construction&lt;br /&gt;
 Vacant Shop&lt;br /&gt;
 General Store&lt;br /&gt;
 Crafts Market&lt;br /&gt;
 Clothing Shop&lt;br /&gt;
 Exotic Clothing Shop&lt;br /&gt;
  Lever&lt;br /&gt;
  Door&lt;br /&gt;
  Floor Hatch&lt;br /&gt;
  Wall Grate&lt;br /&gt;
  Floor Grate&lt;br /&gt;
 Vertical &lt;br /&gt;
  Bars&lt;br /&gt;
  Floor Bars&lt;br /&gt;
  Floodgate&lt;br /&gt;
  Rope&lt;br /&gt;
  Chain&lt;br /&gt;
 Aquarium&lt;br /&gt;
 Terrarium&lt;br /&gt;
 Shared&lt;br /&gt;
 )&lt;br /&gt;
  (&lt;br /&gt;
 Rough &lt;br /&gt;
  Archery Target&lt;br /&gt;
  Gear Assembly&lt;br /&gt;
 Horizontal &lt;br /&gt;
  Axle&lt;br /&gt;
  Pillar&lt;br /&gt;
  Support&lt;br /&gt;
 Retracted &lt;br /&gt;
 Upright &lt;br /&gt;
 Spikes&lt;br /&gt;
 Spears&lt;br /&gt;
 Spears/Spikes&lt;br /&gt;
 Weapon&lt;br /&gt;
  Casket&lt;br /&gt;
  Sarcophagus&lt;br /&gt;
  Coffin&lt;br /&gt;
  Chair&lt;br /&gt;
  Throne&lt;br /&gt;
  Animal Trap&lt;br /&gt;
  Table&lt;br /&gt;
  Cabinet&lt;br /&gt;
  Weapon Rack&lt;br /&gt;
  Armor Stand&lt;br /&gt;
  Coffer&lt;br /&gt;
  Bag&lt;br /&gt;
  Chest&lt;br /&gt;
 Dirt&lt;br /&gt;
  Road&lt;br /&gt;
  Bridge&lt;br /&gt;
  Statue&lt;br /&gt;
 Glass&lt;br /&gt;
 Gem&lt;br /&gt;
  Window&lt;br /&gt;
 Armor &lt;br /&gt;
 Weapon &lt;br /&gt;
 Animal &lt;br /&gt;
 Food &lt;br /&gt;
 Furniture &lt;br /&gt;
 Graveyard &lt;br /&gt;
 Refuse &lt;br /&gt;
 Stone &lt;br /&gt;
 Ammo &lt;br /&gt;
 Coins &lt;br /&gt;
 Bar/Block &lt;br /&gt;
 Gem &lt;br /&gt;
 Finished Goods &lt;br /&gt;
 Leather &lt;br /&gt;
 Cloth &lt;br /&gt;
 Wood &lt;br /&gt;
 Stockpile #&lt;br /&gt;
 (CLT)&lt;br /&gt;
 *CLT*&lt;br /&gt;
 CLT&lt;br /&gt;
 You've caught a &lt;br /&gt;
 Your trap was robbed of the &lt;br /&gt;
 BALLISTA&lt;br /&gt;
  has designed a masterpiece!&lt;br /&gt;
  has constructed a masterpiece!&lt;br /&gt;
 preparetomb() HAS NULL owner&lt;br /&gt;
 preparetomb() HAS LIVE owner&lt;br /&gt;
 A masterwork of &lt;br /&gt;
  has been lost!&lt;br /&gt;
 Home&lt;br /&gt;
 Craft Store&lt;br /&gt;
 Basement&lt;br /&gt;
 Weapon Store&lt;br /&gt;
 Armor Store&lt;br /&gt;
 Clothing Store&lt;br /&gt;
 Food Store&lt;br /&gt;
 Mead Hall&lt;br /&gt;
 Temple&lt;br /&gt;
 Throneroom&lt;br /&gt;
 Activity Zone&lt;br /&gt;
 Invalid Type&lt;br /&gt;
 Building Level Map Overflow&lt;br /&gt;
&lt;br /&gt;
 This is the &lt;br /&gt;
  currency of &lt;br /&gt;
  from the year &lt;br /&gt;
  from an unknown year&lt;br /&gt;
  under the ruler &lt;br /&gt;
  under an obscure ruler&lt;br /&gt;
  from a period of no rule&lt;br /&gt;
 gen&lt;br /&gt;
 RANDOM&lt;br /&gt;
 You&lt;br /&gt;
 The &lt;br /&gt;
 Your&lt;br /&gt;
 's&lt;br /&gt;
 spinning &lt;br /&gt;
 flying &lt;br /&gt;
 its&lt;br /&gt;
 It&lt;br /&gt;
  twist&lt;br /&gt;
  twists&lt;br /&gt;
  the embedded &lt;br /&gt;
  around in &lt;br /&gt;
  let&lt;br /&gt;
  lets&lt;br /&gt;
  drop away as &lt;br /&gt;
 attack&lt;br /&gt;
 attacks&lt;br /&gt;
 .&lt;br /&gt;
  leap at &lt;br /&gt;
  leaps at &lt;br /&gt;
  charge at &lt;br /&gt;
  charges at &lt;br /&gt;
  from behind&lt;br /&gt;
  from the side&lt;br /&gt;
  looks &lt;br /&gt;
 surprised by the ferocity of &lt;br /&gt;
  onslaught!&lt;br /&gt;
  jump&lt;br /&gt;
  jumps&lt;br /&gt;
  away from &lt;br /&gt;
  attack &lt;br /&gt;
  attacks &lt;br /&gt;
  but &lt;br /&gt;
  away&lt;br /&gt;
  miss &lt;br /&gt;
  misses &lt;br /&gt;
  counterstrike&lt;br /&gt;
  counterstrikes&lt;br /&gt;
  by the &lt;br /&gt;
  in the &lt;br /&gt;
  with &lt;br /&gt;
 The grab glances away.&lt;br /&gt;
  are&lt;br /&gt;
  is&lt;br /&gt;
  propelled away by the force of the blow!&lt;br /&gt;
  has lodged firmly in the wound!&lt;br /&gt;
 Many large thorns grow from the &lt;br /&gt;
  latch on firmly&lt;br /&gt;
  latches on firmly&lt;br /&gt;
  to &lt;br /&gt;
  latch on firmly!&lt;br /&gt;
  latches on firmly!&lt;br /&gt;
  has become enraged!&lt;br /&gt;
 The shot glances away.&lt;br /&gt;
  strike at &lt;br /&gt;
  strikes at &lt;br /&gt;
  but the shot is blocked!&lt;br /&gt;
  block &lt;br /&gt;
  blocks &lt;br /&gt;
  but the shot is parried!&lt;br /&gt;
  bat &lt;br /&gt;
  bats &lt;br /&gt;
  out of the air!&lt;br /&gt;
  collide&lt;br /&gt;
  collides&lt;br /&gt;
  knocked over&lt;br /&gt;
  and tumble&lt;br /&gt;
  and tumbles&lt;br /&gt;
  backward&lt;br /&gt;
  bounce&lt;br /&gt;
  bounces&lt;br /&gt;
 You tangle together and fall over!&lt;br /&gt;
 They tangle together and fall over!&lt;br /&gt;
 You tangle together and tumble forward!&lt;br /&gt;
 They tangle together and tumble forward!&lt;br /&gt;
  rush&lt;br /&gt;
  rushes&lt;br /&gt;
  by &lt;br /&gt;
  manage&lt;br /&gt;
  manages&lt;br /&gt;
  to stop where &lt;br /&gt;
  used to be.&lt;br /&gt;
  slam&lt;br /&gt;
  slams&lt;br /&gt;
  into an obstacle&lt;br /&gt;
  and&lt;br /&gt;
  fall&lt;br /&gt;
  falls&lt;br /&gt;
  over&lt;br /&gt;
 strikes&lt;br /&gt;
 hack at&lt;br /&gt;
 hacks at&lt;br /&gt;
 lash&lt;br /&gt;
 lashes&lt;br /&gt;
 stab&lt;br /&gt;
 stabs&lt;br /&gt;
 bash&lt;br /&gt;
 bashes&lt;br /&gt;
 burn&lt;br /&gt;
 burns&lt;br /&gt;
 freeze&lt;br /&gt;
 freezes&lt;br /&gt;
 your&lt;br /&gt;
  lock&lt;br /&gt;
  locks&lt;br /&gt;
  place&lt;br /&gt;
  places&lt;br /&gt;
  a chokehold on &lt;br /&gt;
  take&lt;br /&gt;
  takes&lt;br /&gt;
  down by the &lt;br /&gt;
  throw&lt;br /&gt;
  throws&lt;br /&gt;
  pinch&lt;br /&gt;
  pinches&lt;br /&gt;
  gouge&lt;br /&gt;
  gouges&lt;br /&gt;
 sprain&lt;br /&gt;
 badly sprain&lt;br /&gt;
 break&lt;br /&gt;
 cripple&lt;br /&gt;
  release&lt;br /&gt;
  releases&lt;br /&gt;
  loosen&lt;br /&gt;
  loosens&lt;br /&gt;
  the joint lock of &lt;br /&gt;
  on &lt;br /&gt;
  the choke hold of &lt;br /&gt;
  break&lt;br /&gt;
  breaks&lt;br /&gt;
  the grip of &lt;br /&gt;
  struggle&lt;br /&gt;
  struggles&lt;br /&gt;
  in vain against the grip of &lt;br /&gt;
  shake&lt;br /&gt;
  shakes&lt;br /&gt;
  around by the &lt;br /&gt;
  is ripped away and remains in &lt;br /&gt;
  mouth&lt;br /&gt;
  grip&lt;br /&gt;
 strangle&lt;br /&gt;
  pass&lt;br /&gt;
  passes&lt;br /&gt;
  out.&lt;br /&gt;
  adjust&lt;br /&gt;
  adjusts&lt;br /&gt;
 grab&lt;br /&gt;
 grabs&lt;br /&gt;
 push&lt;br /&gt;
 pushes&lt;br /&gt;
&lt;br /&gt;
  spatter&lt;br /&gt;
  smear&lt;br /&gt;
  covering&lt;br /&gt;
 Don't talk to me.&lt;br /&gt;
 Welcome to &lt;br /&gt;
 Welcome home, my child.&lt;br /&gt;
 Welcome to the &lt;br /&gt;
 Let's trade.&lt;br /&gt;
 Fantastic!  Please come closer and ask again.&lt;br /&gt;
 You do business.&lt;br /&gt;
 Come see me in my store sometime.&lt;br /&gt;
 You should probably try a shopkeeper.&lt;br /&gt;
 Join me on my adventures!&lt;br /&gt;
 Yes, let's continue onward!&lt;br /&gt;
 Hey...  that sounds like a great idea!&lt;br /&gt;
 Excitement!  Adventure!  I am thrilled to join you.&lt;br /&gt;
 Surely any place is better than this.  Let's set off immediately!&lt;br /&gt;
 I've always wanted to travel the world.  Let us be off!&lt;br /&gt;
 I will agree to travel with you if you lead me to glory and death.&lt;br /&gt;
 Take me away from here.&lt;br /&gt;
 I'm sorry.  My duty is here.&lt;br /&gt;
 I'm sorry.  I can't go with you.&lt;br /&gt;
 It is I that would lead you, but I have no need of your protection.&lt;br /&gt;
 Ha!  Such enthusiasm from one such as yourself.&lt;br /&gt;
 With a band so large, what share of the glory would I have?&lt;br /&gt;
 I would...  rather not.&lt;br /&gt;
 Tell me about this area.&lt;br /&gt;
 Ask me when I've returned to my home!&lt;br /&gt;
 Tell me about &lt;br /&gt;
 You look like a mighty warrior indeed.&lt;br /&gt;
 I am the leader of &lt;br /&gt;
 I am the mayor of &lt;br /&gt;
 I am the manager of &lt;br /&gt;
 I am the bookkeeper of &lt;br /&gt;
 I am the broker of &lt;br /&gt;
 I am the sheriff of &lt;br /&gt;
 I am the captain of the guard of &lt;br /&gt;
 I am the outpost liaison of &lt;br /&gt;
 I am the diplomat of &lt;br /&gt;
 I am &lt;br /&gt;
 of the merchant nobility&lt;br /&gt;
  of &lt;br /&gt;
 I am the high priest of &lt;br /&gt;
 I am a slave of &lt;br /&gt;
 I am a prisoner of &lt;br /&gt;
 I am a shopkeeper&lt;br /&gt;
  at &lt;br /&gt;
  here&lt;br /&gt;
  in &lt;br /&gt;
 I am a priest of &lt;br /&gt;
 Please help me to escape from this place.&lt;br /&gt;
 But mostly I just like to drink.&lt;br /&gt;
 How I long for some excitement in my life...&lt;br /&gt;
 I've always dreamed of seeing far-away places.&lt;br /&gt;
 I would give anything to be away from here.  I can't stand the boredom!&lt;br /&gt;
 Can you lead me to battle and a warrior's death?&lt;br /&gt;
 Tell me about your family.&lt;br /&gt;
 I seek the capital.&lt;br /&gt;
 I am here to discuss serving your cause.&lt;br /&gt;
 Ah, of course.  Please come closer and ask again.&lt;br /&gt;
 I'm flattered, but I have no need of you.&lt;br /&gt;
 Goodbye.&lt;br /&gt;
 Press &lt;br /&gt;
  to continue.&lt;br /&gt;
  when finished.&lt;br /&gt;
 Greet&lt;br /&gt;
 Nevermind&lt;br /&gt;
 Trade&lt;br /&gt;
 Join&lt;br /&gt;
 Profession&lt;br /&gt;
 Family&lt;br /&gt;
 Capital&lt;br /&gt;
 Surroundings&lt;br /&gt;
 Service&lt;br /&gt;
 Goodbye&lt;br /&gt;
  to select choices.&lt;br /&gt;
  to scroll text.&lt;br /&gt;
 Talking to &lt;br /&gt;
 You begin a conversation with &lt;br /&gt;
  lies before&lt;br /&gt;
  stands before&lt;br /&gt;
  calls out to&lt;br /&gt;
  you.&lt;br /&gt;
 S&lt;br /&gt;
 ([LIP])&lt;br /&gt;
 ([lip])&lt;br /&gt;
 ...&lt;br /&gt;
  STRANGUS &lt;br /&gt;
  AUGIS &lt;br /&gt;
  STORKIS &lt;br /&gt;
 ... (slew &lt;br /&gt;
 , leader of &lt;br /&gt;
 , mayor of &lt;br /&gt;
 , high priest of &lt;br /&gt;
 [PRO_SUB]&lt;br /&gt;
 [PRO_OBJ]&lt;br /&gt;
 [PRO_POS]&lt;br /&gt;
 I am speaking for &lt;br /&gt;
 .  Thank you for your offer of service.&lt;br /&gt;
 Our people have been pestered by a skulking villian.&lt;br /&gt;
 Our people have been tormented by a fearsome foe.&lt;br /&gt;
 As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.&lt;br /&gt;
 Vanquishing a great beast on our behalf would bring us all much glory.&lt;br /&gt;
 Seek this place and kill &lt;br /&gt;
 Seek and kill &lt;br /&gt;
 Knowing no mercy, &lt;br /&gt;
 devoured &lt;br /&gt;
 devoured our livestock&lt;br /&gt;
 stole &lt;br /&gt;
 stole our treasures&lt;br /&gt;
 destroyed &lt;br /&gt;
 a craft store&lt;br /&gt;
 a weapon store&lt;br /&gt;
 an armor store&lt;br /&gt;
 a clothing store&lt;br /&gt;
 a food store&lt;br /&gt;
 a mead hall&lt;br /&gt;
 a keep&lt;br /&gt;
 a home&lt;br /&gt;
 a collection of homes&lt;br /&gt;
 an apartment room&lt;br /&gt;
 a temple&lt;br /&gt;
 a tower&lt;br /&gt;
 destroyed our homes&lt;br /&gt;
 This vile fiend &lt;br /&gt;
 even &lt;br /&gt;
 murdered &lt;br /&gt;
 my &lt;br /&gt;
 has even killed &lt;br /&gt;
 has killed &lt;br /&gt;
  lust for murder&lt;br /&gt;
 , among them &lt;br /&gt;
 Ah, well...  we are quite untroubled here.&lt;br /&gt;
 You succeeded!  Amazing.  You are a champion.&lt;br /&gt;
 It looks like somebody got there first.  In any case, thank you for your dedication.&lt;br /&gt;
 Keep up the good work.  Let me know when the deed is done.&lt;br /&gt;
 Capital of what?&lt;br /&gt;
 This is all there is.&lt;br /&gt;
 There is no capital.&lt;br /&gt;
 There's absolutely nothing interesting around here.&lt;br /&gt;
 We are in &lt;br /&gt;
 There is a great keep there&lt;br /&gt;
  named &lt;br /&gt;
 There is a temple&lt;br /&gt;
  there&lt;br /&gt;
  is there.&lt;br /&gt;
 It is a place of great evil.&lt;br /&gt;
  looks around nervously and leans forward, speaking quietly.&lt;br /&gt;
 It is rumored that the dead rise and stalk the living!&lt;br /&gt;
 That place is blessed.&lt;br /&gt;
 Savage beasts call it their home.&lt;br /&gt;
 !  It's terrifying.&lt;br /&gt;
  have been known to hunt out there.&lt;br /&gt;
  roam freely out there.&lt;br /&gt;
 I don't know very much about it.&lt;br /&gt;
 The surrounding area is called &lt;br /&gt;
 PLACE&lt;br /&gt;
 the wilds&lt;br /&gt;
 something&lt;br /&gt;
 CONTEXT&lt;br /&gt;
 ANY&lt;br /&gt;
 ENTITY&lt;br /&gt;
 HIST_FIG&lt;br /&gt;
 ABSTRACT_BUILDING&lt;br /&gt;
 SUBREGION&lt;br /&gt;
 FAMILY_RELATIONSHIP&lt;br /&gt;
 NUMBER&lt;br /&gt;
 ORDINAL&lt;br /&gt;
 UNIT_NAME&lt;br /&gt;
 RACE&lt;br /&gt;
 INDEF_FAMILY_RELATIONSHIP&lt;br /&gt;
 SPHERE&lt;br /&gt;
 DEF_SPHERE&lt;br /&gt;
 ARCH_ELEMENT&lt;br /&gt;
 JUSTIFICATION&lt;br /&gt;
 SPEAKER&lt;br /&gt;
 AUDIENCE&lt;br /&gt;
 is&lt;br /&gt;
 us&lt;br /&gt;
 er&lt;br /&gt;
 in&lt;br /&gt;
 as&lt;br /&gt;
  remains silent.&lt;br /&gt;
 The Void&lt;br /&gt;
 , Deity&lt;br /&gt;
 , Force&lt;br /&gt;
 vector&amp;lt;bool&amp;gt; too long&lt;br /&gt;
&lt;br /&gt;
 nothing&lt;br /&gt;
 chunk&lt;br /&gt;
 chunks&lt;br /&gt;
 FEATURE_ATTACK_GROUP&lt;br /&gt;
 CRAFTSMAN_NAME&lt;br /&gt;
 FISHERMAN_NAME&lt;br /&gt;
 HAMMERMAN_NAME&lt;br /&gt;
 SPEARMAN_NAME&lt;br /&gt;
 CROSSBOWMAN_NAME&lt;br /&gt;
 AXEMAN_NAME&lt;br /&gt;
 SWORDSMAN_NAME&lt;br /&gt;
 MACEMAN_NAME&lt;br /&gt;
 PIKEMAN_NAME&lt;br /&gt;
 BOWMAN_NAME&lt;br /&gt;
 CHILDNAME&lt;br /&gt;
 BABYNAME&lt;br /&gt;
 AMPHIBIOUS&lt;br /&gt;
 MOUNT&lt;br /&gt;
 MOUNT_EXOTIC&lt;br /&gt;
 LIKES_FIGHTING&lt;br /&gt;
 STOUT&lt;br /&gt;
 NARROW&lt;br /&gt;
 VEGETATION&lt;br /&gt;
 MAGICAL&lt;br /&gt;
 SAVAGE&lt;br /&gt;
 NATURAL&lt;br /&gt;
 VERMIN_HATEABLE&lt;br /&gt;
 REMAINS_UNDETERMINED&lt;br /&gt;
 BODY&lt;br /&gt;
 Unrecognized Creature Body Token: &lt;br /&gt;
  : &lt;br /&gt;
 BODYGLOSS&lt;br /&gt;
 Unrecognized Creature Body Gloss Token: &lt;br /&gt;
 ATTACK&lt;br /&gt;
 MAIN&lt;br /&gt;
 BYTYPE&lt;br /&gt;
 BYTOKEN&lt;br /&gt;
 ATTACKFLAG_CANLATCH&lt;br /&gt;
 ATTACKFLAG_WITH&lt;br /&gt;
 SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
 SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
 NOSMELLYROT&lt;br /&gt;
 ITEMCORPSE&lt;br /&gt;
 ITEMCORPSE_QUALITY&lt;br /&gt;
 HAS_RACEGLOSS&lt;br /&gt;
 BEACH_FREQUENCY&lt;br /&gt;
 UNDERSWIM&lt;br /&gt;
 CANOPENDOORS&lt;br /&gt;
 NOFEAR&lt;br /&gt;
 NOSTUCKINS&lt;br /&gt;
 SEVERONBREAKS&lt;br /&gt;
 PARALYZEIMMUNE&lt;br /&gt;
 PREFSTRING&lt;br /&gt;
 NOSKULL&lt;br /&gt;
 NOSKIN&lt;br /&gt;
 NOBONES&lt;br /&gt;
 NOMEAT&lt;br /&gt;
 HASSHELL&lt;br /&gt;
 NOEXERT&lt;br /&gt;
 NOPAIN&lt;br /&gt;
 CAVE_ADAPT&lt;br /&gt;
 NOTHOUGHT&lt;br /&gt;
 NOEMOTION&lt;br /&gt;
 TRANCES&lt;br /&gt;
 NOBLEED&lt;br /&gt;
 NOSTUN&lt;br /&gt;
 NONAUSEA&lt;br /&gt;
 EXTRAVISION&lt;br /&gt;
 BONECARN&lt;br /&gt;
 CARNIVORE&lt;br /&gt;
 SPEECH_MALE&lt;br /&gt;
 SPEECH_FEMALE&lt;br /&gt;
 PERSONALITY&lt;br /&gt;
 LISP&lt;br /&gt;
 INTELLIGENT&lt;br /&gt;
 CAN_CIV&lt;br /&gt;
 CAN_LEARN&lt;br /&gt;
 SLOW_LEARNER&lt;br /&gt;
 CAN_SPEAK&lt;br /&gt;
 UTTERANCES&lt;br /&gt;
 EQUIPS&lt;br /&gt;
 ALL_ACTIVE&lt;br /&gt;
 DIURNAL&lt;br /&gt;
 NOCTURNAL&lt;br /&gt;
 CREPUSCULAR&lt;br /&gt;
 MATUTINAL&lt;br /&gt;
 VESPERTINE&lt;br /&gt;
 ENDING&lt;br /&gt;
 POWER&lt;br /&gt;
 MEGABEAST&lt;br /&gt;
 SEMIMEGABEAST&lt;br /&gt;
 BIOME&lt;br /&gt;
 DEFENDER&lt;br /&gt;
 MEANDERER&lt;br /&gt;
 ALCOHOL_DEPENDENT&lt;br /&gt;
 EXTRACT_COOKABLE&lt;br /&gt;
 CHITIN&lt;br /&gt;
 NOBREATHE&lt;br /&gt;
 AMBUSHPREDATOR&lt;br /&gt;
 LOCKPICKER&lt;br /&gt;
 TRAPAVOID&lt;br /&gt;
 NOT_BUTCHERABLE&lt;br /&gt;
 MISCHIEVIOUS&lt;br /&gt;
 COOKABLE_LIVE&lt;br /&gt;
 PATTERNFLIER&lt;br /&gt;
 CURIOUSBEAST_EATER&lt;br /&gt;
 CURIOUSBEAST_ITEM&lt;br /&gt;
 CURIOUSBEAST_GUZZLER&lt;br /&gt;
 FLEEQUICK&lt;br /&gt;
 MUNDANE&lt;br /&gt;
 VERMINHUNTER&lt;br /&gt;
 EXTRACT_PERMANENT&lt;br /&gt;
 EXTRACT_PARALYZE&lt;br /&gt;
 EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
 EXTRACT_STUN&lt;br /&gt;
 EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
 IMMOLATE&lt;br /&gt;
 NO_SPRING&lt;br /&gt;
 NO_SUMMER&lt;br /&gt;
 NO_AUTUMN&lt;br /&gt;
 NO_WINTER&lt;br /&gt;
 MILKABLE&lt;br /&gt;
 EQUIPMENT_WAGON&lt;br /&gt;
 LARGE_PREDATOR&lt;br /&gt;
 BENIGN&lt;br /&gt;
 SMALL_REMAINS&lt;br /&gt;
 remains&lt;br /&gt;
 NAME&lt;br /&gt;
 SPECNAME&lt;br /&gt;
 MALE&lt;br /&gt;
 FEMALE&lt;br /&gt;
 GLOWCOLOR&lt;br /&gt;
 REMAINS_COLOR&lt;br /&gt;
 IMMOBILE_LAND&lt;br /&gt;
 VERMIN_EATER&lt;br /&gt;
 LIGHT_GEN&lt;br /&gt;
 VERMIN_GROUNDER&lt;br /&gt;
 VERMIN_ROTTER&lt;br /&gt;
 VERMIN_MICRO&lt;br /&gt;
 VERMIN_SOIL&lt;br /&gt;
 VERMIN_SOIL_COLONY&lt;br /&gt;
 VERMIN_FISH&lt;br /&gt;
 CANNOT_UNDEAD&lt;br /&gt;
 NO_EAT&lt;br /&gt;
 NO_DRINK&lt;br /&gt;
 NO_SLEEP&lt;br /&gt;
 COMMON_DOMESTIC&lt;br /&gt;
 WAGON_PULLER&lt;br /&gt;
 PACK_ANIMAL&lt;br /&gt;
 LARGE_ROAMING&lt;br /&gt;
 FLIER&lt;br /&gt;
 LOOSE_CLUSTERS&lt;br /&gt;
 PET_EXOTIC&lt;br /&gt;
 TRAINABLE&lt;br /&gt;
 WEBBER&lt;br /&gt;
 THICKWEB&lt;br /&gt;
 WEBIMMUNE&lt;br /&gt;
 FIREBREATH&lt;br /&gt;
 MULTIPLE_LITTER_RARE&lt;br /&gt;
 DRAGONFIREBREATH&lt;br /&gt;
 MAGMA_VISION&lt;br /&gt;
 FIREIMMUNE&lt;br /&gt;
 FIREIMMUNE_SUPER&lt;br /&gt;
 NO_GENDER&lt;br /&gt;
 POPULATION_NUMBER&lt;br /&gt;
 CLUSTER_NUMBER&lt;br /&gt;
 TRIGGERABLE_GROUP&lt;br /&gt;
 LITTERSIZE&lt;br /&gt;
 MAXAGE&lt;br /&gt;
 GNAWER&lt;br /&gt;
 PETVALUE&lt;br /&gt;
 SIZE&lt;br /&gt;
 EXTRACT_SIZE&lt;br /&gt;
 MODVALUE&lt;br /&gt;
 EXTRACT_VALUE&lt;br /&gt;
 CHEESE_VALUE&lt;br /&gt;
 VIEWRANGE&lt;br /&gt;
 BUILDINGDESTROYER&lt;br /&gt;
 DAMBLOCK&lt;br /&gt;
 DIFFICULTY&lt;br /&gt;
 GENPOWER&lt;br /&gt;
 GRASSTRAMPLE&lt;br /&gt;
 SPEED&lt;br /&gt;
 SWIMS_LEARNED&lt;br /&gt;
 SWIMS_INNATE&lt;br /&gt;
 SWIM_SPEED&lt;br /&gt;
 TRADE_CAPACITY&lt;br /&gt;
 BLOODTYPE&lt;br /&gt;
 G&lt;br /&gt;
 B&lt;br /&gt;
 Y&lt;br /&gt;
 M&lt;br /&gt;
 W&lt;br /&gt;
 0&lt;br /&gt;
 TILE&lt;br /&gt;
 GLOWTILE&lt;br /&gt;
 ALTTILE&lt;br /&gt;
 EXTRACT_ANTIDOTE&lt;br /&gt;
 EXTRACT_CHEESE&lt;br /&gt;
 VERMIN_BITE&lt;br /&gt;
 USE_EXTRACT&lt;br /&gt;
 PENETRATEPOWER&lt;br /&gt;
 FREQUENCY&lt;br /&gt;
 FISHITEM&lt;br /&gt;
 VERMIN_NOROAM&lt;br /&gt;
 VERMIN_NOFISH&lt;br /&gt;
 VERMIN_NOTRAP&lt;br /&gt;
 HOMEOTHERM&lt;br /&gt;
 LAYERING&lt;br /&gt;
 SPEC_HEAT&lt;br /&gt;
 HEATDAM_POINT&lt;br /&gt;
 COLDDAM_POINT&lt;br /&gt;
 IGNITE_POINT&lt;br /&gt;
 MELTING_POINT&lt;br /&gt;
 BOILING_POINT&lt;br /&gt;
 FIXED_TEMP&lt;br /&gt;
 SILK_SPEC_HEAT&lt;br /&gt;
 SILK_HEATDAM_POINT&lt;br /&gt;
 SILK_COLDDAM_POINT&lt;br /&gt;
 SILK_IGNITE_POINT&lt;br /&gt;
 SILK_MELTING_POINT&lt;br /&gt;
 SILK_BOILING_POINT&lt;br /&gt;
 SILK_FIXED_TEMP&lt;br /&gt;
 LEATHER_SPEC_HEAT&lt;br /&gt;
 LEATHER_HEATDAM_POINT&lt;br /&gt;
 LEATHER_COLDDAM_POINT&lt;br /&gt;
 LEATHER_IGNITE_POINT&lt;br /&gt;
 LEATHER_MELTING_POINT&lt;br /&gt;
 LEATHER_BOILING_POINT&lt;br /&gt;
 LEATHER_FIXED_TEMP&lt;br /&gt;
 BONE_SPEC_HEAT&lt;br /&gt;
 BONE_HEATDAM_POINT&lt;br /&gt;
 BONE_COLDDAM_POINT&lt;br /&gt;
 BONE_IGNITE_POINT&lt;br /&gt;
 BONE_MELTING_POINT&lt;br /&gt;
 BONE_BOILING_POINT&lt;br /&gt;
 BONE_FIXED_TEMP&lt;br /&gt;
 EXTRACT_SPEC_HEAT&lt;br /&gt;
 EXTRACT_HEATDAM_POINT&lt;br /&gt;
 EXTRACT_COLDDAM_POINT&lt;br /&gt;
 EXTRACT_IGNITE_POINT&lt;br /&gt;
 EXTRACT_MELTING_POINT&lt;br /&gt;
 EXTRACT_BOILING_POINT&lt;br /&gt;
 EXTRACT_FIXED_TEMP&lt;br /&gt;
 CHEESE_SPEC_HEAT&lt;br /&gt;
 CHEESE_HEATDAM_POINT&lt;br /&gt;
 CHEESE_COLDDAM_POINT&lt;br /&gt;
 CHEESE_IGNITE_POINT&lt;br /&gt;
 CHEESE_MELTING_POINT&lt;br /&gt;
 CHEESE_BOILING_POINT&lt;br /&gt;
 CHEESE_FIXED_TEMP&lt;br /&gt;
 DRINK_SPEC_HEAT&lt;br /&gt;
 DRINK_HEATDAM_POINT&lt;br /&gt;
 DRINK_COLDDAM_POINT&lt;br /&gt;
 DRINK_IGNITE_POINT&lt;br /&gt;
 DRINK_MELTING_POINT&lt;br /&gt;
 DRINK_BOILING_POINT&lt;br /&gt;
 DRINK_FIXED_TEMP&lt;br /&gt;
 DENSITY&lt;br /&gt;
 LEATHER_SOLID_DENSITY&lt;br /&gt;
 LEATHER_LIQUID_DENSITY&lt;br /&gt;
 BONE_SOLID_DENSITY&lt;br /&gt;
 BONE_LIQUID_DENSITY&lt;br /&gt;
 SILK_SOLID_DENSITY&lt;br /&gt;
 SILK_LIQUID_DENSITY&lt;br /&gt;
 EXTRACT_SOLID_DENSITY&lt;br /&gt;
 EXTRACT_LIQUID_DENSITY&lt;br /&gt;
 CHEESE_SOLID_DENSITY&lt;br /&gt;
 CHEESE_LIQUID_DENSITY&lt;br /&gt;
 DRINK_SOLID_DENSITY&lt;br /&gt;
 DRINK_LIQUID_DENSITY&lt;br /&gt;
 STANDARD_FLESH&lt;br /&gt;
 MATERIAL&lt;br /&gt;
 Unrecognized Creature Token: &lt;br /&gt;
 &amp;lt;RESERVED_MOD&amp;gt;&lt;br /&gt;
  size to small for non-vermin -- reset to 2&lt;br /&gt;
 data/speech/&lt;br /&gt;
 ADD_COLOR&lt;br /&gt;
 a girl&lt;br /&gt;
 a boy&lt;br /&gt;
 a child&lt;br /&gt;
 twins&lt;br /&gt;
 triplets&lt;br /&gt;
 quadruplets&lt;br /&gt;
 quintuplets&lt;br /&gt;
 sextuplets&lt;br /&gt;
 septuplets&lt;br /&gt;
 octuplets&lt;br /&gt;
 nonuplets&lt;br /&gt;
 decaplets&lt;br /&gt;
 undecaplets&lt;br /&gt;
 duodecaplets&lt;br /&gt;
 tredecaplets&lt;br /&gt;
 quattuordecaplets&lt;br /&gt;
 quindecaplets&lt;br /&gt;
 many babies&lt;br /&gt;
 creature&lt;br /&gt;
 NUMBERED_NAME&lt;br /&gt;
 skeletal &lt;br /&gt;
 zombie &lt;br /&gt;
 BP&lt;br /&gt;
 UPPERBODY&lt;br /&gt;
 LOWERBODY&lt;br /&gt;
 HEAD&lt;br /&gt;
 CON&lt;br /&gt;
 CONTYPE&lt;br /&gt;
 GRASP&lt;br /&gt;
 STANCE&lt;br /&gt;
 LIMB&lt;br /&gt;
 THROAT&lt;br /&gt;
 JOINT&lt;br /&gt;
 NERVOUS&lt;br /&gt;
 SIGHT&lt;br /&gt;
 HEAR&lt;br /&gt;
 SMELL&lt;br /&gt;
 EMBEDDED&lt;br /&gt;
 APERTURE&lt;br /&gt;
 SMALL&lt;br /&gt;
 INTERNAL&lt;br /&gt;
 BREATHE&lt;br /&gt;
 CIRCULATION&lt;br /&gt;
 GUTS&lt;br /&gt;
 RIGHT&lt;br /&gt;
 LEFT&lt;br /&gt;
 DIGIT&lt;br /&gt;
 MOUTH&lt;br /&gt;
 Unrecognized Creature Bodypart Token: &lt;br /&gt;
 WORD&lt;br /&gt;
 RGB&lt;br /&gt;
 Unrecognized Color Token: &lt;br /&gt;
 ADJ&lt;br /&gt;
 Unrecognized Shape Token: &lt;br /&gt;
 Gain possession&lt;br /&gt;
 Pull it out&lt;br /&gt;
 FATAL ERROR&lt;br /&gt;
 Adventure Starting Site Files Missing/Corrupted&lt;br /&gt;
 Could not locate adventure start square&lt;br /&gt;
 Where would you like to go?&lt;br /&gt;
 Nowhere&lt;br /&gt;
 Mountain Halls&lt;br /&gt;
 Dark Fortress&lt;br /&gt;
 Ruin&lt;br /&gt;
 Cave&lt;br /&gt;
 Forest Retreat&lt;br /&gt;
 Town&lt;br /&gt;
 Civilization &lt;br /&gt;
 Site &lt;br /&gt;
 Vessel &lt;br /&gt;
 Migrating &lt;br /&gt;
 Nomadic &lt;br /&gt;
 Religion &lt;br /&gt;
 Creature&lt;br /&gt;
 Group&lt;br /&gt;
 Do Not Travel&lt;br /&gt;
 You awaken from your slumber.&lt;br /&gt;
 Your sleep has been interrupted!&lt;br /&gt;
 Select your combat preferences.&lt;br /&gt;
  - Current Attack Preference: &lt;br /&gt;
 Strike&lt;br /&gt;
 Charge&lt;br /&gt;
 Close Combat&lt;br /&gt;
 According to Opponent&lt;br /&gt;
  - Current Dodge Preference: &lt;br /&gt;
 Move Around&lt;br /&gt;
 Stand Ground&lt;br /&gt;
  - Current Charge Defense: &lt;br /&gt;
 Dodge Away&lt;br /&gt;
 Select your movement preferences.&lt;br /&gt;
  - Current Swimming Preference: &lt;br /&gt;
 When Possible&lt;br /&gt;
 When Necessary&lt;br /&gt;
 What would you like to do with the &lt;br /&gt;
 ?&lt;br /&gt;
   (&lt;br /&gt;
  to view other pages)&lt;br /&gt;
  - &lt;br /&gt;
 Where would you like to move?&lt;br /&gt;
 What would you like to pick up?&lt;br /&gt;
 . &lt;br /&gt;
 Who will you talk to?&lt;br /&gt;
  to view other pages&lt;br /&gt;
  -  &lt;br /&gt;
 a colony of &lt;br /&gt;
 many &lt;br /&gt;
 a swarm of &lt;br /&gt;
 Miasma&lt;br /&gt;
 Steam&lt;br /&gt;
 Mist&lt;br /&gt;
 Bloody Mist&lt;br /&gt;
 A Dust Cloud&lt;br /&gt;
 An Ocean Wave&lt;br /&gt;
 Sea Foam&lt;br /&gt;
 Lava Mist&lt;br /&gt;
 Magma Mist&lt;br /&gt;
 Boiling &lt;br /&gt;
 Smoke&lt;br /&gt;
 Dragonfire&lt;br /&gt;
 Fire&lt;br /&gt;
 A Web&lt;br /&gt;
 A Fire&lt;br /&gt;
 A Campfire&lt;br /&gt;
 Water [&lt;br /&gt;
 /7]&lt;br /&gt;
 Lava [&lt;br /&gt;
 Magma [&lt;br /&gt;
 A Spattering of Blood&lt;br /&gt;
 A Smear of Blood&lt;br /&gt;
 A Pool of Blood&lt;br /&gt;
 Vomit&lt;br /&gt;
 A Spattering of Slime&lt;br /&gt;
 A Smear of Slime&lt;br /&gt;
 A Pool of Slime&lt;br /&gt;
 A Spattering of Pus&lt;br /&gt;
 A Smear of Pus&lt;br /&gt;
 A Pool of Pus&lt;br /&gt;
 A Spattering of Ichor&lt;br /&gt;
 A Smear of Ichor&lt;br /&gt;
 A Pool of Ichor&lt;br /&gt;
 A Spattering of Goo&lt;br /&gt;
 A Smear of Goo&lt;br /&gt;
 A Pool of Goo&lt;br /&gt;
 Untitled&lt;br /&gt;
 , &amp;quot;&lt;br /&gt;
 &amp;quot;&lt;br /&gt;
 Really attack &lt;br /&gt;
 Really wrestle &lt;br /&gt;
  confirms.  &lt;br /&gt;
  aborts.&lt;br /&gt;
 Which creature will you attack?  &lt;br /&gt;
 Which creature will you wrestle?  &lt;br /&gt;
  changes mode.&lt;br /&gt;
  pages)&lt;br /&gt;
 Really sleep?  Your character will rest for eight hours.&lt;br /&gt;
 You sleep.&lt;br /&gt;
 You can't rest because you are drowning.&lt;br /&gt;
 You can't rest because you are swimming.&lt;br /&gt;
 You can't rest because somebody can see you.&lt;br /&gt;
 You've already searched this area recently.&lt;br /&gt;
 You've found a colony of &lt;br /&gt;
  and another small creature.&lt;br /&gt;
  and some other small creatures.&lt;br /&gt;
 You've found a small creature.&lt;br /&gt;
 You've found some small creatures.&lt;br /&gt;
 Your intense search turns up nothing.&lt;br /&gt;
 You have nothing with which to interact.&lt;br /&gt;
 You have nothing to examine.&lt;br /&gt;
 You have nothing left to remove.&lt;br /&gt;
 You have nothing left to wear.&lt;br /&gt;
 You have nothing left to eat or drink.&lt;br /&gt;
 You have nothing to put inside a container.&lt;br /&gt;
 You have nothing left to drop.&lt;br /&gt;
 There is nothing to pick up here.&lt;br /&gt;
 You have nothing left to throw.&lt;br /&gt;
 You have nothing to fire with.&lt;br /&gt;
 You have nothing left to fire.&lt;br /&gt;
 You are no longer in hiding.&lt;br /&gt;
 You begin sneaking.&lt;br /&gt;
 You can't sneak because somebody can see you.&lt;br /&gt;
 There is no sunlight when you are dead.&lt;br /&gt;
 There are no traces of sunlight here.&lt;br /&gt;
 Being dead is cold and clammy.&lt;br /&gt;
 The temperature is as it has been and always will be.&lt;br /&gt;
 The temperature cannot be judged.&lt;br /&gt;
 It is burning.&lt;br /&gt;
 It is deathly cold.&lt;br /&gt;
 The temperature is pleasant.&lt;br /&gt;
 It is scorching.&lt;br /&gt;
 It is hot.&lt;br /&gt;
 It is warm.&lt;br /&gt;
 It is cool.&lt;br /&gt;
 It is freezing.&lt;br /&gt;
 It is cold.&lt;br /&gt;
 You've lost track of time since your death.&lt;br /&gt;
 It is the &lt;br /&gt;
 Granite&lt;br /&gt;
 Slate&lt;br /&gt;
 Felsite&lt;br /&gt;
 Hematite&lt;br /&gt;
 Malachite&lt;br /&gt;
 Galena&lt;br /&gt;
 Limestone&lt;br /&gt;
 Sandstone&lt;br /&gt;
 Timber&lt;br /&gt;
 Moonstone&lt;br /&gt;
 Opal&lt;br /&gt;
 Obsidian&lt;br /&gt;
 You can't travel because somebody can see you.&lt;br /&gt;
 You can't travel because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.&lt;br /&gt;
 You can't travel until you've stopped the bleeding.&lt;br /&gt;
 You can't travel because you can't breathe.&lt;br /&gt;
 You can't travel because you are swimming.&lt;br /&gt;
 You can't travel because you are journeying underground.&lt;br /&gt;
 You must survive the ambush.&lt;br /&gt;
 You cannot travel until you leave this site.&lt;br /&gt;
 You stand up.&lt;br /&gt;
 You lie on the ground.&lt;br /&gt;
 The webs make it impossible to stand.&lt;br /&gt;
 You can't stand up -- somebody is in the way.&lt;br /&gt;
 You have reached the summit of &lt;br /&gt;
 You are deceased.  Press &lt;br /&gt;
  to finish.&lt;br /&gt;
 Unconscious&lt;br /&gt;
 Stunned&lt;br /&gt;
 Exhausted&lt;br /&gt;
 Over-Exert&lt;br /&gt;
 Tired&lt;br /&gt;
 Drowsy&lt;br /&gt;
 Drowning&lt;br /&gt;
 Winded&lt;br /&gt;
 Swimming&lt;br /&gt;
 Flying&lt;br /&gt;
 Nauseous&lt;br /&gt;
 Dhyd&lt;br /&gt;
 Thir&lt;br /&gt;
 Stvg&lt;br /&gt;
 Hung&lt;br /&gt;
 W: &lt;br /&gt;
 None&lt;br /&gt;
 A: &lt;br /&gt;
 Mortal Wound&lt;br /&gt;
 In Flight&lt;br /&gt;
 Paralyzed&lt;br /&gt;
 Webbed&lt;br /&gt;
 On Ground&lt;br /&gt;
 Bleeding!&lt;br /&gt;
 Bleeding&lt;br /&gt;
 Pale&lt;br /&gt;
 Faint&lt;br /&gt;
 Pain&lt;br /&gt;
 Speed: &lt;br /&gt;
  [DONE]&lt;br /&gt;
  [MORE]&lt;br /&gt;
                                                                                 &lt;br /&gt;
 Adventure Log: NULL task&lt;br /&gt;
 Adventure Log: NULL site&lt;br /&gt;
 Adventure Log: NULL subregion&lt;br /&gt;
 Adventure Log: NULL entity&lt;br /&gt;
 Adventure Log&lt;br /&gt;
 &amp;quot;, &lt;br /&gt;
  for destination.&lt;br /&gt;
 Civilization&lt;br /&gt;
 Site Government&lt;br /&gt;
 Vessel Crew&lt;br /&gt;
 Migrating Group&lt;br /&gt;
 Nomadic Group&lt;br /&gt;
 Religion&lt;br /&gt;
 , Dead&lt;br /&gt;
 Unaligned&lt;br /&gt;
 Enemy&lt;br /&gt;
 Criminal&lt;br /&gt;
 Prisoner&lt;br /&gt;
 Devoted&lt;br /&gt;
 Loyal&lt;br /&gt;
 Aligned&lt;br /&gt;
 Affiliated&lt;br /&gt;
 Associated&lt;br /&gt;
  Member&lt;br /&gt;
  Mercenary&lt;br /&gt;
  Slave&lt;br /&gt;
 Former &lt;br /&gt;
 Member&lt;br /&gt;
 Mercenary&lt;br /&gt;
 Slave&lt;br /&gt;
 Mountain&lt;br /&gt;
 Temperate Freshwater Swamp&lt;br /&gt;
 Temperate Saltwater Swamp&lt;br /&gt;
 Temperate Freshwater Marsh&lt;br /&gt;
 Temperate Saltwater Marsh&lt;br /&gt;
 Tropical Freshwater Swamp&lt;br /&gt;
 Tropical Saltwater Swamp&lt;br /&gt;
 Mangrove Swamp&lt;br /&gt;
 Tropical Freshwater Marsh&lt;br /&gt;
 Tropical Saltwater Marsh&lt;br /&gt;
 Taiga&lt;br /&gt;
 Temperate Coniferous Forest&lt;br /&gt;
 Temperate Broadleaf Forest&lt;br /&gt;
 Tropical Coniferous Forest&lt;br /&gt;
 Tropical Dry Broadleaf Forest&lt;br /&gt;
 Tropical Moist Broadleaf Forest&lt;br /&gt;
 Temperate Grassland&lt;br /&gt;
 Temperate Savanna&lt;br /&gt;
 Temperate Shrubland&lt;br /&gt;
 Tropical Grassland&lt;br /&gt;
 Tropical Savanna&lt;br /&gt;
 Tropical Shrubland&lt;br /&gt;
 Badlands&lt;br /&gt;
 Rocky Wasteland&lt;br /&gt;
 Sand Desert&lt;br /&gt;
 Tropical Ocean&lt;br /&gt;
 Temperate Ocean&lt;br /&gt;
 Arctic Ocean&lt;br /&gt;
 Temperate Freshwater Pool&lt;br /&gt;
 Temperate Brackish Pool&lt;br /&gt;
 Temperate Saltwater Pool&lt;br /&gt;
 Tropical Freshwater Pool&lt;br /&gt;
 Tropical Brackish Pool&lt;br /&gt;
 Tropical Saltwater Pool&lt;br /&gt;
 Temperate Freshwater Lake&lt;br /&gt;
 Temperate Brackish Lake&lt;br /&gt;
 Temperate Saltwater Lake&lt;br /&gt;
 Tropical Freshwater Lake&lt;br /&gt;
 Tropical Brackish Lake&lt;br /&gt;
 Tropical Saltwater Lake&lt;br /&gt;
 Temperate Freshwater River&lt;br /&gt;
 Temperate Brackish River&lt;br /&gt;
 Temperate Saltwater River&lt;br /&gt;
 Tropical Freshwater River&lt;br /&gt;
 Tropical Brackish River&lt;br /&gt;
 Tropical Saltwater River&lt;br /&gt;
 Subterranean Water&lt;br /&gt;
 Subterranean Chasm&lt;br /&gt;
 Subterranean Magma&lt;br /&gt;
  - Tasks&lt;br /&gt;
  - Entities&lt;br /&gt;
  - Sites&lt;br /&gt;
  - Regions&lt;br /&gt;
  - Scroll&lt;br /&gt;
  - Zoom to Selected&lt;br /&gt;
  - Zoom to Current Location&lt;br /&gt;
  - Toggle Line&lt;br /&gt;
  - Toggle Map/Info&lt;br /&gt;
 Wrestle &lt;br /&gt;
 The Wrestling of &lt;br /&gt;
 &amp;gt;-&lt;br /&gt;
 --&lt;br /&gt;
 &amp;lt;-&lt;br /&gt;
 Latch&lt;br /&gt;
 Grasp&lt;br /&gt;
 JLock&lt;br /&gt;
 Choke&lt;br /&gt;
 -&amp;gt;&lt;br /&gt;
 -&amp;lt;&lt;br /&gt;
  to scroll&lt;br /&gt;
 Lock &lt;br /&gt;
 Choke &lt;br /&gt;
 Take-down by &lt;br /&gt;
 Throw by &lt;br /&gt;
 Pinch &lt;br /&gt;
 Gouge &lt;br /&gt;
 Break &lt;br /&gt;
 Release joint lock of &lt;br /&gt;
 Release choke of &lt;br /&gt;
 Release grip of &lt;br /&gt;
 Loosen joint lock of &lt;br /&gt;
 Loosen choke of &lt;br /&gt;
 Break grip of &lt;br /&gt;
 Shake &lt;br /&gt;
 Strangle &lt;br /&gt;
 Grab &lt;br /&gt;
 Deceased&lt;br /&gt;
 Strong&lt;br /&gt;
 Very Strong&lt;br /&gt;
 Extremely Strong&lt;br /&gt;
 Mighty&lt;br /&gt;
 Ultra-Mighty&lt;br /&gt;
 Agile&lt;br /&gt;
 Very Agile&lt;br /&gt;
 Extremely Agile&lt;br /&gt;
 Unbelievably Agile&lt;br /&gt;
 Perfectly Agile&lt;br /&gt;
 Tough&lt;br /&gt;
 Very Tough&lt;br /&gt;
 Extremely Tough&lt;br /&gt;
 Unbelievably Tough&lt;br /&gt;
 Super&lt;br /&gt;
 ly Tough&lt;br /&gt;
 Enraged at all enemies!&lt;br /&gt;
 In a martial trance!&lt;br /&gt;
 Throwing a tantrum!&lt;br /&gt;
 On the Ground&lt;br /&gt;
 Partially Webbed&lt;br /&gt;
 Partially Paralyzed&lt;br /&gt;
 Sluggish&lt;br /&gt;
 Heavy Bleeding&lt;br /&gt;
 Extreme Pain&lt;br /&gt;
 Dehydrated&lt;br /&gt;
 Thirsty&lt;br /&gt;
 Starving&lt;br /&gt;
 Hungry&lt;br /&gt;
 : View Kills&lt;br /&gt;
 : Select&lt;br /&gt;
 : View&lt;br /&gt;
 : Scroll&lt;br /&gt;
 : View Wr&lt;br /&gt;
 : Cust&lt;br /&gt;
 [C:7:0:1]&lt;br /&gt;
 The Kills of &lt;br /&gt;
 What would you like to wear?&lt;br /&gt;
 What would you like to remove?&lt;br /&gt;
 What would you like to drop?&lt;br /&gt;
 What would you like to throw?&lt;br /&gt;
 With what would you like to interact?&lt;br /&gt;
 With what would you like to eat or drink?&lt;br /&gt;
 What would you like to put inside a container?&lt;br /&gt;
 Where would you like to put the &lt;br /&gt;
 Your Inventory&lt;br /&gt;
  to view other pages.  &lt;br /&gt;
  when done.&lt;br /&gt;
 There is nothing to do with the &lt;br /&gt;
 You empty the &lt;br /&gt;
 You take out the &lt;br /&gt;
 You don't have a suitable container.&lt;br /&gt;
 You put the &lt;br /&gt;
  into the &lt;br /&gt;
 You eat the &lt;br /&gt;
 You drink the &lt;br /&gt;
  is too salty.&lt;br /&gt;
  is too hot.&lt;br /&gt;
  is too cold.&lt;br /&gt;
 You lick the &lt;br /&gt;
 No.  That's disgusting.&lt;br /&gt;
 You are too full.&lt;br /&gt;
 You drop &lt;br /&gt;
 You pick&lt;br /&gt;
  picks&lt;br /&gt;
  up the &lt;br /&gt;
  and put it in &lt;br /&gt;
  and puts it in &lt;br /&gt;
 You do not have a free grasp and your quivers and packs are full.&lt;br /&gt;
 You do not have a free grasp and your quiver and packs are full.&lt;br /&gt;
 You do not have a free grasp and your quivers and pack are full.&lt;br /&gt;
 You do not have a free grasp and your quiver and pack are full.&lt;br /&gt;
 You do not have a free grasp and your quivers are full.&lt;br /&gt;
 You do not have a free grasp and your quiver is full.&lt;br /&gt;
 You do not have a free grasp and your packs are full.&lt;br /&gt;
 You do not have a free grasp and your pack is full.&lt;br /&gt;
 You do not have a free grasp.&lt;br /&gt;
 No announcements yet.&lt;br /&gt;
 Announcements &lt;br /&gt;
 Offloading site...&lt;br /&gt;
 There is a &lt;br /&gt;
  here.&lt;br /&gt;
  - Pull it&lt;br /&gt;
 You pull the lever.&lt;br /&gt;
 There is a locked &lt;br /&gt;
  - Break it in&lt;br /&gt;
  - Pick the lock&lt;br /&gt;
 You break the hatch in!&lt;br /&gt;
 You pick the lock!&lt;br /&gt;
  - Bash it down&lt;br /&gt;
 You bash the door down!&lt;br /&gt;
 Create Your Character&lt;br /&gt;
 Race: &lt;br /&gt;
 , Female&lt;br /&gt;
 , Male&lt;br /&gt;
  from &lt;br /&gt;
 : Play Now!&lt;br /&gt;
 : Select   &lt;br /&gt;
 : Back&lt;br /&gt;
 Remaining: &lt;br /&gt;
 Not&lt;br /&gt;
 : Done     &lt;br /&gt;
  to change&lt;br /&gt;
 Name: &lt;br /&gt;
 : Done&lt;br /&gt;
 : Abort&lt;br /&gt;
 : Enter First Name&lt;br /&gt;
 : Customize Name&lt;br /&gt;
 : Random Name&lt;br /&gt;
 : Change Gender&lt;br /&gt;
 : Go!&lt;br /&gt;
 ** Unretiring Adventurer **&lt;br /&gt;
 ** Starting Adventurer **&lt;br /&gt;
 Dawn is breaking.&lt;br /&gt;
 It is noon.&lt;br /&gt;
 Night is falling.&lt;br /&gt;
 You struggle for &lt;br /&gt;
 You pull out &lt;br /&gt;
 Fill &lt;br /&gt;
 stagnant &lt;br /&gt;
 water (&lt;br /&gt;
  with mud (&lt;br /&gt;
 slime (&lt;br /&gt;
 vomit (&lt;br /&gt;
 You fill your &lt;br /&gt;
  with water.&lt;br /&gt;
 Your &lt;br /&gt;
  is already full.&lt;br /&gt;
  with mud.&lt;br /&gt;
  with slime.&lt;br /&gt;
  with vomit.&lt;br /&gt;
 Eat &lt;br /&gt;
 mud (&lt;br /&gt;
 Drink &lt;br /&gt;
 Ignite &lt;br /&gt;
 The steam around the vegetation stops you from setting the fire.&lt;br /&gt;
 The vegetation is submerged.&lt;br /&gt;
 The vegetation is too wet.&lt;br /&gt;
 You set a fire.&lt;br /&gt;
 Attack error&lt;br /&gt;
 Attack &lt;br /&gt;
 creatures&lt;br /&gt;
 Interact with &lt;br /&gt;
 building&lt;br /&gt;
 Move to &lt;br /&gt;
 N&lt;br /&gt;
 NNE&lt;br /&gt;
 ENE&lt;br /&gt;
 ESE&lt;br /&gt;
 SSE&lt;br /&gt;
 SSW&lt;br /&gt;
 WSW&lt;br /&gt;
 WNW&lt;br /&gt;
 NNW&lt;br /&gt;
 ---&lt;br /&gt;
 TSK&lt;br /&gt;
 Site Center Flood Overflow&lt;br /&gt;
&lt;br /&gt;
 Button&lt;br /&gt;
   Saving...  &lt;br /&gt;
 REC&lt;br /&gt;
 Disconnected Build Overflow&lt;br /&gt;
   Select Item: &lt;br /&gt;
  Points Remaining  &lt;br /&gt;
  to select.  &lt;br /&gt;
  to abort.&lt;br /&gt;
  scroll.  Type in parts of the name to narrow your search.&lt;br /&gt;
  P&lt;br /&gt;
 Weapons and Ammunition&lt;br /&gt;
 Armor&lt;br /&gt;
 Furniture&lt;br /&gt;
 Siege Equipment&lt;br /&gt;
 Other Objects&lt;br /&gt;
 Metal Clothing&lt;br /&gt;
 Permit Trap Components&lt;br /&gt;
 Permit Foreign Weapons&lt;br /&gt;
 Permit Foreign Siege Ammo&lt;br /&gt;
 Permit Foreign Armor&lt;br /&gt;
 Main&lt;br /&gt;
 Siege Engines&lt;br /&gt;
 Traps/Levers&lt;br /&gt;
 Workshops&lt;br /&gt;
 Furnaces&lt;br /&gt;
 Wall/Floor/Stairs&lt;br /&gt;
 Machine Components&lt;br /&gt;
 Building Placement Distance Overflow&lt;br /&gt;
&lt;br /&gt;
 WGL_EXT_swap_control&lt;br /&gt;
 wglSwapIntervalEXT&lt;br /&gt;
 wglGetSwapIntervalEXT&lt;br /&gt;
 OpenGL&lt;br /&gt;
 Dwarf Fortress&lt;br /&gt;
 Error&lt;br /&gt;
 Error Registering Window Class!&lt;br /&gt;
 Error Creating OpenGL Window&lt;br /&gt;
 rb&lt;br /&gt;
 Mode Switch Failed.&lt;br /&gt;
 Running In Windowed Mode.&lt;br /&gt;
 RegisterClassEx Failed!&lt;br /&gt;
 Error Initializing Text: &lt;br /&gt;
 wb&lt;br /&gt;
&lt;br /&gt;
  Chitin&lt;br /&gt;
  Leather&lt;br /&gt;
  Cloth&lt;br /&gt;
  Silk&lt;br /&gt;
  Crafts&lt;br /&gt;
  Logs&lt;br /&gt;
  Leather Bags&lt;br /&gt;
  Cloth Bags&lt;br /&gt;
  Silk Bags&lt;br /&gt;
  Thread&lt;br /&gt;
  Silk Thread&lt;br /&gt;
  Ropes&lt;br /&gt;
  Silk Ropes&lt;br /&gt;
 DIGGER&lt;br /&gt;
 TRANSLATION&lt;br /&gt;
 CIV_CONTROLLABLE&lt;br /&gt;
 INDIV_CONTROLLABLE&lt;br /&gt;
 SIEGER&lt;br /&gt;
 AMBUSHER&lt;br /&gt;
 BABYSNATCHER&lt;br /&gt;
 ITEM_THIEF&lt;br /&gt;
 SUBTERRANEAN_CLOTHING&lt;br /&gt;
 CLOTHING&lt;br /&gt;
 CURRENCY_BY_YEAR&lt;br /&gt;
 METAL_PREF&lt;br /&gt;
 GEM_PREF&lt;br /&gt;
 STONE_PREF&lt;br /&gt;
 WOOD_PREF&lt;br /&gt;
 MINOR_METAL&lt;br /&gt;
 RIVER_PRODUCTS&lt;br /&gt;
 OCEAN_PRODUCTS&lt;br /&gt;
 INDOOR_FARMING&lt;br /&gt;
 OUTDOOR_FARMING&lt;br /&gt;
 UNDEAD_CANDIDATE&lt;br /&gt;
 USE_CAVE_ANIMALS&lt;br /&gt;
 USE_EVIL_ANIMALS&lt;br /&gt;
 USE_GOOD_ANIMALS&lt;br /&gt;
 USE_EVIL_WOOD&lt;br /&gt;
 USE_GOOD_WOOD&lt;br /&gt;
 USE_EVIL_PLANTS&lt;br /&gt;
 USE_GOOD_PLANTS&lt;br /&gt;
 START_BIOME&lt;br /&gt;
 BIOME_SUPPORT&lt;br /&gt;
 SKULKING&lt;br /&gt;
 PERMITTED_JOB&lt;br /&gt;
 WORLD_CONSTRUCTION&lt;br /&gt;
 WILL_ACCEPT_TRIBUTE&lt;br /&gt;
 ETHIC&lt;br /&gt;
 WANDERER&lt;br /&gt;
 BEAST_HUNTER&lt;br /&gt;
 SCOUT&lt;br /&gt;
 MAX_STARTING_CIV_NUMBER&lt;br /&gt;
 START_GROUP_NUMBER&lt;br /&gt;
 MAX_SITE_POP_NUMBER&lt;br /&gt;
 MAX_POP_NUMBER&lt;br /&gt;
 RELIGION_SPHERE&lt;br /&gt;
 TREE_CAP_DIPLOMACY&lt;br /&gt;
 DIPLOMAT_BODYGUARDS&lt;br /&gt;
 MERCHANT_BODYGUARDS&lt;br /&gt;
 ACTIVE_SEASON&lt;br /&gt;
 PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
 PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
 PROGRESS_TRIGGER_TRADE&lt;br /&gt;
 CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
 CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
 LEADER_TYPE&lt;br /&gt;
 SITE_LEADER_TYPE&lt;br /&gt;
 DEFAULT_SITE_TYPE&lt;br /&gt;
 LIKES_SITE&lt;br /&gt;
 TOLERATES_SITE&lt;br /&gt;
 USE_ANY_PET_RACE&lt;br /&gt;
 USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
 IMPROVED_BOWS&lt;br /&gt;
 INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
 AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
 EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
 ABUSE_BODIES&lt;br /&gt;
 USE_ANIMAL_PRODUCTS&lt;br /&gt;
 COMMON_DOMESTIC_PACK&lt;br /&gt;
 COMMON_DOMESTIC_PULL&lt;br /&gt;
 COMMON_DOMESTIC_MOUNT&lt;br /&gt;
 COMMON_DOMESTIC_PET&lt;br /&gt;
 SPHERE_ALIGNMENT&lt;br /&gt;
 ART_FACET_MODIFIER&lt;br /&gt;
 ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
 ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
 CURRENCY&lt;br /&gt;
 ADVENTURE_TIER&lt;br /&gt;
 SELECT_SYMBOL&lt;br /&gt;
 ALL&lt;br /&gt;
 REMAINING&lt;br /&gt;
 SUBSELECT_SYMBOL&lt;br /&gt;
 CULL_SYMBOL&lt;br /&gt;
 FRIENDLY_COLOR&lt;br /&gt;
 Unrecognized Entity Token: &lt;br /&gt;
 a&lt;br /&gt;
 i&lt;br /&gt;
 o&lt;br /&gt;
 u&lt;br /&gt;
 ay&lt;br /&gt;
 ee&lt;br /&gt;
 b&lt;br /&gt;
 br&lt;br /&gt;
 bl&lt;br /&gt;
 d&lt;br /&gt;
 dr&lt;br /&gt;
 dl&lt;br /&gt;
 str&lt;br /&gt;
 stl&lt;br /&gt;
 sh&lt;br /&gt;
 shr&lt;br /&gt;
 shl&lt;br /&gt;
 sr&lt;br /&gt;
 sl&lt;br /&gt;
 t&lt;br /&gt;
 tr&lt;br /&gt;
 tl&lt;br /&gt;
 thr&lt;br /&gt;
 thl&lt;br /&gt;
 ch&lt;br /&gt;
 chr&lt;br /&gt;
 chl&lt;br /&gt;
 l&lt;br /&gt;
 lr&lt;br /&gt;
 f&lt;br /&gt;
 fr&lt;br /&gt;
 fl&lt;br /&gt;
 g&lt;br /&gt;
 gr&lt;br /&gt;
 gl&lt;br /&gt;
 k&lt;br /&gt;
 kr&lt;br /&gt;
 kl&lt;br /&gt;
 p&lt;br /&gt;
 pr&lt;br /&gt;
 pl&lt;br /&gt;
 j&lt;br /&gt;
 jr&lt;br /&gt;
 jl&lt;br /&gt;
 m&lt;br /&gt;
 r&lt;br /&gt;
 ng&lt;br /&gt;
 mb&lt;br /&gt;
 lg&lt;br /&gt;
 lb&lt;br /&gt;
 lm&lt;br /&gt;
 nk&lt;br /&gt;
 rsn&lt;br /&gt;
 Migrating group coordinates out of bounds during goal check&lt;br /&gt;
 (&lt;br /&gt;
 ),&lt;br /&gt;
 ) &lt;br /&gt;
 Invalid Nem&lt;br /&gt;
 Invalid ID&lt;br /&gt;
 Empty&lt;br /&gt;
 , has decided to stay.&lt;br /&gt;
 WORSHIP_HF&lt;br /&gt;
 failure to get start square construction for transport link&lt;br /&gt;
 failure to get end square construction for transport link&lt;br /&gt;
 midmap construction path build failure&lt;br /&gt;
 Entity &lt;br /&gt;
  has self-referential diplomacy state&lt;br /&gt;
 [PROFILE]&lt;br /&gt;
 TITLE:&lt;br /&gt;
 [SKILL:&lt;br /&gt;
 [RECLAIM_SKILL:&lt;br /&gt;
 [ITEM:&lt;br /&gt;
 [PET:&lt;br /&gt;
&lt;br /&gt;
  has guzzled some &lt;br /&gt;
 Miner destination wiped&lt;br /&gt;
 Merchants have arrived and are unloading their goods.&lt;br /&gt;
 The merchants need a trade depot to unload their goods.&lt;br /&gt;
 An animal&lt;br /&gt;
  has become a &lt;br /&gt;
  has adopted &lt;br /&gt;
 Something has pulled a lever!&lt;br /&gt;
 Something has triggered a pressure plate!&lt;br /&gt;
 Something has emptied a cage!&lt;br /&gt;
 Something has unchained a creature!&lt;br /&gt;
 improvable &lt;br /&gt;
 butcherable &lt;br /&gt;
 millable &lt;br /&gt;
 possibly buryable &lt;br /&gt;
 unrotten &lt;br /&gt;
 undisturbed &lt;br /&gt;
 collected &lt;br /&gt;
 sharpenable &lt;br /&gt;
 distillable &lt;br /&gt;
 empty &lt;br /&gt;
 processable &lt;br /&gt;
 cookable &lt;br /&gt;
 extract-bearing plant &lt;br /&gt;
 extract-bearing fish &lt;br /&gt;
 extract-bearing small creature &lt;br /&gt;
 processable (to vial) &lt;br /&gt;
 processable (to bag) &lt;br /&gt;
 processable (to barrel) &lt;br /&gt;
 alchemical &lt;br /&gt;
 tameable small creature &lt;br /&gt;
 nearby &lt;br /&gt;
 sand-bearing &lt;br /&gt;
 glass &lt;br /&gt;
 lye-bearing &lt;br /&gt;
 milk &lt;br /&gt;
 milkable &lt;br /&gt;
 finished good &lt;br /&gt;
 ammo &lt;br /&gt;
 furniture &lt;br /&gt;
 dye &lt;br /&gt;
 dyeable &lt;br /&gt;
 glass-making &lt;br /&gt;
 dyed &lt;br /&gt;
 melt-designated &lt;br /&gt;
 deep material &lt;br /&gt;
 sewn-imageless &lt;br /&gt;
 screw &lt;br /&gt;
 fire-safe &lt;br /&gt;
 magma-safe &lt;br /&gt;
 building material &lt;br /&gt;
 non-economic &lt;br /&gt;
 -bearing &lt;br /&gt;
 bag&lt;br /&gt;
  that isn't a bin&lt;br /&gt;
 Short Pathing Flood Overflow&lt;br /&gt;
&lt;br /&gt;
 have&lt;br /&gt;
 has&lt;br /&gt;
  been &lt;br /&gt;
  by a &lt;br /&gt;
 burned&lt;br /&gt;
 flown&lt;br /&gt;
 rough &lt;br /&gt;
  log&lt;br /&gt;
  block&lt;br /&gt;
&lt;br /&gt;
 One of the compressed files on disk has errors in it.  Restore from backup if you are able.&lt;br /&gt;
 \&lt;br /&gt;
 T&lt;br /&gt;
 ..&lt;br /&gt;
 STP&lt;br /&gt;
 vomit&lt;br /&gt;
 slime&lt;br /&gt;
 missing blood type&lt;br /&gt;
 Year &lt;br /&gt;
  was waged by &lt;br /&gt;
 One of the most significant causes of the conflict was &lt;br /&gt;
 The most significant cause of the conflict was &lt;br /&gt;
  disgust with the adversary's godlessness&lt;br /&gt;
  religious opposition to the adversary's worship of &lt;br /&gt;
  religious opposition to the adversary's inherent association with &lt;br /&gt;
  natural aversion to the adversary's worship of &lt;br /&gt;
  natural aversion to the adversary's inherent association with &lt;br /&gt;
 a dispute over &lt;br /&gt;
 the treatment of animals&lt;br /&gt;
 the treatment of plants&lt;br /&gt;
 a formalized agreement&lt;br /&gt;
 truthfulness&lt;br /&gt;
 the devouring of the bodies of sapient beings&lt;br /&gt;
 the display of war and hunting trophies&lt;br /&gt;
 the adversary's inability to communicate and form treaties&lt;br /&gt;
 prior aggression by the adversary&lt;br /&gt;
 a first contact that went horribly wrong&lt;br /&gt;
 the adversary's refusal to form treaties&lt;br /&gt;
 the adversary's abuse of the aggressor's fallen&lt;br /&gt;
 an incident involving a lost diplomat&lt;br /&gt;
 a disagreement over prior treaties&lt;br /&gt;
 an incident involving a trade caravan&lt;br /&gt;
 general ill feelings over past historical events&lt;br /&gt;
 a previous war&lt;br /&gt;
 a previous battle&lt;br /&gt;
 a previous duel&lt;br /&gt;
 a previous conquest&lt;br /&gt;
 an abduction&lt;br /&gt;
 an act of theft&lt;br /&gt;
 an attack by a beast&lt;br /&gt;
 The causes of the conflict are debated by scholars and very little is truly known.&lt;br /&gt;
  unknown&lt;br /&gt;
  creature&lt;br /&gt;
 , lost&lt;br /&gt;
 , all lost&lt;br /&gt;
  losses&lt;br /&gt;
 , one loss&lt;br /&gt;
 , no losses&lt;br /&gt;
 , mostly &lt;br /&gt;
  creatures&lt;br /&gt;
 D: &lt;br /&gt;
 Attacker was uncontested.&lt;br /&gt;
 Attacker was victorious.&lt;br /&gt;
 Defender was victorious.&lt;br /&gt;
 A fearsome&lt;br /&gt;
 beast&lt;br /&gt;
  attack&lt;br /&gt;
  was a time when the &lt;br /&gt;
 , the &lt;br /&gt;
  and the &lt;br /&gt;
  were the only great powers in the world.&lt;br /&gt;
  was a time when &lt;br /&gt;
 yet &lt;br /&gt;
 again &lt;br /&gt;
  was the only great power in the world.&lt;br /&gt;
 living gods and mighty beasts &lt;br /&gt;
 still &lt;br /&gt;
 held sway.&lt;br /&gt;
 the powers of the world were fading&lt;br /&gt;
 great powers had returned to the world&lt;br /&gt;
 there were still great powers in the world&lt;br /&gt;
 fantastic creatures no longer lived in great numbers.&lt;br /&gt;
 fantastic creatures were few and far between, and some even doubted their existence.&lt;br /&gt;
  ruled the world.&lt;br /&gt;
 the last of the &lt;br /&gt;
 ancient &lt;br /&gt;
 powers fought their final battles.&lt;br /&gt;
 various civilized races peopled the world.&lt;br /&gt;
  was a time after civilization had&lt;br /&gt;
  yet&lt;br /&gt;
  again&lt;br /&gt;
  crumbled completely.&lt;br /&gt;
 fantastic creatures were but mere stories told by travelers.&lt;br /&gt;
 only simple creatures inhabited&lt;br /&gt;
 no civilized peoples existed in&lt;br /&gt;
  the world.&lt;br /&gt;
 Part of &lt;br /&gt;
 In &lt;br /&gt;
 ended.&lt;br /&gt;
 occurred.&lt;br /&gt;
 began.&lt;br /&gt;
 Legends&lt;br /&gt;
 Sorting&lt;br /&gt;
 Initialization complete...&lt;br /&gt;
 Historical events &lt;br /&gt;
  completed&lt;br /&gt;
 Check for culled historical figures &lt;br /&gt;
 Historical figures &lt;br /&gt;
 Artifacts completed&lt;br /&gt;
 Structures completed&lt;br /&gt;
  event sort &lt;br /&gt;
 Historical events left to discover: &lt;br /&gt;
 Historical Figures&lt;br /&gt;
 Sites&lt;br /&gt;
 Artifacts&lt;br /&gt;
 Regions&lt;br /&gt;
 Civilizations and other entities&lt;br /&gt;
 Art&lt;br /&gt;
 Structures&lt;br /&gt;
 Historical Maps&lt;br /&gt;
 goddess&lt;br /&gt;
 god&lt;br /&gt;
 deity&lt;br /&gt;
 , force&lt;br /&gt;
 b. &lt;br /&gt;
 d. &lt;br /&gt;
 Civilizations and Other Entities&lt;br /&gt;
 Keep&lt;br /&gt;
 Hovel&lt;br /&gt;
 Apartment Complex&lt;br /&gt;
 Apartment Room&lt;br /&gt;
 Dark Tower&lt;br /&gt;
 Slain&lt;br /&gt;
 Received &lt;br /&gt;
 a wound&lt;br /&gt;
  wounds&lt;br /&gt;
 fled&lt;br /&gt;
 Fled&lt;br /&gt;
  yet emerged &lt;br /&gt;
 victorious&lt;br /&gt;
 Victorious&lt;br /&gt;
  yet &lt;br /&gt;
 drove forward&lt;br /&gt;
 Drove forward&lt;br /&gt;
  and was &lt;br /&gt;
 repelled&lt;br /&gt;
 Repelled&lt;br /&gt;
 stood fast&lt;br /&gt;
 Stood fast&lt;br /&gt;
 beaten back&lt;br /&gt;
 Beaten back&lt;br /&gt;
 : Filter on string&lt;br /&gt;
 _&lt;br /&gt;
 : Done filtering.&lt;br /&gt;
 Movement keys to view.&lt;br /&gt;
 : civ/site&lt;br /&gt;
  to change year.&lt;br /&gt;
 : view top event&lt;br /&gt;
 : toggle territories.  &lt;br /&gt;
 : select an option.  &lt;br /&gt;
 : done.  &lt;br /&gt;
 : export current map.  &lt;br /&gt;
 : show only important events.  &lt;br /&gt;
 : show all events.  &lt;br /&gt;
 : back to age.  &lt;br /&gt;
 : export map and gen info.  &lt;br /&gt;
 : export detailed map.  &lt;br /&gt;
 Standard biome+site map&lt;br /&gt;
 Elevations including lake and ocean floors (lowest 25 black)&lt;br /&gt;
 Elevations respecting water level&lt;br /&gt;
 Temperature&lt;br /&gt;
 Rainfall&lt;br /&gt;
 Drainage&lt;br /&gt;
 Savagery&lt;br /&gt;
 Volcanism&lt;br /&gt;
 Current vegetation&lt;br /&gt;
 Evil&lt;br /&gt;
 Salinity&lt;br /&gt;
  to export&lt;br /&gt;
  to cancel&lt;br /&gt;
 Export of column &lt;br /&gt;
  complete&lt;br /&gt;
 Saving world...&lt;br /&gt;
 Offloading units... &lt;br /&gt;
 Offloading art images...&lt;br /&gt;
 Sorting historical figures...&lt;br /&gt;
 Saving world information...&lt;br /&gt;
 Synchronizing folders...&lt;br /&gt;
 data/save/current/world.dat&lt;br /&gt;
 Command Line: World exported.&lt;br /&gt;
 data/init/world_gen.txt&lt;br /&gt;
 WORLD_GEN&lt;br /&gt;
 TITLE&lt;br /&gt;
 SEED&lt;br /&gt;
 HISTORY_SEED&lt;br /&gt;
 NAME_SEED&lt;br /&gt;
 DIM&lt;br /&gt;
 CUSTOM_NAME&lt;br /&gt;
 PEAK_NUMBER_MIN&lt;br /&gt;
 OCEAN_EDGE_MIN&lt;br /&gt;
 REVEAL_ALL_HISTORY&lt;br /&gt;
 CULL_HISTORICAL_FIGURES&lt;br /&gt;
 EROSION_CYCLE_COUNT&lt;br /&gt;
 PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
 OROGRAPHIC_PRECIPITATION&lt;br /&gt;
 ALL_CAVES_VISIBLE&lt;br /&gt;
 SHOW_EMBARK_RIVER&lt;br /&gt;
 SHOW_EMBARK_POOL&lt;br /&gt;
 SHOW_EMBARK_M_POOL&lt;br /&gt;
 SHOW_EMBARK_M_PIPE&lt;br /&gt;
 SHOW_EMBARK_CHASM&lt;br /&gt;
 SHOW_EMBARK_PIT&lt;br /&gt;
 SHOW_EMBARK_OTHER&lt;br /&gt;
 SHOW_EMBARK_TUNNEL&lt;br /&gt;
 PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
 VOLCANO_MIN&lt;br /&gt;
 END_YEAR&lt;br /&gt;
 BEAST_END_YEAR&lt;br /&gt;
 ELEVATION&lt;br /&gt;
 RAINFALL&lt;br /&gt;
 TEMPERATURE&lt;br /&gt;
 DRAINAGE&lt;br /&gt;
 VOLCANISM&lt;br /&gt;
 SAVAGERY&lt;br /&gt;
 PS_EL&lt;br /&gt;
 PS_RF&lt;br /&gt;
 PS_TP&lt;br /&gt;
 PS_DR&lt;br /&gt;
 PS_VL&lt;br /&gt;
 PS_SV&lt;br /&gt;
 Attempted to set world gen presets prior to dimensions&lt;br /&gt;
 Elevation&lt;br /&gt;
  preset attempted beyond Y range&lt;br /&gt;
  preset failed to load X value at Y = &lt;br /&gt;
 ELEVATION_FREQUENCY&lt;br /&gt;
 RAIN_FREQUENCY&lt;br /&gt;
 DRAINAGE_FREQUENCY&lt;br /&gt;
 TEMPERATURE_FREQUENCY&lt;br /&gt;
 SAVAGERY_FREQUENCY&lt;br /&gt;
 VOLCANISM_FREQUENCY&lt;br /&gt;
 GOOD_SQ_COUNTS&lt;br /&gt;
 EVIL_SQ_COUNTS&lt;br /&gt;
 REGION_COUNTS&lt;br /&gt;
 RIVER_MINS&lt;br /&gt;
 SUBREGION_MAX&lt;br /&gt;
 CAVE_MIN_SIZE&lt;br /&gt;
 CAVE_MAX_SIZE&lt;br /&gt;
 MOUNTAIN_CAVE_MIN&lt;br /&gt;
 NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
 TOTAL_CIV_NUMBER&lt;br /&gt;
 TOTAL_CIV_POPULATION&lt;br /&gt;
 ELEVATION_RANGES&lt;br /&gt;
 RAIN_RANGES&lt;br /&gt;
 DRAINAGE_RANGES&lt;br /&gt;
 SAVAGERY_RANGES&lt;br /&gt;
 VOLCANISM_RANGES&lt;br /&gt;
 Unrecognized World Gen Token: &lt;br /&gt;
 LARGE&lt;br /&gt;
 MEDIUM&lt;br /&gt;
 SMALLER&lt;br /&gt;
 POCKET&lt;br /&gt;
 Command Line: World generation manually aborted.&lt;br /&gt;
 The world generator is having trouble placing enough mountain peaks.  &lt;br /&gt;
 You might want to check your maximum elevation value and other elevation parameters.  &lt;br /&gt;
 Can the elevation 400 be placed enough times to provide space for your peaks?  &lt;br /&gt;
 You might want to check your preset elevations for the elevation 400.  &lt;br /&gt;
 You must have at least as many of these highest elevation points as you are requiring peaks.  &lt;br /&gt;
 Alternatively, you can reduce the number of peaks required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing enough mid-level elevations.  &lt;br /&gt;
 Can your parameters achieve elevations between 100 and 299?  &lt;br /&gt;
 You might want to adjust the parameters governing elevation frequencies.  &lt;br /&gt;
 Alternatively, you can reduce the number of mid-level elevation squares required.&lt;br /&gt;
 The world generator is having trouble placing enough low elevations.  &lt;br /&gt;
 Can your parameters achieve elevations between 0 and 99?  &lt;br /&gt;
 The world generator is having trouble placing enough high elevations.  &lt;br /&gt;
 Can your parameters achieve elevations between 300 and 400?  &lt;br /&gt;
 The world generator is having trouble placing enough ocean squares along the edges.  &lt;br /&gt;
 Can your parameters achieve elevations between 0 and 99 frequently?  &lt;br /&gt;
 You might want to adjust the parameters governing elevation.  &lt;br /&gt;
 Alternatively, you can reduce the number of edge oceans required.&lt;br /&gt;
 The world generator is having trouble placing rainfall in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing rainfall.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low rainfall squares required.&lt;br /&gt;
 The world generator is having trouble setting drainage in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing drainage.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low drainage squares required.&lt;br /&gt;
 The world generator is having trouble placing savagery in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing savagery.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low savagery squares required.&lt;br /&gt;
 The world generator is having trouble setting volcanism in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing volcanism.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low volcanism squares required.&lt;br /&gt;
 The world generator is having trouble placing enough volcanos.  &lt;br /&gt;
 You might want to check your maximum volcanism value.  &lt;br /&gt;
 Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?  &lt;br /&gt;
 You might want to check your preset volcanism for the value 100.  &lt;br /&gt;
 You must have at least as many of these highest volcanism points as you are requiring volcanos.  &lt;br /&gt;
 Alternatively, you can reduce the number of volcanos required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing swamps and marshes.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of swamp squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing deserts and badlands.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of desert squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing forests.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of forest squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing mountains.  &lt;br /&gt;
 Make sure your parameters and presets can support high elevation areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of mountain squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing oceans.  &lt;br /&gt;
 Make sure your parameters and presets can support low elevation areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of ocean squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing glaciers.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of glacial squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing tundra regions.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of tundra squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing grasslands.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.  &lt;br /&gt;
 The world generator is having trouble placing hills.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
 The world generator is having trouble placing rivers.  &lt;br /&gt;
 Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.  &lt;br /&gt;
 Alternatively, you can reduce the number of rivers required by the parameters.&lt;br /&gt;
 The world generator is placing too many subregions.  &lt;br /&gt;
 Make sure your parameters and presets aren't so variable that biomes change frequently.  &lt;br /&gt;
 Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.&lt;br /&gt;
 The world generator is having trouble placing mountain caves.  &lt;br /&gt;
 Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.  &lt;br /&gt;
 Alternatively, you can reduce the number of mountain caves required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing low-lying caves.  &lt;br /&gt;
 Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.  &lt;br /&gt;
 Alternatively, you can reduce the number of non-mountain caves required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing enough civilizations.  &lt;br /&gt;
 Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.  &lt;br /&gt;
 High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.  &lt;br /&gt;
 If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.  &lt;br /&gt;
 Alternatively, you can reduce the number of civilizations required by the parameters.&lt;br /&gt;
 The world generator is couldn't find any civilization definitions.  &lt;br /&gt;
 This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.  &lt;br /&gt;
 The world generator is having trouble placing a controllable civilization.  &lt;br /&gt;
 Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.  &lt;br /&gt;
 Make sure your parameters and presets have adequate squares of this kind.  &lt;br /&gt;
 Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).&lt;br /&gt;
  TO CREATE THE WORLD.&lt;br /&gt;
 Title: &lt;br /&gt;
 Seed: &lt;br /&gt;
 Various&lt;br /&gt;
 Random&lt;br /&gt;
 Dimensions: &lt;br /&gt;
 x&lt;br /&gt;
 Custom Name: &lt;br /&gt;
 Random Name&lt;br /&gt;
 : Enter advanced parameters&lt;br /&gt;
 : New param set&lt;br /&gt;
 : Copy param set&lt;br /&gt;
 : Delete param set&lt;br /&gt;
 : Enter title&lt;br /&gt;
 : Use random name&lt;br /&gt;
 : Enter custom name&lt;br /&gt;
 : Use random seed&lt;br /&gt;
 : Enter custom seed&lt;br /&gt;
 : Change dimensions&lt;br /&gt;
  to load the world params.&lt;br /&gt;
  to save the world params.&lt;br /&gt;
 Last Param Set: &lt;br /&gt;
 Last Seed: &lt;br /&gt;
 Last History Seed: &lt;br /&gt;
 Last Name Seed: &lt;br /&gt;
 Really delete this parameter set?&lt;br /&gt;
 : Delete&lt;br /&gt;
 : Cancel&lt;br /&gt;
 Really change the dimensions?&lt;br /&gt;
 This parameter set will be reset.&lt;br /&gt;
 : Change&lt;br /&gt;
 Are you sure you want to abort?&lt;br /&gt;
 You haven't saved your changes.&lt;br /&gt;
 : Yes&lt;br /&gt;
 Are you sure you want to go on?&lt;br /&gt;
 Creating New Region&lt;br /&gt;
  Rejected)&lt;br /&gt;
 Initializing...&lt;br /&gt;
 Preparing elevation...&lt;br /&gt;
 Setting temperature...&lt;br /&gt;
 Running rivers...&lt;br /&gt;
 Forming lakes...&lt;br /&gt;
 Growing vegetation...&lt;br /&gt;
 Verifying terrain...&lt;br /&gt;
 Importing wildlife...&lt;br /&gt;
 Recounting legends...&lt;br /&gt;
 Initializing&lt;br /&gt;
 Hist Figs: &lt;br /&gt;
      Dead: &lt;br /&gt;
    Events: &lt;br /&gt;
 Finalizing civ mats... (&lt;br /&gt;
 Finalizing art... (&lt;br /&gt;
 Finalizing uniforms... (&lt;br /&gt;
 Finalizing sites... (&lt;br /&gt;
  or &lt;br /&gt;
 Dark &lt;br /&gt;
 Fortress&lt;br /&gt;
 LACK OF PEAKS&lt;br /&gt;
 MEDIUM ELEVATION REJECTION&lt;br /&gt;
 LOW ELEVATION REJECTION&lt;br /&gt;
 HIGH ELEVATION REJECTION&lt;br /&gt;
 LACK OF EDGE OCEANS&lt;br /&gt;
 RAINFALL REJECTION&lt;br /&gt;
 DRAINAGE REJECTION&lt;br /&gt;
 SAVAGERY REJECTION&lt;br /&gt;
 VOLCANISM REJECTION&lt;br /&gt;
 LACK OF VOLCANOS&lt;br /&gt;
 SWAMP REJECTION&lt;br /&gt;
 DESERT REJECTION&lt;br /&gt;
 FOREST REJECTION&lt;br /&gt;
 MOUNTAIN REJECTION&lt;br /&gt;
 OCEAN REJECTION&lt;br /&gt;
 GLACIER REJECTION&lt;br /&gt;
 TUNDRA REJECTION&lt;br /&gt;
 GRASSLAND REJECTION&lt;br /&gt;
 HILLS REJECTION&lt;br /&gt;
 LACK OF RIVERS&lt;br /&gt;
 TOO MANY REGIONS&lt;br /&gt;
 LACK OF MOUNTAIN CAVES&lt;br /&gt;
 LACK OF LOW-LYING CAVES&lt;br /&gt;
 UNABLE TO PLACE ENOUGH CIVILIZATIONS&lt;br /&gt;
 NO CIVILIZATIONS AVAILABLE&lt;br /&gt;
 UNABLE TO PLACE CONTROLLABLE CIVILIZATION&lt;br /&gt;
 Note: If you are using the default parameters in unmodded DF,&lt;br /&gt;
 and it doesn't work after continuing a few times, please report&lt;br /&gt;
 the issue at the B12 forum.&lt;br /&gt;
 : CONTINUE until you give me another warning.&lt;br /&gt;
 : ABORT NOW and I'll look over my parameters.&lt;br /&gt;
 : ALLOW THIS REJECTION TYPE and continue reporting others.&lt;br /&gt;
 : ALLOW ALL REJECTS, even if I end up with a legends-only world!&lt;br /&gt;
  has been created.&lt;br /&gt;
 : Accept&lt;br /&gt;
 : Export image/info&lt;br /&gt;
 : Use the world as it currently exists&lt;br /&gt;
 : Continue&lt;br /&gt;
 Command Line: World image, detailed image and info exported.&lt;br /&gt;
 Cleaning game objects...&lt;br /&gt;
 Cleaning stranded objects...&lt;br /&gt;
 Cleaning play objects...&lt;br /&gt;
 /world.dat&lt;br /&gt;
 Continue Playing&lt;br /&gt;
 Start Playing&lt;br /&gt;
 Create New World Now!&lt;br /&gt;
 Design New World With Parameters&lt;br /&gt;
 Quit&lt;br /&gt;
  to select an option.   &lt;br /&gt;
  scroll.&lt;br /&gt;
  at any time for options, including key bindings.&lt;br /&gt;
  at any time for the manual.&lt;br /&gt;
 , Folder: &lt;br /&gt;
 Importing world...&lt;br /&gt;
 world_graphic-&lt;br /&gt;
 el-&lt;br /&gt;
 elw-&lt;br /&gt;
 tmp-&lt;br /&gt;
 rain-&lt;br /&gt;
 drn-&lt;br /&gt;
 sav-&lt;br /&gt;
 vol-&lt;br /&gt;
 veg-&lt;br /&gt;
 evil-&lt;br /&gt;
 sal-&lt;br /&gt;
 .bmp&lt;br /&gt;
 Histories of &lt;br /&gt;
 Greed&lt;br /&gt;
 Avarice&lt;br /&gt;
 Jealousy&lt;br /&gt;
 Cupidity&lt;br /&gt;
 Gluttony&lt;br /&gt;
 Industry&lt;br /&gt;
 Enterprise&lt;br /&gt;
 Resourcefulness&lt;br /&gt;
 Determination&lt;br /&gt;
 Mettle&lt;br /&gt;
 Dynamism&lt;br /&gt;
 Labor&lt;br /&gt;
 Toil&lt;br /&gt;
 Diligence&lt;br /&gt;
 Exertion&lt;br /&gt;
 Tenacity&lt;br /&gt;
 Perseverance&lt;br /&gt;
 *** STARTING NEW GAME ***&lt;br /&gt;
 Command Line: &lt;br /&gt;
 data/art/curses.bmp&lt;br /&gt;
 data/init/init.txt&lt;br /&gt;
 FONT&lt;br /&gt;
 data/art/&lt;br /&gt;
 FULLFONT&lt;br /&gt;
 WINDOWEDX&lt;br /&gt;
 WINDOWEDY&lt;br /&gt;
 FULLSCREENX&lt;br /&gt;
 FULLSCREENY&lt;br /&gt;
 PARTIAL_PRINT&lt;br /&gt;
 YES&lt;br /&gt;
 GRAPHICS_FONT&lt;br /&gt;
 GRAPHICS_FULLFONT&lt;br /&gt;
 GRAPHICS_WINDOWEDX&lt;br /&gt;
 GRAPHICS_WINDOWEDY&lt;br /&gt;
 GRAPHICS_FULLSCREENX&lt;br /&gt;
 GRAPHICS_FULLSCREENY&lt;br /&gt;
 GRAPHICS_BLACK_SPACE&lt;br /&gt;
 GRAPHICS&lt;br /&gt;
 BLACK_SPACE&lt;br /&gt;
 SHOW_ALL_HISTORY_IN_DWARF_MODE&lt;br /&gt;
 ALWAYS&lt;br /&gt;
 FINDER&lt;br /&gt;
 NO&lt;br /&gt;
 SHOW_FLOW_AMOUNTS&lt;br /&gt;
 SHOW_IMP_QUALITY&lt;br /&gt;
 ENGRAVINGS_START_OBSCURED&lt;br /&gt;
 MOUSE&lt;br /&gt;
 VSYNC&lt;br /&gt;
 ON&lt;br /&gt;
 OFF&lt;br /&gt;
 PRIORITY&lt;br /&gt;
 REALTIME&lt;br /&gt;
 HIGH&lt;br /&gt;
 ABOVE_NORMAL&lt;br /&gt;
 NORMAL&lt;br /&gt;
 BELOW_NORMAL&lt;br /&gt;
 IDLE&lt;br /&gt;
 TEXTURE_PARAM&lt;br /&gt;
 LINEAR&lt;br /&gt;
 TOPMOST&lt;br /&gt;
 FPS&lt;br /&gt;
 AUTOSAVE_PAUSE&lt;br /&gt;
 EMBARK_WARNING_ALWAYS&lt;br /&gt;
 INITIAL_SAVE&lt;br /&gt;
 AUTOSAVE&lt;br /&gt;
 SEASONAL&lt;br /&gt;
 YEARLY&lt;br /&gt;
 AUTOBACKUP&lt;br /&gt;
 PATH_COST&lt;br /&gt;
 CAVEINS&lt;br /&gt;
 ARTIFACTS&lt;br /&gt;
 ECONOMY&lt;br /&gt;
 ZERO_RENT&lt;br /&gt;
 EMBARK_RECTANGLE&lt;br /&gt;
 PAUSE_ON_LOAD&lt;br /&gt;
 LOG_MAP_REJECTS&lt;br /&gt;
 INVADERS&lt;br /&gt;
 MOUSE_PICTURE&lt;br /&gt;
 VARIED_GROUND_TILES&lt;br /&gt;
 NICKNAME_DWARF&lt;br /&gt;
 REPLACE_FIRST&lt;br /&gt;
 CENTRALIZE&lt;br /&gt;
 REPLACE_ALL&lt;br /&gt;
 NICKNAME_ADVENTURE&lt;br /&gt;
 NICKNAME_LEGENDS&lt;br /&gt;
 FPS_CAP&lt;br /&gt;
 G_FPS_CAP&lt;br /&gt;
 CHASM&lt;br /&gt;
 WINDOWED&lt;br /&gt;
 PROMPT&lt;br /&gt;
 GRID&lt;br /&gt;
 FULLGRID&lt;br /&gt;
 IDLERS&lt;br /&gt;
 TOP&lt;br /&gt;
 BOTTOM&lt;br /&gt;
 MORE&lt;br /&gt;
 ADVENTURER_TRAPS&lt;br /&gt;
 ADVENTURER_ALWAYS_CENTER&lt;br /&gt;
 ADVENTURER_Z_VIEWS&lt;br /&gt;
 UNHIDDEN&lt;br /&gt;
 DISPLAY_LENGTH&lt;br /&gt;
 COFFIN_NO_PETS_DEFAULT&lt;br /&gt;
 STORE_DIST_ITEM_DECREASE&lt;br /&gt;
 STORE_DIST_SEED_COMBINE&lt;br /&gt;
 STORE_DIST_BUCKET_COMBINE&lt;br /&gt;
 STORE_DIST_BARREL_COMBINE&lt;br /&gt;
 STORE_DIST_BIN_COMBINE&lt;br /&gt;
 BABY_CHILD_CAP&lt;br /&gt;
 POPULATION_CAP&lt;br /&gt;
 BLACK_R&lt;br /&gt;
 BLACK_G&lt;br /&gt;
 BLACK_B&lt;br /&gt;
 BLUE_R&lt;br /&gt;
 BLUE_G&lt;br /&gt;
 BLUE_B&lt;br /&gt;
 GREEN_R&lt;br /&gt;
 GREEN_G&lt;br /&gt;
 GREEN_B&lt;br /&gt;
 CYAN_R&lt;br /&gt;
 CYAN_G&lt;br /&gt;
 CYAN_B&lt;br /&gt;
 RED_R&lt;br /&gt;
 RED_G&lt;br /&gt;
 RED_B&lt;br /&gt;
 MAGENTA_R&lt;br /&gt;
 MAGENTA_G&lt;br /&gt;
 MAGENTA_B&lt;br /&gt;
 BROWN_R&lt;br /&gt;
 BROWN_G&lt;br /&gt;
 BROWN_B&lt;br /&gt;
 LGRAY_R&lt;br /&gt;
 LGRAY_G&lt;br /&gt;
 LGRAY_B&lt;br /&gt;
 DGRAY_R&lt;br /&gt;
 DGRAY_G&lt;br /&gt;
 DGRAY_B&lt;br /&gt;
 LBLUE_R&lt;br /&gt;
 LBLUE_G&lt;br /&gt;
 LBLUE_B&lt;br /&gt;
 LGREEN_R&lt;br /&gt;
 LGREEN_G&lt;br /&gt;
 LGREEN_B&lt;br /&gt;
 LCYAN_R&lt;br /&gt;
 LCYAN_G&lt;br /&gt;
 LCYAN_B&lt;br /&gt;
 LRED_R&lt;br /&gt;
 LRED_G&lt;br /&gt;
 LRED_B&lt;br /&gt;
 LMAGENTA_R&lt;br /&gt;
 LMAGENTA_G&lt;br /&gt;
 LMAGENTA_B&lt;br /&gt;
 YELLOW_R&lt;br /&gt;
 YELLOW_G&lt;br /&gt;
 YELLOW_B&lt;br /&gt;
 WHITE_R&lt;br /&gt;
 WHITE_G&lt;br /&gt;
 WHITE_B&lt;br /&gt;
 SOUND&lt;br /&gt;
 INTRO&lt;br /&gt;
 VOLUME&lt;br /&gt;
 KEY_HOLD_MS&lt;br /&gt;
 RECENTER_INTERFACE_SHUTDOWN_MS&lt;br /&gt;
 Start FullScreen?&lt;br /&gt;
 Run in Fullscreen Mode?  You can set your preferences in data\init\init.txt.&lt;br /&gt;
 Unless you've changed your bindings, you can press F11 to toggle this setting any time.&lt;br /&gt;
 data/sound/song_title.ogg&lt;br /&gt;
 data/sound/song_game.ogg&lt;br /&gt;
 data/art/mouse.bmp&lt;br /&gt;
 data/movies&lt;br /&gt;
 /objects&lt;br /&gt;
 data/&lt;br /&gt;
 hmbcu&lt;br /&gt;
 .txt&lt;br /&gt;
 /*.txt&lt;br /&gt;
 text&lt;br /&gt;
 data/dipscript/*.*&lt;br /&gt;
 data/dipscript/&lt;br /&gt;
   &lt;br /&gt;
 region&lt;br /&gt;
 Command Line: World generation initiated.&lt;br /&gt;
 Command Line: World generation aborted because world exists.&lt;br /&gt;
 data/speech/general.txt&lt;br /&gt;
 data/speech/male.txt&lt;br /&gt;
 data/speech/female.txt&lt;br /&gt;
 data/speech/slayer.txt&lt;br /&gt;
 data/speech/threat.txt&lt;br /&gt;
 data/speech/greet.txt&lt;br /&gt;
 data/speech/greet_reply.txt&lt;br /&gt;
 data/speech/greet_reply_diff_language.txt&lt;br /&gt;
 data/speech/greet_reply_unusual_first.txt&lt;br /&gt;
 data/speech/greet_worship.txt&lt;br /&gt;
 data/speech/greet_baby.txt&lt;br /&gt;
 data/speech/goodbye_worship_1.txt&lt;br /&gt;
 data/speech/goodbye_worship_2.txt&lt;br /&gt;
 data/speech/goodbye_worship_3.txt&lt;br /&gt;
 data/speech/temple_already_member.txt&lt;br /&gt;
 data/speech/temple_become_member.txt&lt;br /&gt;
 data/speech/positive.txt&lt;br /&gt;
 data/speech/task_recommendation.txt&lt;br /&gt;
 data/speech/unknown_hf_seeker.txt&lt;br /&gt;
 data/speech/ab_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/site_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/same_site_ab_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/same_site_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/arch_info_justification.txt&lt;br /&gt;
 data/speech/justification_representation.txt&lt;br /&gt;
 data/speech/justification_proximity.txt&lt;br /&gt;
 data/speech/justification_experience.txt&lt;br /&gt;
 data/speech/justification_reminder.txt&lt;br /&gt;
 data/speech/justification_antithetical.txt&lt;br /&gt;
 data/speech/no_family.txt&lt;br /&gt;
 data/speech/family_relationship_spec.txt&lt;br /&gt;
 data/speech/family_relationship_no_spec.txt&lt;br /&gt;
 data/speech/family_relationship_additional.txt&lt;br /&gt;
 data/speech/family_relationship_spec_dead.txt&lt;br /&gt;
 data/speech/family_relationship_no_spec_dead.txt&lt;br /&gt;
 data/speech/family_relationship_additional_dead.txt&lt;br /&gt;
 data/speech/child_age_proclamation.txt&lt;br /&gt;
 data/speech/wandering_profession.txt&lt;br /&gt;
 data/speech/scouting_profession.txt&lt;br /&gt;
 data/speech/hunting_profession.txt&lt;br /&gt;
 data/speech/snatcher_profession.txt&lt;br /&gt;
 data/speech/thief_profession.txt&lt;br /&gt;
 data/speech/wandering_profession_year.txt&lt;br /&gt;
 data/speech/scouting_profession_year.txt&lt;br /&gt;
 data/speech/hunting_profession_year.txt&lt;br /&gt;
 data/speech/snatcher_profession_year.txt&lt;br /&gt;
 data/speech/thief_profession_year.txt&lt;br /&gt;
 data/speech/past_wandering_profession.txt&lt;br /&gt;
 data/speech/past_scouting_profession.txt&lt;br /&gt;
 data/speech/past_hunting_profession.txt&lt;br /&gt;
 data/speech/past_snatcher_profession.txt&lt;br /&gt;
 data/speech/past_thief_profession.txt&lt;br /&gt;
 data/speech/guard_profession.txt&lt;br /&gt;
 data/speech/guard_warning.txt&lt;br /&gt;
 data/speech/soldier_profession.txt&lt;br /&gt;
 data/speech/past_profession_no_year.txt&lt;br /&gt;
 data/speech/past_profession_year.txt&lt;br /&gt;
 data/speech/current_profession_no_year.txt&lt;br /&gt;
 data/speech/current_profession_year.txt&lt;br /&gt;
 data/speech/hist_fig_slayer.txt&lt;br /&gt;
 data/speech/animal_slayer.txt&lt;br /&gt;
  were unable to complete the &lt;br /&gt;
 Jobs removed from unpowered &lt;br /&gt;
 narrow&lt;br /&gt;
 stout&lt;br /&gt;
 small&lt;br /&gt;
 large&lt;br /&gt;
 wood&lt;br /&gt;
 logs&lt;br /&gt;
 rough gems&lt;br /&gt;
 raw green glass&lt;br /&gt;
 raw clear glass&lt;br /&gt;
 raw crystal glass&lt;br /&gt;
 small &lt;br /&gt;
 rock&lt;br /&gt;
 stones&lt;br /&gt;
  wafers&lt;br /&gt;
  bars&lt;br /&gt;
 charcoal&lt;br /&gt;
 coke&lt;br /&gt;
 refined coal&lt;br /&gt;
 potash&lt;br /&gt;
 ashes&lt;br /&gt;
 pearlash&lt;br /&gt;
 tallow &lt;br /&gt;
 soap&lt;br /&gt;
 bars&lt;br /&gt;
 cut gems&lt;br /&gt;
 cut green glass gems&lt;br /&gt;
 cut clear glass gems&lt;br /&gt;
 cut crystal glass gems&lt;br /&gt;
 gems&lt;br /&gt;
 blocks&lt;br /&gt;
 portal&lt;br /&gt;
 door&lt;br /&gt;
 floodgate&lt;br /&gt;
 hatch cover&lt;br /&gt;
 grate&lt;br /&gt;
 table&lt;br /&gt;
 cabinet&lt;br /&gt;
 weapon rack&lt;br /&gt;
 armor stand&lt;br /&gt;
 bin&lt;br /&gt;
 box&lt;br /&gt;
 coffer&lt;br /&gt;
 chest&lt;br /&gt;
 boxes and bag&lt;br /&gt;
 backpack&lt;br /&gt;
 quiver&lt;br /&gt;
 casket&lt;br /&gt;
 sarcophag&lt;br /&gt;
 coffin&lt;br /&gt;
 rope&lt;br /&gt;
 chain&lt;br /&gt;
 waterskin&lt;br /&gt;
 vial&lt;br /&gt;
 flask&lt;br /&gt;
 musical instrument&lt;br /&gt;
 toy&lt;br /&gt;
 cup&lt;br /&gt;
 mug&lt;br /&gt;
 goblet&lt;br /&gt;
 window&lt;br /&gt;
 terrarium&lt;br /&gt;
 cage&lt;br /&gt;
 barrel&lt;br /&gt;
 bucket&lt;br /&gt;
 animal trap&lt;br /&gt;
 chair&lt;br /&gt;
 throne&lt;br /&gt;
 web&lt;br /&gt;
 strands&lt;br /&gt;
 thread&lt;br /&gt;
 cloth&lt;br /&gt;
 tanned hide&lt;br /&gt;
 rotten &lt;br /&gt;
  skin&lt;br /&gt;
 raw hide&lt;br /&gt;
 skull totem&lt;br /&gt;
 skull&lt;br /&gt;
 idol&lt;br /&gt;
 extract&lt;br /&gt;
 potion&lt;br /&gt;
 drink&lt;br /&gt;
 filthy &lt;br /&gt;
 sticky &lt;br /&gt;
 dirty &lt;br /&gt;
 gooey &lt;br /&gt;
 purulent &lt;br /&gt;
 ichorous &lt;br /&gt;
 bloody &lt;br /&gt;
 molten &lt;br /&gt;
 liquid&lt;br /&gt;
 ice&lt;br /&gt;
 glob&lt;br /&gt;
  laced with &lt;br /&gt;
 powder&lt;br /&gt;
 cheese&lt;br /&gt;
 catapult parts&lt;br /&gt;
 mechanisms&lt;br /&gt;
 tube&lt;br /&gt;
 pipe section&lt;br /&gt;
 trap component&lt;br /&gt;
 ballista parts&lt;br /&gt;
 anvil&lt;br /&gt;
 amulet&lt;br /&gt;
 ballista arrow head&lt;br /&gt;
 siege ammo&lt;br /&gt;
 ammunition&lt;br /&gt;
 scepter&lt;br /&gt;
 crown&lt;br /&gt;
 coin&lt;br /&gt;
 perfect &lt;br /&gt;
 large &lt;br /&gt;
 green glass &lt;br /&gt;
 clear glass &lt;br /&gt;
 crystal glass &lt;br /&gt;
 gem&lt;br /&gt;
  gem&lt;br /&gt;
 ring&lt;br /&gt;
 earring&lt;br /&gt;
 bracelet&lt;br /&gt;
 bed&lt;br /&gt;
 quern&lt;br /&gt;
 millstone&lt;br /&gt;
 statue&lt;br /&gt;
 corpse&lt;br /&gt;
 body part&lt;br /&gt;
 Rotten &lt;br /&gt;
 seeds&lt;br /&gt;
 withered &lt;br /&gt;
 leaves&lt;br /&gt;
 raw &lt;br /&gt;
 live &lt;br /&gt;
 small live animal&lt;br /&gt;
 tame &lt;br /&gt;
 small tame animal&lt;br /&gt;
 prepared meal&lt;br /&gt;
 meat&lt;br /&gt;
 shell&lt;br /&gt;
 bones&lt;br /&gt;
 weapon&lt;br /&gt;
 suits of &lt;br /&gt;
 armor&lt;br /&gt;
 right &lt;br /&gt;
 left &lt;br /&gt;
 handwear&lt;br /&gt;
 shield&lt;br /&gt;
 /buckler&lt;br /&gt;
 footwear&lt;br /&gt;
 headwear&lt;br /&gt;
 chain &lt;br /&gt;
 legwear&lt;br /&gt;
 item&lt;br /&gt;
  [&lt;br /&gt;
 ]&lt;br /&gt;
 A kidnapper has made off with &lt;br /&gt;
  has stolen &lt;br /&gt;
 A thief has stolen &lt;br /&gt;
  has &lt;br /&gt;
 You have &lt;br /&gt;
 died in a cage.&lt;br /&gt;
 fallen into a deep chasm.&lt;br /&gt;
 died of old age.&lt;br /&gt;
 starved to death.&lt;br /&gt;
 died from thirst.&lt;br /&gt;
 drowned.&lt;br /&gt;
 burned up in magma.&lt;br /&gt;
 burned up in dragon fire.&lt;br /&gt;
 died in the heat.&lt;br /&gt;
 been encased in cooling lava.&lt;br /&gt;
 been encased in cooling magma.&lt;br /&gt;
 been encased in ice.&lt;br /&gt;
 frozen to death.&lt;br /&gt;
 burned to death.&lt;br /&gt;
 been scalded to death.&lt;br /&gt;
 burned up in a magma mist.&lt;br /&gt;
 been crushed by a drawbridge.&lt;br /&gt;
 been crushed under the collapsing ceiling.&lt;br /&gt;
 been killed by falling rocks.&lt;br /&gt;
 been shot and killed.&lt;br /&gt;
 bled to death.&lt;br /&gt;
 suffocated.&lt;br /&gt;
 been struck down.&lt;br /&gt;
 been scuttled.&lt;br /&gt;
 been hacked to pieces.&lt;br /&gt;
 been beheaded.&lt;br /&gt;
 been crucified.&lt;br /&gt;
 been buried alive.&lt;br /&gt;
 been executed by being left out in the air.&lt;br /&gt;
 been executed by drowning.&lt;br /&gt;
 been burned alive.&lt;br /&gt;
 been fed to beasts.&lt;br /&gt;
 been murdered by &lt;br /&gt;
 somebody&lt;br /&gt;
 been killed by a trap.&lt;br /&gt;
 collapsed.&lt;br /&gt;
 died after colliding with an obstacle.&lt;br /&gt;
 been impaled on spikes.&lt;br /&gt;
 Of &lt;br /&gt;
 of &lt;br /&gt;
  is taken by a fey mood!&lt;br /&gt;
  withdraws from society...&lt;br /&gt;
  has been possessed!&lt;br /&gt;
  looses a roaring laughter, fell and terrible!&lt;br /&gt;
  begins to stalk and brood...&lt;br /&gt;
  has created &lt;br /&gt;
 , a &lt;br /&gt;
 *PAUSED*&lt;br /&gt;
  SIEGE &lt;br /&gt;
 +&lt;br /&gt;
  Idlers: &lt;br /&gt;
  x&lt;br /&gt;
 Ingredient Type&lt;br /&gt;
 Number&lt;br /&gt;
 Permissions&lt;br /&gt;
 Cook&lt;br /&gt;
 ----&lt;br /&gt;
 Brew&lt;br /&gt;
 : Toggle cook.  &lt;br /&gt;
 : Toggle brew.&lt;br /&gt;
 You have no appropriate ingredients.&lt;br /&gt;
 Price&lt;br /&gt;
 N/A&lt;br /&gt;
 Uninterested&lt;br /&gt;
 For Sale&lt;br /&gt;
 Available&lt;br /&gt;
 Ready for Slaughter&lt;br /&gt;
 Work Animal&lt;br /&gt;
 Not For Sale&lt;br /&gt;
 Unavailable&lt;br /&gt;
 Being Traded&lt;br /&gt;
 Not Tame&lt;br /&gt;
 : Toggle pet availability.  &lt;br /&gt;
 : Slaughter.&lt;br /&gt;
 You have no appropriate creatures.&lt;br /&gt;
  Justice  &lt;br /&gt;
   Cages&amp;amp;Chains: &lt;br /&gt;
 , Deceased&lt;br /&gt;
 There are no criminals.&lt;br /&gt;
 No Sentence Pending.&lt;br /&gt;
  Hammerstrike&lt;br /&gt;
 Beating.&lt;br /&gt;
  Day&lt;br /&gt;
  in Prison.&lt;br /&gt;
 Officer: &lt;br /&gt;
 None Assigned&lt;br /&gt;
 Violation of Production Order.&lt;br /&gt;
 Violation of Export Prohibition.&lt;br /&gt;
 Violation of Job Order.&lt;br /&gt;
 Conspiracy to Slow Labor.&lt;br /&gt;
 Murder.&lt;br /&gt;
 Disorderly Conduct.&lt;br /&gt;
 Building Destruction.&lt;br /&gt;
 Vandalism.&lt;br /&gt;
 Injured Party: &lt;br /&gt;
 General Items&lt;br /&gt;
 Prepared Food&lt;br /&gt;
 Potions&lt;br /&gt;
 Materials&lt;br /&gt;
 Cloth&lt;br /&gt;
 Bone&lt;br /&gt;
 Ivory&lt;br /&gt;
 Horn&lt;br /&gt;
 Pearl&lt;br /&gt;
 Shell&lt;br /&gt;
 Silk&lt;br /&gt;
 Stone/Gems&lt;br /&gt;
 Anml Extracts&lt;br /&gt;
 Plnt Extracts&lt;br /&gt;
 Anml Cheeses&lt;br /&gt;
 Plnt Cheeses&lt;br /&gt;
 Milled Animal&lt;br /&gt;
 Milled Plants&lt;br /&gt;
 Item Type&lt;br /&gt;
 Setter&lt;br /&gt;
 Unknown&lt;br /&gt;
 Job&lt;br /&gt;
 Wage&lt;br /&gt;
 Cleaning&lt;br /&gt;
 Place Item in Tomb&lt;br /&gt;
 Store Item in Stockpile&lt;br /&gt;
 Store Item in Bag&lt;br /&gt;
 Store Item in Chest&lt;br /&gt;
 Store Item in Cabinet&lt;br /&gt;
 Store Weapon&lt;br /&gt;
 Store Armor&lt;br /&gt;
 Store Item in Barrel&lt;br /&gt;
 Store Item in Bin&lt;br /&gt;
 Dump Item&lt;br /&gt;
 Building Construction&lt;br /&gt;
 Building Removal&lt;br /&gt;
 Door Construction&lt;br /&gt;
 Floodgate Construction&lt;br /&gt;
 Hatch Cover Construction&lt;br /&gt;
 Grate Construction&lt;br /&gt;
 Bed Construction&lt;br /&gt;
 Chair Construction&lt;br /&gt;
 Coffin Construction&lt;br /&gt;
 Table Construction&lt;br /&gt;
 Bin Construction&lt;br /&gt;
 Chest Construction&lt;br /&gt;
 Cabinet Construction&lt;br /&gt;
 Statue Construction&lt;br /&gt;
 Block Construction&lt;br /&gt;
 Anvil Construction&lt;br /&gt;
 Window Construction&lt;br /&gt;
 Pipe Section Construction&lt;br /&gt;
 Sand Collection&lt;br /&gt;
 Gem Cutting&lt;br /&gt;
 Gem Encrusting&lt;br /&gt;
 Glass Cutting&lt;br /&gt;
 Glass Encrusting&lt;br /&gt;
 Basic Ore Smelting&lt;br /&gt;
 Advanced Ore Smelting&lt;br /&gt;
 Object Melting&lt;br /&gt;
 Craft Making&lt;br /&gt;
 Coin Minting&lt;br /&gt;
 Metal Studding&lt;br /&gt;
 Metal Strand Extraction&lt;br /&gt;
 Totem Construction&lt;br /&gt;
 Flask Construction&lt;br /&gt;
 Goblet Construction&lt;br /&gt;
 Bone/Shell Decoration&lt;br /&gt;
 Instrument Construction&lt;br /&gt;
 Toy Construction&lt;br /&gt;
 Weapon Construction&lt;br /&gt;
 Ammo Construction&lt;br /&gt;
 Quiver Construction&lt;br /&gt;
 Armor Stand Construction&lt;br /&gt;
 Weapon Rack Construction&lt;br /&gt;
 Armor Construction&lt;br /&gt;
 Glove Construction&lt;br /&gt;
 Helm Construction&lt;br /&gt;
 Shield Construction&lt;br /&gt;
 Pants Construction&lt;br /&gt;
 Shoe Construction&lt;br /&gt;
 Backpack Construction&lt;br /&gt;
 Animal Trap Construction&lt;br /&gt;
 Trap Baiting&lt;br /&gt;
 Mechanism Construction&lt;br /&gt;
 Trap Component Construction&lt;br /&gt;
 Trap Cleaning&lt;br /&gt;
 Trigger Linking&lt;br /&gt;
 Cage Trap Loading&lt;br /&gt;
 Stone Trap Loading&lt;br /&gt;
 Weapon Trap Loading&lt;br /&gt;
 Lever Pulling&lt;br /&gt;
 Operate Pump&lt;br /&gt;
 Construct Quern&lt;br /&gt;
 Construct Millstone&lt;br /&gt;
 Catapult Loading&lt;br /&gt;
 Ballista Loading&lt;br /&gt;
 Catapult Firing&lt;br /&gt;
 Ballista Firing&lt;br /&gt;
 Ballista Arrow Head Construction&lt;br /&gt;
 Siege Ammo Construction&lt;br /&gt;
 Catapult Part Construction&lt;br /&gt;
 Ballista Part Construction&lt;br /&gt;
 Fortification Carving&lt;br /&gt;
 Wall Detailing&lt;br /&gt;
 Floor Detailing&lt;br /&gt;
 Mining&lt;br /&gt;
 Stair/Ramp Removal&lt;br /&gt;
 Carving Upward Staircase&lt;br /&gt;
 Carving Downward Staircase&lt;br /&gt;
 Carving Up/Down Staircase&lt;br /&gt;
 Carving Ramp&lt;br /&gt;
 Digging Channel&lt;br /&gt;
 Tree Felling&lt;br /&gt;
 Plant Gathering&lt;br /&gt;
 Construction Removal&lt;br /&gt;
 Fishing&lt;br /&gt;
 Hunting&lt;br /&gt;
 Returning Kill&lt;br /&gt;
 Capturing Land Animals&lt;br /&gt;
 Capturing Fish&lt;br /&gt;
 Hunting Animal Training&lt;br /&gt;
 War Animal Training&lt;br /&gt;
 Web Collection&lt;br /&gt;
 Cage Construction&lt;br /&gt;
 Chain Construction&lt;br /&gt;
 Bucket Construction&lt;br /&gt;
 Planting&lt;br /&gt;
 Harvesting&lt;br /&gt;
 Fertilizing&lt;br /&gt;
 Brewing&lt;br /&gt;
 Thread Dyeing&lt;br /&gt;
 Cloth Dyeing&lt;br /&gt;
 Image Sewing&lt;br /&gt;
 Plant Extraction&lt;br /&gt;
 Plant Processing&lt;br /&gt;
 Plant Processing/Bag&lt;br /&gt;
 Plant Processing/Vial&lt;br /&gt;
 Plant Processing/Barrel&lt;br /&gt;
 Cheese Making&lt;br /&gt;
 Milking&lt;br /&gt;
 Tanning&lt;br /&gt;
 Cooking&lt;br /&gt;
 Weaving&lt;br /&gt;
 Alchemy&lt;br /&gt;
 Fish Extraction&lt;br /&gt;
 Land Animal Extraction&lt;br /&gt;
 Small Creature Taming&lt;br /&gt;
 Large Creature Taming&lt;br /&gt;
 Butchering&lt;br /&gt;
 Slaughtering&lt;br /&gt;
 Fish Processing&lt;br /&gt;
 Milling&lt;br /&gt;
 Barrel Construction&lt;br /&gt;
 Give Water&lt;br /&gt;
 Give Food&lt;br /&gt;
 Recover Wounded&lt;br /&gt;
 Fat Rendering&lt;br /&gt;
 Animal Chaining&lt;br /&gt;
 Animal Unchaining&lt;br /&gt;
 Releasing Large Creature&lt;br /&gt;
 Releasing Small Creature&lt;br /&gt;
 Handling Large Creature&lt;br /&gt;
 Handling Small Creature&lt;br /&gt;
 Large Creature Caging&lt;br /&gt;
 Small Creature Caging&lt;br /&gt;
 Aquarium Draining&lt;br /&gt;
 Aquarium Filling&lt;br /&gt;
 Pond Filling&lt;br /&gt;
 Beat Criminal&lt;br /&gt;
 Large Creature Pit/Ponding&lt;br /&gt;
 Small Creature Pit/Ponding&lt;br /&gt;
 Charcoal Making&lt;br /&gt;
 Ash Making&lt;br /&gt;
 Lye Making&lt;br /&gt;
 Potash Making (Lye)&lt;br /&gt;
 Potash Making (Ash)&lt;br /&gt;
 Pearlash Making&lt;br /&gt;
 Glassmaking&lt;br /&gt;
 Soap Making&lt;br /&gt;
 Managing Work Orders&lt;br /&gt;
 Updating Stockpile Records&lt;br /&gt;
 Trading at Depot&lt;br /&gt;
 Work Orders&lt;br /&gt;
 Left&lt;br /&gt;
 Validated&lt;br /&gt;
 A manager is required to coordinate work orders.&lt;br /&gt;
 All work orders must be validated by the manager before they become active.&lt;br /&gt;
 : New Order  &lt;br /&gt;
 : Remove  &lt;br /&gt;
 : Increase priority  &lt;br /&gt;
 : Max priority  &lt;br /&gt;
 : Wages&lt;br /&gt;
 Quantity: &lt;br /&gt;
 Type in parts of the name to narrow your search.  &lt;br /&gt;
  ELEC&lt;br /&gt;
 Look, if you want to play DND, I'm sure you can find a game that has your&lt;br /&gt;
 favorite metal in it.  Don't look here.&lt;br /&gt;
 /R&lt;br /&gt;
 Suspended&lt;br /&gt;
 Inactive&lt;br /&gt;
 Wild Animal&lt;br /&gt;
 Undead&lt;br /&gt;
 Berserk&lt;br /&gt;
 Invader&lt;br /&gt;
 Diplomat&lt;br /&gt;
 Merchant&lt;br /&gt;
 Visitor&lt;br /&gt;
 Friendly&lt;br /&gt;
 From The Underworld&lt;br /&gt;
 Uninvited Guest&lt;br /&gt;
 Current Resident&lt;br /&gt;
 Hostile&lt;br /&gt;
 Tame&lt;br /&gt;
 There are no idle &lt;br /&gt;
  or jobs.&lt;br /&gt;
  to return, &lt;br /&gt;
 : Manager&lt;br /&gt;
 : ViewCre, &lt;br /&gt;
 : ViewJob, &lt;br /&gt;
 : Zoom-Cre, &lt;br /&gt;
 : Zoom-Bld, &lt;br /&gt;
 : Manager, &lt;br /&gt;
 : Remv Cre&lt;br /&gt;
  (Lost)&lt;br /&gt;
 No treasures yet.&lt;br /&gt;
 This land has no important leaders.&lt;br /&gt;
 Exports to &lt;br /&gt;
 Petty Annoyance&lt;br /&gt;
 Terror&lt;br /&gt;
 Imports from &lt;br /&gt;
 Offerings from &lt;br /&gt;
 Death&lt;br /&gt;
 Vengeance&lt;br /&gt;
 You can look at trade information once you have a broker&lt;br /&gt;
 with appraisal skill.&lt;br /&gt;
 Trade Agreement (Exports to &lt;br /&gt;
 Trade Agreement (Imports from &lt;br /&gt;
 : View Agreement&lt;br /&gt;
 You have no agreements with this land.&lt;br /&gt;
  to change modes.&lt;br /&gt;
   Civilizations  &lt;br /&gt;
   Squad: &lt;br /&gt;
 &amp;quot;  &lt;br /&gt;
 : Food Carried - &lt;br /&gt;
 One ration&lt;br /&gt;
 Two rations&lt;br /&gt;
 Water is carried&lt;br /&gt;
 Water is not carried&lt;br /&gt;
 : Sleep - &lt;br /&gt;
 Sleep on ground&lt;br /&gt;
 Sleep in barracks&lt;br /&gt;
 Sleep in room&lt;br /&gt;
 Squad stays close to station&lt;br /&gt;
 Squad chases opponents&lt;br /&gt;
 Squad harasses dangerous wild animals&lt;br /&gt;
 Squad ignores wild animals if possible&lt;br /&gt;
 Squad is standing down&lt;br /&gt;
 Squad is on duty&lt;br /&gt;
 : Zoom to the commander.&lt;br /&gt;
   Military Command Chain  &lt;br /&gt;
   Royal Guard: &lt;br /&gt;
   Fortress Guard: &lt;br /&gt;
 Unm&lt;br /&gt;
 Axe&lt;br /&gt;
 Cbw&lt;br /&gt;
 Ham&lt;br /&gt;
 Mac&lt;br /&gt;
 Spr&lt;br /&gt;
 Swd&lt;br /&gt;
 #:&lt;br /&gt;
 A:&lt;br /&gt;
 Lth&lt;br /&gt;
 Chn&lt;br /&gt;
 Plt&lt;br /&gt;
 Bkl&lt;br /&gt;
 Shd&lt;br /&gt;
 Squad: &lt;br /&gt;
 Royal Guard&lt;br /&gt;
 Fortress Guard&lt;br /&gt;
 You have no soldiers.&lt;br /&gt;
  change.&lt;br /&gt;
  select.&lt;br /&gt;
  done with weapons.&lt;br /&gt;
  activates, &lt;br /&gt;
  view squad, &lt;br /&gt;
  zoom.&lt;br /&gt;
  weapons.&lt;br /&gt;
  promotes, &lt;br /&gt;
  done promoting.&lt;br /&gt;
 Squad &lt;br /&gt;
  has been disbanded.&lt;br /&gt;
  has been annihilated!&lt;br /&gt;
  Seeds&lt;br /&gt;
  Leaves&lt;br /&gt;
 bone meal&lt;br /&gt;
  dust&lt;br /&gt;
 dust&lt;br /&gt;
  powder&lt;br /&gt;
 he&lt;br /&gt;
 she&lt;br /&gt;
 it&lt;br /&gt;
 him&lt;br /&gt;
 her&lt;br /&gt;
 himself&lt;br /&gt;
 herself&lt;br /&gt;
 itself&lt;br /&gt;
 his&lt;br /&gt;
  caught in a cloud of flames!&lt;br /&gt;
  caught up in the web!&lt;br /&gt;
 The item sparkles with a supernatural brillance.&lt;br /&gt;
 The air around the object seems warped as if it were very hot, yet the item is cool to the touch.&lt;br /&gt;
 The object looks oddly square.&lt;br /&gt;
 The item constantly emits a nearly inaudible high-pitched whistle.&lt;br /&gt;
 The item is covered with small bumps.&lt;br /&gt;
 The item smells like wet earth.&lt;br /&gt;
 Tiny streaks of lightning streak quickly over the object's surface.&lt;br /&gt;
 Creatures that look at the item cannot think negative thoughts.&lt;br /&gt;
 The item is covered with minute gray hairs.&lt;br /&gt;
 The item sounds like rustling leaves when moved.&lt;br /&gt;
 Needs &lt;br /&gt;
 Disconnected&lt;br /&gt;
 Need trigger type&lt;br /&gt;
 Needs walkable perimeter&lt;br /&gt;
 Hidden&lt;br /&gt;
 Needs to be anchored on edge&lt;br /&gt;
 Blocked&lt;br /&gt;
 Surrounded by empty space&lt;br /&gt;
 Needs adjacent wall&lt;br /&gt;
 Needs open space&lt;br /&gt;
 Off map&lt;br /&gt;
 Water&lt;br /&gt;
 Lava/Magma&lt;br /&gt;
 Building present&lt;br /&gt;
 Construction present&lt;br /&gt;
 Must be inside&lt;br /&gt;
 Too close to edge&lt;br /&gt;
 Must be outside&lt;br /&gt;
 Cannot build at highest level&lt;br /&gt;
 Needs soil or mud&lt;br /&gt;
 Needs soil&lt;br /&gt;
 Needs ground or near machine&lt;br /&gt;
 No access to &lt;br /&gt;
 No access&lt;br /&gt;
 Null site on overall status&lt;br /&gt;
 &amp;quot; &lt;br /&gt;
 Early &lt;br /&gt;
 Mid-&lt;br /&gt;
 Late &lt;br /&gt;
 Spring&lt;br /&gt;
 Summer&lt;br /&gt;
 Autumn&lt;br /&gt;
 Winter&lt;br /&gt;
 Animals&lt;br /&gt;
 Stocks&lt;br /&gt;
 Prices&lt;br /&gt;
 Currency&lt;br /&gt;
 Justice&lt;br /&gt;
 Created Wealth:&lt;br /&gt;
 Weapons:&lt;br /&gt;
 Armor and Garb:&lt;br /&gt;
 Furniture:&lt;br /&gt;
 Other Objects:&lt;br /&gt;
 Architecture:&lt;br /&gt;
 Displayed:&lt;br /&gt;
 Held/Worn:&lt;br /&gt;
 You need a broker with&lt;br /&gt;
 the appraisal skill.&lt;br /&gt;
 Imported Wealth:&lt;br /&gt;
 Exported Wealth:&lt;br /&gt;
 Trade Information:&lt;br /&gt;
 Population:&lt;br /&gt;
 Leader &lt;br /&gt;
 Consort &lt;br /&gt;
 Nobles/Admins&lt;br /&gt;
 Peasants&lt;br /&gt;
 Trained Animals&lt;br /&gt;
 Other Animals&lt;br /&gt;
 Food Stores:&lt;br /&gt;
 Meat&lt;br /&gt;
 Fish&lt;br /&gt;
 Plant&lt;br /&gt;
 Drink&lt;br /&gt;
 Other&lt;br /&gt;
 Mountainhome&lt;br /&gt;
 Metropolis&lt;br /&gt;
 City&lt;br /&gt;
 Village&lt;br /&gt;
 Hamlet&lt;br /&gt;
 Outpost&lt;br /&gt;
 Evaluate Depot Access Overflow&lt;br /&gt;
 Evaluate Depot Caravan Access Overflow&lt;br /&gt;
   Building List  &lt;br /&gt;
  (S)&lt;br /&gt;
  / Spouse&lt;br /&gt;
 No Owner&lt;br /&gt;
 You don't having any buildings.&lt;br /&gt;
 Evaluation:&lt;br /&gt;
 : View building information&lt;br /&gt;
 : Zoom to building items&lt;br /&gt;
 : Zoom to building tasks&lt;br /&gt;
 : Swap right panel&lt;br /&gt;
   Stone Restrictions  &lt;br /&gt;
 Economic stones&lt;br /&gt;
  are reserved for use by the listed tasks.&lt;br /&gt;
 : Change status&lt;br /&gt;
 : View selected&lt;br /&gt;
 Requires fuel&lt;br /&gt;
 Takes place at smelter&lt;br /&gt;
 REAGENTS&lt;br /&gt;
 PRODUCTS&lt;br /&gt;
   Currency Counts  &lt;br /&gt;
 The broker recommends keeping &lt;br /&gt;
  of each coin type to match accounts.&lt;br /&gt;
   The Nobles and Administrators of &lt;br /&gt;
   Choose the &lt;br /&gt;
  Settings  &lt;br /&gt;
 The Incoming King&lt;br /&gt;
 [REQUIRE]&lt;br /&gt;
 [DEMAND]&lt;br /&gt;
 [MANDATE]&lt;br /&gt;
 VACANT&lt;br /&gt;
 : Replace&lt;br /&gt;
 : View Unit/Fill Vacancy&lt;br /&gt;
 : Settings&lt;br /&gt;
 Leave Vacant&lt;br /&gt;
 No relevant skills&lt;br /&gt;
 There are no reasonable candidates.&lt;br /&gt;
 : View Unit&lt;br /&gt;
 Lowest Precision&lt;br /&gt;
 Low Precision&lt;br /&gt;
 Medium Precision&lt;br /&gt;
 High Precision&lt;br /&gt;
 Highest Precision&lt;br /&gt;
 77 -&amp;gt; 80   777 -&amp;gt; 800   7777 -&amp;gt; 8000   77777 -&amp;gt; 80000&lt;br /&gt;
 77 -&amp;gt; 77   777 -&amp;gt; 780   7777 -&amp;gt; 7800   77777 -&amp;gt; 78000&lt;br /&gt;
 77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7780   77777 -&amp;gt; 77800&lt;br /&gt;
 77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7777   77777 -&amp;gt; 77780&lt;br /&gt;
 All counts accurate&lt;br /&gt;
 Your bookkeeper has done enough work to attain &lt;br /&gt;
 Your bookkeeper needs to work in an office to improve precision&lt;br /&gt;
 low precision&lt;br /&gt;
 medium precision&lt;br /&gt;
 high precision&lt;br /&gt;
 highest precision&lt;br /&gt;
 The stockpile records are &lt;br /&gt;
 % updated toward the next precision level.&lt;br /&gt;
 Architecture&lt;br /&gt;
 Desired:&lt;br /&gt;
 Current:&lt;br /&gt;
 Road Value&lt;br /&gt;
 Offerings&lt;br /&gt;
 Royal Throne Room&lt;br /&gt;
 Opulent Throne Room&lt;br /&gt;
 Throne Room&lt;br /&gt;
 Splendid Office&lt;br /&gt;
 Decent Office&lt;br /&gt;
 Office&lt;br /&gt;
 Modest Office&lt;br /&gt;
 Meager Office&lt;br /&gt;
 No Office&lt;br /&gt;
 Royal Bedroom&lt;br /&gt;
 Grand Bedroom&lt;br /&gt;
 Great Bedroom&lt;br /&gt;
 Fine Quarters&lt;br /&gt;
 Decent Quarters&lt;br /&gt;
 Quarters&lt;br /&gt;
 Modest Quarters&lt;br /&gt;
 Meager Quarters&lt;br /&gt;
 No Quarters&lt;br /&gt;
 Royal Dining Room&lt;br /&gt;
 Grand Dining Room&lt;br /&gt;
 Great Dining Room&lt;br /&gt;
 Fine Dining Room&lt;br /&gt;
 Decent Dining Room&lt;br /&gt;
 Dining Room&lt;br /&gt;
 Modest Dining Room&lt;br /&gt;
 Meager Dining Room&lt;br /&gt;
 No Dining Room&lt;br /&gt;
 Royal Mausoleum&lt;br /&gt;
 Grand Mausoleum&lt;br /&gt;
 Mausoleum&lt;br /&gt;
 Fine Tomb&lt;br /&gt;
 Tomb&lt;br /&gt;
 Burial Chamber&lt;br /&gt;
 Servant's Burial Chamber&lt;br /&gt;
 Grave&lt;br /&gt;
 No Tomb&lt;br /&gt;
  has been disturbed.&lt;br /&gt;
 group of &lt;br /&gt;
 Many &lt;br /&gt;
  have been disturbed.&lt;br /&gt;
 swarm of &lt;br /&gt;
  its way out of confinement!&lt;br /&gt;
  caught in a burst of steam!&lt;br /&gt;
 lumber limits&lt;br /&gt;
 data/init/interface.txt&lt;br /&gt;
 DISPLAY_STRING&lt;br /&gt;
 Unknown Interface Token: &lt;br /&gt;
   The Wealth of &lt;br /&gt;
 F&lt;br /&gt;
 D&lt;br /&gt;
 H&lt;br /&gt;
&lt;br /&gt;
 : Mode&lt;br /&gt;
 : Zoom&lt;br /&gt;
 : Melt&lt;br /&gt;
 : Forbid&lt;br /&gt;
 : Dump&lt;br /&gt;
 : Hide&lt;br /&gt;
 Basic Value: &lt;br /&gt;
 Weight: &lt;br /&gt;
 Price: &lt;br /&gt;
 Owner: &lt;br /&gt;
 Uses and Contents: &lt;br /&gt;
 Uses: &lt;br /&gt;
 Contents: &lt;br /&gt;
 : Claim&lt;br /&gt;
 : Description&lt;br /&gt;
 This building &lt;br /&gt;
 was designed by&lt;br /&gt;
 was well-designed by&lt;br /&gt;
 was finely-designed by&lt;br /&gt;
 was superiorly designed by&lt;br /&gt;
 bears the exceptional design of&lt;br /&gt;
 was masterfully designed by&lt;br /&gt;
 an unknown architect&lt;br /&gt;
 The structure &lt;br /&gt;
 was built by&lt;br /&gt;
 was solidly built by&lt;br /&gt;
 was finely-built by&lt;br /&gt;
 was superiorly built by&lt;br /&gt;
 was exceptionally built by&lt;br /&gt;
 was masterfully built by&lt;br /&gt;
 an unknown artisan&lt;br /&gt;
 Worker: &lt;br /&gt;
 Location: &lt;br /&gt;
 Repeating&lt;br /&gt;
 Items:&lt;br /&gt;
 Stone Hauling&lt;br /&gt;
 Wood Hauling&lt;br /&gt;
 Burial&lt;br /&gt;
 Food Hauling&lt;br /&gt;
 Refuse Hauling&lt;br /&gt;
 Item Hauling&lt;br /&gt;
 Furniture Hauling&lt;br /&gt;
 Animal Hauling&lt;br /&gt;
 Wood Cutting&lt;br /&gt;
 Carpentry&lt;br /&gt;
 Stone Detailing&lt;br /&gt;
 Masonry&lt;br /&gt;
 Animal Training&lt;br /&gt;
 Animal Care&lt;br /&gt;
 Health Care&lt;br /&gt;
 Butchery&lt;br /&gt;
 Trapping&lt;br /&gt;
 Small Animal Dissection&lt;br /&gt;
 Leatherworking&lt;br /&gt;
 Dyeing&lt;br /&gt;
 Soap Maker&lt;br /&gt;
 Clothesmaking&lt;br /&gt;
 Farming (Fields)&lt;br /&gt;
 Fish Cleaning&lt;br /&gt;
 Fish Dissection&lt;br /&gt;
 Potash Making&lt;br /&gt;
 Furnace Operating&lt;br /&gt;
 Wood Burning&lt;br /&gt;
 Weaponsmithing&lt;br /&gt;
 Armoring&lt;br /&gt;
 Blacksmithing&lt;br /&gt;
 Metalcrafting&lt;br /&gt;
 Gem Setting&lt;br /&gt;
 Woodcrafting&lt;br /&gt;
 Stonecrafting&lt;br /&gt;
 Bone Carving&lt;br /&gt;
 Strand Extraction&lt;br /&gt;
 Axe-fighting&lt;br /&gt;
 Sword-fighting&lt;br /&gt;
 Mace-fighting&lt;br /&gt;
 Hammer-fighting&lt;br /&gt;
 Spear-fighting&lt;br /&gt;
 Dagger-fighting&lt;br /&gt;
 Crossbow-fighting&lt;br /&gt;
 Bow-fighting&lt;br /&gt;
 Blowgun-fighting&lt;br /&gt;
 Pike-fighting&lt;br /&gt;
 Whip-fighting&lt;br /&gt;
 Shield Using&lt;br /&gt;
 Armor Using&lt;br /&gt;
 Siege Engineering&lt;br /&gt;
 Siege Operating&lt;br /&gt;
 Crossbow-making&lt;br /&gt;
 Mechanics&lt;br /&gt;
 Weapon Number&lt;br /&gt;
 Pump Operating&lt;br /&gt;
 OBJECT&lt;br /&gt;
 LANGUAGE&lt;br /&gt;
 MATGLOSS&lt;br /&gt;
 DESCRIPTOR&lt;br /&gt;
 REACTION&lt;br /&gt;
 /*.*&lt;br /&gt;
 data/save/*.*&lt;br /&gt;
 spr&lt;br /&gt;
 sum&lt;br /&gt;
 aut&lt;br /&gt;
 win&lt;br /&gt;
 *.dat&lt;br /&gt;
 *.sav&lt;br /&gt;
 data/save/current/*.dat&lt;br /&gt;
 data/save/current/*.sav&lt;br /&gt;
 world.dat&lt;br /&gt;
 world.sav&lt;br /&gt;
 data/save/current/world.sav&lt;br /&gt;
&lt;br /&gt;
 FPS: &lt;br /&gt;
 TILE_PAGE&lt;br /&gt;
 CREATURE_GRAPHICS&lt;br /&gt;
 Unrecognized Creature Graphics Token: &lt;br /&gt;
 FILE&lt;br /&gt;
 TILE_DIM&lt;br /&gt;
 PAGE_DIM&lt;br /&gt;
 Unrecognized Tile Page Token: &lt;br /&gt;
 raw/graphics/graphics_*.*&lt;br /&gt;
 raw/graphics/&lt;br /&gt;
  designed a masterful &lt;br /&gt;
  for &lt;br /&gt;
  constructed a masterful &lt;br /&gt;
  created a masterful &lt;br /&gt;
  masterfully dyed a &lt;br /&gt;
 added a masterful image&lt;br /&gt;
 added a masterful covering&lt;br /&gt;
 added masterful rings&lt;br /&gt;
 added masterful bands&lt;br /&gt;
 added masterful spikes&lt;br /&gt;
 added a masterful handle&lt;br /&gt;
 added masterful thread&lt;br /&gt;
 added masterful cloth&lt;br /&gt;
 wove a masterful sewn image&lt;br /&gt;
  &amp;quot;&lt;br /&gt;
  to a &lt;br /&gt;
  prepared a masterful &lt;br /&gt;
  created a masterful engraving&lt;br /&gt;
  destroyed &lt;br /&gt;
 a masterpiece&lt;br /&gt;
  was destroyed&lt;br /&gt;
  by melting&lt;br /&gt;
  by magma&lt;br /&gt;
  during fortification carving&lt;br /&gt;
  during mining&lt;br /&gt;
  by falling debris&lt;br /&gt;
  by growing vegetation&lt;br /&gt;
  masterfully designed by &lt;br /&gt;
  masterfully constructed by &lt;br /&gt;
 the masterful &lt;br /&gt;
  created by &lt;br /&gt;
  masterfully dyed with &lt;br /&gt;
 addition of a masterful image&lt;br /&gt;
 addition of a masterful covering&lt;br /&gt;
 addition of masterful rings&lt;br /&gt;
 addition of masterful bands&lt;br /&gt;
 addition of masterful spikes&lt;br /&gt;
 addition of a masterful handle&lt;br /&gt;
 addition of masterful thread&lt;br /&gt;
 addition of masterful cloth&lt;br /&gt;
 weaving of a masterful sewn image&lt;br /&gt;
  prepared by &lt;br /&gt;
 the masterful engraving&lt;br /&gt;
 the destruction of &lt;br /&gt;
 in &lt;br /&gt;
  attacked &lt;br /&gt;
  led the attack&lt;br /&gt;
 , and the defenders were led by &lt;br /&gt;
   The defenders were led by &lt;br /&gt;
 the attack by &lt;br /&gt;
 the attack on &lt;br /&gt;
  defeated &lt;br /&gt;
  and destroyed &lt;br /&gt;
 the defeat of &lt;br /&gt;
  and destruction of &lt;br /&gt;
  and pillaged &lt;br /&gt;
  and pillaging of &lt;br /&gt;
  and placed &lt;br /&gt;
  in charge of &lt;br /&gt;
 The new government was called &lt;br /&gt;
  and lordship of &lt;br /&gt;
  over &lt;br /&gt;
  and demanded tribute from &lt;br /&gt;
  and the demand of tribute from &lt;br /&gt;
  and took over &lt;br /&gt;
  and takeover of &lt;br /&gt;
  routed &lt;br /&gt;
 the route of &lt;br /&gt;
 their&lt;br /&gt;
  settlement of &lt;br /&gt;
  withered.&lt;br /&gt;
 the withering of &lt;br /&gt;
  formed&lt;br /&gt;
  merged with &lt;br /&gt;
  abandoned the settlement of &lt;br /&gt;
 the formation of &lt;br /&gt;
 the incorporation of &lt;br /&gt;
  into &lt;br /&gt;
 the abandonment of the settlement of &lt;br /&gt;
  finished the construction of &lt;br /&gt;
  as a part of &lt;br /&gt;
  connecting &lt;br /&gt;
 the completion of &lt;br /&gt;
  constructed &lt;br /&gt;
  replaced &lt;br /&gt;
  razed &lt;br /&gt;
  founded &lt;br /&gt;
 the foundation of &lt;br /&gt;
 the construction of &lt;br /&gt;
 the replacement of &lt;br /&gt;
 the razing of &lt;br /&gt;
  launched an expedition to reclaim &lt;br /&gt;
 the reclamation of &lt;br /&gt;
  devoured &lt;br /&gt;
 the devouring of &lt;br /&gt;
  was &lt;br /&gt;
 broken away&lt;br /&gt;
 slashed out&lt;br /&gt;
 slashed off&lt;br /&gt;
 torn out&lt;br /&gt;
 torn off&lt;br /&gt;
 stabbed out&lt;br /&gt;
 ripped off&lt;br /&gt;
 burned out&lt;br /&gt;
 burned away&lt;br /&gt;
 shattered&lt;br /&gt;
 smashed&lt;br /&gt;
 slashed&lt;br /&gt;
 ripped&lt;br /&gt;
 stabbed&lt;br /&gt;
 frozen&lt;br /&gt;
 breaking away&lt;br /&gt;
 slashing out&lt;br /&gt;
 slashing off&lt;br /&gt;
 tearing out&lt;br /&gt;
 tearing off&lt;br /&gt;
 stabbing out&lt;br /&gt;
 ripping off&lt;br /&gt;
 burning out&lt;br /&gt;
 burning away&lt;br /&gt;
 shattering&lt;br /&gt;
 smashing&lt;br /&gt;
 slashing&lt;br /&gt;
 ripping&lt;br /&gt;
 stabbing&lt;br /&gt;
 burning&lt;br /&gt;
 freezing&lt;br /&gt;
  and others&lt;br /&gt;
  was&lt;br /&gt;
  were&lt;br /&gt;
  the first to reach the summit of &lt;br /&gt;
 an unknown peak&lt;br /&gt;
 , which rises above &lt;br /&gt;
 the climbing of &lt;br /&gt;
  fought with &lt;br /&gt;
 .  While defeated, the latter escaped unscathed&lt;br /&gt;
  managed to escape from &lt;br /&gt;
 's onslaught&lt;br /&gt;
  was forced to retreat from &lt;br /&gt;
  despite the latter's wounds&lt;br /&gt;
  eventually prevailed and &lt;br /&gt;
  was forced to make a hasty escape&lt;br /&gt;
  surprised &lt;br /&gt;
  ambushed &lt;br /&gt;
  happened upon &lt;br /&gt;
  cornered &lt;br /&gt;
  confronted &lt;br /&gt;
 a scuffle between &lt;br /&gt;
  in which the former emerged victorious&lt;br /&gt;
 the escape of &lt;br /&gt;
  after a punishing fight&lt;br /&gt;
  after a horrific combat&lt;br /&gt;
 attack on&lt;br /&gt;
 surprising of&lt;br /&gt;
 ambush of&lt;br /&gt;
 happening upon&lt;br /&gt;
 cornering of&lt;br /&gt;
 confrontation of&lt;br /&gt;
  burned &lt;br /&gt;
  in dragon fire&lt;br /&gt;
  to death&lt;br /&gt;
  shot and killed &lt;br /&gt;
  mortally wounded &lt;br /&gt;
 , who bled to death&lt;br /&gt;
 , who suffocated&lt;br /&gt;
  hacked &lt;br /&gt;
  to pieces&lt;br /&gt;
  beheaded &lt;br /&gt;
  crucified &lt;br /&gt;
  buried &lt;br /&gt;
  alive&lt;br /&gt;
  left &lt;br /&gt;
  out in the air&lt;br /&gt;
  drowned &lt;br /&gt;
  fed &lt;br /&gt;
  to beasts&lt;br /&gt;
  struck down &lt;br /&gt;
  murdered &lt;br /&gt;
  threw &lt;br /&gt;
  against an obstacle, causing immediate death&lt;br /&gt;
  into a pit of spikes.&lt;br /&gt;
 died in the heat&lt;br /&gt;
 was encased in cooling lava&lt;br /&gt;
 was encased in cooling magma&lt;br /&gt;
 was encased in ice&lt;br /&gt;
 froze to death&lt;br /&gt;
 died in a cage&lt;br /&gt;
 fell into a deep chasm&lt;br /&gt;
 died of old age&lt;br /&gt;
 starved to death&lt;br /&gt;
 died from thirst&lt;br /&gt;
 drowned&lt;br /&gt;
 burned up in magma&lt;br /&gt;
 burned up in &lt;br /&gt;
  dragon fire&lt;br /&gt;
 dragon fire&lt;br /&gt;
 was burned to death by &lt;br /&gt;
  fire&lt;br /&gt;
 burned to death&lt;br /&gt;
 was scalded to death&lt;br /&gt;
 burned up in a magma mist&lt;br /&gt;
 was crushed by a drawbridge&lt;br /&gt;
 was crushed under a collapsing ceiling&lt;br /&gt;
 was killed by falling rocks&lt;br /&gt;
 was shot and killed&lt;br /&gt;
 bled to death&lt;br /&gt;
 , slain by &lt;br /&gt;
 suffocated&lt;br /&gt;
 was hacked to pieces&lt;br /&gt;
 was beheaded&lt;br /&gt;
 was crucified&lt;br /&gt;
 was buried alive&lt;br /&gt;
 was left out in the air&lt;br /&gt;
 was drowned&lt;br /&gt;
 was burned alive&lt;br /&gt;
 was fed to beasts&lt;br /&gt;
 was struck down&lt;br /&gt;
 was scuttled&lt;br /&gt;
 was murdered by &lt;br /&gt;
 was killed by a trap&lt;br /&gt;
 collapsed&lt;br /&gt;
 died after colliding with an obstacle&lt;br /&gt;
 was impaled on spikes&lt;br /&gt;
 the death of &lt;br /&gt;
  in a cage&lt;br /&gt;
 the fall of &lt;br /&gt;
  into a deep chasm&lt;br /&gt;
 the passing of &lt;br /&gt;
 the starvation of &lt;br /&gt;
 the dehydration of &lt;br /&gt;
 the drowning of &lt;br /&gt;
 the burning of &lt;br /&gt;
  in magma&lt;br /&gt;
 the heat-induced death of &lt;br /&gt;
 the encasement of &lt;br /&gt;
  in cooling lava&lt;br /&gt;
  in cooling magma&lt;br /&gt;
  in ice&lt;br /&gt;
 the freezing of &lt;br /&gt;
 the scalding of &lt;br /&gt;
  in a magma mist&lt;br /&gt;
 the crushing of &lt;br /&gt;
  under a drawbridge&lt;br /&gt;
  under a collapsing ceiling&lt;br /&gt;
  by falling rocks&lt;br /&gt;
 the shooting of &lt;br /&gt;
 the mortal wounding of &lt;br /&gt;
 the hacking of &lt;br /&gt;
 the beheading of &lt;br /&gt;
 the crucifixion of &lt;br /&gt;
 the burial of &lt;br /&gt;
 the leaving of &lt;br /&gt;
 the feeding of &lt;br /&gt;
 the killing of &lt;br /&gt;
 the scuttling of &lt;br /&gt;
 the murder of &lt;br /&gt;
  by a trap&lt;br /&gt;
 the collapse of &lt;br /&gt;
 the collision of &lt;br /&gt;
  with an obstacle&lt;br /&gt;
 , after the death strike by &lt;br /&gt;
 the impalement of &lt;br /&gt;
  on spikes&lt;br /&gt;
 were&lt;br /&gt;
 was&lt;br /&gt;
  reunited with &lt;br /&gt;
 the reunion of &lt;br /&gt;
  abducted &lt;br /&gt;
  was abducted&lt;br /&gt;
 the abduction of &lt;br /&gt;
 gave up being a &lt;br /&gt;
  to become a &lt;br /&gt;
 became a &lt;br /&gt;
 stopped being a &lt;br /&gt;
 lost a hist fig entry&lt;br /&gt;
  in&lt;br /&gt;
  the wilds&lt;br /&gt;
 the career change from &lt;br /&gt;
 the start as a &lt;br /&gt;
 the giving up on being a &lt;br /&gt;
 the loss of a hist fig entry&lt;br /&gt;
 began wandering&lt;br /&gt;
 began scouting&lt;br /&gt;
 began hunting great beasts in&lt;br /&gt;
 settled in&lt;br /&gt;
 decided to become a baby-snatcher, operating out of&lt;br /&gt;
 decided to become a thief, operating out of&lt;br /&gt;
 fled into&lt;br /&gt;
 the area around &lt;br /&gt;
 wandering&lt;br /&gt;
 scouting&lt;br /&gt;
 hunting of great beasts&lt;br /&gt;
 settling&lt;br /&gt;
 baby-snatching&lt;br /&gt;
 thievery&lt;br /&gt;
 flight&lt;br /&gt;
 into the area around&lt;br /&gt;
 into&lt;br /&gt;
 around&lt;br /&gt;
 , based in&lt;br /&gt;
 gave birth to&lt;br /&gt;
 sired&lt;br /&gt;
 married&lt;br /&gt;
 was born to&lt;br /&gt;
 received the worship of&lt;br /&gt;
 became romantically involved with&lt;br /&gt;
 was sired by&lt;br /&gt;
 became the parent of&lt;br /&gt;
 began worshipping&lt;br /&gt;
 stopped being the mother of&lt;br /&gt;
 stopped being the father of&lt;br /&gt;
 divorced&lt;br /&gt;
 stopped being the child of&lt;br /&gt;
 lost the worship of&lt;br /&gt;
 ended the romantic relationship with&lt;br /&gt;
 stopped being the parent of&lt;br /&gt;
 lost faith in&lt;br /&gt;
 entered the priesthood of&lt;br /&gt;
 became a shopkeeper at&lt;br /&gt;
 ruled from&lt;br /&gt;
 started hanging out at&lt;br /&gt;
 took up residence in&lt;br /&gt;
 left the priesthood of&lt;br /&gt;
 stopped shopkeeping at&lt;br /&gt;
 stopped ruling from&lt;br /&gt;
 stopped hanging out at&lt;br /&gt;
 moved out of&lt;br /&gt;
  was enslaved by&lt;br /&gt;
  was imprisoned by&lt;br /&gt;
  became &lt;br /&gt;
 the leader of&lt;br /&gt;
 the high priest of&lt;br /&gt;
 the mayor of&lt;br /&gt;
 a guard of&lt;br /&gt;
 a royal guard of&lt;br /&gt;
 a mercenary for&lt;br /&gt;
 an enemy of&lt;br /&gt;
 a criminal in the eyes of&lt;br /&gt;
 a member of&lt;br /&gt;
 a former member of&lt;br /&gt;
 a former mercenary of&lt;br /&gt;
 the manager of&lt;br /&gt;
 the record keeper of&lt;br /&gt;
 the broker of&lt;br /&gt;
 the sheriff of&lt;br /&gt;
 the guard captain of&lt;br /&gt;
 part of the merchant nobility of&lt;br /&gt;
 the outpost liaison for&lt;br /&gt;
 a diplomat of&lt;br /&gt;
 a former slave of&lt;br /&gt;
 a former prisoner of&lt;br /&gt;
 ceased to lead&lt;br /&gt;
 ceased to be the high priest of&lt;br /&gt;
 ceased to be mayor of&lt;br /&gt;
 left the guard of&lt;br /&gt;
 left the royal guard of&lt;br /&gt;
 left the service of&lt;br /&gt;
 made peace with&lt;br /&gt;
 was brought to the justice of&lt;br /&gt;
 left&lt;br /&gt;
 stopped managing&lt;br /&gt;
 stopped keeping records for&lt;br /&gt;
 stopped brokering for&lt;br /&gt;
 stopped working as the sheriff of&lt;br /&gt;
 stopped working as the guard captain of&lt;br /&gt;
 left the merchant nobility of&lt;br /&gt;
 ceased to be the outpost liaison for&lt;br /&gt;
 stopped working as a diplomat for&lt;br /&gt;
 escaped from the slavery of&lt;br /&gt;
 escaped from the prisons of&lt;br /&gt;
 the status of&lt;br /&gt;
 the marriage of&lt;br /&gt;
 the belief of&lt;br /&gt;
 the romantic relationship between&lt;br /&gt;
 as the child of&lt;br /&gt;
 and&lt;br /&gt;
 as the parent of&lt;br /&gt;
 the termination of&lt;br /&gt;
 the divorce of&lt;br /&gt;
 the loss of faith of&lt;br /&gt;
 the end of the romantic relationship between&lt;br /&gt;
 the priesthood membership of&lt;br /&gt;
 the shopkeeping of&lt;br /&gt;
 the seat of power of&lt;br /&gt;
 the hanging-out of&lt;br /&gt;
 the residence of&lt;br /&gt;
 at&lt;br /&gt;
 the departure of&lt;br /&gt;
 the close of business of&lt;br /&gt;
 the removal of the seat of power of&lt;br /&gt;
 the stoppage of hanging-out of&lt;br /&gt;
 the moving out of&lt;br /&gt;
 from&lt;br /&gt;
 from the priesthood of&lt;br /&gt;
 the ascension&lt;br /&gt;
 the selection&lt;br /&gt;
 the election&lt;br /&gt;
 the joining&lt;br /&gt;
 the entry&lt;br /&gt;
 the rise&lt;br /&gt;
 the crimes&lt;br /&gt;
 the acceptance&lt;br /&gt;
 the status&lt;br /&gt;
 the appointment&lt;br /&gt;
 the enslavement&lt;br /&gt;
 the imprisonment&lt;br /&gt;
 to leadership of&lt;br /&gt;
 to the position of mayor of&lt;br /&gt;
 with the royal guards of&lt;br /&gt;
 into the mercenary service of&lt;br /&gt;
 as an enemy of&lt;br /&gt;
 in the eyes of&lt;br /&gt;
 as a member of&lt;br /&gt;
 as a former member of&lt;br /&gt;
 as a former mercenary of&lt;br /&gt;
 as a former slave of&lt;br /&gt;
 as a former prisoner of&lt;br /&gt;
 as the manager of&lt;br /&gt;
 as the record keeper of&lt;br /&gt;
 as the broker of&lt;br /&gt;
 as the sheriff of&lt;br /&gt;
 as the guard captain of&lt;br /&gt;
 to the merchant nobility of&lt;br /&gt;
 as the outpost liaison for&lt;br /&gt;
 as a diplomat of&lt;br /&gt;
 by&lt;br /&gt;
 the fall of&lt;br /&gt;
 the peace-making of&lt;br /&gt;
 the resolution of criminal matters between&lt;br /&gt;
 the end of the membership of&lt;br /&gt;
 the end of the former membership of&lt;br /&gt;
 the end of the former mercenary status of&lt;br /&gt;
 the end of the former enslavement of&lt;br /&gt;
 the end of the former imprisonment of&lt;br /&gt;
 the removal of&lt;br /&gt;
 the escape of&lt;br /&gt;
 from leadership of&lt;br /&gt;
 from the mayoral position of&lt;br /&gt;
 from the guard of&lt;br /&gt;
 from the royal guard of&lt;br /&gt;
 from the mercenary service of&lt;br /&gt;
 with&lt;br /&gt;
 from the merchant nobility of&lt;br /&gt;
 from the slavery of&lt;br /&gt;
 from the prisons of&lt;br /&gt;
  made contact with &lt;br /&gt;
 the first contact of &lt;br /&gt;
  rejected contact with &lt;br /&gt;
 the rejection of contact by &lt;br /&gt;
  between &lt;br /&gt;
  concluded&lt;br /&gt;
 , cementing bonds of mutual trust&lt;br /&gt;
  with a positive outcome&lt;br /&gt;
  fairly&lt;br /&gt;
  in an unsatisfactory fashion&lt;br /&gt;
  in failure&lt;br /&gt;
  with miserable outcome&lt;br /&gt;
 the brilliant&lt;br /&gt;
 the positive&lt;br /&gt;
 the fair conclusion&lt;br /&gt;
 the unsatisfactory conclusion&lt;br /&gt;
 the failure&lt;br /&gt;
 the miserable failure&lt;br /&gt;
  proposed by &lt;br /&gt;
  was rejected by &lt;br /&gt;
 the rejection of &lt;br /&gt;
  was accepted by &lt;br /&gt;
 the acceptance of &lt;br /&gt;
  accepted an offer of peace from &lt;br /&gt;
 the acceptance of an offer of peace from &lt;br /&gt;
  rejected an offer of peace from &lt;br /&gt;
 the rejection of an offer of peace from &lt;br /&gt;
 the bodies&lt;br /&gt;
 the body&lt;br /&gt;
 impaled on &lt;br /&gt;
 added to a grisly mound&lt;br /&gt;
 added to a grotesque pillar&lt;br /&gt;
 added to a gruesome sculpture&lt;br /&gt;
 flayed and the skin stretched over &lt;br /&gt;
 hung from a &lt;br /&gt;
 horribly mutilated&lt;br /&gt;
  on behalf of &lt;br /&gt;
 impalement on &lt;br /&gt;
  of&lt;br /&gt;
 construction of a grisly mound from&lt;br /&gt;
 construction of a grotesque pillar from&lt;br /&gt;
 construction of a gruesome sculpture from&lt;br /&gt;
 the display on &lt;br /&gt;
  of the skins of&lt;br /&gt;
 hanging from a &lt;br /&gt;
 horrible mutilation of&lt;br /&gt;
  lost a diplomat at &lt;br /&gt;
 They suspected the involvement of &lt;br /&gt;
 the loss of a diplomat of &lt;br /&gt;
  with the possible involvment of &lt;br /&gt;
  voided all agreements with &lt;br /&gt;
 the voiding of agreements with &lt;br /&gt;
 , merchants from &lt;br /&gt;
  visited &lt;br /&gt;
  and were never heard from again&lt;br /&gt;
  and suffered great hardships&lt;br /&gt;
 .  They reported a seizure of goods&lt;br /&gt;
 .  They reported irregularities with their goods&lt;br /&gt;
 .  They were greatly offended by the locals&lt;br /&gt;
 ill-fated&lt;br /&gt;
 tragic&lt;br /&gt;
 terrible&lt;br /&gt;
 costly&lt;br /&gt;
 unfortunate&lt;br /&gt;
  visit of merchants from &lt;br /&gt;
  was hidden in &lt;br /&gt;
 the concealment of &lt;br /&gt;
  was claimed in &lt;br /&gt;
 the acquisition of &lt;br /&gt;
  was created in &lt;br /&gt;
 the creation of &lt;br /&gt;
  was lost in &lt;br /&gt;
 the disappearance of &lt;br /&gt;
  was found in &lt;br /&gt;
 the discovery of &lt;br /&gt;
  was stolen&lt;br /&gt;
  and brought to &lt;br /&gt;
 the theft of &lt;br /&gt;
  was recovered by &lt;br /&gt;
 the recovery of &lt;br /&gt;
  was dropped by &lt;br /&gt;
 the discardment of &lt;br /&gt;
  was encased in adamantine deep within &lt;br /&gt;
 the imprisonment of &lt;br /&gt;
  in adamantine deep within &lt;br /&gt;
  was released by careless miners in the deepest recesses of &lt;br /&gt;
 the release of &lt;br /&gt;
  by careless miners in the deepest recesses of &lt;br /&gt;
  is a &lt;br /&gt;
  was a &lt;br /&gt;
  that occurs in the myths of &lt;br /&gt;
 force&lt;br /&gt;
  which permeates &lt;br /&gt;
  which was said to permeate &lt;br /&gt;
  born in &lt;br /&gt;
 The identity of &lt;br /&gt;
  mother has been lost to time&lt;br /&gt;
  father has been lost to time&lt;br /&gt;
  parent has been lost to time&lt;br /&gt;
  of unknown parentage&lt;br /&gt;
  is the &lt;br /&gt;
  was the &lt;br /&gt;
  has been lost to time&lt;br /&gt;
  the first of &lt;br /&gt;
  one of the first of &lt;br /&gt;
  the only one of &lt;br /&gt;
  one of the only ones of &lt;br /&gt;
  kind&lt;br /&gt;
 Although accounts vary, it is universally agreed that &lt;br /&gt;
 guided by forces unknown.  &lt;br /&gt;
  most often takes the form of a &lt;br /&gt;
  was most often depicted as a &lt;br /&gt;
 rotting &lt;br /&gt;
 associated with &lt;br /&gt;
 [B]&lt;br /&gt;
 a mountain fortress&lt;br /&gt;
 a dark fortress&lt;br /&gt;
 a ruin&lt;br /&gt;
 a cave&lt;br /&gt;
 a forest retreat&lt;br /&gt;
 a town&lt;br /&gt;
  was a legendary &lt;br /&gt;
  could be found within &lt;br /&gt;
  civilization of &lt;br /&gt;
  religion of &lt;br /&gt;
  group from &lt;br /&gt;
  centered around the worship of various beings&lt;br /&gt;
  centered around the worship of &lt;br /&gt;
 , a force&lt;br /&gt;
 [C:3:0:1]Related Historical Figures[C:7:0:0][B]&lt;br /&gt;
 object of &lt;br /&gt;
 ardent &lt;br /&gt;
 faithful &lt;br /&gt;
 casual &lt;br /&gt;
 dubious &lt;br /&gt;
 worship&lt;br /&gt;
 lover&lt;br /&gt;
 [R]&lt;br /&gt;
 [C:1:0:1]Related Entities[C:7:0:0][B]&lt;br /&gt;
 leader&lt;br /&gt;
 mayor&lt;br /&gt;
 guard&lt;br /&gt;
 royal guard&lt;br /&gt;
 mercenary&lt;br /&gt;
 former mercenary&lt;br /&gt;
 enemy&lt;br /&gt;
 criminal&lt;br /&gt;
 member&lt;br /&gt;
 former member&lt;br /&gt;
 manager&lt;br /&gt;
 bookkeeper&lt;br /&gt;
 broker&lt;br /&gt;
 sheriff&lt;br /&gt;
 guard captain&lt;br /&gt;
 merchant nobility&lt;br /&gt;
 outpost liaison&lt;br /&gt;
 diplomat&lt;br /&gt;
 high priest&lt;br /&gt;
 slave&lt;br /&gt;
 former slave&lt;br /&gt;
 prisoner&lt;br /&gt;
 former prisoner&lt;br /&gt;
 )[R]&lt;br /&gt;
 [C:6:0:1]Related Sites[C:7:0:0][B]&lt;br /&gt;
 shopkeeper&lt;br /&gt;
 seat of power&lt;br /&gt;
 hangout&lt;br /&gt;
 home&lt;br /&gt;
 priest&lt;br /&gt;
 late &lt;br /&gt;
 early &lt;br /&gt;
 mid&lt;br /&gt;
 spring&lt;br /&gt;
 summer&lt;br /&gt;
 autumn&lt;br /&gt;
 winter&lt;br /&gt;
 a time before time&lt;br /&gt;
 an unknown civiliation&lt;br /&gt;
 me&lt;br /&gt;
 my&lt;br /&gt;
 myself&lt;br /&gt;
 I&lt;br /&gt;
 an unknown creature&lt;br /&gt;
 an unknown site&lt;br /&gt;
 a road&lt;br /&gt;
 a tunnel&lt;br /&gt;
 a bridge&lt;br /&gt;
 a wall&lt;br /&gt;
 an unknown construction&lt;br /&gt;
 an unknown store&lt;br /&gt;
 a hovel&lt;br /&gt;
 an apartment complex&lt;br /&gt;
 an apartment&lt;br /&gt;
 a dark tower&lt;br /&gt;
 an unknown building&lt;br /&gt;
 an unknown artifact&lt;br /&gt;
 an unknown region&lt;br /&gt;
 a peace agreement&lt;br /&gt;
 a lumber agreement&lt;br /&gt;
 a trade agreement&lt;br /&gt;
 a vague agreement&lt;br /&gt;
 Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times.  &lt;br /&gt;
 Its nature is still an intriguing puzzle to the learned.  &lt;br /&gt;
 It is still shrouded in mystery.  &lt;br /&gt;
 Many facts are still unclear to historians.  &lt;br /&gt;
 A few issues still trouble scholars, but the picture is fairly clear.  &lt;br /&gt;
 HF_LINK&lt;br /&gt;
 RANDOM_DEF_SPHERE&lt;br /&gt;
 some vague concept&lt;br /&gt;
 Age of Three Powers&lt;br /&gt;
 Age of &lt;br /&gt;
 Two &lt;br /&gt;
 Two Powers&lt;br /&gt;
 Age of the &lt;br /&gt;
  Age&lt;br /&gt;
 Age of One Power&lt;br /&gt;
 Age of Myth&lt;br /&gt;
 Age of Legends&lt;br /&gt;
 Twilight Age&lt;br /&gt;
 Age of Fairy Tales&lt;br /&gt;
 Age of Heroes&lt;br /&gt;
 Golden Age&lt;br /&gt;
 Age of Death&lt;br /&gt;
 Age of Civilization&lt;br /&gt;
 Age of Emptiness&lt;br /&gt;
 The world has passed into &lt;br /&gt;
 Unknown Age&lt;br /&gt;
 [C:4:0:1]&lt;br /&gt;
  Notable Kill&lt;br /&gt;
 [C:7:0:0][B]&lt;br /&gt;
  Kill&lt;br /&gt;
 Unknown creature in &lt;br /&gt;
 Unknown creature[R]&lt;br /&gt;
  Other Kill&lt;br /&gt;
  in the wilds&lt;br /&gt;
 Duel of &lt;br /&gt;
 Pillaging&lt;br /&gt;
 Conquest&lt;br /&gt;
 Destruction&lt;br /&gt;
 Attempted &lt;br /&gt;
 Abduction&lt;br /&gt;
  in the Wilds&lt;br /&gt;
 Theft&lt;br /&gt;
 Monster&lt;br /&gt;
 Rampage&lt;br /&gt;
 the Wilds&lt;br /&gt;
&lt;br /&gt;
 Set Building/Item Properties&lt;br /&gt;
 Set Traffic Areas&lt;br /&gt;
 Select&lt;br /&gt;
 Deselect&lt;br /&gt;
 Select all&lt;br /&gt;
 Deselect All&lt;br /&gt;
 Leave screen&lt;br /&gt;
 Leave text entry screen&lt;br /&gt;
 Leave all screens&lt;br /&gt;
 Close mega announcement&lt;br /&gt;
 Toggle Fullscreen&lt;br /&gt;
 World Param: Add&lt;br /&gt;
 World Param: Copy&lt;br /&gt;
 World Param: Delete&lt;br /&gt;
 World Param: Title&lt;br /&gt;
 World Param: Name, Random&lt;br /&gt;
 World Param: Name, Enter&lt;br /&gt;
 World Param: Seed, Random&lt;br /&gt;
 World Param: Seed, Enter&lt;br /&gt;
 World Param: Load&lt;br /&gt;
 World Param: Save&lt;br /&gt;
 World Param: Dim X, Up&lt;br /&gt;
 World Param: Dim X, Down&lt;br /&gt;
 World Param: Dim Y, Up&lt;br /&gt;
 World Param: Dim Y, Down&lt;br /&gt;
 World Param: Enter Advanced Parameters&lt;br /&gt;
 World Param: Increase Parameter&lt;br /&gt;
 World Param: Decrease Parameter&lt;br /&gt;
 World Param: Enter Value&lt;br /&gt;
 World Param: Nullify Parameter&lt;br /&gt;
 World Param: Set Presets&lt;br /&gt;
 World Param: Reject, Continue&lt;br /&gt;
 World Param: Reject, Abort&lt;br /&gt;
 World Param: Reject, Allow This&lt;br /&gt;
 World Param: Reject, Allow All&lt;br /&gt;
 World Generation: Continue&lt;br /&gt;
 World Generation: Use&lt;br /&gt;
 World Generation: Abort&lt;br /&gt;
 Setup game: Embark&lt;br /&gt;
 Setup game: Name Fort&lt;br /&gt;
 Setup game: Name Group&lt;br /&gt;
 Setup game: Reclaim&lt;br /&gt;
 Setup game: Find&lt;br /&gt;
 Setup game: Notes&lt;br /&gt;
 Setup game: Notes, New Note&lt;br /&gt;
 Setup game: Notes, Delete Note&lt;br /&gt;
 Setup game: Notes, Change Symbol Selection&lt;br /&gt;
 Setup game: Notes, Adopt Symbol&lt;br /&gt;
 Setup game: Resize Local Y Up&lt;br /&gt;
 Setup game: Resize Local Y Down&lt;br /&gt;
 Setup game: Resize Local X Up&lt;br /&gt;
 Setup game: Resize Local X Down&lt;br /&gt;
 Setup game: Move Local Y Up&lt;br /&gt;
 Setup game: Move Local Y Down&lt;br /&gt;
 Setup game: Move Local X Up&lt;br /&gt;
 Setup game: Move Local X Down&lt;br /&gt;
 Setup game: View Biome 1&lt;br /&gt;
 Setup game: View Biome 2&lt;br /&gt;
 Setup game: View Biome 3&lt;br /&gt;
 Setup game: View Biome 4&lt;br /&gt;
 Setup game: View Biome 5&lt;br /&gt;
 Setup game: View Biome 6&lt;br /&gt;
 Setup game: View Biome 7&lt;br /&gt;
 Setup game: View Biome 8&lt;br /&gt;
 Setup game: View Biome 9&lt;br /&gt;
 Choose name: Random&lt;br /&gt;
 Choose name: Clear&lt;br /&gt;
 Choose name: Type&lt;br /&gt;
 View item: Description&lt;br /&gt;
 View item: Forbid&lt;br /&gt;
 View item: Melt&lt;br /&gt;
 View item: Dump&lt;br /&gt;
 View item: Hide&lt;br /&gt;
 Main menu&lt;br /&gt;
 Options, Export Local Image&lt;br /&gt;
 Help&lt;br /&gt;
 Movies&lt;br /&gt;
 Change tab or highlight selection&lt;br /&gt;
 Move selector up&lt;br /&gt;
 Move selector down&lt;br /&gt;
 Move selector left&lt;br /&gt;
 Move selector right&lt;br /&gt;
 Page selector up&lt;br /&gt;
 Page selector down&lt;br /&gt;
 Move secondary selector up&lt;br /&gt;
 Move secondary selector down&lt;br /&gt;
 Page secondary selector up&lt;br /&gt;
 Page secondary selector down&lt;br /&gt;
 Move view/cursor up&lt;br /&gt;
 Move view/cursor down&lt;br /&gt;
 Move view/cursor left&lt;br /&gt;
 Move view/cursor right&lt;br /&gt;
 Move view/cursor up and left&lt;br /&gt;
 Move view/cursor up and right&lt;br /&gt;
 Move view/cursor down and left&lt;br /&gt;
 Move view/cursor down and right&lt;br /&gt;
 Move view/cursor up, fast&lt;br /&gt;
 Move view/cursor down, fast&lt;br /&gt;
 Move view/cursor left, fast&lt;br /&gt;
 Move view/cursor right, fast&lt;br /&gt;
 Move view/cursor up and left, fast&lt;br /&gt;
 Move view/cursor up and right, fast&lt;br /&gt;
 Move view/cursor down and left, fast&lt;br /&gt;
 Move view/cursor down and right, fast&lt;br /&gt;
 Move view/cursor up (z)&lt;br /&gt;
 Move view/cursor down (z)&lt;br /&gt;
 Move view/cursor up (z), aux&lt;br /&gt;
 Move view/cursor down (z), aux&lt;br /&gt;
 Adventure: move north&lt;br /&gt;
 Adventure: move south&lt;br /&gt;
 Adventure: move east&lt;br /&gt;
 Adventure: move west&lt;br /&gt;
 Adventure: move northwest&lt;br /&gt;
 Adventure: move northeast&lt;br /&gt;
 Adventure: move southwest&lt;br /&gt;
 Adventure: move southeast&lt;br /&gt;
 Adventure: move wait&lt;br /&gt;
 Adventure: careful move north up/down&lt;br /&gt;
 Adventure: careful move south up/down&lt;br /&gt;
 Adventure: careful move east up/down&lt;br /&gt;
 Adventure: careful move west up/down&lt;br /&gt;
 Adventure: careful move northwest up/down&lt;br /&gt;
 Adventure: careful move northeast up/down&lt;br /&gt;
 Adventure: careful move southwest up/down&lt;br /&gt;
 Adventure: careful move southeast up/down&lt;br /&gt;
 Adventure: careful move up/down&lt;br /&gt;
 Adventure: move north/up&lt;br /&gt;
 Adventure: move south/up&lt;br /&gt;
 Adventure: move east/up&lt;br /&gt;
 Adventure: move west/up&lt;br /&gt;
 Adventure: move northwest/up&lt;br /&gt;
 Adventure: move northeast/up&lt;br /&gt;
 Adventure: move southwest/up&lt;br /&gt;
 Adventure: move southeast/up&lt;br /&gt;
 Adventure: move up&lt;br /&gt;
 Adventure: move north/down&lt;br /&gt;
 Adventure: move south/down&lt;br /&gt;
 Adventure: move east/down&lt;br /&gt;
 Adventure: move west/down&lt;br /&gt;
 Adventure: move northwest/down&lt;br /&gt;
 Adventure: move northeast/down&lt;br /&gt;
 Adventure: move southwest/down&lt;br /&gt;
 Adventure: move southeast/down&lt;br /&gt;
 Adventure: move down&lt;br /&gt;
 Adventure: move up, aux&lt;br /&gt;
 Adventure: move down, aux&lt;br /&gt;
 World Gen: Export Map&lt;br /&gt;
 Legends: Export Map&lt;br /&gt;
 Legends: Export Detailed Map&lt;br /&gt;
 Legends: Civ/Site&lt;br /&gt;
 Legends: String filter&lt;br /&gt;
 Adventure: Combat, Attack Mode&lt;br /&gt;
 Adventure: Combat, Dodge Mode&lt;br /&gt;
 Adventure: Combat, Charge Defend Mode&lt;br /&gt;
 Adventure: Status&lt;br /&gt;
 Adventure: Status, Close Combat&lt;br /&gt;
 Adventure: Status, Customize&lt;br /&gt;
 Adventure: Status, Kills&lt;br /&gt;
 Unit View, Customize&lt;br /&gt;
 Unit View, Relationships&lt;br /&gt;
 Unit View, Relationships, Zoom&lt;br /&gt;
 Unit View, Relationships, View&lt;br /&gt;
 Unit View, Kills&lt;br /&gt;
 Customize Unit, Nickname&lt;br /&gt;
 Customize Unit, Profession&lt;br /&gt;
 Adventure: Sleep&lt;br /&gt;
 Adventure: Wait&lt;br /&gt;
 Adventure: Attack&lt;br /&gt;
 Adventure: Look&lt;br /&gt;
 Adventure: Search&lt;br /&gt;
 Adventure: Talk&lt;br /&gt;
 Adventure: Inv. Interact&lt;br /&gt;
 Adventure: Inv. Look&lt;br /&gt;
 Adventure: Inv. Remove&lt;br /&gt;
 Adventure: Inv. Wear&lt;br /&gt;
 Adventure: Inv. Eat/Drink&lt;br /&gt;
 Adventure: Inv. Put In&lt;br /&gt;
 Adventure: Inv. Drop&lt;br /&gt;
 Adventure: Get/Ground&lt;br /&gt;
 Adventure: Throw&lt;br /&gt;
 Adventure: Fire&lt;br /&gt;
 Adventure: Announcements&lt;br /&gt;
 Adventure: Combat Options&lt;br /&gt;
 Adventure: Movement Options&lt;br /&gt;
 Adventure: Movement Options, Swim&lt;br /&gt;
 Adventure: Sneak&lt;br /&gt;
 Adventure: Center&lt;br /&gt;
 Adventure: Building Interact&lt;br /&gt;
 Adventure: Travel&lt;br /&gt;
 Adventure: Get Date&lt;br /&gt;
 Adventure: Get Weather&lt;br /&gt;
 Adventure: Get Temperature&lt;br /&gt;
 Adventure: Change Stance&lt;br /&gt;
 Adventure: Option 1&lt;br /&gt;
 Adventure: Option 2&lt;br /&gt;
 Adventure: Option 3&lt;br /&gt;
 Adventure: Option 4&lt;br /&gt;
 Adventure: Option 5&lt;br /&gt;
 Adventure: Option 6&lt;br /&gt;
 Adventure: Option 7&lt;br /&gt;
 Adventure: Option 8&lt;br /&gt;
 Adventure: Option 9&lt;br /&gt;
 Adventure: Option 10&lt;br /&gt;
 Adventure: Option 11&lt;br /&gt;
 Adventure: Option 12&lt;br /&gt;
 Adventure: Option 13&lt;br /&gt;
 Adventure: Option 14&lt;br /&gt;
 Adventure: Option 15&lt;br /&gt;
 Adventure: Option 16&lt;br /&gt;
 Adventure: Option 17&lt;br /&gt;
 Adventure: Option 18&lt;br /&gt;
 Adventure: Option 19&lt;br /&gt;
 Adventure: Option 20&lt;br /&gt;
 Hotkey: Make Ash&lt;br /&gt;
 Hotkey: Make Charcoal&lt;br /&gt;
 Hotkey: Melt Object&lt;br /&gt;
 Hotkey: Green Glass&lt;br /&gt;
 Hotkey: Clear Glass&lt;br /&gt;
 Hotkey: Crystal Glass&lt;br /&gt;
 Hotkey: Collect Sand&lt;br /&gt;
 Hotkey: Raw Glass&lt;br /&gt;
 Hotkey: Glass Armorstand&lt;br /&gt;
 Hotkey: Glass Box&lt;br /&gt;
 Hotkey: Glass Cabinet&lt;br /&gt;
 Hotkey: Glass Coffin&lt;br /&gt;
 Hotkey: Glass Floodgate&lt;br /&gt;
 Hotkey: Glass Hatch Cover&lt;br /&gt;
 Hotkey: Glass Grate&lt;br /&gt;
 Hotkey: Glass Goblet&lt;br /&gt;
 Hotkey: Glass Toy&lt;br /&gt;
 Hotkey: Glass Instrument&lt;br /&gt;
 Hotkey: Glass Portal&lt;br /&gt;
 Hotkey: Glass Statue&lt;br /&gt;
 Hotkey: Glass Table&lt;br /&gt;
 Hotkey: Glass Cage&lt;br /&gt;
 Hotkey: Glass Chair&lt;br /&gt;
 Hotkey: Glass Blocks&lt;br /&gt;
 Hotkey: Glass Vial&lt;br /&gt;
 Hotkey: Glass Weaponrack&lt;br /&gt;
 Hotkey: Glass Window&lt;br /&gt;
 Hotkey: Make Pearlash&lt;br /&gt;
 Hotkey: Ashery, Lye&lt;br /&gt;
 Hotkey: Ashery, Potash (Lye)&lt;br /&gt;
 Hotkey: Ashery, Potash (Ash)&lt;br /&gt;
 Hotkey: Carpenter, Barrel&lt;br /&gt;
 Hotkey: Carpenter, Blocks&lt;br /&gt;
 Hotkey: Carpenter, Bucket&lt;br /&gt;
 Hotkey: Carpenter, Animal Trap&lt;br /&gt;
 Hotkey: Carpenter, Cage&lt;br /&gt;
 Hotkey: Carpenter, Armorstand&lt;br /&gt;
 Hotkey: Carpenter, Bed&lt;br /&gt;
 Hotkey: Carpenter, Chair&lt;br /&gt;
 Hotkey: Carpenter, Coffin&lt;br /&gt;
 Hotkey: Carpenter, Door&lt;br /&gt;
 Hotkey: Carpenter, Floodgate&lt;br /&gt;
 Hotkey: Carpenter, Hatch Cover&lt;br /&gt;
 Hotkey: Carpenter, Grate&lt;br /&gt;
 Hotkey: Carpenter, Cabinet&lt;br /&gt;
 Hotkey: Carpenter, Bin&lt;br /&gt;
 Hotkey: Carpenter, Box&lt;br /&gt;
 Hotkey: Carpenter, Weaponrack&lt;br /&gt;
 Hotkey: Carpenter, Table&lt;br /&gt;
 Hotkey: Siege Shop, Ballista&lt;br /&gt;
 Hotkey: Siege Shop, Catapult&lt;br /&gt;
 Hotkey: Leather, Bag&lt;br /&gt;
 Hotkey: Leather, Flask&lt;br /&gt;
 Hotkey: Leather, Shirt&lt;br /&gt;
 Hotkey: Leather, Cloak&lt;br /&gt;
 Hotkey: Leather, Backpack&lt;br /&gt;
 Hotkey: Leather, Quiver&lt;br /&gt;
 Hotkey: Leather, Image&lt;br /&gt;
 Hotkey: Clothes, Cloth&lt;br /&gt;
 Hotkey: Clothes, Silk&lt;br /&gt;
 Hotkey: Clothes, Shirt&lt;br /&gt;
 Hotkey: Clothes, Cloak&lt;br /&gt;
 Hotkey: Clothes, Box&lt;br /&gt;
 Hotkey: Clothes, Rope&lt;br /&gt;
 Hotkey: Clothes, Image&lt;br /&gt;
 Hotkey: Crafts, Mat Stone&lt;br /&gt;
 Hotkey: Crafts, Mat Wood&lt;br /&gt;
 Hotkey: Crafts, Dec Bone&lt;br /&gt;
 Hotkey: Crafts, Dec Shell&lt;br /&gt;
 Hotkey: Crafts, Totem&lt;br /&gt;
 Hotkey: Crafts, Cloth&lt;br /&gt;
 Hotkey: Crafts, Silk&lt;br /&gt;
 Hotkey: Crafts, Shell&lt;br /&gt;
 Hotkey: Crafts, Bone&lt;br /&gt;
 Hotkey: Crafts, Leather&lt;br /&gt;
 Hotkey: Crafts, Mat Crafts&lt;br /&gt;
 Hotkey: Crafts, Mat Goblet&lt;br /&gt;
 Hotkey: Crafts, Mat Instrument&lt;br /&gt;
 Hotkey: Crafts, Mat Toy&lt;br /&gt;
 Hotkey: Forge, Weapon&lt;br /&gt;
 Hotkey: Forge, Armor&lt;br /&gt;
 Hotkey: Forge, Furniture&lt;br /&gt;
 Hotkey: Forge, Siege&lt;br /&gt;
 Hotkey: Forge, Trap&lt;br /&gt;
 Hotkey: Forge, Other&lt;br /&gt;
 Hotkey: Forge, Metal Clothing&lt;br /&gt;
 Hotkey: Building, Armorstand&lt;br /&gt;
 Hotkey: Building, Bed&lt;br /&gt;
 Hotkey: Building, Chair&lt;br /&gt;
 Hotkey: Building, Coffin&lt;br /&gt;
 Hotkey: Building, Door&lt;br /&gt;
 Hotkey: Building, Floodgate&lt;br /&gt;
 Hotkey: Building, Hatch&lt;br /&gt;
 Hotkey: Building, Wall Grate&lt;br /&gt;
 Hotkey: Building, Floor Grate&lt;br /&gt;
 Hotkey: Building, Vertical Bars&lt;br /&gt;
 Hotkey: Building, Floor Bars&lt;br /&gt;
 Hotkey: Building, Cabinet&lt;br /&gt;
 Hotkey: Building, Chest&lt;br /&gt;
 Hotkey: Building, Kennel&lt;br /&gt;
 Hotkey: Building, Farm Plot&lt;br /&gt;
 Hotkey: Building, Weaponrack&lt;br /&gt;
 Hotkey: Building, Statue&lt;br /&gt;
 Hotkey: Building, Table&lt;br /&gt;
 Hotkey: Building, Dirt Road&lt;br /&gt;
 Hotkey: Building, Paved Road&lt;br /&gt;
 Hotkey: Building, Bridge&lt;br /&gt;
 Hotkey: Building, Well&lt;br /&gt;
 Hotkey: Building, Siege&lt;br /&gt;
 Hotkey: Building, Workshop&lt;br /&gt;
 Hotkey: Building, Furnace&lt;br /&gt;
 Hotkey: Building, Glass Window&lt;br /&gt;
 Hotkey: Building, Gem Window&lt;br /&gt;
 Hotkey: Building, Shop&lt;br /&gt;
 Hotkey: Building, Animal Trap&lt;br /&gt;
 Hotkey: Building, Chain&lt;br /&gt;
 Hotkey: Building, Cage&lt;br /&gt;
 Hotkey: Building, Trade Depot&lt;br /&gt;
 Hotkey: Building, Trap&lt;br /&gt;
 Hotkey: Building, Machine Component&lt;br /&gt;
 Hotkey: Building, Support&lt;br /&gt;
 Hotkey: Building, Archery Target&lt;br /&gt;
 Hotkey: Building, Machine Component, Screw Pump&lt;br /&gt;
 Hotkey: Building, Machine Component, Water Wheel&lt;br /&gt;
 Hotkey: Building, Machine Component, Windmill&lt;br /&gt;
 Hotkey: Building, Machine Component, Gear Assembly&lt;br /&gt;
 Hotkey: Building, Machine Component, Horizontal Axle&lt;br /&gt;
 Hotkey: Building, Machine Component, Vertical Axle&lt;br /&gt;
 Hotkey: Building, Siege, Ballista&lt;br /&gt;
 Hotkey: Building, Siege, Catapult&lt;br /&gt;
 Hotkey: Building, Trap, Stone&lt;br /&gt;
 Hotkey: Building, Trap, Weapon&lt;br /&gt;
 Hotkey: Building, Trap, Lever&lt;br /&gt;
 Hotkey: Building, Trap, Trigger&lt;br /&gt;
 Hotkey: Building, Trap, Cage&lt;br /&gt;
 Hotkey: Building, Trap, Upright Spear/Spike&lt;br /&gt;
 Hotkey: Building, Wall/Floor/Stairs&lt;br /&gt;
 Hotkey: Building, Construction, Fortification&lt;br /&gt;
 Hotkey: Building, Construction, Wall&lt;br /&gt;
 Hotkey: Building, Construction, Floor&lt;br /&gt;
 Hotkey: Building, Construction, Ramp&lt;br /&gt;
 Hotkey: Building, Construction, Upward Stair&lt;br /&gt;
 Hotkey: Building, Construction, Downward Stair&lt;br /&gt;
 Hotkey: Building, Construction, Up/Down Stair&lt;br /&gt;
 Hotkey: Building, Wksp, Leather&lt;br /&gt;
 Hotkey: Building, Wksp, Quern&lt;br /&gt;
 Hotkey: Building, Wksp, Millstone&lt;br /&gt;
 Hotkey: Building, Wksp, Loom&lt;br /&gt;
 Hotkey: Building, Wksp, Clothes&lt;br /&gt;
 Hotkey: Building, Wksp, Bowyer&lt;br /&gt;
 Hotkey: Building, Wksp, Carpenter&lt;br /&gt;
 Hotkey: Building, Wksp, Metalsmith&lt;br /&gt;
 Hotkey: Building, Wksp, Lavamill&lt;br /&gt;
 Hotkey: Building, Wksp, Jeweler&lt;br /&gt;
 Hotkey: Building, Wksp, Mason&lt;br /&gt;
 Hotkey: Building, Wksp, Butcher&lt;br /&gt;
 Hotkey: Building, Wksp, Tanner&lt;br /&gt;
 Hotkey: Building, Wksp, Dyer&lt;br /&gt;
 Hotkey: Building, Wksp, Craftsman&lt;br /&gt;
 Hotkey: Building, Wksp, Siege&lt;br /&gt;
 Hotkey: Building, Wksp, Mechanic&lt;br /&gt;
 Hotkey: Building, Wksp, Still&lt;br /&gt;
 Hotkey: Building, Wksp, Farmer&lt;br /&gt;
 Hotkey: Building, Wksp, Kitchen&lt;br /&gt;
 Hotkey: Building, Wksp, Fishery&lt;br /&gt;
 Hotkey: Building, Wksp, Lab&lt;br /&gt;
 Hotkey: Building, Wksp, Ashery&lt;br /&gt;
 Hotkey: Building, Furn, Wood&lt;br /&gt;
 Hotkey: Building, Furn, Smelter&lt;br /&gt;
 Hotkey: Building, Furn, Glass&lt;br /&gt;
 Hotkey: Building, Furn, Kiln&lt;br /&gt;
 Main: One-Step&lt;br /&gt;
 Main: Pause/Resume&lt;br /&gt;
 Depot Access&lt;br /&gt;
 Main: Hot Keys&lt;br /&gt;
 Main: Hot Key 1&lt;br /&gt;
 Main: Hot Key 2&lt;br /&gt;
 Main: Hot Key 3&lt;br /&gt;
 Main: Hot Key 4&lt;br /&gt;
 Main: Hot Key 5&lt;br /&gt;
 Main: Hot Key 6&lt;br /&gt;
 Main: Hot Key 7&lt;br /&gt;
 Main: Hot Key 8&lt;br /&gt;
 Main: Hot Key 9&lt;br /&gt;
 Main: Hot Key 10&lt;br /&gt;
 Main: Hot Key 11&lt;br /&gt;
 Main: Hot Key 12&lt;br /&gt;
 Main: Hot Key 13&lt;br /&gt;
 Main: Hot Key 14&lt;br /&gt;
 Main: Hot Key 15&lt;br /&gt;
 Main: Hot Key 16&lt;br /&gt;
 Hot Keys: Change Name&lt;br /&gt;
 Hot Keys: Zoom&lt;br /&gt;
 Main: Announcements&lt;br /&gt;
 Main: Place Building&lt;br /&gt;
 Main: Civilizations&lt;br /&gt;
 Main: Designations&lt;br /&gt;
 Main: Artifacts&lt;br /&gt;
 Main: Nobles&lt;br /&gt;
 Main: Standing Orders&lt;br /&gt;
 Main: Military&lt;br /&gt;
 Main: Rooms&lt;br /&gt;
 Building List: Zoom T&lt;br /&gt;
 Building List: Zoom Q&lt;br /&gt;
 Main: Control Squads&lt;br /&gt;
 Main: Stockpiles&lt;br /&gt;
 Main: Activity Zone&lt;br /&gt;
 Main: View Units&lt;br /&gt;
 Main: Job List&lt;br /&gt;
 Main: Unit List&lt;br /&gt;
 Main: Look&lt;br /&gt;
 Main: Note&lt;br /&gt;
 Main: Note, Place&lt;br /&gt;
 Main: Note, Delete&lt;br /&gt;
 Main: Note, Enter Text&lt;br /&gt;
 Main: Note, Adopt Symbol&lt;br /&gt;
 Main: Note, Change Selection&lt;br /&gt;
 Main: Building Jobs&lt;br /&gt;
 Main: Overall Status&lt;br /&gt;
 Main: Building Items&lt;br /&gt;
 Main: Visualize&lt;br /&gt;
 Building Items: Forbid&lt;br /&gt;
 Building Items: Dump&lt;br /&gt;
 Building Items: Melt&lt;br /&gt;
 Building Items: Hide&lt;br /&gt;
 Dwf Look: Forbid&lt;br /&gt;
 Dwf Look: Dump&lt;br /&gt;
 Dwf Look: Melt&lt;br /&gt;
 Dwf Look: Hide&lt;br /&gt;
 Adventure: Creation, Name Entry&lt;br /&gt;
 Adventure: Creation, Customize Name&lt;br /&gt;
 Adventure: Creation, Random Name&lt;br /&gt;
 Adventure: Creation, Change Gender&lt;br /&gt;
 Adventure: Travel, Visit Site&lt;br /&gt;
 Adventure: Travel, Clouds&lt;br /&gt;
 Adventure: Log&lt;br /&gt;
 Adventure: Travel, Log&lt;br /&gt;
 Adventure: Log, Tasks&lt;br /&gt;
 Adventure: Log, Entities&lt;br /&gt;
 Adventure: Log, Sites&lt;br /&gt;
 Adventure: Log, Regions&lt;br /&gt;
 Adventure: Log, Zoom to Current Location&lt;br /&gt;
 Adventure: Log, Zoom to Selected&lt;br /&gt;
 Adventure: Log, Toggle Line&lt;br /&gt;
 Adventure: Log, Toggle Map/Info&lt;br /&gt;
 Orders: Forbid&lt;br /&gt;
 Orders: Forbid Projectiles&lt;br /&gt;
 Orders: Forbid Your Corpse&lt;br /&gt;
 Orders: Forbid Your Items&lt;br /&gt;
 Orders: Forbid Other Corpse&lt;br /&gt;
 Orders: Forbid Other Items&lt;br /&gt;
 Orders: Gather Refuse&lt;br /&gt;
 Orders: Gather Outside&lt;br /&gt;
 Orders: Dump Corpse&lt;br /&gt;
 Orders: Dump Skull&lt;br /&gt;
 Orders: Dump Skin&lt;br /&gt;
 Orders: Dump Bone&lt;br /&gt;
 Orders: Dump Shell&lt;br /&gt;
 Orders: Dump Other&lt;br /&gt;
 Orders: Gather Furniture&lt;br /&gt;
 Orders: Gather Animals&lt;br /&gt;
 Orders: Gather Food&lt;br /&gt;
 Orders: Gather Bodies&lt;br /&gt;
 Orders: Refuse&lt;br /&gt;
 Orders: Gather Stone&lt;br /&gt;
 Orders: Gather Wood&lt;br /&gt;
 Orders: All Harvest&lt;br /&gt;
 Orders: Stay Indoors&lt;br /&gt;
 Orders: Piles Same&lt;br /&gt;
 Orders: Mix Foods&lt;br /&gt;
 Orders: Exceptions&lt;br /&gt;
 Orders: Loom&lt;br /&gt;
 Orders: Dyed Cloth&lt;br /&gt;
 Orders: Workshop&lt;br /&gt;
 Orders: Collect Web&lt;br /&gt;
 Orders: Slaughter&lt;br /&gt;
 Orders: Butcher&lt;br /&gt;
 Orders: Tan&lt;br /&gt;
 Orders: Zone&lt;br /&gt;
 Orders: Zone, Drinking&lt;br /&gt;
 Orders: Zone, Fishing&lt;br /&gt;
 Destroy Building&lt;br /&gt;
 Suspend Building&lt;br /&gt;
 Menu Confirm&lt;br /&gt;
 Save Bindings&lt;br /&gt;
 Change Bindings&lt;br /&gt;
 Hotkey: Alchemist, Soap&lt;br /&gt;
 Hotkey: Still, Brew&lt;br /&gt;
 Hotkey: Still, Extract&lt;br /&gt;
 Hotkey: Loom, Collect Silk&lt;br /&gt;
 Hotkey: Loom, Weave Cloth&lt;br /&gt;
 Hotkey: Loom, Weave Silk&lt;br /&gt;
 Hotkey: Loom, Metal&lt;br /&gt;
 Hotkey: Kitchen, Meal 1&lt;br /&gt;
 Hotkey: Kitchen, Meal 2&lt;br /&gt;
 Hotkey: Kitchen, Meal 3&lt;br /&gt;
 Hotkey: Kitchen, Render Fat&lt;br /&gt;
 Hotkey: Farmer, Process&lt;br /&gt;
 Hotkey: Farmer, Vial&lt;br /&gt;
 Hotkey: Farmer, Bag&lt;br /&gt;
 Hotkey: Farmer, Barrel&lt;br /&gt;
 Hotkey: Farmer, Cheese&lt;br /&gt;
 Hotkey: Farmer, Milk&lt;br /&gt;
 Hotkey: Mill, Mill&lt;br /&gt;
 Hotkey: Kennel, Hunt&lt;br /&gt;
 Hotkey: Kennel, Catch&lt;br /&gt;
 Hotkey: Kennel, Tame Small&lt;br /&gt;
 Hotkey: Kennel, Tame Large&lt;br /&gt;
 Hotkey: Kennel, War&lt;br /&gt;
 Hotkey: Fishery, Process&lt;br /&gt;
 Hotkey: Fishery, Extract&lt;br /&gt;
 Hotkey: Fishery, Catch&lt;br /&gt;
 Hotkey: Butcher, Butcher&lt;br /&gt;
 Hotkey: Butcher, Extract&lt;br /&gt;
 Hotkey: Butcher, Catch&lt;br /&gt;
 Hotkey: Tanner, Tan&lt;br /&gt;
 Hotkey: Dyer, Thread&lt;br /&gt;
 Hotkey: Dyer, Cloth&lt;br /&gt;
 Hotkey: Jeweler, Furniture&lt;br /&gt;
 Hotkey: Jeweler, Finished&lt;br /&gt;
 Hotkey: Jeweler, Ammo&lt;br /&gt;
 Hotkey: Jeweler, Cut&lt;br /&gt;
 Hotkey: Jeweler, Encrust&lt;br /&gt;
 Hotkey: Mechanic, Mechanisms&lt;br /&gt;
 Hotkey: Mason, Armorstand&lt;br /&gt;
 Hotkey: Mason, Blocks&lt;br /&gt;
 Hotkey: Mason, Chair&lt;br /&gt;
 Hotkey: Mason, Coffin&lt;br /&gt;
 Hotkey: Mason, Door&lt;br /&gt;
 Hotkey: Mason, Floodgate&lt;br /&gt;
 Hotkey: Mason, Hatch Cover&lt;br /&gt;
 Hotkey: Mason, Grate&lt;br /&gt;
 Hotkey: Mason, Cabinet&lt;br /&gt;
 Hotkey: Mason, Box&lt;br /&gt;
 Hotkey: Mason, Statue&lt;br /&gt;
 Hotkey: Mason, Quern&lt;br /&gt;
 Hotkey: Mason, Millstone&lt;br /&gt;
 Hotkey: Mason, Table&lt;br /&gt;
 Hotkey: Mason, Weaponrack&lt;br /&gt;
 Hotkey: Trap, Bridge&lt;br /&gt;
 Hotkey: Trap, Gear Assembly&lt;br /&gt;
 Hotkey: Trap, Door&lt;br /&gt;
 Hotkey: Trap, Floodgate&lt;br /&gt;
 Hotkey: Trap, Spike&lt;br /&gt;
 Hotkey: Trap, Hatch&lt;br /&gt;
 Hotkey: Trap, Wall Grate&lt;br /&gt;
 Hotkey: Trap, Floor Grate&lt;br /&gt;
 Hotkey: Trap, Vertical Bars&lt;br /&gt;
 Hotkey: Trap, Floor Bars&lt;br /&gt;
 Hotkey: Trap, Support&lt;br /&gt;
 Hotkey: Trap, Chain&lt;br /&gt;
 Hotkey: Trap, Cage&lt;br /&gt;
 Hotkey: Trap, Lever&lt;br /&gt;
 Buildjob: Add&lt;br /&gt;
 Buildjob: Cancel&lt;br /&gt;
 Buildjob: Promote&lt;br /&gt;
 Buildjob: Repeat&lt;br /&gt;
 Buildjob: Suspend&lt;br /&gt;
 Buildjob: Workshop Profile&lt;br /&gt;
 Buildjob: Well, Free&lt;br /&gt;
 Buildjob: Well, Size&lt;br /&gt;
 Buildjob: Target, Free&lt;br /&gt;
 Buildjob: Target, Size&lt;br /&gt;
 Buildjob: Target, Down&lt;br /&gt;
 Buildjob: Target, Up&lt;br /&gt;
 Buildjob: Target, Right&lt;br /&gt;
 Buildjob: Target, Left&lt;br /&gt;
 Buildjob: Statue, Assign&lt;br /&gt;
 Buildjob: Statue, Free&lt;br /&gt;
 Buildjob: Statue, Size&lt;br /&gt;
 Buildjob: Cage, Justice&lt;br /&gt;
 Buildjob: Cage, Free&lt;br /&gt;
 Buildjob: Cage, Size&lt;br /&gt;
 Buildjob: Cage, Assign Occ&lt;br /&gt;
 Buildjob: Cage, Water&lt;br /&gt;
 Buildjob: Cage, Assign Owner&lt;br /&gt;
 Buildjob: Chain, Assign Occ&lt;br /&gt;
 Buildjob: Chain, Justice&lt;br /&gt;
 Buildjob: Chain, Assign Owner&lt;br /&gt;
 Buildjob: Chain, Free&lt;br /&gt;
 Buildjob: Chain, Size&lt;br /&gt;
 Buildjob: Siege, Fire&lt;br /&gt;
 Buildjob: Siege, Orient&lt;br /&gt;
 Buildjob: Door, Internal&lt;br /&gt;
 Buildjob: Door, Forbid&lt;br /&gt;
 Buildjob: Door, Pet-passable&lt;br /&gt;
 Buildjob: Coffin, Assign&lt;br /&gt;
 Buildjob: Coffin, Free&lt;br /&gt;
 Buildjob: Coffin, Size&lt;br /&gt;
 Buildjob: Coffin, Gen. Burial&lt;br /&gt;
 Buildjob: Coffing, Allow Citizens&lt;br /&gt;
 Buildjob: Coffing, Allow Pets&lt;br /&gt;
 Buildjob: Chair, Assign&lt;br /&gt;
 Buildjob: Chair, Free&lt;br /&gt;
 Buildjob: Chair, Size&lt;br /&gt;
 Buildjob: Table, Assign&lt;br /&gt;
 Buildjob: Table, Hall&lt;br /&gt;
 Buildjob: Table, Free&lt;br /&gt;
 Buildjob: Table, Size&lt;br /&gt;
 Buildjob: Bed, Assign&lt;br /&gt;
 Buildjob: Bed, Free&lt;br /&gt;
 Buildjob: Bed, Barracks&lt;br /&gt;
 Buildjob: Bed, Rent&lt;br /&gt;
 Buildjob: Bed, Size&lt;br /&gt;
 Buildjob: Depot, Bring&lt;br /&gt;
 Buildjob: Depot, Trade&lt;br /&gt;
 Buildjob: Depot, Request Trader&lt;br /&gt;
 Buildjob: Depot, Broker Only&lt;br /&gt;
 Buildjob: Animal Trap, No Bait&lt;br /&gt;
 Buildjob: Animal Trap, Meat Bait&lt;br /&gt;
 Buildjob: Animal Trap, Fish Bait&lt;br /&gt;
 Buildjob: Animal Trap, Gem Bait&lt;br /&gt;
 Buildjob: Farm, Fallow&lt;br /&gt;
 Buildjob: Farm, Fertilize&lt;br /&gt;
 Buildjob: Farm, Seas Fert&lt;br /&gt;
 Buildjob: Farm, Spring&lt;br /&gt;
 Buildjob: Farm, Summer&lt;br /&gt;
 Buildjob: Farm, Autumn&lt;br /&gt;
 Buildjob: Farm, Winter&lt;br /&gt;
 Buildjob: Stockpile, Master&lt;br /&gt;
 Buildjob: Stockpile, Delete Child&lt;br /&gt;
 Buildjob: Stockpile, Settings&lt;br /&gt;
 Buildjob: Stockpile, Barrel Up&lt;br /&gt;
 Buildjob: Stockpile, Barrel Down&lt;br /&gt;
 Buildjob: Stockpile, Barrel Zero&lt;br /&gt;
 Buildjob: Stockpile, Barrel Max&lt;br /&gt;
 Buildjob: Stockpile, Bin Up&lt;br /&gt;
 Buildjob: Stockpile, Bin Down&lt;br /&gt;
 Buildjob: Stockpile, Bin Zero&lt;br /&gt;
 Buildjob: Stockpile, Bin Max&lt;br /&gt;
 Buildjob: Rack, Mat, Bone&lt;br /&gt;
 Buildjob: Rack, Mat, Bronze&lt;br /&gt;
 Buildjob: Rack, Mat, Copper&lt;br /&gt;
 Buildjob: Rack, Mat, Iron&lt;br /&gt;
 Buildjob: Rack, Mat, Steel&lt;br /&gt;
 Buildjob: Rack, Mat, Wood&lt;br /&gt;
 Buildjob: Rack, Mat, Special Metal&lt;br /&gt;
 Buildjob: Stand, Mat, Bone&lt;br /&gt;
 Buildjob: Stand, Mat, Leather&lt;br /&gt;
 Buildjob: Stand, Mat, Copper&lt;br /&gt;
 Buildjob: Stand, Mat, Bronze&lt;br /&gt;
 Buildjob: Stand, Mat, Steel&lt;br /&gt;
 Buildjob: Stand, Mat, Iron&lt;br /&gt;
 Buildjob: Stand, Mat, Wood&lt;br /&gt;
 Buildjob: Stand, Mat, Special Metal&lt;br /&gt;
 Buildjob: Rackstand, Assign&lt;br /&gt;
 Buildjob: Rackstand, Free&lt;br /&gt;
 Buildjob: Rackstand, Size&lt;br /&gt;
 Buildjob: Rackstand, Item&lt;br /&gt;
 Buildjob: Rackstand, Mat&lt;br /&gt;
 Buildjob: Rackstand, All Items&lt;br /&gt;
 Buildjob: Rackstand, No Items&lt;br /&gt;
 Buildjob: Rackstand, All Mats&lt;br /&gt;
 Buildjob: Rackstand, No Mats&lt;br /&gt;
 Stockpile Settings: Enable&lt;br /&gt;
 Stockpile Settings: Disable&lt;br /&gt;
 Stockpile Settings: Permit All&lt;br /&gt;
 Stockpile Settings: Forbid All&lt;br /&gt;
 Stockpile Settings: Permit Sub&lt;br /&gt;
 Stockpile Settings: Forbit Sub&lt;br /&gt;
 Stockpile Settings: Specific 1&lt;br /&gt;
 Stockpile Settings: Specific 2&lt;br /&gt;
 Squad: Lock&lt;br /&gt;
 Squad: Station&lt;br /&gt;
 Squad: Clear Patrol&lt;br /&gt;
 Squad: Patrol&lt;br /&gt;
 Squad: Zoom&lt;br /&gt;
 Movie: Record&lt;br /&gt;
 Movie: Play&lt;br /&gt;
 Movie: Save&lt;br /&gt;
 Movie: Load&lt;br /&gt;
 Assign Trade: View&lt;br /&gt;
 Assign Trade: String&lt;br /&gt;
 Assign Trade: Exclude Prohibited&lt;br /&gt;
 Assign Trade: Pending&lt;br /&gt;
 Assign Trade: Sort&lt;br /&gt;
 Noble List: Replace&lt;br /&gt;
 Noble List: Settings&lt;br /&gt;
 Noble List: View Candidate&lt;br /&gt;
 Adventure: Barter, View&lt;br /&gt;
 Adventure: Barter, Currency 1&lt;br /&gt;
 Adventure: Barter, Currency 2&lt;br /&gt;
 Adventure: Barter, Currency 3&lt;br /&gt;
 Adventure: Barter, Currency 4&lt;br /&gt;
 Adventure: Barter, Currency 5&lt;br /&gt;
 Adventure: Barter, Currency 6&lt;br /&gt;
 Adventure: Barter, Currency 7&lt;br /&gt;
 Adventure: Barter, Currency 8&lt;br /&gt;
 Adventure: Barter, Currency 9&lt;br /&gt;
 Adventure: Barter, Trade&lt;br /&gt;
 Trade, View&lt;br /&gt;
 Trade, Trade&lt;br /&gt;
 Trade, Offer&lt;br /&gt;
 Trade, Seize&lt;br /&gt;
 Stores, View&lt;br /&gt;
 Stores, Forbid&lt;br /&gt;
 Stores, Melt&lt;br /&gt;
 Stores, Dump&lt;br /&gt;
 Stores, Zoom&lt;br /&gt;
 Stores, Hide&lt;br /&gt;
 Military, Activate&lt;br /&gt;
 Military, View&lt;br /&gt;
 Military, Weapon&lt;br /&gt;
 Military, Zoom&lt;br /&gt;
 Squad Info, Food&lt;br /&gt;
 Squad Info, Sleep&lt;br /&gt;
 Squad Info, Water&lt;br /&gt;
 Squad Info, Stay Close&lt;br /&gt;
 Squad Info, Attack Wilderness&lt;br /&gt;
 Squad Info, Stand Down&lt;br /&gt;
 Squad Info, Zoom&lt;br /&gt;
 Unitjob, Remove Unit&lt;br /&gt;
 Unitjob, Zoom Unit&lt;br /&gt;
 Unitjob, Zoom Building&lt;br /&gt;
 Unitjob, View&lt;br /&gt;
 Unitjob, Manager&lt;br /&gt;
 Manager, New Order&lt;br /&gt;
 Manager, Remove&lt;br /&gt;
 Manager, Promote&lt;br /&gt;
 Manager, Max&lt;br /&gt;
 Manager, Wages&lt;br /&gt;
 Animals, Slaughter&lt;br /&gt;
 Kitchen, Cook&lt;br /&gt;
 Kitchen, Brew&lt;br /&gt;
 Setup, New&lt;br /&gt;
 Setup, View&lt;br /&gt;
 Setup, Customize Unit&lt;br /&gt;
 Setup, Save Profile&lt;br /&gt;
 Setup, Save Profile, Abort&lt;br /&gt;
 Setup, Save Profile, Go&lt;br /&gt;
 Setup, View Profile Problems&lt;br /&gt;
 Main: Activity Zone, Remove&lt;br /&gt;
 Main: Activity Zone, Water Source&lt;br /&gt;
 Main: Activity Zone, Garbage Dump&lt;br /&gt;
 Main: Activity Zone, Pond&lt;br /&gt;
 Main: Activity Zone, Sand Collect&lt;br /&gt;
 Main: Activity Zone, Active&lt;br /&gt;
 Main: Activity Zone, Fish&lt;br /&gt;
 Main: Activity Zone, Meeting&lt;br /&gt;
 Main: Activity Zone, Pond Options&lt;br /&gt;
 Main: Activity Zone: Pond, Water&lt;br /&gt;
 Stockpile, Animal&lt;br /&gt;
 Stockpile, Food&lt;br /&gt;
 Stockpile, Weapon&lt;br /&gt;
 Stockpile, Armor&lt;br /&gt;
 Stockpile, Custom&lt;br /&gt;
 Stockpile, Custom Settings&lt;br /&gt;
 Stockpile, Furniture&lt;br /&gt;
 Stockpile, Graveyard&lt;br /&gt;
 Stockpile, Refuse&lt;br /&gt;
 Stockpile, Wood&lt;br /&gt;
 Stockpile, Stone&lt;br /&gt;
 Stockpile, Gem&lt;br /&gt;
 Stockpile, Bar/Block&lt;br /&gt;
 Stockpile, Cloth&lt;br /&gt;
 Stockpile, Leather&lt;br /&gt;
 Stockpile, Ammo&lt;br /&gt;
 Stockpile, Coins&lt;br /&gt;
 Stockpile, Finished&lt;br /&gt;
 Stockpile, None&lt;br /&gt;
 Designate, Building/Item&lt;br /&gt;
 Designate, Reclaim&lt;br /&gt;
 Designate, Forbid&lt;br /&gt;
 Designate, Melt&lt;br /&gt;
 Designate, No Melt&lt;br /&gt;
 Designate, Dump&lt;br /&gt;
 Designate, No Dump&lt;br /&gt;
 Designate, Hide&lt;br /&gt;
 Designate, No Hide&lt;br /&gt;
 Designate, Traffic&lt;br /&gt;
 Designate, High Traffic&lt;br /&gt;
 Designate, Normal Traffic&lt;br /&gt;
 Designate, Low Traffic&lt;br /&gt;
 Designate, Restricted Traffic&lt;br /&gt;
 Designate, Increase Weight&lt;br /&gt;
 Designate, Decrease Weight&lt;br /&gt;
 Designate, Increase Weight More&lt;br /&gt;
 Designate, Decrease Weight More&lt;br /&gt;
 Designate, Dig&lt;br /&gt;
 Designate, Dig Remove Stairs Ramps&lt;br /&gt;
 Designate, U Stair&lt;br /&gt;
 Designate, D Stair&lt;br /&gt;
 Designate, UD Stair&lt;br /&gt;
 Designate, Ramp&lt;br /&gt;
 Designate, Channel&lt;br /&gt;
 Designate, Chop&lt;br /&gt;
 Designate, Plants&lt;br /&gt;
 Designate, Smooth&lt;br /&gt;
 Designate, Engrave&lt;br /&gt;
 Designate, Fortify&lt;br /&gt;
 Designate, Toggle Engraving&lt;br /&gt;
 Designate, Undo&lt;br /&gt;
 Designate, Remove Construction&lt;br /&gt;
 Building, Change Height +&lt;br /&gt;
 Building, Change Height -&lt;br /&gt;
 Building, Change Width +&lt;br /&gt;
 Building, Change Width -&lt;br /&gt;
 Building, Orient Up&lt;br /&gt;
 Building, Orient Left&lt;br /&gt;
 Building, Orient Right&lt;br /&gt;
 Building, Orient Down&lt;br /&gt;
 Building, Orient None&lt;br /&gt;
 Building, View Item&lt;br /&gt;
 Building, Done Selecting&lt;br /&gt;
 Building, Expand/Contract&lt;br /&gt;
 Building, Trigger, Enable Water&lt;br /&gt;
 Building, Trigger, Min Water Up&lt;br /&gt;
 Building, Trigger, Min Water Down&lt;br /&gt;
 Building, Trigger, Max Water Up&lt;br /&gt;
 Building, Trigger, Max Water Down&lt;br /&gt;
 Building, Trigger, Enabler Magma&lt;br /&gt;
 Building, Trigger, Min Magma Up&lt;br /&gt;
 Building, Trigger, Min Magma Down&lt;br /&gt;
 Building, Trigger, Max Magma Up&lt;br /&gt;
 Building, Trigger, Max Magma Down&lt;br /&gt;
 Building, Trigger, Enable Creature&lt;br /&gt;
 Building, Trigger, Enable Locals&lt;br /&gt;
 Building, Trigger, Resets&lt;br /&gt;
 Building, Trigger, Min Size Up&lt;br /&gt;
 Building, Trigger, Min Size Down&lt;br /&gt;
 Building, Trigger, Max Size Up&lt;br /&gt;
 Building, Trigger, Max Size Down&lt;br /&gt;
 Unitview, General&lt;br /&gt;
 Unitview, Inventory&lt;br /&gt;
 Unitview, Prefs&lt;br /&gt;
 Unitview, Wounds&lt;br /&gt;
 Unitview, Next Unit&lt;br /&gt;
 Unitview, Slaughter&lt;br /&gt;
 Unitview, Prefs, Labor&lt;br /&gt;
 Unitview, Prefs, Pets&lt;br /&gt;
 Unitview, Prefs, Soldier&lt;br /&gt;
 Unitview, Prefs, Fortress Guard&lt;br /&gt;
 Unitview, Prefs, Royal Guard&lt;br /&gt;
 Unitview, Prefs, Toggle Activation&lt;br /&gt;
 Unitview, Prefs, Pets, Hunting&lt;br /&gt;
 Unitview, Prefs, Pets, War&lt;br /&gt;
 Unitview, Prefs, Soldier, Unarmed&lt;br /&gt;
 Unitview, Prefs, Soldier, Axe&lt;br /&gt;
 Unitview, Prefs, Soldier, Crossbow&lt;br /&gt;
 Unitview, Prefs, Soldier, Hammer&lt;br /&gt;
 Unitview, Prefs, Soldier, Mace&lt;br /&gt;
 Unitview, Prefs, Soldier, Spear&lt;br /&gt;
 Unitview, Prefs, Soldier, Sword&lt;br /&gt;
 Unitview, Prefs, Soldier, Weapon Num&lt;br /&gt;
 Unitview, Prefs, Soldier, Armor&lt;br /&gt;
 Unitview, Prefs, Soldier, Shield&lt;br /&gt;
 Unitview, Prefs, Profile&lt;br /&gt;
 String: Backspace&lt;br /&gt;
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 String: Character 255&lt;br /&gt;
 SELECT&lt;br /&gt;
 DESELECT&lt;br /&gt;
 SELECT_ALL&lt;br /&gt;
 DESELECT_ALL&lt;br /&gt;
 LEAVESCREEN&lt;br /&gt;
 LEAVESCREEN_TEXT&lt;br /&gt;
 LEAVESCREEN_ALL&lt;br /&gt;
 CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
 TOGGLE_FULLSCREEN&lt;br /&gt;
 WORLD_PARAM_ADD&lt;br /&gt;
 WORLD_PARAM_COPY&lt;br /&gt;
 WORLD_PARAM_DELETE&lt;br /&gt;
 WORLD_PARAM_TITLE&lt;br /&gt;
 WORLD_PARAM_NAME_RANDOM&lt;br /&gt;
 WORLD_PARAM_NAME_ENTER&lt;br /&gt;
 WORLD_PARAM_SEED_RANDOM&lt;br /&gt;
 WORLD_PARAM_SEED_ENTER&lt;br /&gt;
 WORLD_PARAM_LOAD&lt;br /&gt;
 WORLD_PARAM_SAVE&lt;br /&gt;
 WORLD_PARAM_DIM_X_UP&lt;br /&gt;
 WORLD_PARAM_DIM_X_DOWN&lt;br /&gt;
 WORLD_PARAM_DIM_Y_UP&lt;br /&gt;
 WORLD_PARAM_DIM_Y_DOWN&lt;br /&gt;
 WORLD_PARAM_SET&lt;br /&gt;
 WORLD_PARAM_INCREASE&lt;br /&gt;
 WORLD_PARAM_DECREASE&lt;br /&gt;
 WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
 WORLD_PARAM_NULLIFY&lt;br /&gt;
 WORLD_PARAM_PRESET&lt;br /&gt;
 WORLD_PARAM_REJECT_CONTINUE&lt;br /&gt;
 WORLD_PARAM_REJECT_ABORT&lt;br /&gt;
 WORLD_PARAM_REJECT_ALLOW_THIS&lt;br /&gt;
 WORLD_PARAM_REJECT_ALLOW_ALL&lt;br /&gt;
 WORLD_GEN_CONTINUE&lt;br /&gt;
 WORLD_GEN_USE&lt;br /&gt;
 WORLD_GEN_ABORT&lt;br /&gt;
 SETUP_EMBARK&lt;br /&gt;
 SETUP_NAME_FORT&lt;br /&gt;
 SETUP_NAME_GROUP&lt;br /&gt;
 SETUP_RECLAIM&lt;br /&gt;
 SETUP_FIND&lt;br /&gt;
 SETUP_NOTES&lt;br /&gt;
 SETUP_NOTES_TAKE_NOTES&lt;br /&gt;
 SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
 SETUP_NOTES_CHANGE_SYMBOL_SELECTION&lt;br /&gt;
 SETUP_NOTES_ADOPT_SYMBOL&lt;br /&gt;
 SETUP_LOCAL_Y_UP&lt;br /&gt;
 SETUP_LOCAL_Y_DOWN&lt;br /&gt;
 SETUP_LOCAL_X_UP&lt;br /&gt;
 SETUP_LOCAL_X_DOWN&lt;br /&gt;
 SETUP_LOCAL_Y_MUP&lt;br /&gt;
 SETUP_LOCAL_Y_MDOWN&lt;br /&gt;
 SETUP_LOCAL_X_MUP&lt;br /&gt;
 SETUP_LOCAL_X_MDOWN&lt;br /&gt;
 SETUP_BIOME_1&lt;br /&gt;
 SETUP_BIOME_2&lt;br /&gt;
 SETUP_BIOME_3&lt;br /&gt;
 SETUP_BIOME_4&lt;br /&gt;
 SETUP_BIOME_5&lt;br /&gt;
 SETUP_BIOME_6&lt;br /&gt;
 SETUP_BIOME_7&lt;br /&gt;
 SETUP_BIOME_8&lt;br /&gt;
 SETUP_BIOME_9&lt;br /&gt;
 CHOOSE_NAME_RANDOM&lt;br /&gt;
 CHOOSE_NAME_CLEAR&lt;br /&gt;
 CHOOSE_NAME_TYPE&lt;br /&gt;
 ITEM_DESCRIPTION&lt;br /&gt;
 ITEM_FORBID&lt;br /&gt;
 ITEM_MELT&lt;br /&gt;
 ITEM_DUMP&lt;br /&gt;
 ITEM_HIDE&lt;br /&gt;
 HELP&lt;br /&gt;
 MOVIES&lt;br /&gt;
 OPTIONS&lt;br /&gt;
 OPTION_EXPORT&lt;br /&gt;
 CHANGETAB&lt;br /&gt;
 STANDARDSCROLL_LEFT&lt;br /&gt;
 STANDARDSCROLL_RIGHT&lt;br /&gt;
 STANDARDSCROLL_UP&lt;br /&gt;
 STANDARDSCROLL_DOWN&lt;br /&gt;
 STANDARDSCROLL_PAGEUP&lt;br /&gt;
 STANDARDSCROLL_PAGEDOWN&lt;br /&gt;
 SECONDSCROLL_UP&lt;br /&gt;
 SECONDSCROLL_DOWN&lt;br /&gt;
 SECONDSCROLL_PAGEUP&lt;br /&gt;
 SECONDSCROLL_PAGEDOWN&lt;br /&gt;
 CURSOR_UP&lt;br /&gt;
 CURSOR_DOWN&lt;br /&gt;
 CURSOR_LEFT&lt;br /&gt;
 CURSOR_RIGHT&lt;br /&gt;
 CURSOR_UPLEFT&lt;br /&gt;
 CURSOR_UPRIGHT&lt;br /&gt;
 CURSOR_DOWNLEFT&lt;br /&gt;
 CURSOR_DOWNRIGHT&lt;br /&gt;
 CURSOR_UP_FAST&lt;br /&gt;
 CURSOR_DOWN_FAST&lt;br /&gt;
 CURSOR_LEFT_FAST&lt;br /&gt;
 CURSOR_RIGHT_FAST&lt;br /&gt;
 CURSOR_UPLEFT_FAST&lt;br /&gt;
 CURSOR_UPRIGHT_FAST&lt;br /&gt;
 CURSOR_DOWNLEFT_FAST&lt;br /&gt;
 CURSOR_DOWNRIGHT_FAST&lt;br /&gt;
 CURSOR_UP_Z&lt;br /&gt;
 CURSOR_DOWN_Z&lt;br /&gt;
 CURSOR_UP_Z_AUX&lt;br /&gt;
 CURSOR_DOWN_Z_AUX&lt;br /&gt;
 A_MOVE_N&lt;br /&gt;
 A_MOVE_S&lt;br /&gt;
 A_MOVE_E&lt;br /&gt;
 A_MOVE_W&lt;br /&gt;
 A_MOVE_NW&lt;br /&gt;
 A_MOVE_NE&lt;br /&gt;
 A_MOVE_SW&lt;br /&gt;
 A_MOVE_SE&lt;br /&gt;
 A_MOVE_WAIT&lt;br /&gt;
 A_CARE_MOVE_N&lt;br /&gt;
 A_CARE_MOVE_S&lt;br /&gt;
 A_CARE_MOVE_E&lt;br /&gt;
 A_CARE_MOVE_W&lt;br /&gt;
 A_CARE_MOVE_NW&lt;br /&gt;
 A_CARE_MOVE_NE&lt;br /&gt;
 A_CARE_MOVE_SW&lt;br /&gt;
 A_CARE_MOVE_SE&lt;br /&gt;
 A_CARE_MOVE_UPDOWN&lt;br /&gt;
 A_MOVE_N_UP&lt;br /&gt;
 A_MOVE_S_UP&lt;br /&gt;
 A_MOVE_E_UP&lt;br /&gt;
 A_MOVE_W_UP&lt;br /&gt;
 A_MOVE_NW_UP&lt;br /&gt;
 A_MOVE_NE_UP&lt;br /&gt;
 A_MOVE_SW_UP&lt;br /&gt;
 A_MOVE_SE_UP&lt;br /&gt;
 A_MOVE_UP&lt;br /&gt;
 A_MOVE_N_DOWN&lt;br /&gt;
 A_MOVE_S_DOWN&lt;br /&gt;
 A_MOVE_E_DOWN&lt;br /&gt;
 A_MOVE_W_DOWN&lt;br /&gt;
 A_MOVE_NW_DOWN&lt;br /&gt;
 A_MOVE_NE_DOWN&lt;br /&gt;
 A_MOVE_SW_DOWN&lt;br /&gt;
 A_MOVE_SE_DOWN&lt;br /&gt;
 A_MOVE_DOWN&lt;br /&gt;
 A_MOVE_UP_AUX&lt;br /&gt;
 A_MOVE_DOWN_AUX&lt;br /&gt;
 WORLDGEN_EXPORT_MAP&lt;br /&gt;
 LEGENDS_EXPORT_MAP&lt;br /&gt;
 LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
 LEGENDS_TOGGLE_CIVSITE&lt;br /&gt;
 LEGENDS_STRING_FILTER&lt;br /&gt;
 A_COMBAT_ATTACK&lt;br /&gt;
 A_COMBAT_DODGE&lt;br /&gt;
 A_COMBAT_CHARGEDEF&lt;br /&gt;
 A_STATUS&lt;br /&gt;
 A_STATUS_WRESTLE&lt;br /&gt;
 A_STATUS_CUSTOMIZE&lt;br /&gt;
 A_STATUS_KILLS&lt;br /&gt;
 UNITVIEW_CUSTOMIZE&lt;br /&gt;
 UNITVIEW_RELATIONSHIPS&lt;br /&gt;
 UNITVIEW_RELATIONSHIPS_ZOOM&lt;br /&gt;
 UNITVIEW_RELATIONSHIPS_VIEW&lt;br /&gt;
 UNITVIEW_KILLS&lt;br /&gt;
 CUSTOMIZE_UNIT_NICKNAME&lt;br /&gt;
 CUSTOMIZE_UNIT_PROFNAME&lt;br /&gt;
 A_SLEEP&lt;br /&gt;
 A_WAIT&lt;br /&gt;
 A_ATTACK&lt;br /&gt;
 A_LOOK&lt;br /&gt;
 A_SEARCH&lt;br /&gt;
 A_TALK&lt;br /&gt;
 A_INTERACT&lt;br /&gt;
 A_INV_LOOK&lt;br /&gt;
 A_INV_REMOVE&lt;br /&gt;
 A_INV_WEAR&lt;br /&gt;
 A_INV_EATDRINK&lt;br /&gt;
 A_INV_PUTIN&lt;br /&gt;
 A_INV_DROP&lt;br /&gt;
 A_GROUND&lt;br /&gt;
 A_THROW&lt;br /&gt;
 A_SHOOT&lt;br /&gt;
 A_ANNOUNCEMENTS&lt;br /&gt;
 A_COMBAT&lt;br /&gt;
 A_MOVEMENT&lt;br /&gt;
 A_MOVEMENT_SWIM&lt;br /&gt;
 A_SNEAK&lt;br /&gt;
 A_CENTER&lt;br /&gt;
 A_BUILDING&lt;br /&gt;
 A_TRAVEL&lt;br /&gt;
 A_DATE&lt;br /&gt;
 A_WEATHER&lt;br /&gt;
 A_TEMPERATURE&lt;br /&gt;
 A_STANCE&lt;br /&gt;
 A_OPTION1&lt;br /&gt;
 A_OPTION2&lt;br /&gt;
 A_OPTION3&lt;br /&gt;
 A_OPTION4&lt;br /&gt;
 A_OPTION5&lt;br /&gt;
 A_OPTION6&lt;br /&gt;
 A_OPTION7&lt;br /&gt;
 A_OPTION8&lt;br /&gt;
 A_OPTION9&lt;br /&gt;
 A_OPTION10&lt;br /&gt;
 A_OPTION11&lt;br /&gt;
 A_OPTION12&lt;br /&gt;
 A_OPTION13&lt;br /&gt;
 A_OPTION14&lt;br /&gt;
 A_OPTION15&lt;br /&gt;
 A_OPTION16&lt;br /&gt;
 A_OPTION17&lt;br /&gt;
 A_OPTION18&lt;br /&gt;
 A_OPTION19&lt;br /&gt;
 A_OPTION20&lt;br /&gt;
 HOTKEY_MAKE_ASH&lt;br /&gt;
 HOTKEY_MAKE_CHARCOAL&lt;br /&gt;
 HOTKEY_MELT_OBJECT&lt;br /&gt;
 HOTKEY_GLASS_GREEN&lt;br /&gt;
 HOTKEY_GLASS_CLEAR&lt;br /&gt;
 HOTKEY_GLASS_CRYSTAL&lt;br /&gt;
 HOTKEY_COLLECT_SAND&lt;br /&gt;
 HOTKEY_GLASS_ROUGH&lt;br /&gt;
 HOTKEY_GLASS_ARMORSTAND&lt;br /&gt;
 HOTKEY_GLASS_BOX&lt;br /&gt;
 HOTKEY_GLASS_CABINET&lt;br /&gt;
 HOTKEY_GLASS_COFFIN&lt;br /&gt;
 HOTKEY_GLASS_FLOODGATE&lt;br /&gt;
 HOTKEY_GLASS_HATCH_COVER&lt;br /&gt;
 HOTKEY_GLASS_GRATE&lt;br /&gt;
 HOTKEY_GLASS_GOBLET&lt;br /&gt;
 HOTKEY_GLASS_TOY&lt;br /&gt;
 HOTKEY_GLASS_INSTRUMENT&lt;br /&gt;
 HOTKEY_GLASS_DOOR&lt;br /&gt;
 HOTKEY_GLASS_STATUE&lt;br /&gt;
 HOTKEY_GLASS_TABLE&lt;br /&gt;
 HOTKEY_GLASS_CAGE&lt;br /&gt;
 HOTKEY_GLASS_CHAIR&lt;br /&gt;
 HOTKEY_GLASS_BLOCKS&lt;br /&gt;
 HOTKEY_GLASS_FLASK&lt;br /&gt;
 HOTKEY_GLASS_WEAPONRACK&lt;br /&gt;
 HOTKEY_GLASS_WINDOW&lt;br /&gt;
 HOTKEY_MAKE_PEARLASH&lt;br /&gt;
 HOTKEY_ASHERY_LYE&lt;br /&gt;
 HOTKEY_ASHERY_POTASH&lt;br /&gt;
 HOTKEY_ASHERY_POTASH_DIRECT&lt;br /&gt;
 HOTKEY_CARPENTER_BARREL&lt;br /&gt;
 HOTKEY_CARPENTER_BLOCKS&lt;br /&gt;
 HOTKEY_CARPENTER_BUCKET&lt;br /&gt;
 HOTKEY_CARPENTER_TRAP_ANIMAL&lt;br /&gt;
 HOTKEY_CARPENTER_CAGE&lt;br /&gt;
 HOTKEY_CARPENTER_ARMORSTAND&lt;br /&gt;
 HOTKEY_CARPENTER_BED&lt;br /&gt;
 HOTKEY_CARPENTER_CHAIR&lt;br /&gt;
 HOTKEY_CARPENTER_COFFIN&lt;br /&gt;
 HOTKEY_CARPENTER_DOOR&lt;br /&gt;
 HOTKEY_CARPENTER_FLOODGATE&lt;br /&gt;
 HOTKEY_CARPENTER_HATCH_COVER&lt;br /&gt;
 HOTKEY_CARPENTER_GRATE&lt;br /&gt;
 HOTKEY_CARPENTER_CABINET&lt;br /&gt;
 HOTKEY_CARPENTER_BIN&lt;br /&gt;
 HOTKEY_CARPENTER_BOX&lt;br /&gt;
 HOTKEY_CARPENTER_WEAPONRACK&lt;br /&gt;
 HOTKEY_CARPENTER_TABLE&lt;br /&gt;
 HOTKEY_SIEGE_BALLISTA&lt;br /&gt;
 HOTKEY_SIEGE_CATAPULT&lt;br /&gt;
 HOTKEY_LEATHER_BOX&lt;br /&gt;
 HOTKEY_LEATHER_FLASK&lt;br /&gt;
 HOTKEY_LEATHER_SHIRT&lt;br /&gt;
 HOTKEY_LEATHER_CLOAK&lt;br /&gt;
 HOTKEY_LEATHER_BACKPACK&lt;br /&gt;
 HOTKEY_LEATHER_QUIVER&lt;br /&gt;
 HOTKEY_LEATHER_IMAGE&lt;br /&gt;
 HOTKEY_CLOTHES_MAT_PLANT&lt;br /&gt;
 HOTKEY_CLOTHES_MAT_SILK&lt;br /&gt;
 HOTKEY_CLOTHES_SHIRT&lt;br /&gt;
 HOTKEY_CLOTHES_CLOAK&lt;br /&gt;
 HOTKEY_CLOTHES_BOX&lt;br /&gt;
 HOTKEY_CLOTHES_CHAIN&lt;br /&gt;
 HOTKEY_CLOTHES_IMAGE&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_STONE&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_WOOD&lt;br /&gt;
 HOTKEY_CRAFTS_DEC_BONE&lt;br /&gt;
 HOTKEY_CRAFTS_DEC_SHELL&lt;br /&gt;
 HOTKEY_CRAFTS_TOTEM&lt;br /&gt;
 HOTKEY_CRAFTS_CLOTH&lt;br /&gt;
 HOTKEY_CRAFTS_SILK&lt;br /&gt;
 HOTKEY_CRAFTS_SHELL&lt;br /&gt;
 HOTKEY_CRAFTS_BONE&lt;br /&gt;
 HOTKEY_CRAFTS_LEATHER&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_CRAFTS&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_GOBLET&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_INSTRUMENT&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_TOY&lt;br /&gt;
 HOTKEY_SMITH_WEAPON&lt;br /&gt;
 HOTKEY_SMITH_ARMOR&lt;br /&gt;
 HOTKEY_SMITH_FURNITURE&lt;br /&gt;
 HOTKEY_SMITH_SIEGE&lt;br /&gt;
 HOTKEY_SMITH_TRAP&lt;br /&gt;
 HOTKEY_SMITH_OTHER&lt;br /&gt;
 HOTKEY_SMITH_METAL&lt;br /&gt;
 HOTKEY_BUILDING_ARMORSTAND&lt;br /&gt;
 HOTKEY_BUILDING_BED&lt;br /&gt;
 HOTKEY_BUILDING_CHAIR&lt;br /&gt;
 HOTKEY_BUILDING_COFFIN&lt;br /&gt;
 HOTKEY_BUILDING_DOOR&lt;br /&gt;
 HOTKEY_BUILDING_FLOODGATE&lt;br /&gt;
 HOTKEY_BUILDING_HATCH&lt;br /&gt;
 HOTKEY_BUILDING_GRATE_WALL&lt;br /&gt;
 HOTKEY_BUILDING_GRATE_FLOOR&lt;br /&gt;
 HOTKEY_BUILDING_BARS_VERTICAL&lt;br /&gt;
 HOTKEY_BUILDING_BARS_FLOOR&lt;br /&gt;
 HOTKEY_BUILDING_CABINET&lt;br /&gt;
 HOTKEY_BUILDING_BOX&lt;br /&gt;
 HOTKEY_BUILDING_KENNEL&lt;br /&gt;
 HOTKEY_BUILDING_FARMPLOT&lt;br /&gt;
 HOTKEY_BUILDING_WEAPONRACK&lt;br /&gt;
 HOTKEY_BUILDING_STATUE&lt;br /&gt;
 HOTKEY_BUILDING_TABLE&lt;br /&gt;
 HOTKEY_BUILDING_ROAD_DIRT&lt;br /&gt;
 HOTKEY_BUILDING_ROAD_PAVED&lt;br /&gt;
 HOTKEY_BUILDING_BRIDGE&lt;br /&gt;
 HOTKEY_BUILDING_WELL&lt;br /&gt;
 HOTKEY_BUILDING_SIEGEENGINE&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE&lt;br /&gt;
 HOTKEY_BUILDING_WINDOW_GLASS&lt;br /&gt;
 HOTKEY_BUILDING_WINDOW_GEM&lt;br /&gt;
 HOTKEY_BUILDING_SHOP&lt;br /&gt;
 HOTKEY_BUILDING_ANIMALTRAP&lt;br /&gt;
 HOTKEY_BUILDING_CHAIN&lt;br /&gt;
 HOTKEY_BUILDING_CAGE&lt;br /&gt;
 HOTKEY_BUILDING_TRADEDEPOT&lt;br /&gt;
 HOTKEY_BUILDING_TRAP&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE&lt;br /&gt;
 HOTKEY_BUILDING_SUPPORT&lt;br /&gt;
 HOTKEY_BUILDING_ARCHERYTARGET&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_SCREW_PUMP&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_WATER_WHEEL&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_WINDMILL&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL&lt;br /&gt;
 HOTKEY_BUILDING_SIEGEENGINE_BALLISTA&lt;br /&gt;
 HOTKEY_BUILDING_SIEGEENGINE_CATAPULT&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_STONE&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_WEAPON&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_LEVER&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_TRIGGER&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_CAGE&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_SPIKE&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_WALL&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_FLOOR&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_RAMP&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LEATHER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_QUERN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_MILLSTONE&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LOOM&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_CLOTHES&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_BOWYER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_CARPENTER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_METALSMITH&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LAVAMILL&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_JEWELER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_MASON&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_BUTCHER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_TANNER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_SIEGE&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_MECHANIC&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_STILL&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_FARMER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_KITCHEN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_FISHERY&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LAB&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_ASHERY&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_WOOD&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_SMELTER&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_GLASS&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_KILN&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_SMELTER_LAVA&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_GLASS_LAVA&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_KILN_LAVA&lt;br /&gt;
 D_ONESTEP&lt;br /&gt;
 D_PAUSE&lt;br /&gt;
 D_DEPOT&lt;br /&gt;
 D_HOT_KEYS&lt;br /&gt;
 D_HOTKEY1&lt;br /&gt;
 D_HOTKEY2&lt;br /&gt;
 D_HOTKEY3&lt;br /&gt;
 D_HOTKEY4&lt;br /&gt;
 D_HOTKEY5&lt;br /&gt;
 D_HOTKEY6&lt;br /&gt;
 D_HOTKEY7&lt;br /&gt;
 D_HOTKEY8&lt;br /&gt;
 D_HOTKEY9&lt;br /&gt;
 D_HOTKEY10&lt;br /&gt;
 D_HOTKEY11&lt;br /&gt;
 D_HOTKEY12&lt;br /&gt;
 D_HOTKEY13&lt;br /&gt;
 D_HOTKEY14&lt;br /&gt;
 D_HOTKEY15&lt;br /&gt;
 D_HOTKEY16&lt;br /&gt;
 D_HOTKEY_CHANGE_NAME&lt;br /&gt;
 D_HOTKEY_ZOOM&lt;br /&gt;
 D_ANNOUNCE&lt;br /&gt;
 D_BUILDING&lt;br /&gt;
 D_CIVLIST&lt;br /&gt;
 D_DESIGNATE&lt;br /&gt;
 D_ARTLIST&lt;br /&gt;
 D_NOBLES&lt;br /&gt;
 D_ORDERS&lt;br /&gt;
 D_MILITARY&lt;br /&gt;
 D_ROOMS&lt;br /&gt;
 BUILDINGLIST_ZOOM_T&lt;br /&gt;
 BUILDINGLIST_ZOOM_Q&lt;br /&gt;
 D_SQUADS&lt;br /&gt;
 D_STOCKPILES&lt;br /&gt;
 D_CIVZONE&lt;br /&gt;
 D_VIEWUNIT&lt;br /&gt;
 D_JOBLIST&lt;br /&gt;
 D_UNITLIST&lt;br /&gt;
 D_LOOK&lt;br /&gt;
 D_NOTE&lt;br /&gt;
 D_NOTE_PLACE&lt;br /&gt;
 D_NOTE_DELETE&lt;br /&gt;
 D_NOTE_ENTER&lt;br /&gt;
 D_NOTE_ADOPT_SYMBOL&lt;br /&gt;
 D_NOTE_CHANGE_SELECTION&lt;br /&gt;
 D_BUILDJOB&lt;br /&gt;
 D_STATUS&lt;br /&gt;
 D_BUILDITEM&lt;br /&gt;
 D_VISUALIZE&lt;br /&gt;
 D_BITEM_FORBID&lt;br /&gt;
 D_BITEM_DUMP&lt;br /&gt;
 D_BITEM_HIDE&lt;br /&gt;
 D_BITEM_MELT&lt;br /&gt;
 D_LOOK_FORBID&lt;br /&gt;
 D_LOOK_DUMP&lt;br /&gt;
 D_LOOK_MELT&lt;br /&gt;
 D_LOOK_HIDE&lt;br /&gt;
 A_ENTER_NAME&lt;br /&gt;
 A_CUST_NAME&lt;br /&gt;
 A_RANDOM_NAME&lt;br /&gt;
 A_CHANGE_GENDER&lt;br /&gt;
 A_END_TRAVEL&lt;br /&gt;
 A_TRAVEL_CLOUDS&lt;br /&gt;
 A_LOG&lt;br /&gt;
 A_TRAVEL_LOG&lt;br /&gt;
 A_LOG_TASKS&lt;br /&gt;
 A_LOG_ENTITIES&lt;br /&gt;
 A_LOG_SITES&lt;br /&gt;
 A_LOG_SUBREGIONS&lt;br /&gt;
 A_LOG_ZOOM_CURRENT_LOCATION&lt;br /&gt;
 A_LOG_ZOOM_SELECTED&lt;br /&gt;
 A_LOG_LINE&lt;br /&gt;
 A_LOG_MAP&lt;br /&gt;
 ORDERS_AUTOFORBID&lt;br /&gt;
 ORDERS_FORBID_PROJECTILE&lt;br /&gt;
 ORDERS_FORBID_YOUR_CORPSE&lt;br /&gt;
 ORDERS_FORBID_YOUR_ITEMS&lt;br /&gt;
 ORDERS_FORBID_OTHER_CORPSE&lt;br /&gt;
 ORDERS_FORBID_OTHER_ITEMS&lt;br /&gt;
 ORDERS_REFUSE_GATHER&lt;br /&gt;
 ORDERS_REFUSE_OUTSIDE&lt;br /&gt;
 ORDERS_REFUSE_DUMP_CORPSE&lt;br /&gt;
 ORDERS_REFUSE_DUMP_SKULL&lt;br /&gt;
 ORDERS_REFUSE_DUMP_SKIN&lt;br /&gt;
 ORDERS_REFUSE_DUMP_BONE&lt;br /&gt;
 ORDERS_REFUSE_DUMP_SHELL&lt;br /&gt;
 ORDERS_REFUSE_DUMP_OTHER&lt;br /&gt;
 ORDERS_GATHER_FURNITURE&lt;br /&gt;
 ORDERS_GATHER_ANIMALS&lt;br /&gt;
 ORDERS_GATHER_FOOD&lt;br /&gt;
 ORDERS_GATHER_BODIES&lt;br /&gt;
 ORDERS_REFUSE&lt;br /&gt;
 ORDERS_GATHER_STONE&lt;br /&gt;
 ORDERS_GATHER_WOOD&lt;br /&gt;
 ORDERS_ALL_HARVEST&lt;br /&gt;
 ORDERS_INDOORS&lt;br /&gt;
 ORDERS_SAMEPILE&lt;br /&gt;
 ORDERS_MIXFOODS&lt;br /&gt;
 ORDERS_EXCEPTIONS&lt;br /&gt;
 ORDERS_LOOM&lt;br /&gt;
 ORDERS_DYED_CLOTH&lt;br /&gt;
 ORDERS_WORKSHOP&lt;br /&gt;
 ORDERS_COLLECT_WEB&lt;br /&gt;
 ORDERS_SLAUGHTER&lt;br /&gt;
 ORDERS_BUTCHER&lt;br /&gt;
 ORDERS_TAN&lt;br /&gt;
 ORDERS_ZONE&lt;br /&gt;
 ORDERS_ZONE_DRINKING&lt;br /&gt;
 ORDERS_ZONE_FISHING&lt;br /&gt;
 DESTROYBUILDING&lt;br /&gt;
 SUSPENDBUILDING&lt;br /&gt;
 MENU_CONFIRM&lt;br /&gt;
 SAVE_BINDINGS&lt;br /&gt;
 CHANGE_BINDINGS&lt;br /&gt;
 HOTKEY_ALCHEMIST_SOAP&lt;br /&gt;
 HOTKEY_STILL_BREW&lt;br /&gt;
 HOTKEY_STILL_EXTRACT&lt;br /&gt;
 HOTKEY_LOOM_COLLECT_SILK&lt;br /&gt;
 HOTKEY_LOOM_WEAVE_CLOTH&lt;br /&gt;
 HOTKEY_LOOM_WEAVE_SILK&lt;br /&gt;
 HOTKEY_LOOM_WEAVE_METAL&lt;br /&gt;
 HOTKEY_KITCHEN_COOK_2&lt;br /&gt;
 HOTKEY_KITCHEN_COOK_3&lt;br /&gt;
 HOTKEY_KITCHEN_COOK_4&lt;br /&gt;
 HOTKEY_KITCHEN_RENDER_FAT&lt;br /&gt;
 HOTKEY_FARMER_PROCESS&lt;br /&gt;
 HOTKEY_FARMER_PROCESS_VIAL&lt;br /&gt;
 HOTKEY_FARMER_PROCESS_BAG&lt;br /&gt;
 HOTKEY_FARMER_PROCESS_BARREL&lt;br /&gt;
 HOTKEY_FARMER_CHEESE&lt;br /&gt;
 HOTKEY_FARMER_MILK&lt;br /&gt;
 HOTKEY_MILL_MILL&lt;br /&gt;
 HOTKEY_KENNEL_TRAIN_HUNT&lt;br /&gt;
 HOTKEY_KENNEL_CATCH_VERMIN&lt;br /&gt;
 HOTKEY_KENNEL_TAME_VERMIN&lt;br /&gt;
 HOTKEY_KENNEL_TAME_UNIT&lt;br /&gt;
 HOTKEY_KENNEL_TRAIN_WAR&lt;br /&gt;
 HOTKEY_FISHERY_PROCESS&lt;br /&gt;
 HOTKEY_FISHERY_EXTRACT&lt;br /&gt;
 HOTKEY_FISHERY_CATCH&lt;br /&gt;
 HOTKEY_BUTCHER_BUTCHER&lt;br /&gt;
 HOTKEY_BUTCHER_EXTRACT&lt;br /&gt;
 HOTKEY_BUTCHER_CATCH&lt;br /&gt;
 HOTKEY_TANNER_TAN&lt;br /&gt;
 HOTKEY_DYER_THREAD&lt;br /&gt;
 HOTKEY_DYER_CLOTH&lt;br /&gt;
 HOTKEY_JEWELER_FURNITURE&lt;br /&gt;
 HOTKEY_JEWELER_FINISHED&lt;br /&gt;
 HOTKEY_JEWELER_AMMO&lt;br /&gt;
 HOTKEY_JEWELER_CUT&lt;br /&gt;
 HOTKEY_JEWELER_ENCRUST&lt;br /&gt;
 HOTKEY_MECHANIC_PARTS&lt;br /&gt;
 HOTKEY_MASON_ARMORSTAND&lt;br /&gt;
 HOTKEY_MASON_BLOCKS&lt;br /&gt;
 HOTKEY_MASON_CHAIR&lt;br /&gt;
 HOTKEY_MASON_COFFIN&lt;br /&gt;
 HOTKEY_MASON_DOOR&lt;br /&gt;
 HOTKEY_MASON_FLOODGATE&lt;br /&gt;
 HOTKEY_MASON_HATCH_COVER&lt;br /&gt;
 HOTKEY_MASON_GRATE&lt;br /&gt;
 HOTKEY_MASON_CABINET&lt;br /&gt;
 HOTKEY_MASON_BOX&lt;br /&gt;
 HOTKEY_MASON_STATUE&lt;br /&gt;
 HOTKEY_MASON_QUERN&lt;br /&gt;
 HOTKEY_MASON_MILLSTONE&lt;br /&gt;
 HOTKEY_MASON_TABLE&lt;br /&gt;
 HOTKEY_MASON_WEAPONRACK&lt;br /&gt;
 HOTKEY_TRAP_BRIDGE&lt;br /&gt;
 HOTKEY_TRAP_GEAR_ASSEMBLY&lt;br /&gt;
 HOTKEY_TRAP_DOOR&lt;br /&gt;
 HOTKEY_TRAP_FLOODGATE&lt;br /&gt;
 HOTKEY_TRAP_SPIKE&lt;br /&gt;
 HOTKEY_TRAP_HATCH&lt;br /&gt;
 HOTKEY_TRAP_GRATE_WALL&lt;br /&gt;
 HOTKEY_TRAP_GRATE_FLOOR&lt;br /&gt;
 HOTKEY_TRAP_BARS_VERTICAL&lt;br /&gt;
 HOTKEY_TRAP_BARS_FLOOR&lt;br /&gt;
 HOTKEY_TRAP_SUPPORT&lt;br /&gt;
 HOTKEY_TRAP_CHAIN&lt;br /&gt;
 HOTKEY_TRAP_CAGE&lt;br /&gt;
 HOTKEY_TRAP_PULL_LEVER&lt;br /&gt;
 BUILDJOB_ADD&lt;br /&gt;
 BUILDJOB_CANCEL&lt;br /&gt;
 BUILDJOB_PROMOTE&lt;br /&gt;
 BUILDJOB_REPEAT&lt;br /&gt;
 BUILDJOB_SUSPEND&lt;br /&gt;
 BUILDJOB_WORKSHOP_PROFILE&lt;br /&gt;
 BUILDJOB_WELL_FREE&lt;br /&gt;
 BUILDJOB_WELL_SIZE&lt;br /&gt;
 BUILDJOB_TARGET_FREE&lt;br /&gt;
 BUILDJOB_TARGET_SIZE&lt;br /&gt;
 BUILDJOB_TARGET_DOWN&lt;br /&gt;
 BUILDJOB_TARGET_UP&lt;br /&gt;
 BUILDJOB_TARGET_RIGHT&lt;br /&gt;
 BUILDJOB_TARGET_LEFT&lt;br /&gt;
 BUILDJOB_STATUE_ASSIGN&lt;br /&gt;
 BUILDJOB_STATUE_FREE&lt;br /&gt;
 BUILDJOB_STATUE_SIZE&lt;br /&gt;
 BUILDJOB_CAGE_JUSTICE&lt;br /&gt;
 BUILDJOB_CAGE_FREE&lt;br /&gt;
 BUILDJOB_CAGE_SIZE&lt;br /&gt;
 BUILDJOB_CAGE_ASSIGN_OCC&lt;br /&gt;
 BUILDJOB_CAGE_WATER&lt;br /&gt;
 BUILDJOB_CAGE_ASSIGN&lt;br /&gt;
 BUILDJOB_CHAIN_ASSIGN_OCC&lt;br /&gt;
 BUILDJOB_CHAIN_JUSTICE&lt;br /&gt;
 BUILDJOB_CHAIN_ASSIGN&lt;br /&gt;
 BUILDJOB_CHAIN_FREE&lt;br /&gt;
 BUILDJOB_CHAIN_SIZE&lt;br /&gt;
 BUILDJOB_SIEGE_FIRING&lt;br /&gt;
 BUILDJOB_SIEGE_ORIENT&lt;br /&gt;
 BUILDJOB_DOOR_INTERNAL&lt;br /&gt;
 BUILDJOB_DOOR_LOCK&lt;br /&gt;
 BUILDJOB_DOOR_AJAR&lt;br /&gt;
 BUILDJOB_COFFIN_ASSIGN&lt;br /&gt;
 BUILDJOB_COFFIN_FREE&lt;br /&gt;
 BUILDJOB_COFFIN_SIZE&lt;br /&gt;
 BUILDJOB_COFFIN_BURIAL&lt;br /&gt;
 BUILDJOB_COFFIN_CIV&lt;br /&gt;
 BUILDJOB_COFFIN_PET&lt;br /&gt;
 BUILDJOB_CHAIR_ASSIGN&lt;br /&gt;
 BUILDJOB_CHAIR_FREE&lt;br /&gt;
 BUILDJOB_CHAIR_SIZE&lt;br /&gt;
 BUILDJOB_TABLE_ASSIGN&lt;br /&gt;
 BUILDJOB_TABLE_HALL&lt;br /&gt;
 BUILDJOB_TABLE_FREE&lt;br /&gt;
 BUILDJOB_TABLE_SIZE&lt;br /&gt;
 BUILDJOB_BED_ASSIGN&lt;br /&gt;
 BUILDJOB_BED_FREE&lt;br /&gt;
 BUILDJOB_BED_BARRACKS&lt;br /&gt;
 BUILDJOB_BED_RENT&lt;br /&gt;
 BUILDJOB_BED_SIZE&lt;br /&gt;
 BUILDJOB_DEPOT_BRING&lt;br /&gt;
 BUILDJOB_DEPOT_TRADE&lt;br /&gt;
 BUILDJOB_DEPOT_REQUEST_TRADER&lt;br /&gt;
 BUILDJOB_DEPOT_BROKER_ONLY&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_NONE&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_MEAT&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_FISH&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_GEM&lt;br /&gt;
 BUILDJOB_FARM_FALLOW&lt;br /&gt;
 BUILDJOB_FARM_FERTILIZE&lt;br /&gt;
 BUILDJOB_FARM_SEASFERT&lt;br /&gt;
 BUILDJOB_FARM_SPRING&lt;br /&gt;
 BUILDJOB_FARM_SUMMER&lt;br /&gt;
 BUILDJOB_FARM_AUTUMN&lt;br /&gt;
 BUILDJOB_FARM_WINTER&lt;br /&gt;
 BUILDJOB_STOCKPILE_MASTER&lt;br /&gt;
 BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
 BUILDJOB_STOCKPILE_SETTINGS&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_UP&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_DOWN&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_ZERO&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_MAX&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_UP&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_DOWN&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_ZERO&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_MAX&lt;br /&gt;
 BUILDJOB_RACK_MAT_BONE&lt;br /&gt;
 BUILDJOB_RACK_MAT_BRONZE&lt;br /&gt;
 BUILDJOB_RACK_MAT_COPPER&lt;br /&gt;
 BUILDJOB_RACK_MAT_IRON&lt;br /&gt;
 BUILDJOB_RACK_MAT_STEEL&lt;br /&gt;
 BUILDJOB_RACK_MAT_WOOD&lt;br /&gt;
 BUILDJOB_RACK_MAT_METAL&lt;br /&gt;
 BUILDJOB_STAND_MAT_BONE&lt;br /&gt;
 BUILDJOB_STAND_MAT_LEATHER&lt;br /&gt;
 BUILDJOB_STAND_MAT_COPPER&lt;br /&gt;
 BUILDJOB_STAND_MAT_BRONZE&lt;br /&gt;
 BUILDJOB_STAND_MAT_STEEL&lt;br /&gt;
 BUILDJOB_STAND_MAT_IRON&lt;br /&gt;
 BUILDJOB_STAND_MAT_WOOD&lt;br /&gt;
 BUILDJOB_STAND_MAT_METAL&lt;br /&gt;
 BUILDJOB_RACKSTAND_ASSIGN&lt;br /&gt;
 BUILDJOB_RACKSTAND_FREE&lt;br /&gt;
 BUILDJOB_RACKSTAND_SIZE&lt;br /&gt;
 BUILDJOB_RACKSTAND_ITEM&lt;br /&gt;
 BUILDJOB_RACKSTAND_MAT&lt;br /&gt;
 BUILDJOB_RACKSTAND_DEFAULTS1&lt;br /&gt;
 BUILDJOB_RACKSTAND_KILL1&lt;br /&gt;
 BUILDJOB_RACKSTAND_DEFAULTS2&lt;br /&gt;
 BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
 STOCKPILE_SETTINGS_ENABLE&lt;br /&gt;
 STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
 STOCKPILE_SETTINGS_PERMIT_ALL&lt;br /&gt;
 STOCKPILE_SETTINGS_FORBID_ALL&lt;br /&gt;
 STOCKPILE_SETTINGS_PERMIT_SUB&lt;br /&gt;
 STOCKPILE_SETTINGS_FORBID_SUB&lt;br /&gt;
 STOCKPILE_SETTINGS_SPECIFIC1&lt;br /&gt;
 STOCKPILE_SETTINGS_SPECIFIC2&lt;br /&gt;
 SQUAD_LOCK&lt;br /&gt;
 SQUAD_STATION&lt;br /&gt;
 SQUAD_CLEAR_PATROL&lt;br /&gt;
 SQUAD_PATROL&lt;br /&gt;
 SQUAD_ZOOM&lt;br /&gt;
 MOVIE_RECORD&lt;br /&gt;
 MOVIE_PLAY&lt;br /&gt;
 MOVIE_SAVE&lt;br /&gt;
 MOVIE_LOAD&lt;br /&gt;
 ASSIGNTRADE_VIEW&lt;br /&gt;
 ASSIGNTRADE_STRING&lt;br /&gt;
 ASSIGNTRADE_EXCLUDE_PROHIBITED&lt;br /&gt;
 ASSIGNTRADE_PENDING&lt;br /&gt;
 ASSIGNTRADE_SORT&lt;br /&gt;
 NOBLELIST_REPLACE&lt;br /&gt;
 NOBLELIST_SETTINGS&lt;br /&gt;
 NOBLELIST_VIEW_CANDIDATE&lt;br /&gt;
 A_BARTER_VIEW&lt;br /&gt;
 A_BARTER_CURRENCY_1&lt;br /&gt;
 A_BARTER_CURRENCY_2&lt;br /&gt;
 A_BARTER_CURRENCY_3&lt;br /&gt;
 A_BARTER_CURRENCY_4&lt;br /&gt;
 A_BARTER_CURRENCY_5&lt;br /&gt;
 A_BARTER_CURRENCY_6&lt;br /&gt;
 A_BARTER_CURRENCY_7&lt;br /&gt;
 A_BARTER_CURRENCY_8&lt;br /&gt;
 A_BARTER_CURRENCY_9&lt;br /&gt;
 A_BARTER_TRADE&lt;br /&gt;
 TRADE_VIEW&lt;br /&gt;
 TRADE_TRADE&lt;br /&gt;
 TRADE_OFFER&lt;br /&gt;
 TRADE_SEIZE&lt;br /&gt;
 STORES_VIEW&lt;br /&gt;
 STORES_ZOOM&lt;br /&gt;
 STORES_FORBID&lt;br /&gt;
 STORES_MELT&lt;br /&gt;
 STORES_DUMP&lt;br /&gt;
 STORES_HIDE&lt;br /&gt;
 MILITARY_ACTIVATE&lt;br /&gt;
 MILITARY_VIEW&lt;br /&gt;
 MILITARY_WEAPON&lt;br /&gt;
 MILITARY_ZOOM&lt;br /&gt;
 SQUADINFO_FOOD&lt;br /&gt;
 SQUADINFO_SLEEP&lt;br /&gt;
 SQUADINFO_WATER&lt;br /&gt;
 SQUADINFO_STAYCLOSE&lt;br /&gt;
 SQUADINFO_ATTACKWILDS&lt;br /&gt;
 SQUADINFO_STANDDOWN&lt;br /&gt;
 SQUADINFO_ZOOM&lt;br /&gt;
 UNITJOB_REMOVE_CRE&lt;br /&gt;
 UNITJOB_ZOOM_CRE&lt;br /&gt;
 UNITJOB_ZOOM_BUILD&lt;br /&gt;
 UNITJOB_VIEW&lt;br /&gt;
 UNITJOB_MANAGER&lt;br /&gt;
 MANAGER_NEW_ORDER&lt;br /&gt;
 MANAGER_REMOVE&lt;br /&gt;
 MANAGER_PROMOTE&lt;br /&gt;
 MANAGER_MAX&lt;br /&gt;
 MANAGER_WAGES&lt;br /&gt;
 PET_BUTCHER&lt;br /&gt;
 KITCHEN_COOK&lt;br /&gt;
 KITCHEN_BREW&lt;br /&gt;
 SETUPGAME_NEW&lt;br /&gt;
 SETUPGAME_VIEW&lt;br /&gt;
 SETUPGAME_CUSTOMIZE_UNIT&lt;br /&gt;
 SETUPGAME_SAVE_PROFILE&lt;br /&gt;
 SETUPGAME_SAVE_PROFILE_ABORT&lt;br /&gt;
 SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
 SETUPGAME_VIEW_PROFILE_PROBLEMS&lt;br /&gt;
 CIVZONE_REMOVE&lt;br /&gt;
 CIVZONE_POND_OPTIONS&lt;br /&gt;
 CIVZONE_WATER_SOURCE&lt;br /&gt;
 CIVZONE_FISH&lt;br /&gt;
 CIVZONE_DUMP&lt;br /&gt;
 CIVZONE_POND&lt;br /&gt;
 CIVZONE_SAND_COLLECT&lt;br /&gt;
 CIVZONE_ACTIVE&lt;br /&gt;
 CIVZONE_MEETING&lt;br /&gt;
 CIVZONE_POND_WATER&lt;br /&gt;
 STOCKPILE_ANIMAL&lt;br /&gt;
 STOCKPILE_FOOD&lt;br /&gt;
 STOCKPILE_WEAPON&lt;br /&gt;
 STOCKPILE_ARMOR&lt;br /&gt;
 STOCKPILE_CUSTOM&lt;br /&gt;
 STOCKPILE_CUSTOM_SETTINGS&lt;br /&gt;
 STOCKPILE_FURNITURE&lt;br /&gt;
 STOCKPILE_GRAVEYARD&lt;br /&gt;
 STOCKPILE_REFUSE&lt;br /&gt;
 STOCKPILE_WOOD&lt;br /&gt;
 STOCKPILE_STONE&lt;br /&gt;
 STOCKPILE_GEM&lt;br /&gt;
 STOCKPILE_BARBLOCK&lt;br /&gt;
 STOCKPILE_CLOTH&lt;br /&gt;
 STOCKPILE_LEATHER&lt;br /&gt;
 STOCKPILE_AMMO&lt;br /&gt;
 STOCKPILE_COINS&lt;br /&gt;
 STOCKPILE_FINISHED&lt;br /&gt;
 STOCKPILE_NONE&lt;br /&gt;
 DESIGNATE_BITEM&lt;br /&gt;
 DESIGNATE_CLAIM&lt;br /&gt;
 DESIGNATE_UNCLAIM&lt;br /&gt;
 DESIGNATE_MELT&lt;br /&gt;
 DESIGNATE_NO_MELT&lt;br /&gt;
 DESIGNATE_DUMP&lt;br /&gt;
 DESIGNATE_NO_DUMP&lt;br /&gt;
 DESIGNATE_HIDE&lt;br /&gt;
 DESIGNATE_NO_HIDE&lt;br /&gt;
 DESIGNATE_TRAFFIC&lt;br /&gt;
 DESIGNATE_TRAFFIC_HIGH&lt;br /&gt;
 DESIGNATE_TRAFFIC_NORMAL&lt;br /&gt;
 DESIGNATE_TRAFFIC_LOW&lt;br /&gt;
 DESIGNATE_TRAFFIC_RESTRICTED&lt;br /&gt;
 DESIGNATE_TRAFFIC_INCREASE_WEIGHT&lt;br /&gt;
 DESIGNATE_TRAFFIC_DECREASE_WEIGHT&lt;br /&gt;
 DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE&lt;br /&gt;
 DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE&lt;br /&gt;
 DESIGNATE_DIG&lt;br /&gt;
 DESIGNATE_DIG_REMOVE_STAIRS_RAMPS&lt;br /&gt;
 DESIGNATE_STAIR_UP&lt;br /&gt;
 DESIGNATE_STAIR_DOWN&lt;br /&gt;
 DESIGNATE_STAIR_UPDOWN&lt;br /&gt;
 DESIGNATE_RAMP&lt;br /&gt;
 DESIGNATE_CHANNEL&lt;br /&gt;
 DESIGNATE_CHOP&lt;br /&gt;
 DESIGNATE_PLANTS&lt;br /&gt;
 DESIGNATE_SMOOTH&lt;br /&gt;
 DESIGNATE_ENGRAVE&lt;br /&gt;
 DESIGNATE_FORTIFY&lt;br /&gt;
 DESIGNATE_TOGGLE_ENGRAVING&lt;br /&gt;
 DESIGNATE_UNDO&lt;br /&gt;
 DESIGNATE_REMOVE_CONSTRUCTION&lt;br /&gt;
 BUILDING_DIM_Y_UP&lt;br /&gt;
 BUILDING_DIM_Y_DOWN&lt;br /&gt;
 BUILDING_DIM_X_UP&lt;br /&gt;
 BUILDING_DIM_X_DOWN&lt;br /&gt;
 BUILDING_ORIENT_UP&lt;br /&gt;
 BUILDING_ORIENT_LEFT&lt;br /&gt;
 BUILDING_ORIENT_RIGHT&lt;br /&gt;
 BUILDING_ORIENT_DOWN&lt;br /&gt;
 BUILDING_ORIENT_NONE&lt;br /&gt;
 BUILDING_VIEW_ITEM&lt;br /&gt;
 BUILDING_ADVANCE_STAGE&lt;br /&gt;
 BUILDING_EXPAND_CONTRACT&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_WATER&lt;br /&gt;
 BUILDING_TRIGGER_MIN_WATER_UP&lt;br /&gt;
 BUILDING_TRIGGER_MIN_WATER_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_MAX_WATER_UP&lt;br /&gt;
 BUILDING_TRIGGER_MAX_WATER_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_MAGMA&lt;br /&gt;
 BUILDING_TRIGGER_MIN_MAGMA_UP&lt;br /&gt;
 BUILDING_TRIGGER_MIN_MAGMA_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_MAX_MAGMA_UP&lt;br /&gt;
 BUILDING_TRIGGER_MAX_MAGMA_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_CREATURE&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_LOCALS&lt;br /&gt;
 BUILDING_TRIGGER_RESETS&lt;br /&gt;
 BUILDING_TRIGGER_MIN_SIZE_UP&lt;br /&gt;
 BUILDING_TRIGGER_MIN_SIZE_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_MAX_SIZE_UP&lt;br /&gt;
 BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
 UNITVIEW_GEN&lt;br /&gt;
 UNITVIEW_INV&lt;br /&gt;
 UNITVIEW_PRF&lt;br /&gt;
 UNITVIEW_WND&lt;br /&gt;
 UNITVIEW_NEXT&lt;br /&gt;
 UNITVIEW_SLAUGHTER&lt;br /&gt;
 UNITVIEW_PRF_PROF&lt;br /&gt;
 UNITVIEW_PRF_PET&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER&lt;br /&gt;
 UNITVIEW_PRF_CASTLE&lt;br /&gt;
 UNITVIEW_PRF_ROYAL&lt;br /&gt;
 UNITVIEW_PRF_TOGGLESQUAD&lt;br /&gt;
 UNITVIEW_PRF_PET_HUNT&lt;br /&gt;
 UNITVIEW_PRF_PET_WAR&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_UNARMED&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_AXE&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_CROSSBOW&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_HAMMER&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_MACE&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_SPEAR&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_SWORD&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_WEAPONNUM&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_ARMOR&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_SHIELD&lt;br /&gt;
 UNITVIEW_PRF_VIEW&lt;br /&gt;
 STRING_A000&lt;br /&gt;
 STRING_A001&lt;br /&gt;
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 STRING_A252&lt;br /&gt;
 STRING_A253&lt;br /&gt;
 STRING_A254&lt;br /&gt;
 STRING_A255&lt;br /&gt;
 Not Supported&lt;br /&gt;
 Ctrl+&lt;br /&gt;
 Alt+&lt;br /&gt;
 Shft+&lt;br /&gt;
 Backspace&lt;br /&gt;
 Tab&lt;br /&gt;
 Clear&lt;br /&gt;
 Enter&lt;br /&gt;
 Shift&lt;br /&gt;
 Ctrl&lt;br /&gt;
 Alt&lt;br /&gt;
 Pause&lt;br /&gt;
 Caps&lt;br /&gt;
 Escape&lt;br /&gt;
 Space&lt;br /&gt;
 Page Up&lt;br /&gt;
 Page Down&lt;br /&gt;
 End&lt;br /&gt;
 Up&lt;br /&gt;
 Right&lt;br /&gt;
 Down&lt;br /&gt;
 Print&lt;br /&gt;
 Execute&lt;br /&gt;
 Print Screen&lt;br /&gt;
 Insert&lt;br /&gt;
 Delete&lt;br /&gt;
 Numpad 0&lt;br /&gt;
 Numpad 1&lt;br /&gt;
 Numpad 2&lt;br /&gt;
 Numpad 3&lt;br /&gt;
 Numpad 4&lt;br /&gt;
 Numpad 5&lt;br /&gt;
 Numpad 6&lt;br /&gt;
 Numpad 7&lt;br /&gt;
 Numpad 8&lt;br /&gt;
 Numpad 9&lt;br /&gt;
 Separator&lt;br /&gt;
 Subtract&lt;br /&gt;
 Add&lt;br /&gt;
 Multiply&lt;br /&gt;
 Decimal&lt;br /&gt;
 Divide&lt;br /&gt;
 F1&lt;br /&gt;
 F2&lt;br /&gt;
 F3&lt;br /&gt;
 F4&lt;br /&gt;
 F5&lt;br /&gt;
 F6&lt;br /&gt;
 F7&lt;br /&gt;
 F8&lt;br /&gt;
 F9&lt;br /&gt;
 F10&lt;br /&gt;
 F11&lt;br /&gt;
 F12&lt;br /&gt;
 F13&lt;br /&gt;
 F14&lt;br /&gt;
 F15&lt;br /&gt;
 F16&lt;br /&gt;
 F17&lt;br /&gt;
 F18&lt;br /&gt;
 F19&lt;br /&gt;
 F20&lt;br /&gt;
 F21&lt;br /&gt;
 F22&lt;br /&gt;
 F23&lt;br /&gt;
 F24&lt;br /&gt;
 Numlock&lt;br /&gt;
 Scroll&lt;br /&gt;
 L Shift&lt;br /&gt;
 R Shift&lt;br /&gt;
 L Control&lt;br /&gt;
 R Control&lt;br /&gt;
 L Menu&lt;br /&gt;
 R Menu&lt;br /&gt;
 Key BA&lt;br /&gt;
 Plus&lt;br /&gt;
 Comma&lt;br /&gt;
 Minus&lt;br /&gt;
 Period&lt;br /&gt;
 Key BF&lt;br /&gt;
 Key C0&lt;br /&gt;
 Key DB&lt;br /&gt;
 Key DC&lt;br /&gt;
 Key DD&lt;br /&gt;
 Key DE&lt;br /&gt;
 Key DF&lt;br /&gt;
 Key E1&lt;br /&gt;
 Key E2&lt;br /&gt;
 Key E3&lt;br /&gt;
 Key E4&lt;br /&gt;
 Key E9&lt;br /&gt;
 Key EA&lt;br /&gt;
 Key EB&lt;br /&gt;
 Key EC&lt;br /&gt;
 Key ED&lt;br /&gt;
 Key EE&lt;br /&gt;
 Key EF&lt;br /&gt;
 Key F1&lt;br /&gt;
 Key F2&lt;br /&gt;
 Key F3&lt;br /&gt;
 Key F4&lt;br /&gt;
 Key F5&lt;br /&gt;
 Key Hangul/Kana&lt;br /&gt;
 Key Junja&lt;br /&gt;
 Key Final&lt;br /&gt;
 Key Hanja/Kanji&lt;br /&gt;
 Key Convert&lt;br /&gt;
 Key Nonconvert&lt;br /&gt;
 Key Accept&lt;br /&gt;
 Key Mode Change&lt;br /&gt;
 Key 92&lt;br /&gt;
 Key 93&lt;br /&gt;
 Key 94&lt;br /&gt;
 Key 95&lt;br /&gt;
 Key 96&lt;br /&gt;
 NOT_SUPPORTED&lt;br /&gt;
 CTRL+&lt;br /&gt;
 ALT+&lt;br /&gt;
 SHIFT+&lt;br /&gt;
 BACKSPACE&lt;br /&gt;
 TAB&lt;br /&gt;
 CLEAR&lt;br /&gt;
 ENTER&lt;br /&gt;
 SHIFT&lt;br /&gt;
 CTRL&lt;br /&gt;
 ALT&lt;br /&gt;
 PAUSE&lt;br /&gt;
 CAPS&lt;br /&gt;
 ESCAPE&lt;br /&gt;
 SPACE&lt;br /&gt;
 PAGEUP&lt;br /&gt;
 PAGEDOWN&lt;br /&gt;
 END&lt;br /&gt;
 HOME&lt;br /&gt;
 UP&lt;br /&gt;
 DOWN&lt;br /&gt;
 PRINT&lt;br /&gt;
 EXECUTE&lt;br /&gt;
 PRINTSCREEN&lt;br /&gt;
 INSERT&lt;br /&gt;
 DELETE&lt;br /&gt;
 NUMPAD0&lt;br /&gt;
 NUMPAD1&lt;br /&gt;
 NUMPAD2&lt;br /&gt;
 NUMPAD3&lt;br /&gt;
 NUMPAD4&lt;br /&gt;
 NUMPAD5&lt;br /&gt;
 NUMPAD6&lt;br /&gt;
 NUMPAD7&lt;br /&gt;
 NUMPAD8&lt;br /&gt;
 NUMPAD9&lt;br /&gt;
 SEPARATOR&lt;br /&gt;
 SUBTRACT&lt;br /&gt;
 ADD&lt;br /&gt;
 MULTIPLY&lt;br /&gt;
 DECIMAL&lt;br /&gt;
 DIVIDE&lt;br /&gt;
 NUMLOCK&lt;br /&gt;
 SCROLL&lt;br /&gt;
 LSHIFT&lt;br /&gt;
 RSHIFT&lt;br /&gt;
 LCTRL&lt;br /&gt;
 RCTRL&lt;br /&gt;
 LMENU&lt;br /&gt;
 RMENU&lt;br /&gt;
 KEYBA&lt;br /&gt;
 PLUS&lt;br /&gt;
 COMMA&lt;br /&gt;
 MINUS&lt;br /&gt;
 PERIOD&lt;br /&gt;
 KEYBF&lt;br /&gt;
 KEYC0&lt;br /&gt;
 KEYDB&lt;br /&gt;
 KEYDC&lt;br /&gt;
 KEYDD&lt;br /&gt;
 KEYDE&lt;br /&gt;
 KEYDF&lt;br /&gt;
 KEYE1&lt;br /&gt;
 KEYE2&lt;br /&gt;
 KEYE3&lt;br /&gt;
 KEYE4&lt;br /&gt;
 KEYE9&lt;br /&gt;
 KEYEA&lt;br /&gt;
 KEYEB&lt;br /&gt;
 KEYEC&lt;br /&gt;
 KEYED&lt;br /&gt;
 KEYEE&lt;br /&gt;
 KEYEF&lt;br /&gt;
 KEYF1&lt;br /&gt;
 KEYF2&lt;br /&gt;
 KEYF3&lt;br /&gt;
 KEYF4&lt;br /&gt;
 KEYF5&lt;br /&gt;
 KEYHANGULKANA&lt;br /&gt;
 KEYJUNJA&lt;br /&gt;
 KEYFINAL&lt;br /&gt;
 KEYHANJAKANJI&lt;br /&gt;
 KEYCONVERT&lt;br /&gt;
 KEYNONCONVERT&lt;br /&gt;
 KEYACCEPT&lt;br /&gt;
 KEYMODECHANGE&lt;br /&gt;
 KEY92&lt;br /&gt;
 KEY93&lt;br /&gt;
 KEY94&lt;br /&gt;
 KEY95&lt;br /&gt;
 KEY96&lt;br /&gt;
   Dwarf Fortress Options  &lt;br /&gt;
 Ending game...&lt;br /&gt;
 Really retire?  All active saves will be deleted.  (&lt;br /&gt;
  = yes, other = no)&lt;br /&gt;
 You will be saved for later use in the region.&lt;br /&gt;
 Really quit?  All active saves will be deleted.  (&lt;br /&gt;
 The region will be saved for later use.&lt;br /&gt;
 Return to Title Screen&lt;br /&gt;
 Return to Game&lt;br /&gt;
 Save Game&lt;br /&gt;
 Key Bindings&lt;br /&gt;
 Export Local Image&lt;br /&gt;
 Music and Sound&lt;br /&gt;
 Abort Game&lt;br /&gt;
 Succumb to the Invasion&lt;br /&gt;
 Abandon the Fortress&lt;br /&gt;
 Retire (or Rest a while) as a Peasant&lt;br /&gt;
 Finish Game&lt;br /&gt;
 Give in to Starvation&lt;br /&gt;
  (holding another's goods)&lt;br /&gt;
 NULL unit pointer on load&lt;br /&gt;
 NULL play unit on load: id #&lt;br /&gt;
 NULL item pointer on load&lt;br /&gt;
 NULL play item on load: id #&lt;br /&gt;
 NULL job pointer on load&lt;br /&gt;
 NULL building pointer on load&lt;br /&gt;
 NULL play building on load: id #&lt;br /&gt;
 Site&lt;br /&gt;
 Error 1&lt;br /&gt;
 Error 2&lt;br /&gt;
 Nuked Activity Reference&lt;br /&gt;
 Nuked Job Reference&lt;br /&gt;
 Nuked Unit Reference (Worker/Inventory)&lt;br /&gt;
 Nuked Building Reference (Party)&lt;br /&gt;
 Nuked Item Reference (General)&lt;br /&gt;
 Nuked Effect Reference&lt;br /&gt;
 Nuked Pet Info Reference (Pet)&lt;br /&gt;
 Nuked Pet Info Reference (Owner)&lt;br /&gt;
 Nuked Vermin Event Reference&lt;br /&gt;
 Nuked Vermin Reference (Escaped Pet)&lt;br /&gt;
 Nuked Entity Reference&lt;br /&gt;
 Nuked Plot Info Reference&lt;br /&gt;
 Nuked Viewscreen Reference&lt;br /&gt;
 Nuked Unit Reference (Item Wrestle)&lt;br /&gt;
 Nuked Hist Fig Reference&lt;br /&gt;
 Nuked Site Reference&lt;br /&gt;
 Nuked Artifact Reference&lt;br /&gt;
 Nuked Item Improvement Reference&lt;br /&gt;
 Nuked Coin Front Reference&lt;br /&gt;
 Nuked Coin Back Reference&lt;br /&gt;
 Nuked Detail Event Reference&lt;br /&gt;
 Nuked Subregion Reference&lt;br /&gt;
 Nuked Art Image Reference&lt;br /&gt;
 Nuked Creature Def Reference&lt;br /&gt;
 NULL JOB ITEM (1): &lt;br /&gt;
 NULL JOB ITEM (2): &lt;br /&gt;
 NULL item projectile loaded&lt;br /&gt;
 NULL unit projectile loaded&lt;br /&gt;
 Civ Zone &lt;br /&gt;
 : Null Unit Assignment (Id &lt;br /&gt;
 : Null Item Assignment (Id &lt;br /&gt;
 Cage: Null Unit Assignment&lt;br /&gt;
 Cage: Null Item Assignment&lt;br /&gt;
 NULL Aid Requester&lt;br /&gt;
 NULL Royal Guard&lt;br /&gt;
 NULL Fortress Guard&lt;br /&gt;
 current&lt;br /&gt;
 /world.sav&lt;br /&gt;
   Dwarf Fortress Options: Save Game  &lt;br /&gt;
 Saving...&lt;br /&gt;
   Dwarf Fortress Options: Key Bindings  &lt;br /&gt;
  - Export to txt&lt;br /&gt;
  and a key&lt;br /&gt;
 to change a key binding.&lt;br /&gt;
 [DISPLAY_STRING:&lt;br /&gt;
 NO_FILE&lt;br /&gt;
 data/help/&lt;br /&gt;
 : Customize Nickname&lt;br /&gt;
 , `&lt;br /&gt;
 '&lt;br /&gt;
 : Customize Profession Name&lt;br /&gt;
 : Done with string entry&lt;br /&gt;
 : Abort string entry&lt;br /&gt;
 This creature&lt;br /&gt;
  is non-hostile.&lt;br /&gt;
  is a skulking perpetrator of mischief.&lt;br /&gt;
  is a minion of evil.&lt;br /&gt;
  is a brutal enemy of your kind.&lt;br /&gt;
  is of the wilderness.&lt;br /&gt;
  is of the walking dead.&lt;br /&gt;
  is crazed!&lt;br /&gt;
  is an invader.&lt;br /&gt;
  is from the depths of the underworld.&lt;br /&gt;
  is an uninvited guest.&lt;br /&gt;
  is a current resident.&lt;br /&gt;
  is from the river.&lt;br /&gt;
  is from the underground river.&lt;br /&gt;
  is from the underground pool.&lt;br /&gt;
  is from the magma pool.&lt;br /&gt;
  is from the magma pipe.&lt;br /&gt;
  is from the chasm.&lt;br /&gt;
  is from the deep pit.&lt;br /&gt;
  is from the underworld.&lt;br /&gt;
  is from a mysterious place.&lt;br /&gt;
 Account:&lt;br /&gt;
 Owned Objects:&lt;br /&gt;
 Holdings:&lt;br /&gt;
 Needs: &lt;br /&gt;
 No&lt;br /&gt;
 Chest&lt;br /&gt;
 Demands:&lt;br /&gt;
 Throne Room/Office&lt;br /&gt;
 Bedroom&lt;br /&gt;
 Mandates:&lt;br /&gt;
 Export of &lt;br /&gt;
 Make &lt;br /&gt;
 Complete &lt;br /&gt;
  Jobs&lt;br /&gt;
  Prohibited&lt;br /&gt;
 : View thoughts and preferences.&lt;br /&gt;
 : View relationships.&lt;br /&gt;
 : View kills.&lt;br /&gt;
 : Customize.&lt;br /&gt;
 data/sound/&lt;br /&gt;
 .ogg&lt;br /&gt;
   Moving Records  &lt;br /&gt;
 : Start recording (active record is erased, stops when you return here)&lt;br /&gt;
 : Play the active moving record&lt;br /&gt;
 : Save the active moving record (you will be prompted for a name)&lt;br /&gt;
 : Load a moving record&lt;br /&gt;
 data/movies/&lt;br /&gt;
 .cmv&lt;br /&gt;
 data/movies/*.cmv&lt;br /&gt;
 ecwe&lt;br /&gt;
 hlaas&lt;br /&gt;
 ** Loading Fortress **&lt;br /&gt;
 ** Loading Adventurer **&lt;br /&gt;
 stalled activity removed&lt;br /&gt;
 duplicate activity removed&lt;br /&gt;
   Dwarf Fortress Options: Load Game  &lt;br /&gt;
 Unknown Type Error&lt;br /&gt;
 Folder: &lt;br /&gt;
 There are no active games.&lt;br /&gt;
 Loading game...&lt;br /&gt;
 Mine&lt;br /&gt;
 Channel&lt;br /&gt;
 Remove Up Stairs/Ramps&lt;br /&gt;
 Upward Stairway&lt;br /&gt;
 Downward Stairway&lt;br /&gt;
 Up/Down Stairway&lt;br /&gt;
 Upward Ramp&lt;br /&gt;
 Chop Down Trees&lt;br /&gt;
 Gather Plants&lt;br /&gt;
 Smooth Stone&lt;br /&gt;
 Engrave Stone&lt;br /&gt;
 Carve Fortifications&lt;br /&gt;
 Toggle Engravings&lt;br /&gt;
 Remove Designation&lt;br /&gt;
 unprepared &lt;br /&gt;
 Standard&lt;br /&gt;
 Well-crafted&lt;br /&gt;
 Finely-crafted&lt;br /&gt;
 Superior Quality&lt;br /&gt;
 Exceptional&lt;br /&gt;
 Masterwork&lt;br /&gt;
 Artifact&lt;br /&gt;
 Fresh Raw Hide&lt;br /&gt;
 Rotten Raw Hide&lt;br /&gt;
  chitin&lt;br /&gt;
  leather&lt;br /&gt;
  silk&lt;br /&gt;
 Allow Plant/Animal&lt;br /&gt;
 Allow Non-Plant/Animal&lt;br /&gt;
 Use Seed&lt;br /&gt;
 Yes&lt;br /&gt;
  Seed&lt;br /&gt;
 Use History Seed&lt;br /&gt;
 Use Name Seed&lt;br /&gt;
 End Year&lt;br /&gt;
 Population Cap After Civ Creation&lt;br /&gt;
 No Cap&lt;br /&gt;
 Percentage Beasts Dead For Stoppage&lt;br /&gt;
 Ignore&lt;br /&gt;
 Year to Begin Checking Megabeast Percentage&lt;br /&gt;
 Cull Unimportant Historical Figures&lt;br /&gt;
 Reveal All Historical Events&lt;br /&gt;
 Minimum &lt;br /&gt;
 Maximum &lt;br /&gt;
  X-Variance&lt;br /&gt;
  Y-Variance&lt;br /&gt;
 Elevation Mesh Size&lt;br /&gt;
 2 x 2&lt;br /&gt;
 4 x 4&lt;br /&gt;
 8 x 8&lt;br /&gt;
 16 x 16&lt;br /&gt;
 32 x 32&lt;br /&gt;
  Elevation Weighted Range (&lt;br /&gt;
 Rain Mesh Size&lt;br /&gt;
  Rain Weighted Range (&lt;br /&gt;
 Drainage Mesh Size&lt;br /&gt;
  Drainage Weighted Range (&lt;br /&gt;
 Savagery Mesh Size&lt;br /&gt;
  Savagery Weighted Range (&lt;br /&gt;
 Temperature Mesh Size&lt;br /&gt;
  Temperature Weighted Range (&lt;br /&gt;
 Volcanism Mesh Size&lt;br /&gt;
  Volcanism Weighted Range (&lt;br /&gt;
 Minimum Mountain Peak Number&lt;br /&gt;
 Minimum Edge Oceans&lt;br /&gt;
 Minimum Volcano Number&lt;br /&gt;
 Desired Good Square Count in Small Subregions&lt;br /&gt;
 Desired Good Square Count in Medium Subregions&lt;br /&gt;
 Desired Good Square Count in Large Subregions&lt;br /&gt;
 Desired Evil Square Count in Small Subregions&lt;br /&gt;
 Desired Evil Square Count in Medium Subregions&lt;br /&gt;
 Desired Evil Square Count in Large Subregions&lt;br /&gt;
 Minimum Initial &lt;br /&gt;
  Square Count&lt;br /&gt;
  Region Count&lt;br /&gt;
 Minimum Final &lt;br /&gt;
 Erosion Cycle Count&lt;br /&gt;
 Minimum River Start Locations (Pre-Erosion)&lt;br /&gt;
 Desired River Start Locations (Post-Erosion)&lt;br /&gt;
 Periodically Erode Extreme Cliffs&lt;br /&gt;
 Do Orographic Precipitation and Rain Shadows&lt;br /&gt;
 Maximum Number of Subregions&lt;br /&gt;
 Minimum Natural Cave Size&lt;br /&gt;
 Maximum Natural Cave Size&lt;br /&gt;
 Number of Mountain Caves&lt;br /&gt;
 Number of Non-Mountain Caves&lt;br /&gt;
 Make Caves Visible&lt;br /&gt;
 Allow Init Embark Options to Show Underground Rivers&lt;br /&gt;
 Always&lt;br /&gt;
 Only in Finder&lt;br /&gt;
 Allow Init Embark Options to Show Underground Pools&lt;br /&gt;
 Allow Init Embark Options to Show Magma Pools&lt;br /&gt;
 Allow Init Embark Options to Show All Magma Pipes&lt;br /&gt;
 Allow Init Embark Options to Show Chasms&lt;br /&gt;
 Allow Init Embark Options to Show Bottomless Pits&lt;br /&gt;
 Allow Init Embark Options to Show Other Map Features&lt;br /&gt;
 Allow Init Embark Options to Show Tunnels&lt;br /&gt;
 Number of Civilizations&lt;br /&gt;
 Playable Civilization Required&lt;br /&gt;
 Minimum Number of Mid-Elevation Squares&lt;br /&gt;
 Minimum Number of Low-Elevation Squares&lt;br /&gt;
 Minimum Number of High-Elevation Squares&lt;br /&gt;
 Minimum Number of Mid-Rain Squares&lt;br /&gt;
 Minimum Number of Low-Rain Squares&lt;br /&gt;
 Minimum Number of High-Rain Squares&lt;br /&gt;
 Minimum Number of Mid-Drainage Squares&lt;br /&gt;
 Minimum Number of Low-Drainage Squares&lt;br /&gt;
 Minimum Number of High-Drainage Squares&lt;br /&gt;
 Minimum Number of Mid-Savagery Squares&lt;br /&gt;
 Minimum Number of Low-Savagery Squares&lt;br /&gt;
 Minimum Number of High-Savagery Squares&lt;br /&gt;
 Minimum Number of Mid-Volcanism Squares&lt;br /&gt;
 Minimum Number of Low-Volcanism Squares&lt;br /&gt;
 Minimum Number of High-Volcanism Squares&lt;br /&gt;
   Stockpile Settings  &lt;br /&gt;
 Food&lt;br /&gt;
 Furniture/Siege Ammo&lt;br /&gt;
 Graveyard&lt;br /&gt;
 Refuse&lt;br /&gt;
 Coins&lt;br /&gt;
 Bars/Blocks&lt;br /&gt;
 Gems&lt;br /&gt;
 Finished Goods&lt;br /&gt;
 Weapons/Trap Comps&lt;br /&gt;
 Additional Options&lt;br /&gt;
 Unprepared Fish&lt;br /&gt;
 Drink (Plant)&lt;br /&gt;
 Drink (Animal)&lt;br /&gt;
 Cheese (Plant)&lt;br /&gt;
 Cheese (Animal)&lt;br /&gt;
 Leaves&lt;br /&gt;
 Milled Plant&lt;br /&gt;
 Bone Meal&lt;br /&gt;
 Fat&lt;br /&gt;
 Extract (Plant)&lt;br /&gt;
 Extract (Animal)&lt;br /&gt;
 Misc. Liquid&lt;br /&gt;
 Item Types&lt;br /&gt;
 Corpses&lt;br /&gt;
 Body Parts&lt;br /&gt;
 Type&lt;br /&gt;
 Material&lt;br /&gt;
 Metals&lt;br /&gt;
 Other Materials&lt;br /&gt;
 Bars&lt;br /&gt;
 Bars: Metal&lt;br /&gt;
 Blocks&lt;br /&gt;
 Blocks: Metal&lt;br /&gt;
 Metal Ores&lt;br /&gt;
 Economic&lt;br /&gt;
 Rough Glass&lt;br /&gt;
 Cut Glass&lt;br /&gt;
 Rough Gem&lt;br /&gt;
 Cut Gem&lt;br /&gt;
 Body&lt;br /&gt;
 Head&lt;br /&gt;
 Feet&lt;br /&gt;
 Hands&lt;br /&gt;
 Legs&lt;br /&gt;
 Shield&lt;br /&gt;
 Core Quality&lt;br /&gt;
 Total Quality&lt;br /&gt;
 : Toggle&lt;br /&gt;
 : Enable&lt;br /&gt;
 : Disable&lt;br /&gt;
 Mill Products&lt;br /&gt;
 Fats&lt;br /&gt;
 Liquids&lt;br /&gt;
 Types&lt;br /&gt;
 Corpse&lt;br /&gt;
 Silk Thread&lt;br /&gt;
 Plant Thread&lt;br /&gt;
 Silk Cloth&lt;br /&gt;
 Plant Cloth&lt;br /&gt;
 Trap Comps&lt;br /&gt;
 Qualities&lt;br /&gt;
 Empty Cages&lt;br /&gt;
 Empty Animals Traps&lt;br /&gt;
 Sand Bag&lt;br /&gt;
 Usable&lt;br /&gt;
 Unusable&lt;br /&gt;
 : Allow All&lt;br /&gt;
 : Block All&lt;br /&gt;
 : Permit &lt;br /&gt;
 : Forbid &lt;br /&gt;
 : View Biomes&lt;br /&gt;
  x &lt;br /&gt;
 Brush Radius &lt;br /&gt;
 Smoothing Brush&lt;br /&gt;
 Normal Brush&lt;br /&gt;
 ELEV&lt;br /&gt;
 TEMP&lt;br /&gt;
 DRAIN&lt;br /&gt;
 SAV&lt;br /&gt;
 VOLC&lt;br /&gt;
 (View)&lt;br /&gt;
 Brush = &lt;br /&gt;
 Painting&lt;br /&gt;
 Not painting&lt;br /&gt;
 Will be saved&lt;br /&gt;
 Randomize at gen&lt;br /&gt;
 : Type Value&lt;br /&gt;
 : Nullify Value&lt;br /&gt;
 : Decrease Value&lt;br /&gt;
 : Increase Value&lt;br /&gt;
 Range: &lt;br /&gt;
 : Set Preset Field Values&lt;br /&gt;
   Export Local Image  &lt;br /&gt;
 Your Units&lt;br /&gt;
 Buildings&lt;br /&gt;
 : Export Image&lt;br /&gt;
 local_map&lt;br /&gt;
 -param-&lt;br /&gt;
 Created in DF &lt;br /&gt;
   Music and Sound Options  &lt;br /&gt;
 Volume: &lt;br /&gt;
 /255&lt;br /&gt;
 =========&lt;br /&gt;
 ---------&lt;br /&gt;
  or left-click: Change volume.  &lt;br /&gt;
 : Done.&lt;br /&gt;
   Relationships of &lt;br /&gt;
 Pet&lt;br /&gt;
 Spouse&lt;br /&gt;
 Mother&lt;br /&gt;
 Father&lt;br /&gt;
 Lover&lt;br /&gt;
 Child&lt;br /&gt;
 Friend&lt;br /&gt;
 Grudge&lt;br /&gt;
 Deity&lt;br /&gt;
 Force&lt;br /&gt;
 Object of Worship&lt;br /&gt;
 Long-term Acquaintance&lt;br /&gt;
 Passing Acquaintance&lt;br /&gt;
 : Back to Main&lt;br /&gt;
   Workshop Profile  &lt;br /&gt;
 Permitted Workers&lt;br /&gt;
 : Permit All&lt;br /&gt;
 : Min - &lt;br /&gt;
 : Max - &lt;br /&gt;
  for more&lt;br /&gt;
  to close window&lt;br /&gt;
&lt;br /&gt;
  has created a masterpiece!&lt;br /&gt;
 [P]&lt;br /&gt;
 This is&lt;br /&gt;
  a&lt;br /&gt;
 n&lt;br /&gt;
 This is a stack of&lt;br /&gt;
 These are &lt;br /&gt;
  bundles of&lt;br /&gt;
 This is a bundle of&lt;br /&gt;
  well-prepared&lt;br /&gt;
  finely-prepared&lt;br /&gt;
  superiorly prepared&lt;br /&gt;
  exceptional prepared&lt;br /&gt;
  masterfully prepared&lt;br /&gt;
  well-crafted&lt;br /&gt;
  finely-crafted&lt;br /&gt;
  superior quality&lt;br /&gt;
  exceptional&lt;br /&gt;
  masterful&lt;br /&gt;
  created by an unknown artisan&lt;br /&gt;
 All &lt;br /&gt;
 craftsman&lt;br /&gt;
 ship is of the highest quality.  &lt;br /&gt;
 The ingredients are &lt;br /&gt;
 well-&lt;br /&gt;
 finely &lt;br /&gt;
 superiorly &lt;br /&gt;
 exceptionally &lt;br /&gt;
 masterfully &lt;br /&gt;
 minced &lt;br /&gt;
 cooked &lt;br /&gt;
 It is &lt;br /&gt;
 encrusted with&lt;br /&gt;
 studded with&lt;br /&gt;
 decorated with&lt;br /&gt;
 well-crafted &lt;br /&gt;
 finely-crafted &lt;br /&gt;
 superior quality &lt;br /&gt;
 exceptionally worked &lt;br /&gt;
 masterfully worked &lt;br /&gt;
  by an unknown artist&lt;br /&gt;
 encircled with bands of &lt;br /&gt;
 The handle is made from &lt;br /&gt;
 This object &lt;br /&gt;
 is adorned with hanging rings of &lt;br /&gt;
 menaces with spikes of &lt;br /&gt;
 It is made from &lt;br /&gt;
 The thread is &lt;br /&gt;
 gray&lt;br /&gt;
 superbly &lt;br /&gt;
 colored&lt;br /&gt;
 This object is showing some wear.  &lt;br /&gt;
 This object is threadbare.  &lt;br /&gt;
 This object is in tatters.  &lt;br /&gt;
 This object is heavily worn.  &lt;br /&gt;
 This object is mangled.  &lt;br /&gt;
 &amp;amp;r&lt;br /&gt;
 You gain possession of the &lt;br /&gt;
  remains stuck in your &lt;br /&gt;
 You maintain possession of the &lt;br /&gt;
  is torn from your &lt;br /&gt;
 You've lost possession of the &lt;br /&gt;
 null item load -- type: &lt;br /&gt;
 your &lt;br /&gt;
 's &lt;br /&gt;
 Seed&lt;br /&gt;
 Cheese&lt;br /&gt;
 Spice&lt;br /&gt;
 Mill&lt;br /&gt;
 Rendered Fat&lt;br /&gt;
  Barrel&lt;br /&gt;
  &amp;lt;#&lt;br /&gt;
 &amp;gt;&lt;br /&gt;
 Coin&lt;br /&gt;
 Bar/Block&lt;br /&gt;
  Bin&lt;br /&gt;
 aquarium&lt;br /&gt;
 exceptional &lt;br /&gt;
 masterful &lt;br /&gt;
  cloth&lt;br /&gt;
  woven by &lt;br /&gt;
&lt;br /&gt;
 BOLT&lt;br /&gt;
 ITEM_WEAPON&lt;br /&gt;
 ITEM_TOY&lt;br /&gt;
 ITEM_INSTRUMENT&lt;br /&gt;
 ITEM_TRAPCOMP&lt;br /&gt;
 ITEM_ARMOR&lt;br /&gt;
 ITEM_AMMO&lt;br /&gt;
 ITEM_SIEGEAMMO&lt;br /&gt;
 ITEM_GLOVES&lt;br /&gt;
 ITEM_SHOES&lt;br /&gt;
 ITEM_SHIELD&lt;br /&gt;
 ITEM_HELM&lt;br /&gt;
 ITEM_PANTS&lt;br /&gt;
 ITEM_FOOD&lt;br /&gt;
 Unrecognized Item Definition Token: &lt;br /&gt;
 ADJECTIVE&lt;br /&gt;
 DAMAGE&lt;br /&gt;
 WEIGHT&lt;br /&gt;
 STICK_CHANCE&lt;br /&gt;
 SKILL&lt;br /&gt;
 RANGED&lt;br /&gt;
 CRIT_BOOST&lt;br /&gt;
 TWO_HANDED&lt;br /&gt;
 MINIMUM_SIZE&lt;br /&gt;
 CAN_STONE&lt;br /&gt;
 MATERIAL_SIZE&lt;br /&gt;
 Unrecognized Item Definition (Weapon) Token: &lt;br /&gt;
 HARD_MAT&lt;br /&gt;
 Unrecognized Item Definition (Toy) Token: &lt;br /&gt;
 Unrecognized Item Definition (Instrument) Token: &lt;br /&gt;
 HITS&lt;br /&gt;
 IS_SCREW&lt;br /&gt;
 IS_SPIKE&lt;br /&gt;
 Unrecognized Item Definition (Trap Component) Token: &lt;br /&gt;
 SOFT&lt;br /&gt;
 HARD&lt;br /&gt;
 BARRED&lt;br /&gt;
 SCALED&lt;br /&gt;
 SHAPED&lt;br /&gt;
 LAYER_SIZE&lt;br /&gt;
 LAYER_PERMIT&lt;br /&gt;
 LAYER&lt;br /&gt;
 OVER&lt;br /&gt;
 UNDER&lt;br /&gt;
 COVER&lt;br /&gt;
 COVERAGE&lt;br /&gt;
 PREPLURAL&lt;br /&gt;
 MATERIAL_PLACEHOLDER&lt;br /&gt;
 VALUE&lt;br /&gt;
 ARMORLEVEL&lt;br /&gt;
 UBSTEP&lt;br /&gt;
 MAX&lt;br /&gt;
 LBSTEP&lt;br /&gt;
 METAL_ARMOR_LEVELS&lt;br /&gt;
 MAINBLOCK&lt;br /&gt;
 SECONDBLOCK&lt;br /&gt;
 Unrecognized Item Definition (Armor) Token: &lt;br /&gt;
 CLASS&lt;br /&gt;
 Unrecognized Item Definition (Ammo) Token: &lt;br /&gt;
 Unrecognized Item Definition (Siege Ammo) Token: &lt;br /&gt;
 BLOCKPOWER&lt;br /&gt;
 UPSTEP&lt;br /&gt;
 Unrecognized Item Definition (Gloves) Token: &lt;br /&gt;
 Unrecognized Item Definition (Shoes) Token: &lt;br /&gt;
 BLOCKCHANCE&lt;br /&gt;
 Unrecognized Item Definition (Shield) Token: &lt;br /&gt;
 Unrecognized Item Definition (Helm) Token: &lt;br /&gt;
 CHAIN_METAL&lt;br /&gt;
 Unrecognized Item Definition (Pants) Token: &lt;br /&gt;
 LEVEL&lt;br /&gt;
 Unrecognized Item Definition (Food) Token: &lt;br /&gt;
&lt;br /&gt;
 DOUBLE TAGGED ITEM: &lt;br /&gt;
 Construct Building&lt;br /&gt;
 Butcher an Animal&lt;br /&gt;
 Catch Live Fish&lt;br /&gt;
 Catch Live Land Animal&lt;br /&gt;
 Prepare a Raw Fish&lt;br /&gt;
 Mill Plants&lt;br /&gt;
 Process Plants&lt;br /&gt;
 Milk Creature&lt;br /&gt;
 Make Cheese&lt;br /&gt;
 Process Plants (Vial)&lt;br /&gt;
 Process Plants (Bag)&lt;br /&gt;
 Process Plants (Barrel)&lt;br /&gt;
 Make Lye&lt;br /&gt;
 Make Potash From Lye&lt;br /&gt;
 Make Potash From Ash&lt;br /&gt;
 Make Soap&lt;br /&gt;
 Make Pearlash&lt;br /&gt;
 Prepare Easy Meal&lt;br /&gt;
 Prepare Fine Meal&lt;br /&gt;
 Prepare Lavish Meal&lt;br /&gt;
 Brew Drink&lt;br /&gt;
 Extract from Plants&lt;br /&gt;
 Extract from Raw Fish&lt;br /&gt;
 Extract from Land Animal&lt;br /&gt;
 Unchain Pet&lt;br /&gt;
 Releasing Pet&lt;br /&gt;
 Recover Pet&lt;br /&gt;
 Pit/Pond Large Animal&lt;br /&gt;
 Pit/Pond Small Animal&lt;br /&gt;
 Drain Aquarium&lt;br /&gt;
 Fill Aquarium&lt;br /&gt;
 Fill Pond&lt;br /&gt;
 Trade at Depot&lt;br /&gt;
 Chain Animal&lt;br /&gt;
 Slaughter Animal&lt;br /&gt;
 Unchain Animal&lt;br /&gt;
 Tame &lt;br /&gt;
 a Large Animal&lt;br /&gt;
 Tame a Small Animal&lt;br /&gt;
 Mint &lt;br /&gt;
  Coins&lt;br /&gt;
 Cut &lt;br /&gt;
 Decorate With &lt;br /&gt;
 Stud With &lt;br /&gt;
 Encrust &lt;br /&gt;
  With &lt;br /&gt;
 Collect Sand&lt;br /&gt;
 Construct &lt;br /&gt;
  Blocks&lt;br /&gt;
 Make Raw &lt;br /&gt;
  Portal&lt;br /&gt;
  Hatch Cover&lt;br /&gt;
  Grate&lt;br /&gt;
  Box&lt;br /&gt;
 Forge &lt;br /&gt;
 Make Totem&lt;br /&gt;
  Terrarium&lt;br /&gt;
  Cage&lt;br /&gt;
  Waterskin&lt;br /&gt;
  Vial&lt;br /&gt;
  Flask&lt;br /&gt;
  Cup&lt;br /&gt;
  Mug&lt;br /&gt;
  Goblet&lt;br /&gt;
  Instrument&lt;br /&gt;
  Toy&lt;br /&gt;
  Tube&lt;br /&gt;
  Pipe Section&lt;br /&gt;
  Bucket&lt;br /&gt;
  Backpack&lt;br /&gt;
  Quiver&lt;br /&gt;
 Bait Trap with &lt;br /&gt;
  Ballista Arrow Head&lt;br /&gt;
 Assemble &lt;br /&gt;
 Construct&lt;br /&gt;
  Catapult Parts&lt;br /&gt;
  Mechanisms&lt;br /&gt;
  Ballista Parts&lt;br /&gt;
  Anvil&lt;br /&gt;
  Bed&lt;br /&gt;
  Quern&lt;br /&gt;
  Millstone&lt;br /&gt;
 Train Hunting Animal&lt;br /&gt;
 Train War Animal&lt;br /&gt;
 Make Charcoal&lt;br /&gt;
 Make Ash&lt;br /&gt;
 Smelt&lt;br /&gt;
 Smelt &lt;br /&gt;
  Ore&lt;br /&gt;
 Melt a Metal Object&lt;br /&gt;
 Extract Metal Strands&lt;br /&gt;
 Dye Thread&lt;br /&gt;
 Dye Cloth&lt;br /&gt;
 Sew &lt;br /&gt;
  Image&lt;br /&gt;
 Tan a Hide&lt;br /&gt;
 Render Fat&lt;br /&gt;
 Collect Webs&lt;br /&gt;
 Weave Metal Cloth&lt;br /&gt;
 Weave Thread into Silk&lt;br /&gt;
 Weave Thread into Cloth&lt;br /&gt;
  (Dyed Only)&lt;br /&gt;
 Harvest Plants&lt;br /&gt;
 Plant Seeds&lt;br /&gt;
 Fertilize Field&lt;br /&gt;
 Pull the Lever&lt;br /&gt;
 Link a Building to Trigger&lt;br /&gt;
 Carve Fortification&lt;br /&gt;
 Detail Wall&lt;br /&gt;
 Detail Floor&lt;br /&gt;
 Remove Stairs/Ramps&lt;br /&gt;
 Carve Upward Staircase&lt;br /&gt;
 Carve Downward Staircase&lt;br /&gt;
 Carve Up/Down Staircase&lt;br /&gt;
 Carve Ramp&lt;br /&gt;
 Dig Channel&lt;br /&gt;
 Fell Tree&lt;br /&gt;
 Bring Item to Shop&lt;br /&gt;
 Bring Item to Depot&lt;br /&gt;
 Eat&lt;br /&gt;
 Get Provisions&lt;br /&gt;
 Fill Waterskin&lt;br /&gt;
 Sleep&lt;br /&gt;
 Kidnap&lt;br /&gt;
 Hunt&lt;br /&gt;
 Starting Fist Fight&lt;br /&gt;
 Hunt for Small Creature&lt;br /&gt;
 Collect Taxes&lt;br /&gt;
 Guard Tax Collector&lt;br /&gt;
 Return Kill&lt;br /&gt;
 Go Shopping&lt;br /&gt;
 Shooting at Archery Range&lt;br /&gt;
 Sparring in Barracks&lt;br /&gt;
 Store Owned Item&lt;br /&gt;
 Pickup Equipment&lt;br /&gt;
 Strange Mood&lt;br /&gt;
 Clean Trap&lt;br /&gt;
 Load Catapult&lt;br /&gt;
 Load Ballista&lt;br /&gt;
 Fire Catapult&lt;br /&gt;
 Fire Ballista&lt;br /&gt;
 Load Cage Trap&lt;br /&gt;
 Load Stone Trap&lt;br /&gt;
 Load Weapon Trap&lt;br /&gt;
 Cast Spell&lt;br /&gt;
 SYMBOL&lt;br /&gt;
 NOUN&lt;br /&gt;
 PREFIX&lt;br /&gt;
 VERB&lt;br /&gt;
 ADJ_DIST&lt;br /&gt;
 THE_NOUN_SING&lt;br /&gt;
 THE_NOUN_PLUR&lt;br /&gt;
 THE_COMPOUND_NOUN_SING&lt;br /&gt;
 THE_COMPOUND_NOUN_PLUR&lt;br /&gt;
 THE_COMPOUND_ADJ&lt;br /&gt;
 OF_NOUN_SING&lt;br /&gt;
 OF_NOUN_PLUR&lt;br /&gt;
 FRONT_COMPOUND_NOUN_SING&lt;br /&gt;
 FRONT_COMPOUND_NOUN_PLUR&lt;br /&gt;
 REAR_COMPOUND_NOUN_SING&lt;br /&gt;
 REAR_COMPOUND_NOUN_PLUR&lt;br /&gt;
 FRONT_COMPOUND_ADJ&lt;br /&gt;
 REAR_COMPOUND_ADJ&lt;br /&gt;
 FRONT_COMPOUND_PREFIX&lt;br /&gt;
 THE_COMPOUND_PREFIX&lt;br /&gt;
 STANDARD_VERB&lt;br /&gt;
 Unrecognized Word Token: &lt;br /&gt;
 S_WORD&lt;br /&gt;
 Unrecognized Symbol Token: &lt;br /&gt;
 T_WORD&lt;br /&gt;
 Unrecognized Translation Token: &lt;br /&gt;
 HOLY&lt;br /&gt;
 NAME_SWAMP&lt;br /&gt;
 NAME_DESERT&lt;br /&gt;
 NAME_GLACIER&lt;br /&gt;
 NAME_TUNDRA&lt;br /&gt;
 NAME_GRASSLAND&lt;br /&gt;
 NAME_HILLS&lt;br /&gt;
 NAME_REGION&lt;br /&gt;
 NAME_PEAK&lt;br /&gt;
 NAME_ISLAND_SMALL&lt;br /&gt;
 NAME_ISLAND&lt;br /&gt;
 NAME_CONTINENT&lt;br /&gt;
 NAME_WAR&lt;br /&gt;
 NAME_BATTLE&lt;br /&gt;
 NAME_SIEGE&lt;br /&gt;
 NAME_COMMON_RELIGION&lt;br /&gt;
 NAME_BUILDING_TEMPLE&lt;br /&gt;
 NAME_ROAD&lt;br /&gt;
 NAME_BRIDGE&lt;br /&gt;
 NAME_TUNNEL&lt;br /&gt;
 NAME_WALL&lt;br /&gt;
 NAME_BUILDING_KEEP&lt;br /&gt;
 Impoverished Word Selector&lt;br /&gt;
 Machine node out of bounds on split&lt;br /&gt;
 Failed to find machine node frontier on split&lt;br /&gt;
 Unreachable machine node on split&lt;br /&gt;
&lt;br /&gt;
 silk&lt;br /&gt;
 filth&lt;br /&gt;
 grime&lt;br /&gt;
 unknown substance&lt;br /&gt;
 ivory&lt;br /&gt;
 horn&lt;br /&gt;
 amber&lt;br /&gt;
 coral&lt;br /&gt;
 pearl&lt;br /&gt;
 bone&lt;br /&gt;
 fat&lt;br /&gt;
 tallow&lt;br /&gt;
 plant fiber&lt;br /&gt;
 drinking alcohol&lt;br /&gt;
 chitin&lt;br /&gt;
 leather&lt;br /&gt;
 wooden&lt;br /&gt;
 metallic&lt;br /&gt;
 metal&lt;br /&gt;
 coal&lt;br /&gt;
 ash&lt;br /&gt;
 lye&lt;br /&gt;
 green glass&lt;br /&gt;
 clear glass&lt;br /&gt;
 crystal glass&lt;br /&gt;
 sand&lt;br /&gt;
 mud&lt;br /&gt;
 MATGLOSS_WOOD&lt;br /&gt;
 MATGLOSS_STONE&lt;br /&gt;
 MATGLOSS_METAL&lt;br /&gt;
 MATGLOSS_PLANT&lt;br /&gt;
 AUTUMNCOLOR&lt;br /&gt;
 DEAD_TILE&lt;br /&gt;
 SAPLING_TILE&lt;br /&gt;
 DEAD_SAPLING_TILE&lt;br /&gt;
 DEAD_COLOR&lt;br /&gt;
 SAPLING_COLOR&lt;br /&gt;
 DEAD_SAPLING_COLOR&lt;br /&gt;
 SAPLING_DROWN_LEVEL&lt;br /&gt;
 TREE_DROWN_LEVEL&lt;br /&gt;
 WET&lt;br /&gt;
 DRY&lt;br /&gt;
 SAPLING&lt;br /&gt;
 SOLID_DENSITY&lt;br /&gt;
 LIQUID_DENSITY&lt;br /&gt;
 BUILD_COLOR&lt;br /&gt;
 BASIC_COLOR&lt;br /&gt;
 DAMAGE_PERC&lt;br /&gt;
 WEAPON_RANGED&lt;br /&gt;
 BRITTLE&lt;br /&gt;
 WAFERS&lt;br /&gt;
 ANY_USE&lt;br /&gt;
 DEEP&lt;br /&gt;
 BLOCK_PERC&lt;br /&gt;
 STONE_NAME&lt;br /&gt;
 METAL_ORE&lt;br /&gt;
 THREAD_METAL&lt;br /&gt;
 REACTION_CLASS&lt;br /&gt;
 ITEM_SYMBOL&lt;br /&gt;
 TILE_COLOR&lt;br /&gt;
 AQUIFER&lt;br /&gt;
 METAMORPHIC&lt;br /&gt;
 SEDIMENTARY&lt;br /&gt;
 SOIL&lt;br /&gt;
 SOIL_OCEAN&lt;br /&gt;
 SOIL_SAND&lt;br /&gt;
 SEDIMENTARY_OCEAN_SHALLOW&lt;br /&gt;
 SEDIMENTARY_OCEAN_DEEP&lt;br /&gt;
 IGNEOUS_INTRUSIVE&lt;br /&gt;
 IGNEOUS_EXTRUSIVE&lt;br /&gt;
 ENVIRONMENT&lt;br /&gt;
 Missing Stone Environment Token: &lt;br /&gt;
 Missing Stone Environment Inclusion Type Token: &lt;br /&gt;
 Missing Frequency for Stone Environment: &lt;br /&gt;
 ALL_STONE&lt;br /&gt;
 IGNEOUS_ALL&lt;br /&gt;
 ALLUVIAL&lt;br /&gt;
 Unrecognized Stone Environment Token: &lt;br /&gt;
 ENVIRONMENT_SPEC&lt;br /&gt;
 Missing Stone Environment Spec Token: &lt;br /&gt;
 Missing Stone Environment Spec Inclusion Type Token: &lt;br /&gt;
 Missing Frequency for Stone Environment Spec: &lt;br /&gt;
 LAVA&lt;br /&gt;
 SHARP&lt;br /&gt;
 GLASS&lt;br /&gt;
 NAME_PLURAL&lt;br /&gt;
 SEEDNAME&lt;br /&gt;
 GROWDUR&lt;br /&gt;
 SHRUB_TILE&lt;br /&gt;
 DEAD_SHRUB_TILE&lt;br /&gt;
 CLUSTERSIZE&lt;br /&gt;
 SHRUB_COLOR&lt;br /&gt;
 DEAD_SHRUB_COLOR&lt;br /&gt;
 DRINKVALUE&lt;br /&gt;
 MILL&lt;br /&gt;
 MILL_VALUE&lt;br /&gt;
 COOKABLE_WHEN_MILLED&lt;br /&gt;
 MILL_DYE&lt;br /&gt;
 EDIBLE_VERMIN&lt;br /&gt;
 EDIBLE_RAW&lt;br /&gt;
 EDIBLE_WHENCOOKED&lt;br /&gt;
 DROWN_LEVEL&lt;br /&gt;
 EXTRACT_VIAL&lt;br /&gt;
 EXTRACT_BAG&lt;br /&gt;
 EXTRACT_BARREL&lt;br /&gt;
 EXTRACT_STILL_VIAL&lt;br /&gt;
 EXTRACTVALUE&lt;br /&gt;
 CLOTH_SPEC_HEAT&lt;br /&gt;
 CLOTH_HEATDAM_POINT&lt;br /&gt;
 CLOTH_COLDDAM_POINT&lt;br /&gt;
 CLOTH_IGNITE_POINT&lt;br /&gt;
 CLOTH_MELTING_POINT&lt;br /&gt;
 CLOTH_BOILING_POINT&lt;br /&gt;
 CLOTH_FIXED_TEMP&lt;br /&gt;
 CLOTH_SOLID_DENSITY&lt;br /&gt;
 CLOTH_LIQUID_DENSITY&lt;br /&gt;
 Unrecognized Matgloss Token: &lt;br /&gt;
 : Smelt Metal Ore Not Found, Token - &lt;br /&gt;
 : Thread Metal Ore Not Found, Token - &lt;br /&gt;
 : Environment Spec Stone Not Found, Token - &lt;br /&gt;
 Sharp blades&lt;br /&gt;
 Extract &lt;br /&gt;
  strands&lt;br /&gt;
 %)&lt;br /&gt;
 Ore of &lt;br /&gt;
  spits out &lt;br /&gt;
  drops &lt;br /&gt;
  has moved out of range!&lt;br /&gt;
  has become entangled in a hidden web!&lt;br /&gt;
  caught up in a web!&lt;br /&gt;
  has claimed a &lt;br /&gt;
  has begun a mysterious construction!&lt;br /&gt;
 Your mason has defaced a &lt;br /&gt;
  destroyed&lt;br /&gt;
  toppled&lt;br /&gt;
 loop path fail: &lt;br /&gt;
 &amp;lt;same square&amp;gt; &lt;br /&gt;
 &amp;lt;invalid start&amp;gt; &lt;br /&gt;
 &amp;lt;invalid goal&amp;gt; &lt;br /&gt;
 ,&lt;br /&gt;
  -&amp;gt; &lt;br /&gt;
 : Id #&lt;br /&gt;
 :Path Goal &lt;br /&gt;
 :Station &lt;br /&gt;
&lt;br /&gt;
 High Priest&lt;br /&gt;
 Mayor&lt;br /&gt;
 Ruler&lt;br /&gt;
 Local Leader&lt;br /&gt;
 Leader&lt;br /&gt;
 Nemesis Unit Load Failed&lt;br /&gt;
 ANXIETY&lt;br /&gt;
 ANGER&lt;br /&gt;
 DEPRESSION&lt;br /&gt;
 SELF_CONSCIOUSNESS&lt;br /&gt;
 IMMODERATION&lt;br /&gt;
 VULNERABILITY&lt;br /&gt;
 FRIENDLINESS&lt;br /&gt;
 GREGARIOUSNESS&lt;br /&gt;
 ASSERTIVENESS&lt;br /&gt;
 ACTIVITY_LEVEL&lt;br /&gt;
 EXCITEMENT_SEEKING&lt;br /&gt;
 CHEERFULNESS&lt;br /&gt;
 IMAGINATION&lt;br /&gt;
 ARTISTIC_INTEREST&lt;br /&gt;
 EMOTIONALITY&lt;br /&gt;
 ADVENTUROUSNESS&lt;br /&gt;
 INTELLECTUAL_CURIOSITY&lt;br /&gt;
 LIBERALISM&lt;br /&gt;
 TRUST&lt;br /&gt;
 STRAIGHTFORWARDNESS&lt;br /&gt;
 ALTRUISM&lt;br /&gt;
 COOPERATION&lt;br /&gt;
 MODESTY&lt;br /&gt;
 SYMPATHY&lt;br /&gt;
 SELF_EFFICACY&lt;br /&gt;
 ORDERLINESS&lt;br /&gt;
 DUTIFULNESS&lt;br /&gt;
 ACHIEVEMENT_STRIVING&lt;br /&gt;
 SELF_DISCIPLINE&lt;br /&gt;
 CAUTIOUSNESS&lt;br /&gt;
 Unrecognized Personality Facet Token: &lt;br /&gt;
 text_viewer&lt;br /&gt;
  has ended a mandate.&lt;br /&gt;
 A mandate has ended.&lt;br /&gt;
 The work slowdown by the &lt;br /&gt;
  is over.&lt;br /&gt;
 Wagon Pathing Catastrophe&lt;br /&gt;
 caravan from &lt;br /&gt;
  has arrived.&lt;br /&gt;
 Their wagons have bypassed your inaccessible site.&lt;br /&gt;
  and the surrounding lands have been made a &lt;br /&gt;
 duchy&lt;br /&gt;
 county&lt;br /&gt;
 barony&lt;br /&gt;
 Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
 Some migrants have arrived, despite the danger.&lt;br /&gt;
 Some migrants have arrived.&lt;br /&gt;
 A migrant has decided to brave this terrifying place.&lt;br /&gt;
 A migrant has arrived, despite the danger.&lt;br /&gt;
 A migrant has arrived.&lt;br /&gt;
 No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
 Others refused to journey to this dangerous fortress.&lt;br /&gt;
 Others were too nervous to make the journey.&lt;br /&gt;
 No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
 Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
 Migrants were too nervous to make the journey this season.&lt;br /&gt;
 The fortress attracted no migrants this season.&lt;br /&gt;
   Trade Goods Available to be Moved  &lt;br /&gt;
 Inaccessible&lt;br /&gt;
 Distance: &lt;br /&gt;
 [TRADING]&lt;br /&gt;
 [PENDING]&lt;br /&gt;
 : Sorting by distance&lt;br /&gt;
 : Sorting by value&lt;br /&gt;
 Sorting by distance&lt;br /&gt;
 : Pending on top&lt;br /&gt;
 : Pending mixed in&lt;br /&gt;
 : Culling on mandates&lt;br /&gt;
 : Ignoring mandates&lt;br /&gt;
 : Move good&lt;br /&gt;
 : View good&lt;br /&gt;
 : Select &lt;br /&gt;
  to stop typing.&lt;br /&gt;
 Merchants Present&lt;br /&gt;
 Trading with &lt;br /&gt;
  (Owes you &lt;br /&gt;
 :  &lt;br /&gt;
 Greetings.  Let's trade.&lt;br /&gt;
 I cannot take so much -- and at such cost!&lt;br /&gt;
 I wish I could take so much, but my animals...&lt;br /&gt;
 I won't trade at a loss.&lt;br /&gt;
 Ah, wonderful.  Thank you for your business.&lt;br /&gt;
 Yes, and trade we will!  Simply tell me&lt;br /&gt;
 what interests you and what you're prepared to offer in exchange.&lt;br /&gt;
 These _are_ fine items, aren't they?  Now,&lt;br /&gt;
 what do offer for them?&lt;br /&gt;
 Are these gifts?  Do you wish to trade?&lt;br /&gt;
 You truly despise life, don't you?&lt;br /&gt;
 I am beside myself with grief.  Perhaps we will show you how they suffered.&lt;br /&gt;
 Once a beautiful tree, and now?&lt;br /&gt;
 It is a rude bauble, fit only for your kind.&lt;br /&gt;
 I see your low race still revels in death.&lt;br /&gt;
 That poor, gentle creature...&lt;br /&gt;
 If it were in a cage of some kind...&lt;br /&gt;
 As it stands, I can't accept something that wriggles and writhes so.&lt;br /&gt;
 I simply cannot afford this trade.&lt;br /&gt;
 Perhaps if you throw in some more goods I can make an offer.&lt;br /&gt;
 I can't possibly accept, but how about this?  A true bargain.&lt;br /&gt;
 [T]&lt;br /&gt;
 : View good, &lt;br /&gt;
 : Mark for trade&lt;br /&gt;
 : Trade     &lt;br /&gt;
 : Set currency trade&lt;br /&gt;
 Asking for &lt;br /&gt;
 Offering &lt;br /&gt;
 Not trading currency&lt;br /&gt;
   Merchants from &lt;br /&gt;
 :  My apologies, but we're still unloading.&lt;br /&gt;
 We'll be ready soon!&lt;br /&gt;
 There are no merchants present with which to trade.&lt;br /&gt;
 Greetings from the outer lands.  &lt;br /&gt;
 Greetings from the Mountainhomes.  &lt;br /&gt;
 Your efforts are legend there.  Let us trade!&lt;br /&gt;
 Greetings.  We are enchanted by &lt;br /&gt;
 your more ethical works.  We've come to trade.&lt;br /&gt;
 Greetings.  The &lt;br /&gt;
 ship of the &lt;br /&gt;
  is unparalleled.  Let's make a deal!&lt;br /&gt;
 A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.&lt;br /&gt;
 What do you want?&lt;br /&gt;
 Perhaps you'd consider this superior proposal?&lt;br /&gt;
 Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.&lt;br /&gt;
 Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.&lt;br /&gt;
 With your trade goods such as they are, I can't &lt;br /&gt;
 fathom you ending up with all of those items.&lt;br /&gt;
 You are too kind.  The druids will be overjoyed.&lt;br /&gt;
 I will see that our leader gets this offering.&lt;br /&gt;
 Take what you wish.  I can't stop you.&lt;br /&gt;
 You wish to make an offering to the druids?  &lt;br /&gt;
 They love gifts.  What do you offer?&lt;br /&gt;
 You wish to make an offering to our leader?  &lt;br /&gt;
 This would please us greatly.  What do you offer?&lt;br /&gt;
 [Chuckles]  How droll.&lt;br /&gt;
 [Laughs uproariously]  You had me &lt;br /&gt;
 going there.  Obviously, your copious wit is matched only by your industry!&lt;br /&gt;
 Yes, and trade we will!  Simply tell me &lt;br /&gt;
 These _are_ fine items, aren't they?  Now, &lt;br /&gt;
 My stones, are you giving me those?  Do you &lt;br /&gt;
 wish to trade or to make an offering to our leader?&lt;br /&gt;
 You truely despise life, don't you?  &lt;br /&gt;
 Once a beautiful tree, and now?  &lt;br /&gt;
 I see your low race still revels in death.  &lt;br /&gt;
  seems &lt;br /&gt;
 ecstatic with the trading&lt;br /&gt;
 very happy about the trading&lt;br /&gt;
 pleased with the trading&lt;br /&gt;
 willing to trade&lt;br /&gt;
 to be rapidly losing patience&lt;br /&gt;
 not going to take much more of this&lt;br /&gt;
 unwilling to trade&lt;br /&gt;
 : Seize marked, &lt;br /&gt;
 : Trade&lt;br /&gt;
 : Offer marked to &lt;br /&gt;
 Allowed Weight: &lt;br /&gt;
 Excess Weight: &lt;br /&gt;
 Value: &lt;br /&gt;
 Trader Profit: &lt;br /&gt;
 Trader Loss: &lt;br /&gt;
 The following fortress goods were added for the counteroffer:&lt;br /&gt;
 : Consider the offer&lt;br /&gt;
  diplomat from &lt;br /&gt;
  Liaison from &lt;br /&gt;
  meets with &lt;br /&gt;
   Trade Agreement with &lt;br /&gt;
 Good&lt;br /&gt;
 Priority&lt;br /&gt;
 O|---&lt;br /&gt;
 |O|--&lt;br /&gt;
 -|O|-&lt;br /&gt;
 --|O|&lt;br /&gt;
 ---|O&lt;br /&gt;
 : View stockpile.&lt;br /&gt;
 : Scroll.&lt;br /&gt;
 Peace is calling out to us.  How do you respond?&lt;br /&gt;
 :&lt;br /&gt;
  - I hear her voice.  Let us stop this war.&lt;br /&gt;
  - We will drown her out with the screams of your dying.  Begone.&lt;br /&gt;
 It's such a pleasant place you've carved out for yourselves...&lt;br /&gt;
 Let's discuss the state of our current agreements...&lt;br /&gt;
 Well then, we have finalized the export agreement.&lt;br /&gt;
 Feel free to go over the documents.&lt;br /&gt;
 I see.  Perhaps we'll make an export agreement next year.&lt;br /&gt;
 Let's discuss what we are willing to offer for your &lt;br /&gt;
 ship...&lt;br /&gt;
 Well then, we have finalized the import agreement.&lt;br /&gt;
 Remember, trade agreements strengthen bonds.  Please consider an import&lt;br /&gt;
 agreement next year.&lt;br /&gt;
 What requests do you have of our merchants?&lt;br /&gt;
 We can part with at most &lt;br /&gt;
  trees, butcher.&lt;br /&gt;
  - We can abide by this.  Let us work toward mutual co-existence.&lt;br /&gt;
  - Our needs exceed your allowances.  Relax.  They're only trees.&lt;br /&gt;
 We elves are partial in particular to the trees in the forests&lt;br /&gt;
 surrounding your lands.  Although we are loathe to spare a&lt;br /&gt;
 single branch to your senseless slaughter, we are willing to ask&lt;br /&gt;
 that you cap your tree-fells at one hundred until we next meet.&lt;br /&gt;
 I will try to return next year as I am able.&lt;br /&gt;
  - We can grant this request.  Let's discuss the specifics, though...&lt;br /&gt;
  - We cannot stop production just because of your quaint sensibilities.&lt;br /&gt;
 : Select.&lt;br /&gt;
 : Scroll left.&lt;br /&gt;
  has come!&lt;br /&gt;
 Miners Guild&lt;br /&gt;
 Carpenters Guild&lt;br /&gt;
 Masons Guild&lt;br /&gt;
 Metalsmiths Guild&lt;br /&gt;
 Jewelers Guild&lt;br /&gt;
 Craftsmen&lt;br /&gt;
  Guild&lt;br /&gt;
 Guild&lt;br /&gt;
 Metalsmithing&lt;br /&gt;
 The merchants from &lt;br /&gt;
  will be leaving soon.&lt;br /&gt;
  have embarked on their journey.&lt;br /&gt;
 : Scroll right.&lt;br /&gt;
 Text generation failed: &lt;br /&gt;
 GLOBAL&lt;br /&gt;
 CHAR&lt;br /&gt;
 IKEY&lt;br /&gt;
 CHOICE&lt;br /&gt;
 /CHOICE&lt;br /&gt;
 LOCX&lt;br /&gt;
 VAR&lt;br /&gt;
 LINK&lt;br /&gt;
 P&lt;br /&gt;
 R&lt;br /&gt;
     &lt;br /&gt;
 /TITLE&lt;br /&gt;
 /LINK&lt;br /&gt;
 TREESREMOVED&lt;br /&gt;
 DIPLOMACYFLAG_SUCCESS&lt;br /&gt;
 DIPLOMACYFLAG_FAILURE&lt;br /&gt;
 YOURCIV&lt;br /&gt;
 YOURFORT&lt;br /&gt;
 NULL&lt;br /&gt;
 LOCAL_LARGE_PREDATOR&lt;br /&gt;
 RANGE&lt;br /&gt;
 ASSOCIATE&lt;br /&gt;
 ACTOR&lt;br /&gt;
 NOBLE&lt;br /&gt;
 ADD_FLAG&lt;br /&gt;
 REMOVE_FLAG&lt;br /&gt;
  bids you farewell!&lt;br /&gt;
 NATIVENAME&lt;br /&gt;
 TRANSLATEDNAME&lt;br /&gt;
 TITLENAME&lt;br /&gt;
 HISTNAME&lt;br /&gt;
 beasts&lt;br /&gt;
 Gate&lt;br /&gt;
 Expedition Leader&lt;br /&gt;
  Manager&lt;br /&gt;
 Hoardmaster&lt;br /&gt;
 Grand Treasurer&lt;br /&gt;
 Treasurer&lt;br /&gt;
 Bookkeeper&lt;br /&gt;
  Broker&lt;br /&gt;
 Captain of the Guard&lt;br /&gt;
 Sheriff&lt;br /&gt;
  has been elected mayor.&lt;br /&gt;
  has been re-elected.&lt;br /&gt;
  has been chosen as the new expedition leader.&lt;br /&gt;
  and the surrounding lands have been made a duchy.&lt;br /&gt;
  and the surrounding lands have been made a county.&lt;br /&gt;
  has become the first Mayor of &lt;br /&gt;
 The Fortress Guard has been created, headed by the Sheriff.  Now seeking recruits!&lt;br /&gt;
 Your community can now support a sheriff.&lt;br /&gt;
&lt;br /&gt;
 : Move.  This isn't designed to be useful at this point.&lt;br /&gt;
 No Buildings Nearby&lt;br /&gt;
 This building has&lt;br /&gt;
 been claimed by&lt;br /&gt;
 works&lt;br /&gt;
 furiously!&lt;br /&gt;
 keeps&lt;br /&gt;
 muttering &lt;br /&gt;
 secretly...&lt;br /&gt;
 works,&lt;br /&gt;
 darkly brooding...&lt;br /&gt;
 with menacing fury!&lt;br /&gt;
 broods&lt;br /&gt;
 &amp;quot;Yes.  I need &lt;br /&gt;
 &amp;quot;Leave me.  I need... &lt;br /&gt;
 things...  certain things&lt;br /&gt;
 .&amp;quot;&lt;br /&gt;
 screams&lt;br /&gt;
 &amp;quot;I must have &lt;br /&gt;
 !&amp;quot;&lt;br /&gt;
 mutters&lt;br /&gt;
  needs&lt;br /&gt;
 tree... life&lt;br /&gt;
 raw... green&lt;br /&gt;
 raw... clear&lt;br /&gt;
 raw... crystal&lt;br /&gt;
 rough... color&lt;br /&gt;
 stone... rock&lt;br /&gt;
 bars... metal&lt;br /&gt;
 gems... shining&lt;br /&gt;
 blocks... bricks...&lt;br /&gt;
 bones...  yes&lt;br /&gt;
 a shell&lt;br /&gt;
 leather... skin&lt;br /&gt;
 cloth... thread&lt;br /&gt;
 ...&amp;quot;&lt;br /&gt;
 sketches&lt;br /&gt;
 pictures of &lt;br /&gt;
 a forest&lt;br /&gt;
 glass&lt;br /&gt;
 glass and burning wood&lt;br /&gt;
 rough gems and glass&lt;br /&gt;
 a quarry&lt;br /&gt;
 shining bars&lt;br /&gt;
 of metal&lt;br /&gt;
 square blocks&lt;br /&gt;
 skeletons&lt;br /&gt;
 stacked leather&lt;br /&gt;
 stacked cloth&lt;br /&gt;
 : Make Soap&lt;br /&gt;
 : Brew a Drink&lt;br /&gt;
 : Extract Plant Essence&lt;br /&gt;
 : Collect Webs&lt;br /&gt;
 : Weave Cloth (Plant Thread)&lt;br /&gt;
 : Weave Silk Cloth&lt;br /&gt;
 : Weave Metal Cloth&lt;br /&gt;
 : Mill Plants&lt;br /&gt;
 Needs to be powered&lt;br /&gt;
 : Process Plants&lt;br /&gt;
 : Process Plants (to Bag)&lt;br /&gt;
 : Process Plants (to Barrel)&lt;br /&gt;
 : Process Plants (to Vial)&lt;br /&gt;
 : Milk Creature&lt;br /&gt;
 : Make Cheese&lt;br /&gt;
 : Prepare Easy Meal&lt;br /&gt;
 : Prepare Fine Meal&lt;br /&gt;
 : Prepare Lavish Meal&lt;br /&gt;
 : Render Fat&lt;br /&gt;
 Nobody&lt;br /&gt;
 : Tame&lt;br /&gt;
 : Train a Hunting Dog&lt;br /&gt;
 : Train a War Dog&lt;br /&gt;
 : Capture a Live Land Animal&lt;br /&gt;
 : Tame a Small Animal&lt;br /&gt;
 : Tame a Large Animal&lt;br /&gt;
 : Make Rock Mechanisms&lt;br /&gt;
 : Process a Raw Fish&lt;br /&gt;
 : Extract from a Raw Fish&lt;br /&gt;
 : Capture a Live Fish&lt;br /&gt;
 : Butcher a dead animal&lt;br /&gt;
 : Extract from a dead animal&lt;br /&gt;
 : Capture a live land animal&lt;br /&gt;
 : Dye Thread&lt;br /&gt;
 : Dye Cloth&lt;br /&gt;
 : Tan a Hide&lt;br /&gt;
 : Encrust Finished Goods&lt;br /&gt;
 : Encrust Furniture&lt;br /&gt;
 : Encrust Ammo&lt;br /&gt;
 : Cut Gems&lt;br /&gt;
 : Encrust with Gems&lt;br /&gt;
 Must have magma accessible&lt;br /&gt;
 from below one of the 8&lt;br /&gt;
 boundary tiles&lt;br /&gt;
 Must have coal fuel&lt;br /&gt;
 : Use in Lever&lt;br /&gt;
 : Use in Trigger&lt;br /&gt;
 You don't have enough&lt;br /&gt;
 mechanisms.&lt;br /&gt;
 : Use in Target&lt;br /&gt;
 : Assign&lt;br /&gt;
 There is nothing that&lt;br /&gt;
 can be linked up.&lt;br /&gt;
 : Link up a Bridge&lt;br /&gt;
 : Link up a Cage&lt;br /&gt;
 : Link up a Chain&lt;br /&gt;
 : Link up a Door&lt;br /&gt;
 : Link up a Floodgate&lt;br /&gt;
 : Link up a Hatch&lt;br /&gt;
 : Link up a Wall Grate&lt;br /&gt;
 : Link up a Floor Grate&lt;br /&gt;
 : Link up Vertical Bars&lt;br /&gt;
 : Link up Floor Bars&lt;br /&gt;
 : Link up a Support&lt;br /&gt;
 : Link up Spears/Spikes&lt;br /&gt;
 : Link up a Gear Assembly&lt;br /&gt;
 : Pull the Lever&lt;br /&gt;
 : Add new task&lt;br /&gt;
 : Cancel Current Task&lt;br /&gt;
 : Promote Current Task&lt;br /&gt;
 : Repeat&lt;br /&gt;
 : Suspend&lt;br /&gt;
 : Workshop Profile&lt;br /&gt;
 No bucket&lt;br /&gt;
 Bucket full&lt;br /&gt;
 Active&lt;br /&gt;
 Dry&lt;br /&gt;
 : Size Room&lt;br /&gt;
 : Free Room&lt;br /&gt;
 : Resize Room&lt;br /&gt;
 : Make Meeting Hall&lt;br /&gt;
 Frozen Here&lt;br /&gt;
 Frozen Elsewhere&lt;br /&gt;
 Total Power: &lt;br /&gt;
 Total Power Needed: &lt;br /&gt;
 Stable Foundation&lt;br /&gt;
 Hanging&lt;br /&gt;
 : Stop Pumping Manually&lt;br /&gt;
 : Start Pump Manually&lt;br /&gt;
 Pumps from the north&lt;br /&gt;
 Pumps from the east&lt;br /&gt;
 Pumps from the south&lt;br /&gt;
 Pumps from the west&lt;br /&gt;
 : Choose Shooting Dir&lt;br /&gt;
 Shoot: &lt;br /&gt;
 From Top to Bottom&lt;br /&gt;
 From Bottom to Top&lt;br /&gt;
 From Left to Right&lt;br /&gt;
 From Right to Left&lt;br /&gt;
 : Make Archery Range&lt;br /&gt;
 : Assign Room&lt;br /&gt;
 Current Owner:&lt;br /&gt;
 : Make Sculpture Garden&lt;br /&gt;
 [&lt;br /&gt;
 Occupants:&lt;br /&gt;
 : Do Not Use For Justice&lt;br /&gt;
 : Terrarium&lt;br /&gt;
 : Aquarium&lt;br /&gt;
 : Justice&lt;br /&gt;
 : Make Room&lt;br /&gt;
 : Owner&lt;br /&gt;
 : Free&lt;br /&gt;
 : Assign Animal to Chain&lt;br /&gt;
 : Used by Justice (&lt;br /&gt;
 : Set Owner&lt;br /&gt;
 Assigned: &lt;br /&gt;
 Chained: &lt;br /&gt;
 Fire at Will&lt;br /&gt;
 Prepare to Fire&lt;br /&gt;
 Not in Use&lt;br /&gt;
 , Facing &lt;br /&gt;
 : Change Action&lt;br /&gt;
 : Change Orientation&lt;br /&gt;
 Operated by Mechanisms&lt;br /&gt;
 Forbidden&lt;br /&gt;
 Passable&lt;br /&gt;
 , Internal&lt;br /&gt;
 Pet-passable&lt;br /&gt;
 Open&lt;br /&gt;
 DOOR TAKEN BY INVADERS&lt;br /&gt;
 Retake door to forbid it.&lt;br /&gt;
 DOOR USED BY INTRUDER&lt;br /&gt;
 : Forbid Passage&lt;br /&gt;
 : Permit Passage&lt;br /&gt;
 : Make Pet-passable&lt;br /&gt;
 : Keep Tightly Closed&lt;br /&gt;
 : Set as Internal&lt;br /&gt;
 : Set as External&lt;br /&gt;
 HATCH TAKEN BY INVADERS&lt;br /&gt;
 Retake hatch to forbid it.&lt;br /&gt;
 HATCH USED BY INTRUDER&lt;br /&gt;
 This is the resting&lt;br /&gt;
 place of&lt;br /&gt;
 : Assign Tomb&lt;br /&gt;
 : Free Tomb&lt;br /&gt;
 : Resize Tomb&lt;br /&gt;
 : Use for Burial (Y)&lt;br /&gt;
 : Use for Burial (N)&lt;br /&gt;
 : Allow Citizens (N)&lt;br /&gt;
 : Allow Citizens (Y)&lt;br /&gt;
 : Allow Pets (N)&lt;br /&gt;
 : Allow Pets (Y)&lt;br /&gt;
 : Make Tomb&lt;br /&gt;
 : Assign Chair&lt;br /&gt;
 : Free Chair&lt;br /&gt;
 : Make Throne Room or Study&lt;br /&gt;
 : Assign Table&lt;br /&gt;
 : Free Table&lt;br /&gt;
 : Meeting Hall (&lt;br /&gt;
 : Make Dining Room&lt;br /&gt;
 Move the cursor to the pile&lt;br /&gt;
 you want to take from.&lt;br /&gt;
 : Select Pile&lt;br /&gt;
 : Change Settings&lt;br /&gt;
 : Max Barrel - &lt;br /&gt;
 : Max Bin - &lt;br /&gt;
 : Take From A Pile&lt;br /&gt;
 : Delete Selected&lt;br /&gt;
 : Assign Bed&lt;br /&gt;
 : Free Bed&lt;br /&gt;
 : Barracks (&lt;br /&gt;
 T: Stop rental (&lt;br /&gt;
 * Eviction Underway *&lt;br /&gt;
 * Move Underway *&lt;br /&gt;
 : Rent this room&lt;br /&gt;
 : Make Bedroom&lt;br /&gt;
 Shopkeeper:&lt;br /&gt;
 For Sale at &lt;br /&gt;
 : Move Goods to/from Depot&lt;br /&gt;
 There are no merchants&lt;br /&gt;
 trading right now.&lt;br /&gt;
 : Trader requested at depot&lt;br /&gt;
 : No trader needed at depot&lt;br /&gt;
 : Anyone may trade&lt;br /&gt;
 : Only broker may trade&lt;br /&gt;
 Broker:&lt;br /&gt;
 Broker can access depot&lt;br /&gt;
 Broker cannot access depot&lt;br /&gt;
 You do not have a broker.&lt;br /&gt;
 : Nothing for Now&lt;br /&gt;
 : Meat&lt;br /&gt;
 : Fish&lt;br /&gt;
 : Large Gem&lt;br /&gt;
 Trap Occupied:&lt;br /&gt;
 Trap Baited:&lt;br /&gt;
 No seeds available&lt;br /&gt;
 for this location&lt;br /&gt;
 : Fallow&lt;br /&gt;
 : Cancel Fert&lt;br /&gt;
 : Fertilize&lt;br /&gt;
 Ft &lt;br /&gt;
 : Seas Fert (&lt;br /&gt;
 : Spring&lt;br /&gt;
 : Summer&lt;br /&gt;
 : Autumn&lt;br /&gt;
 : Winter&lt;br /&gt;
 Disengaged&lt;br /&gt;
 : Make Barracks/Armory&lt;br /&gt;
 : Remove Building&lt;br /&gt;
 Cancel&lt;br /&gt;
 Done&lt;br /&gt;
 [A]&lt;br /&gt;
 [L]&lt;br /&gt;
 No Squads Nearby&lt;br /&gt;
 Commanded By:&lt;br /&gt;
  Active Dwar&lt;br /&gt;
 ves&lt;br /&gt;
 : Locked on squad&lt;br /&gt;
 : Not locked on squad&lt;br /&gt;
 : Add a patrol point&lt;br /&gt;
 : Delete patrol route&lt;br /&gt;
 : Station squad&lt;br /&gt;
 : Zoom to commander&lt;br /&gt;
 : Lock on another squad&lt;br /&gt;
 /100&lt;br /&gt;
 : Place&lt;br /&gt;
 : Enter note text&lt;br /&gt;
 : Change symbol selector&lt;br /&gt;
 : Adopt selected symbol&lt;br /&gt;
 Outside&lt;br /&gt;
 Inside&lt;br /&gt;
 Light&lt;br /&gt;
 Dark&lt;br /&gt;
 Subterranean&lt;br /&gt;
 Above Ground&lt;br /&gt;
 No Units Nearby&lt;br /&gt;
 Corrupt Soldier Mood: &lt;br /&gt;
 Has a horrible fell look!&lt;br /&gt;
 Brooding darkly...&lt;br /&gt;
 Has the aspect of one fey!&lt;br /&gt;
 Peculiarly secretive...&lt;br /&gt;
 Possessed by unknown forces!&lt;br /&gt;
 Stricken by melancholy...&lt;br /&gt;
 Crawling around babbling!&lt;br /&gt;
 Running around babbling!&lt;br /&gt;
 Crawling around crazed!&lt;br /&gt;
 Running around crazed!&lt;br /&gt;
 In a berserk rage!&lt;br /&gt;
 Staring off into space...&lt;br /&gt;
 Corrupt Strange Mood: &lt;br /&gt;
 Pet of &lt;br /&gt;
 Somebody&lt;br /&gt;
 Creator of &lt;br /&gt;
 Over-Exerted&lt;br /&gt;
 Very Drowsy&lt;br /&gt;
 Miserable&lt;br /&gt;
 Very Unhappy&lt;br /&gt;
 Unhappy&lt;br /&gt;
 This animal is waiting for&lt;br /&gt;
 conflict.&lt;br /&gt;
 This animal hunts at will.&lt;br /&gt;
 This adorable animal&lt;br /&gt;
 can't work.&lt;br /&gt;
 This animal isn't interested&lt;br /&gt;
 in your wishes.&lt;br /&gt;
 This animal is waiting to be&lt;br /&gt;
 trained.&lt;br /&gt;
 This animal can't work.&lt;br /&gt;
 : Ready for Slaughter (Y)&lt;br /&gt;
 : Ready for Slaughter (N)&lt;br /&gt;
 : Labor&lt;br /&gt;
 : Work Dogs&lt;br /&gt;
 : Soldiering and Hunting&lt;br /&gt;
 : Relieve from Royal Guard&lt;br /&gt;
 : Relieve from Fortress Guard&lt;br /&gt;
 : Fortress Guard&lt;br /&gt;
 : Royal Guard&lt;br /&gt;
 Deactivate&lt;br /&gt;
 Activate&lt;br /&gt;
  Under&lt;br /&gt;
 This &lt;br /&gt;
 Just This &lt;br /&gt;
 Royal Guards do not work.&lt;br /&gt;
 Fortress Guards do not work.&lt;br /&gt;
 Assign a trained animal:&lt;br /&gt;
 There are no animals left.&lt;br /&gt;
 : Hunting (&lt;br /&gt;
  Left)&lt;br /&gt;
 : War (&lt;br /&gt;
  hunting beast&lt;br /&gt;
  assigned&lt;br /&gt;
  war beast&lt;br /&gt;
 : Fight Unarmed&lt;br /&gt;
 : Fight with Axe&lt;br /&gt;
 : Fight with Crossbow&lt;br /&gt;
 : Fight with Hammer&lt;br /&gt;
 : Fight with Mace&lt;br /&gt;
 : Fight with Spear&lt;br /&gt;
 : Fight with Sword&lt;br /&gt;
 : Number of Weapons (&lt;br /&gt;
 : Armor Level (&lt;br /&gt;
 Clothes&lt;br /&gt;
 Chain&lt;br /&gt;
 Plate&lt;br /&gt;
 : Shield Level (&lt;br /&gt;
 Buckler&lt;br /&gt;
 The king will not work.&lt;br /&gt;
 The queen will not work.&lt;br /&gt;
 The dungeon master ponders&lt;br /&gt;
 fell beasts and treasure.&lt;br /&gt;
 The hammerer lives only to&lt;br /&gt;
 dispense &lt;br /&gt;
  justice.&lt;br /&gt;
 The king consort will not work.&lt;br /&gt;
 The queen consort will not work.&lt;br /&gt;
 The baby can't work yet.&lt;br /&gt;
 A child does as it pleases!&lt;br /&gt;
 This hero need not work.&lt;br /&gt;
 The champion need not work.&lt;br /&gt;
 The noble will not work.&lt;br /&gt;
 : View profile&lt;br /&gt;
 :Gen &lt;br /&gt;
 :Inv &lt;br /&gt;
 :Pref &lt;br /&gt;
 :Wnd&lt;br /&gt;
 : Next&lt;br /&gt;
 Horizontal Axle &lt;br /&gt;
 (N/S)&lt;br /&gt;
 (E/W)&lt;br /&gt;
 Upright Weapon&lt;br /&gt;
 Pump from north&lt;br /&gt;
 Pump from east&lt;br /&gt;
 Pump from south&lt;br /&gt;
 Pump from west&lt;br /&gt;
 Chair or Throne&lt;br /&gt;
  (Raises &lt;br /&gt;
  (Retracts)&lt;br /&gt;
 Placement&lt;br /&gt;
 : Change Height&lt;br /&gt;
 : Change Width&lt;br /&gt;
 : Resets&lt;br /&gt;
 : One use only&lt;br /&gt;
 : Water from &lt;br /&gt;
  (Full)&lt;br /&gt;
 : Min, &lt;br /&gt;
 : Max&lt;br /&gt;
 : Water does not trigger&lt;br /&gt;
 : Magma from &lt;br /&gt;
 : Magma does not trigger&lt;br /&gt;
 : Creatures trigger&lt;br /&gt;
 : Citizens trigger&lt;br /&gt;
 : Citizens do not trigger&lt;br /&gt;
 : Min (&lt;br /&gt;
 : Max (&lt;br /&gt;
 any&lt;br /&gt;
 : Creatures do not trigger&lt;br /&gt;
 Raise Dir&lt;br /&gt;
 Item&lt;br /&gt;
  Needed)&lt;br /&gt;
  Max)&lt;br /&gt;
 Dist&lt;br /&gt;
 Num&lt;br /&gt;
 : Done Selecting&lt;br /&gt;
 : View Item&lt;br /&gt;
 : Sel All&lt;br /&gt;
 : Deselect&lt;br /&gt;
 : Desel All&lt;br /&gt;
 : Expand/Contract&lt;br /&gt;
 Current Refuse Orders:&lt;br /&gt;
  Gather Refuse&lt;br /&gt;
  Ignore Refuse&lt;br /&gt;
    From Outside&lt;br /&gt;
  Dump Corpses&lt;br /&gt;
  Save Corpses&lt;br /&gt;
  Dump Skulls&lt;br /&gt;
  Save Skulls&lt;br /&gt;
  Dump Bones&lt;br /&gt;
  Save Bones&lt;br /&gt;
  Dump Shells&lt;br /&gt;
  Save Shells&lt;br /&gt;
  Dump Skins&lt;br /&gt;
  Save Skins&lt;br /&gt;
  Dump Other&lt;br /&gt;
  Save Other&lt;br /&gt;
 Current Workshop Orders:&lt;br /&gt;
 : Auto Loom All Thread&lt;br /&gt;
 : Auto Loom Dyed Thread&lt;br /&gt;
 : No Auto Loom&lt;br /&gt;
 : Use Dyed Cloth&lt;br /&gt;
 : Use Any Cloth&lt;br /&gt;
 : Auto Collect Webs&lt;br /&gt;
 : No Auto Collect Webs&lt;br /&gt;
 : Auto Slaughter&lt;br /&gt;
 : No Auto Slaughter&lt;br /&gt;
 : Auto Butcher&lt;br /&gt;
 : No Auto Butcher&lt;br /&gt;
 : Auto Tan&lt;br /&gt;
 : No Auto Tan&lt;br /&gt;
 Current Zone Orders:&lt;br /&gt;
 : Zone-Only Drinking&lt;br /&gt;
 : Prefer Zone Drinking&lt;br /&gt;
 : Zone-Only Fishing&lt;br /&gt;
 : Prefer Zone Fishing&lt;br /&gt;
 Current Forbid Orders:&lt;br /&gt;
 : Forbid used ammunition&lt;br /&gt;
 : Claim used ammunition&lt;br /&gt;
 : Forbid your dead&lt;br /&gt;
 : Claim your dead&lt;br /&gt;
 : Forbid your death items&lt;br /&gt;
 : Claim your death items&lt;br /&gt;
 : Forbid other non-hunted dead&lt;br /&gt;
 : Claim other dead&lt;br /&gt;
 : Forbid other death items&lt;br /&gt;
 : Claim other death items&lt;br /&gt;
 Forbidding of death objects&lt;br /&gt;
 occurs at time of death.&lt;br /&gt;
 Current Standing Orders:&lt;br /&gt;
  Stay Indoors&lt;br /&gt;
 : Soldiers Can Go Outdoors&lt;br /&gt;
  Can Go Outdoors&lt;br /&gt;
 : Announce all job cancellations.&lt;br /&gt;
 : Announce most job cancellations.&lt;br /&gt;
 : Announce some job cancellations.&lt;br /&gt;
 : Announce no job cancellations.&lt;br /&gt;
  Gather Animals&lt;br /&gt;
  Ignore Animals&lt;br /&gt;
  Gather Food&lt;br /&gt;
  Ignore Food&lt;br /&gt;
  Gather Furniture&lt;br /&gt;
  Ignore Furniture&lt;br /&gt;
  Gather Bodies&lt;br /&gt;
  Ignore Bodies&lt;br /&gt;
 : Refuse&lt;br /&gt;
  Gather Minerals&lt;br /&gt;
  Ignore Minerals&lt;br /&gt;
  Gather Wood&lt;br /&gt;
  Ignore Wood&lt;br /&gt;
  All Harvest&lt;br /&gt;
 : Only Farmers Harvest&lt;br /&gt;
 : Mix Food&lt;br /&gt;
 : No Mix&lt;br /&gt;
 : Workshop Orders&lt;br /&gt;
 : Activity Zone Orders&lt;br /&gt;
 These orders are superceded&lt;br /&gt;
 by negative preferences.&lt;br /&gt;
 Hotkey &lt;br /&gt;
 Zoom&lt;br /&gt;
 : Change Name&lt;br /&gt;
 : Zoom Here&lt;br /&gt;
 : Is Pond&lt;br /&gt;
 : Is Pit&lt;br /&gt;
  (Half Full)&lt;br /&gt;
  (Not Full)&lt;br /&gt;
 Remove Activity Zone&lt;br /&gt;
 New Activity Zone&lt;br /&gt;
 Water Source (&lt;br /&gt;
 Fishing (&lt;br /&gt;
 Garbage Dump (&lt;br /&gt;
 Pit/Pond (&lt;br /&gt;
 Sand Collection (&lt;br /&gt;
 Meeting Area (&lt;br /&gt;
 Hot&lt;br /&gt;
 Cold&lt;br /&gt;
 Activity Zone #&lt;br /&gt;
 : Water Source (&lt;br /&gt;
 : Fishing (&lt;br /&gt;
 : Garbage Dump (&lt;br /&gt;
 : Pit/Pond (&lt;br /&gt;
 : Sand Collection (&lt;br /&gt;
 : Meeting Area (&lt;br /&gt;
 : Active&lt;br /&gt;
 : Set Pit/Pond Information&lt;br /&gt;
 : Stop Removing Zones&lt;br /&gt;
 : Remove Zones&lt;br /&gt;
 : Animal&lt;br /&gt;
 : Food&lt;br /&gt;
 : Furniture Storage&lt;br /&gt;
 : Graveyard&lt;br /&gt;
 : Wood&lt;br /&gt;
 : Stone&lt;br /&gt;
 : Gem&lt;br /&gt;
 : Bar/Block&lt;br /&gt;
 : Cloth&lt;br /&gt;
 : Leather&lt;br /&gt;
 : Ammo&lt;br /&gt;
 : Coins&lt;br /&gt;
 : Finished Goods&lt;br /&gt;
 : Weapons&lt;br /&gt;
 : Armor&lt;br /&gt;
 : Custom Stockpile&lt;br /&gt;
 : Custom Settings&lt;br /&gt;
 : Reserved Barrels - &lt;br /&gt;
 : Reserved Bins - &lt;br /&gt;
 : Remove Designation&lt;br /&gt;
 : Reclaim Items/Buildings&lt;br /&gt;
 : Forbid Items/Buildings&lt;br /&gt;
 : Melt Items&lt;br /&gt;
 : Remove Melt&lt;br /&gt;
 : Dump Items&lt;br /&gt;
 : Remove Dump&lt;br /&gt;
 : Hide Items/Buildings&lt;br /&gt;
 : Unhide Items/Buildings&lt;br /&gt;
 : High Traffic Area&lt;br /&gt;
 : Normal Traffic Area&lt;br /&gt;
 : Low Traffic Area&lt;br /&gt;
 : Restricted Traffic Area&lt;br /&gt;
 High Traffic Cost: &lt;br /&gt;
 Normal Traffic Cost: &lt;br /&gt;
 Low Traffic Cost: &lt;br /&gt;
 Restricted Traffic Cost: &lt;br /&gt;
 : Change Cost&lt;br /&gt;
 : Choose Area&lt;br /&gt;
  Wagon Access&lt;br /&gt;
  No Wagon Access&lt;br /&gt;
  Accessible Depot&lt;br /&gt;
  Inaccessible Depot&lt;br /&gt;
 Depot accessible&lt;br /&gt;
 Depot inaccessible&lt;br /&gt;
 All depots inaccessible&lt;br /&gt;
 All depots accessible&lt;br /&gt;
  depots accessible&lt;br /&gt;
 : View Announcements&lt;br /&gt;
 : Site a Building&lt;br /&gt;
 : View Civilizations&lt;br /&gt;
 : Designations&lt;br /&gt;
 : Unit List    &lt;br /&gt;
 : Job List&lt;br /&gt;
 : Look Around&lt;br /&gt;
 : Note&lt;br /&gt;
 : Military     &lt;br /&gt;
 : Squads&lt;br /&gt;
 : Set Orders and Options&lt;br /&gt;
 : Stockpiles&lt;br /&gt;
 : Zones&lt;br /&gt;
 : Set Building Tasks/Prefs&lt;br /&gt;
 : View Rooms/Buildings&lt;br /&gt;
 : View Items in Buildings&lt;br /&gt;
 : View Units&lt;br /&gt;
 : Hot Keys&lt;br /&gt;
 : Artifacts&lt;br /&gt;
 : Nobles and Administrators&lt;br /&gt;
 : Status&lt;br /&gt;
 : Visualize&lt;br /&gt;
 : Move this menu/map&lt;br /&gt;
 : Help&lt;br /&gt;
 : Options&lt;br /&gt;
 : Movies&lt;br /&gt;
 : Depot Access&lt;br /&gt;
 Resume&lt;br /&gt;
 : One-Step&lt;br /&gt;
 Warm &lt;br /&gt;
 Damp &lt;br /&gt;
 Muddy &lt;br /&gt;
 Snow-covered &lt;br /&gt;
 Mossy &lt;br /&gt;
 Sculpted&lt;br /&gt;
 Detailed&lt;br /&gt;
 Rough-hewn &lt;br /&gt;
 Straight &lt;br /&gt;
 Smooth &lt;br /&gt;
 Exposed &lt;br /&gt;
 Ice&lt;br /&gt;
 Pillar&lt;br /&gt;
 Cluster&lt;br /&gt;
 Burning &lt;br /&gt;
 Dead &lt;br /&gt;
 Tree&lt;br /&gt;
 Grass&lt;br /&gt;
 Dry Grass&lt;br /&gt;
 Dead Grass&lt;br /&gt;
 Level&lt;br /&gt;
  Ice Floor&lt;br /&gt;
  Floor&lt;br /&gt;
  Boulder&lt;br /&gt;
 Driftwood&lt;br /&gt;
  Pebbles&lt;br /&gt;
  Cavern Floor&lt;br /&gt;
 Wet &lt;br /&gt;
 Young &lt;br /&gt;
  Sapling&lt;br /&gt;
 Sapling&lt;br /&gt;
 Shrub&lt;br /&gt;
 Furrowed &lt;br /&gt;
 Ashes&lt;br /&gt;
 Waterfall&lt;br /&gt;
 River Source&lt;br /&gt;
 Chasm&lt;br /&gt;
 Eerie Glowing Pit&lt;br /&gt;
 Lava Flow&lt;br /&gt;
 Magma Flow&lt;br /&gt;
 Murky Pool&lt;br /&gt;
 River&lt;br /&gt;
 Brook&lt;br /&gt;
 Grassy Upward Stairway&lt;br /&gt;
 Grassy Up/Down Stairway&lt;br /&gt;
 Grassy Downward Stairway&lt;br /&gt;
  Up/Down Stairway&lt;br /&gt;
  Downward Stairway&lt;br /&gt;
  Upward Stairway&lt;br /&gt;
 Ice Up/Down Stairway&lt;br /&gt;
 Ice Downward Stairway&lt;br /&gt;
 Ice Upward Stairway&lt;br /&gt;
 Grassy Upward Slope&lt;br /&gt;
 Dry Grass Upward Slope&lt;br /&gt;
 Dead Grass Upward Slope&lt;br /&gt;
 Glacial Upward Slope&lt;br /&gt;
  Upward Slope&lt;br /&gt;
 Glacial Downward Slope&lt;br /&gt;
 Grassy Downward Slope&lt;br /&gt;
 Dry Grass Downward Slope&lt;br /&gt;
 Dead Grass Downward Slope&lt;br /&gt;
  Downward Slope&lt;br /&gt;
 Downward Slope&lt;br /&gt;
 Open Space&lt;br /&gt;
 Dabbling&lt;br /&gt;
 Novice&lt;br /&gt;
 Normal&lt;br /&gt;
 Competent&lt;br /&gt;
 Skilled&lt;br /&gt;
 Proficient&lt;br /&gt;
 Talented&lt;br /&gt;
 Adept&lt;br /&gt;
 Expert&lt;br /&gt;
 Professional&lt;br /&gt;
 Accomplished&lt;br /&gt;
 Great&lt;br /&gt;
 Master&lt;br /&gt;
 High Master&lt;br /&gt;
 Grand Master&lt;br /&gt;
 Legendary&lt;br /&gt;
 Miner&lt;br /&gt;
 Wood Cutter&lt;br /&gt;
 Carpenter&lt;br /&gt;
 Bowyer&lt;br /&gt;
 Engraver&lt;br /&gt;
 Mason&lt;br /&gt;
 Animal Trainer&lt;br /&gt;
 Animal Caretaker&lt;br /&gt;
 Fish Dissector&lt;br /&gt;
 Animal Dissector&lt;br /&gt;
 Fish Cleaner&lt;br /&gt;
 Butcher&lt;br /&gt;
 Trapper&lt;br /&gt;
 Grower&lt;br /&gt;
 Herbalist&lt;br /&gt;
 Ambusher&lt;br /&gt;
 Swimmer&lt;br /&gt;
 Persuader&lt;br /&gt;
 Negotiator&lt;br /&gt;
 Judge of Intent&lt;br /&gt;
 Appraiser&lt;br /&gt;
 Organizer&lt;br /&gt;
 Record Keeper&lt;br /&gt;
 Liar&lt;br /&gt;
 Intimidator&lt;br /&gt;
 Conversationalist&lt;br /&gt;
 Comedian&lt;br /&gt;
 Flatterer&lt;br /&gt;
 Consoler&lt;br /&gt;
 Pacifier&lt;br /&gt;
 Tracker&lt;br /&gt;
 Fisherman&lt;br /&gt;
 Furnace Operator&lt;br /&gt;
 Strand Extractor&lt;br /&gt;
 Soaper&lt;br /&gt;
 Potash Maker&lt;br /&gt;
 Lye Maker&lt;br /&gt;
 Wood Burner&lt;br /&gt;
 Weaponsmith&lt;br /&gt;
 Armorsmith&lt;br /&gt;
 Metalsmith&lt;br /&gt;
 Gem Cutter&lt;br /&gt;
 Gem Setter&lt;br /&gt;
 Wood Crafter&lt;br /&gt;
 Stone Crafter&lt;br /&gt;
 Metal Crafter&lt;br /&gt;
 Glassmaker&lt;br /&gt;
 Wrestler&lt;br /&gt;
 Axeman&lt;br /&gt;
 Swordsman&lt;br /&gt;
 Maceman&lt;br /&gt;
 Hammerman&lt;br /&gt;
 Spearman&lt;br /&gt;
 Crossbowman&lt;br /&gt;
 Shield User&lt;br /&gt;
 Armor User&lt;br /&gt;
 Siege Engineer&lt;br /&gt;
 Siege Operator&lt;br /&gt;
 Pump Operator&lt;br /&gt;
 Leatherworker&lt;br /&gt;
 Tanner&lt;br /&gt;
 Dyer&lt;br /&gt;
 Bone Carver&lt;br /&gt;
 Weaver&lt;br /&gt;
 Brewer&lt;br /&gt;
 Clothier&lt;br /&gt;
 Miller&lt;br /&gt;
 Thresher&lt;br /&gt;
 Pikeman&lt;br /&gt;
 Bowman&lt;br /&gt;
 Blowgunner&lt;br /&gt;
 Thrower&lt;br /&gt;
 Mechanic&lt;br /&gt;
 Druid&lt;br /&gt;
 Knife User&lt;br /&gt;
 Lasher&lt;br /&gt;
 Alchemist&lt;br /&gt;
 Building Designer&lt;br /&gt;
 Cheese Maker&lt;br /&gt;
 Milker&lt;br /&gt;
 SLATED FOR REMOVAL&lt;br /&gt;
 Waiting for construction...&lt;br /&gt;
 Waiting for architect...&lt;br /&gt;
 Designed...&lt;br /&gt;
 Construction initiated.&lt;br /&gt;
 Partially constructed.&lt;br /&gt;
 Construction nearly done.&lt;br /&gt;
 Construction suspended.&lt;br /&gt;
 Construction inactive.&lt;br /&gt;
 : Stop Removal&lt;br /&gt;
 : Suspend Construction&lt;br /&gt;
 No Special Profession&lt;br /&gt;
 Any Metalsmithing&lt;br /&gt;
  Or &lt;br /&gt;
 Any Workshop Farming&lt;br /&gt;
 Wood/Stone/Boneworking&lt;br /&gt;
 Any Fishing&lt;br /&gt;
 Null&lt;br /&gt;
 Here we have &lt;br /&gt;
 prone &lt;br /&gt;
 swimming &lt;br /&gt;
  lying&lt;br /&gt;
  standing&lt;br /&gt;
  own &lt;br /&gt;
 guts&lt;br /&gt;
 deep in &lt;br /&gt;
 various&lt;br /&gt;
  rotten&lt;br /&gt;
  guts&lt;br /&gt;
 many corpses&lt;br /&gt;
 some corpses&lt;br /&gt;
 a few corpses&lt;br /&gt;
 much gore&lt;br /&gt;
 some gore&lt;br /&gt;
 a few corpse chunks&lt;br /&gt;
 many skulls&lt;br /&gt;
 some skulls&lt;br /&gt;
 a few skulls&lt;br /&gt;
 many bones&lt;br /&gt;
 some bones&lt;br /&gt;
 a few bones&lt;br /&gt;
 many objects&lt;br /&gt;
 some objects&lt;br /&gt;
 a few objects&lt;br /&gt;
  stuck to &lt;br /&gt;
 warm &lt;br /&gt;
 damp &lt;br /&gt;
 vomit-covered &lt;br /&gt;
 blood-stained &lt;br /&gt;
 pus-spattered &lt;br /&gt;
 ichor-drenched &lt;br /&gt;
 mossy &lt;br /&gt;
 sculpted &lt;br /&gt;
 detailed &lt;br /&gt;
 rough-hewn &lt;br /&gt;
 straight &lt;br /&gt;
 smooth &lt;br /&gt;
 exposed &lt;br /&gt;
 pillar&lt;br /&gt;
 fortification&lt;br /&gt;
 cluster&lt;br /&gt;
 wall&lt;br /&gt;
  all&lt;br /&gt;
  amidst &lt;br /&gt;
 pus-spattered&lt;br /&gt;
 ichor-flecked&lt;br /&gt;
 a pool of &lt;br /&gt;
 chunky &lt;br /&gt;
 a slurry of &lt;br /&gt;
 a pile of &lt;br /&gt;
  vomit&lt;br /&gt;
 a spattering of &lt;br /&gt;
 a pile of vomit&lt;br /&gt;
 You slam&lt;br /&gt;
  into an obstacle and &lt;br /&gt;
 blow&lt;br /&gt;
 blows&lt;br /&gt;
  apart!&lt;br /&gt;
  into an obstacle!&lt;br /&gt;
 you&lt;br /&gt;
  struck by a ball of flames!&lt;br /&gt;
&lt;br /&gt;
 Random Buffer Overload&lt;br /&gt;
 SMELTER&lt;br /&gt;
 FUEL&lt;br /&gt;
 REAGENT&lt;br /&gt;
 PRODUCT&lt;br /&gt;
 Unrecognized Reaction Token: &lt;br /&gt;
 Unrecognized Metal Ore Token &lt;br /&gt;
  In Reaction Reagent&lt;br /&gt;
  ore&lt;br /&gt;
&lt;br /&gt;
 Set Region Information Overflow&lt;br /&gt;
 *START REGION SAVE*&lt;br /&gt;
 *START REGION DIM SAVE*&lt;br /&gt;
 *START REGION MAP SAVE*&lt;br /&gt;
 *START REGION GEOLOGY SAVE*&lt;br /&gt;
 *START REGION SUBREGION SAVE*&lt;br /&gt;
 Not enough peaks&lt;br /&gt;
 Not enough medium altitudes&lt;br /&gt;
 Not enough medium altitudes after shift down&lt;br /&gt;
 Not enough low altitudes after shift down&lt;br /&gt;
 Not enough medium altitudes after shift up&lt;br /&gt;
 Not enough high altitudes after shift up&lt;br /&gt;
 Not enough edge oceans&lt;br /&gt;
 Rainfall not evenly distributed: &lt;br /&gt;
 Flat/rough areas not evenly distributed: &lt;br /&gt;
 Savagery not evenly distributed&lt;br /&gt;
 Volcanism not evenly distributed&lt;br /&gt;
 Initial swamp square count fails by &lt;br /&gt;
 Initial desert square count fails by &lt;br /&gt;
 Initial forest square count fails by &lt;br /&gt;
 Initial mountain square count fails by &lt;br /&gt;
 Initial ocean square count fails by &lt;br /&gt;
 Initial glacier square count fails by &lt;br /&gt;
 Initial tundra square count fails by &lt;br /&gt;
 Initial grassland square count fails by &lt;br /&gt;
 Initial hill square count fails by &lt;br /&gt;
 Not enough volcanos&lt;br /&gt;
 Swamp region count fails by &lt;br /&gt;
 Desert region count fails by &lt;br /&gt;
 Forest region count fails by &lt;br /&gt;
 Mountain region count fails by &lt;br /&gt;
 Ocean region count fails by &lt;br /&gt;
 Glacier region count fails by &lt;br /&gt;
 Tundra region count fails by &lt;br /&gt;
 Grassland region count fails by &lt;br /&gt;
 Hill region count fails by &lt;br /&gt;
 Not enough river start points before erosion&lt;br /&gt;
 Not enough river start points after erosion&lt;br /&gt;
 Too many distinct subregions (over by &lt;br /&gt;
  will be logged after parameter dump.&lt;br /&gt;
 A world gen error from DF &lt;br /&gt;
 Error sorting rivers: working with &lt;br /&gt;
  ran into &lt;br /&gt;
 Not enough medium altitude locations after erosion&lt;br /&gt;
 Not enough low altitude locations after erosion&lt;br /&gt;
 Not enough high altitude locations after erosion&lt;br /&gt;
 Not enough mountain cave locations&lt;br /&gt;
 Not enough mountain cave locations after location check&lt;br /&gt;
 Not enough low-lying cave locations&lt;br /&gt;
 Not enough low-lying cave locations after location check&lt;br /&gt;
 Not enough entity placement locations&lt;br /&gt;
 No entity definitions available&lt;br /&gt;
 No controllable entity definitions available&lt;br /&gt;
 Did not place controllable entity&lt;br /&gt;
 Final swamp region count fails by &lt;br /&gt;
 Final desert region count fails by &lt;br /&gt;
 Final forest region count fails by &lt;br /&gt;
 Final mountain region count fails by &lt;br /&gt;
 Final ocean region count fails by &lt;br /&gt;
 Final glacier region count fails by &lt;br /&gt;
 Final tundra region count fails by &lt;br /&gt;
 Final grassland region count fails by &lt;br /&gt;
 Final hill region count fails by &lt;br /&gt;
 It is raining outside.&lt;br /&gt;
 It is snowing outside.&lt;br /&gt;
 There is thick fog outside.&lt;br /&gt;
 There is fog outside.&lt;br /&gt;
 There is a thin mist outside.&lt;br /&gt;
 You cannot see the sky clearly from here, but the available sunlight indicates &lt;br /&gt;
 the night&lt;br /&gt;
 the dawn&lt;br /&gt;
 the day&lt;br /&gt;
 the sunset&lt;br /&gt;
 It is raining.&lt;br /&gt;
 It is snowing.&lt;br /&gt;
 There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
 Fog enshrouds the area.&lt;br /&gt;
 There is a thin mist here.&lt;br /&gt;
 The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
 The sky above you is completely gray, with dark pillars of pressing through it.&lt;br /&gt;
 A towering gray cloud descends from the white sky above you.&lt;br /&gt;
 The sky above you is a uniform and dark gray.&lt;br /&gt;
 The sky above you is gray.&lt;br /&gt;
 The sky above you is hazy and white.&lt;br /&gt;
 A dark, towering cloud rises into a striped sky.&lt;br /&gt;
 Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
 There are scattered clouds underneath a striped sky.&lt;br /&gt;
 The sky is striped with thin clouds.&lt;br /&gt;
 A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
 There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
 There are scattered puffy clouds above you.&lt;br /&gt;
 The sky is clear above you.&lt;br /&gt;
 The sun is rising&lt;br /&gt;
  in the west&lt;br /&gt;
  in the east&lt;br /&gt;
 The sun is&lt;br /&gt;
  low&lt;br /&gt;
  high&lt;br /&gt;
 western&lt;br /&gt;
 eastern&lt;br /&gt;
  sky&lt;br /&gt;
 The sun is directly above you&lt;br /&gt;
 The sun is setting&lt;br /&gt;
  to the east&lt;br /&gt;
  to the west&lt;br /&gt;
  behind the clouds&lt;br /&gt;
 full moon&lt;br /&gt;
 waxing gibbous moon&lt;br /&gt;
 waxing half moon&lt;br /&gt;
 waxing crecent moon&lt;br /&gt;
 waning gibbous moon&lt;br /&gt;
 waning half moon&lt;br /&gt;
 waning crescent moon&lt;br /&gt;
  is rising&lt;br /&gt;
  is directly above you&lt;br /&gt;
  is setting&lt;br /&gt;
  bright behind the clouds&lt;br /&gt;
  pale behind the clouds&lt;br /&gt;
  hardly visible behind the clouds&lt;br /&gt;
 The stars are out.&lt;br /&gt;
 There is a strong breeze blowing from the &lt;br /&gt;
 There is a cool breeze blowing from the &lt;br /&gt;
 There is a gentle breeze blowing from the &lt;br /&gt;
 south&lt;br /&gt;
 north&lt;br /&gt;
 east&lt;br /&gt;
 west&lt;br /&gt;
 Loop Erase River Overflow&lt;br /&gt;
 Loop Erase River Placement Overflow&lt;br /&gt;
 Loop Erase River Temp River Placement Overflow&lt;br /&gt;
 territory_map-&lt;br /&gt;
 historical_map-&lt;br /&gt;
 world_map-&lt;br /&gt;
 -world_gen_param&lt;br /&gt;
 Inappropriate Waterlevel Biome Choice (2)&lt;br /&gt;
 Inappropriate Waterlevel Biome Choice (4)&lt;br /&gt;
 Midmap effective coordinate check out of bounds&lt;br /&gt;
 [WORLD_GEN]&lt;br /&gt;
 CUSTOM_NAME:&lt;br /&gt;
 SEED:&lt;br /&gt;
 HISTORY_SEED:&lt;br /&gt;
 NAME_SEED:&lt;br /&gt;
 DIM:&lt;br /&gt;
 END_YEAR:&lt;br /&gt;
 BEAST_END_YEAR:&lt;br /&gt;
 REVEAL_ALL_HISTORY:&lt;br /&gt;
 CULL_HISTORICAL_FIGURES:&lt;br /&gt;
 [ELEVATION_FREQUENCY:&lt;br /&gt;
 [RAIN_FREQUENCY:&lt;br /&gt;
 [DRAINAGE_FREQUENCY:&lt;br /&gt;
 [TEMPERATURE_FREQUENCY:&lt;br /&gt;
 [SAVAGERY_FREQUENCY:&lt;br /&gt;
 [VOLCANISM_FREQUENCY:&lt;br /&gt;
 GOOD_SQ_COUNTS:&lt;br /&gt;
 EVIL_SQ_COUNTS:&lt;br /&gt;
 PEAK_NUMBER_MIN:&lt;br /&gt;
 OCEAN_EDGE_MIN:&lt;br /&gt;
 VOLCANO_MIN:&lt;br /&gt;
 [REGION_COUNTS:&lt;br /&gt;
 EROSION_CYCLE_COUNT:&lt;br /&gt;
 RIVER_MINS:&lt;br /&gt;
 PERIODICALLY_ERODE_EXTREMES:&lt;br /&gt;
 OROGRAPHIC_PRECIPITATION:&lt;br /&gt;
 SUBREGION_MAX:&lt;br /&gt;
 CAVE_MIN_SIZE:&lt;br /&gt;
 CAVE_MAX_SIZE:&lt;br /&gt;
 MOUNTAIN_CAVE_MIN:&lt;br /&gt;
 NON_MOUNTAIN_CAVE_MIN:&lt;br /&gt;
 ALL_CAVES_VISIBLE:&lt;br /&gt;
 SHOW_EMBARK_RIVER:&lt;br /&gt;
 SHOW_EMBARK_POOL:&lt;br /&gt;
 SHOW_EMBARK_M_POOL:&lt;br /&gt;
 SHOW_EMBARK_M_PIPE:&lt;br /&gt;
 SHOW_EMBARK_CHASM:&lt;br /&gt;
 SHOW_EMBARK_PIT:&lt;br /&gt;
 SHOW_EMBARK_OTHER:&lt;br /&gt;
 SHOW_EMBARK_TUNNEL:&lt;br /&gt;
 TOTAL_CIV_NUMBER:&lt;br /&gt;
 TOTAL_CIV_POPULATION:&lt;br /&gt;
 PLAYABLE_CIVILIZATION_REQUIRED:&lt;br /&gt;
 ELEVATION_RANGES:&lt;br /&gt;
 RAIN_RANGES:&lt;br /&gt;
 DRAINAGE_RANGES:&lt;br /&gt;
 SAVAGERY_RANGES:&lt;br /&gt;
 VOLCANISM_RANGES:&lt;br /&gt;
 feature-&lt;br /&gt;
 data/save/current/feature-&lt;br /&gt;
 Mountain-Slope Overflow&lt;br /&gt;
 : Null Pop Num&lt;br /&gt;
 Non-feature related elevation hole&lt;br /&gt;
 You have located &lt;br /&gt;
 &amp;quot;, a &lt;br /&gt;
 fortress&lt;br /&gt;
 dark tower&lt;br /&gt;
 ruin&lt;br /&gt;
 cave&lt;br /&gt;
 forest retreat&lt;br /&gt;
 town&lt;br /&gt;
 /site-&lt;br /&gt;
 , Region Pop: Null Square Count&lt;br /&gt;
 -world_history&lt;br /&gt;
 Worship List&lt;br /&gt;
 Ruler List&lt;br /&gt;
 [*] &lt;br /&gt;
  (b.&lt;br /&gt;
 ???&lt;br /&gt;
  d. &lt;br /&gt;
 , Reign Began: &lt;br /&gt;
 , Inherited&lt;br /&gt;
  from mother&lt;br /&gt;
  from father&lt;br /&gt;
  from paternal grandmother&lt;br /&gt;
  from paternal grandfather&lt;br /&gt;
  from maternal grandmother&lt;br /&gt;
  from maternal grandfather&lt;br /&gt;
 , *** New Line&lt;br /&gt;
 , *** Original Line&lt;br /&gt;
 Married&lt;br /&gt;
  (d. &lt;br /&gt;
 Never Married&lt;br /&gt;
 No Children&lt;br /&gt;
  Child&lt;br /&gt;
  (out-lived)&lt;br /&gt;
  (out-lived &lt;br /&gt;
  of them)&lt;br /&gt;
  -- Ages&lt;br /&gt;
  at death&lt;br /&gt;
 (d. &lt;br /&gt;
       &lt;br /&gt;
 Worshipped &lt;br /&gt;
 Worships &lt;br /&gt;
 -world_sites_and_pops&lt;br /&gt;
 Parent Civ: &lt;br /&gt;
 Leader: &lt;br /&gt;
 Unnumbered &lt;br /&gt;
 Unnumbered&lt;br /&gt;
 Outdoor Animal Populations (Including Undead)&lt;br /&gt;
 data/save/current/region_snapshot-&lt;br /&gt;
 region_snapshot-&lt;br /&gt;
 Midmap creation failure on graphical map export: &lt;br /&gt;
 Elevation negative on graphical map export (main)&lt;br /&gt;
 Elevation negative on graphical map export (midmap)&lt;br /&gt;
 Empty biased index vector&lt;br /&gt;
 Biased index vector computation error&lt;br /&gt;
 ==&lt;br /&gt;
 &amp;lt;&lt;br /&gt;
 !=&lt;br /&gt;
 &amp;gt;=&lt;br /&gt;
 &amp;lt;=&lt;br /&gt;
 DREAM&lt;br /&gt;
 UNDEAD_ARMY&lt;br /&gt;
 DIPEV&lt;br /&gt;
 MEETING&lt;br /&gt;
 DIPSCRIPT&lt;br /&gt;
 SETVAR&lt;br /&gt;
 UNIT&lt;br /&gt;
 LONG&lt;br /&gt;
 ACTION&lt;br /&gt;
 IF&lt;br /&gt;
 ELSE&lt;br /&gt;
 ENDIF&lt;br /&gt;
 TEXTVIEWER&lt;br /&gt;
 HISTORY_DIPEV&lt;br /&gt;
 DISCUSS&lt;br /&gt;
 TOPICDISCUSSION&lt;br /&gt;
 CONSTRUCTTOPICLIST&lt;br /&gt;
 DIPEVENT&lt;br /&gt;
 INVASION&lt;br /&gt;
 data/dipscript/text/&lt;br /&gt;
 FIRSTCONTACT&lt;br /&gt;
&lt;br /&gt;
 Connectivity Overflow&lt;br /&gt;
 Connectivity Placement Overflow&lt;br /&gt;
 Update Connectivity Placement Overflow&lt;br /&gt;
 FLUX&lt;br /&gt;
   Choose Fortress Location  &lt;br /&gt;
 Local&lt;br /&gt;
 Region&lt;br /&gt;
 World&lt;br /&gt;
 Temperate Conifer Forest&lt;br /&gt;
 Tropical Dry Brdlf Forest&lt;br /&gt;
 Tropical Moist Brdlf Forst&lt;br /&gt;
 Temperature: &lt;br /&gt;
 Freezing&lt;br /&gt;
 Temperate&lt;br /&gt;
 Warm&lt;br /&gt;
 Scorching&lt;br /&gt;
 Trees: &lt;br /&gt;
 Scarce&lt;br /&gt;
 Sparse&lt;br /&gt;
 Woodland&lt;br /&gt;
 Heavily Forested&lt;br /&gt;
 Other Vegetation: &lt;br /&gt;
 Moderate&lt;br /&gt;
 Thick&lt;br /&gt;
 Surroundings: &lt;br /&gt;
 Serene&lt;br /&gt;
 Calm&lt;br /&gt;
 Sinister&lt;br /&gt;
 Mirthful&lt;br /&gt;
 Wilderness&lt;br /&gt;
 Haunted&lt;br /&gt;
 Joyous Wilds&lt;br /&gt;
 Untamed Wilds&lt;br /&gt;
 Terrifying&lt;br /&gt;
 Multiple Constructions&lt;br /&gt;
 Major River: &lt;br /&gt;
 River: &lt;br /&gt;
 Minor River: &lt;br /&gt;
 Stream: &lt;br /&gt;
 Brook: &lt;br /&gt;
 Volcano: &lt;br /&gt;
 Mountain: &lt;br /&gt;
 Neighbors&lt;br /&gt;
 War&lt;br /&gt;
 --------&lt;br /&gt;
 No Trade&lt;br /&gt;
 Your Civilization&lt;br /&gt;
 Relative Elevation&lt;br /&gt;
 High&lt;br /&gt;
 Low&lt;br /&gt;
 Cliff Indicator&lt;br /&gt;
 Flat&lt;br /&gt;
 Slopes&lt;br /&gt;
 Low Cliffs&lt;br /&gt;
 Medium Cliffs&lt;br /&gt;
 High Cliffs&lt;br /&gt;
 Very High Cliffs (10+)&lt;br /&gt;
 Extreme Cliffs (20+)&lt;br /&gt;
 Reclaim &lt;br /&gt;
 Searching &lt;br /&gt;
 Find Desired Location&lt;br /&gt;
 No Suitable Site&lt;br /&gt;
 Partial Candidate&lt;br /&gt;
 Suitable Site&lt;br /&gt;
 X Dimension&lt;br /&gt;
 Y Dimension&lt;br /&gt;
 Rain&lt;br /&gt;
 Flux Stone&lt;br /&gt;
 Aquifer&lt;br /&gt;
 Underground River&lt;br /&gt;
 Underground Pool&lt;br /&gt;
 Magma Pool&lt;br /&gt;
 Magma Pipe&lt;br /&gt;
 Bottomless Pit&lt;br /&gt;
 Other Features&lt;br /&gt;
 Medium&lt;br /&gt;
 Reclaim a Fortress&lt;br /&gt;
 : Change Mode&lt;br /&gt;
 : Text Done&lt;br /&gt;
 : Enter Text&lt;br /&gt;
 : Move Local Area&lt;br /&gt;
 : Resize Local Area&lt;br /&gt;
 : Symbol Select&lt;br /&gt;
 : Adopt Symbol&lt;br /&gt;
 : List&lt;br /&gt;
 Movement keys control region cursor.&lt;br /&gt;
 : Add Note&lt;br /&gt;
 : View Note&lt;br /&gt;
 : Delete Note&lt;br /&gt;
 NOTICE: Notes are saved only when you save/lose your fort.&lt;br /&gt;
 : Change Selection&lt;br /&gt;
 : Do Search&lt;br /&gt;
 : Reclaim!&lt;br /&gt;
 : Cancel Reclaim&lt;br /&gt;
 : Embark!&lt;br /&gt;
 : Reclaim&lt;br /&gt;
 : Find Desired Location&lt;br /&gt;
 : Notes&lt;br /&gt;
 : View Biome&lt;br /&gt;
 Are you sure you want to embark here?&lt;br /&gt;
 This is your only warning!&lt;br /&gt;
 You have selected the largest possible area.&lt;br /&gt;
 You have selected a very large area.&lt;br /&gt;
 You have selected a large area.&lt;br /&gt;
 Choose a smaller area if you experience lags.&lt;br /&gt;
 You have selected an area with salt water.&lt;br /&gt;
 It might be very difficult to survive here.&lt;br /&gt;
 You have selected an area with an aquifer.&lt;br /&gt;
 It might be very difficult to obtain stone here.&lt;br /&gt;
   Choose Name  &lt;br /&gt;
 Singular Noun&lt;br /&gt;
 Plural Noun&lt;br /&gt;
 Adjective&lt;br /&gt;
 Prefix&lt;br /&gt;
 Present (1st)&lt;br /&gt;
 Present (3rd)&lt;br /&gt;
 Preterite&lt;br /&gt;
 Past Participle&lt;br /&gt;
 Present Participle&lt;br /&gt;
 : Clear&lt;br /&gt;
  to move.  &lt;br /&gt;
  to use selected word.  You can also use the mouse.&lt;br /&gt;
 Front Compound&lt;br /&gt;
 Rear Compound&lt;br /&gt;
 First Adjective&lt;br /&gt;
 Second Adjective&lt;br /&gt;
 Hyphen Compound&lt;br /&gt;
 The X&lt;br /&gt;
 Of X&lt;br /&gt;
 Could not give dwarf &lt;br /&gt;
  skill: &lt;br /&gt;
 No dwarf in position &lt;br /&gt;
 Cannot afford &lt;br /&gt;
 No &lt;br /&gt;
  available&lt;br /&gt;
   Prepare for the Expedition to &lt;br /&gt;
   Prepare for the Journey to &lt;br /&gt;
 Play Now!&lt;br /&gt;
 Prepare for the journey carefully&lt;br /&gt;
 Use &lt;br /&gt;
 : Prepare to embark!&lt;br /&gt;
 : Change selection&lt;br /&gt;
 Profile &lt;br /&gt;
 : Change Mode  &lt;br /&gt;
 : Embark!    &lt;br /&gt;
 : Choose&lt;br /&gt;
 : Add  &lt;br /&gt;
 : New&lt;br /&gt;
 : Customize&lt;br /&gt;
 Pts: &lt;br /&gt;
 : Save&lt;br /&gt;
 : Problems&lt;br /&gt;
 : Name Group&lt;br /&gt;
 : Items&lt;br /&gt;
 : Name Fortress&lt;br /&gt;
 : Add&lt;br /&gt;
 Warning!  The following embark profile name is already in use:&lt;br /&gt;
 : Overwrite&lt;br /&gt;
 : Go back&lt;br /&gt;
 To save these settings, choose a name for this embark profile:&lt;br /&gt;
 Embark preparations were not completed.&lt;br /&gt;
 ** Starting Reclaim **&lt;br /&gt;
 ** Starting New Outpost **&lt;br /&gt;
 data/init/embark_profiles.txt&lt;br /&gt;
 PROFILE&lt;br /&gt;
 RECLAIM_SKILL&lt;br /&gt;
 Unrecognized Embark Profile Token: &lt;br /&gt;
   Unintelligible!  &lt;br /&gt;
 This strange language cannot be translated.&lt;br /&gt;
&lt;br /&gt;
 Report Death of &lt;br /&gt;
 Kill &lt;br /&gt;
 [INITIAL_LOAD]&lt;br /&gt;
  cancels &lt;br /&gt;
 Unscheduled&lt;br /&gt;
 Cannot reach site&lt;br /&gt;
 Getting married&lt;br /&gt;
 Interrupted by &lt;br /&gt;
 combat&lt;br /&gt;
 Inappropriate dig square&lt;br /&gt;
 Area became inappropriate&lt;br /&gt;
 Moved&lt;br /&gt;
 Need empty bucket&lt;br /&gt;
 Need empty trap&lt;br /&gt;
 Need empty bag&lt;br /&gt;
 Need empty cage&lt;br /&gt;
 Need valid, active sand collection zone&lt;br /&gt;
 Sand vanished&lt;br /&gt;
 Incapable of carrying&lt;br /&gt;
 Too injured&lt;br /&gt;
 Resting injury&lt;br /&gt;
 Animal inaccessible&lt;br /&gt;
 Patient inaccessible&lt;br /&gt;
 Infant inaccessible&lt;br /&gt;
 No partner&lt;br /&gt;
 Item inaccessible&lt;br /&gt;
 Drop-off inaccessible&lt;br /&gt;
 Building inaccessible&lt;br /&gt;
 Area inaccessible&lt;br /&gt;
 Nothing in cage&lt;br /&gt;
 Nothing to cage&lt;br /&gt;
 Nothing to catch&lt;br /&gt;
 No patient&lt;br /&gt;
 No infant&lt;br /&gt;
 Already leading creature&lt;br /&gt;
 No food available&lt;br /&gt;
 Water source vanished&lt;br /&gt;
 No water source&lt;br /&gt;
 Water source contaminated&lt;br /&gt;
 Creature occupying site&lt;br /&gt;
 No bucket at well&lt;br /&gt;
 Bucket full of extraneous material&lt;br /&gt;
 Well dry&lt;br /&gt;
 Need office&lt;br /&gt;
 No weapon&lt;br /&gt;
 Wrong ammunition&lt;br /&gt;
 Ammunition inaccessible&lt;br /&gt;
 No ammunition&lt;br /&gt;
 No item&lt;br /&gt;
 Item blocking site&lt;br /&gt;
 Building site submerged&lt;br /&gt;
 Animal not restrained&lt;br /&gt;
 No creature&lt;br /&gt;
 Inappropriate building&lt;br /&gt;
 No building&lt;br /&gt;
 No floor space&lt;br /&gt;
 No designated area&lt;br /&gt;
 No party&lt;br /&gt;
 Wrong justice state&lt;br /&gt;
 Nothing in building&lt;br /&gt;
 Relieved&lt;br /&gt;
 Water is frozen&lt;br /&gt;
 Too insane&lt;br /&gt;
 Taken by mood&lt;br /&gt;
 Went insane&lt;br /&gt;
 Throwing tantrum&lt;br /&gt;
 Could not find path&lt;br /&gt;
 Path blocked&lt;br /&gt;
 Seeking artifact&lt;br /&gt;
 Handling dangerous creature&lt;br /&gt;
 Going to bed&lt;br /&gt;
 Seeking Infant&lt;br /&gt;
 Dangerous terrain&lt;br /&gt;
 Forbidden area&lt;br /&gt;
 Job item misplaced&lt;br /&gt;
 Job item lost or destroyed&lt;br /&gt;
 Getting food&lt;br /&gt;
 Getting water&lt;br /&gt;
 Hunting vermin for food&lt;br /&gt;
 Target inaccessible&lt;br /&gt;
 Target too injured&lt;br /&gt;
 No target&lt;br /&gt;
 No mechanism for target&lt;br /&gt;
 No target building&lt;br /&gt;
 No mechanism for trigger&lt;br /&gt;
 No trigger&lt;br /&gt;
 Attacking building&lt;br /&gt;
 Lost pick&lt;br /&gt;
 Invalid officer&lt;br /&gt;
 &amp;quot;Farewell!&amp;quot;  Leaving&lt;br /&gt;
 Removed from guard&lt;br /&gt;
 Equipment mismatch&lt;br /&gt;
 Caged&lt;br /&gt;
 Getting something to drink&lt;br /&gt;
 Using well&lt;br /&gt;
 Lost axe&lt;br /&gt;
 Not broker&lt;br /&gt;
  suspended the construction of &lt;br /&gt;
  suspended a linkage from &lt;br /&gt;
 ) has been completed.&lt;br /&gt;
 OVERWROTE JOB: &lt;br /&gt;
  BY &lt;br /&gt;
  lose&lt;br /&gt;
  loses&lt;br /&gt;
  hold of the &lt;br /&gt;
 miner&lt;br /&gt;
 woodworker&lt;br /&gt;
 carpenter&lt;br /&gt;
 bowyer&lt;br /&gt;
 woodcutter&lt;br /&gt;
 stoneworker&lt;br /&gt;
 engraver&lt;br /&gt;
 mason&lt;br /&gt;
 ranger&lt;br /&gt;
 animal caretaker&lt;br /&gt;
 animal trainer&lt;br /&gt;
 hunter&lt;br /&gt;
 trapper&lt;br /&gt;
 animal dissector&lt;br /&gt;
 metalsmith&lt;br /&gt;
 furnace operator&lt;br /&gt;
 weaponsmith&lt;br /&gt;
 armorer&lt;br /&gt;
 blacksmith&lt;br /&gt;
 metalcrafter&lt;br /&gt;
 jeweler&lt;br /&gt;
 gem cutter&lt;br /&gt;
 gem setter&lt;br /&gt;
 woodcrafter&lt;br /&gt;
 stonecrafter&lt;br /&gt;
 leatherworker&lt;br /&gt;
 bone carver&lt;br /&gt;
 weaver&lt;br /&gt;
 clothier&lt;br /&gt;
 glassmaker&lt;br /&gt;
 strand extractor&lt;br /&gt;
 King&lt;br /&gt;
 Queen&lt;br /&gt;
 King Consort&lt;br /&gt;
 Queen Consort&lt;br /&gt;
 fishery worker&lt;br /&gt;
 fisherman&lt;br /&gt;
 fish dissector&lt;br /&gt;
 fish cleaner&lt;br /&gt;
 farmer&lt;br /&gt;
 cheese maker&lt;br /&gt;
 milker&lt;br /&gt;
 cook&lt;br /&gt;
 thresher&lt;br /&gt;
 miller&lt;br /&gt;
 butcher&lt;br /&gt;
 tanner&lt;br /&gt;
 dyer&lt;br /&gt;
 planter&lt;br /&gt;
 herbalist&lt;br /&gt;
 brewer&lt;br /&gt;
 soap maker&lt;br /&gt;
 potash maker&lt;br /&gt;
 lye maker&lt;br /&gt;
 wood burner&lt;br /&gt;
 engineer&lt;br /&gt;
 mechanic&lt;br /&gt;
 siege engineer&lt;br /&gt;
 siege operator&lt;br /&gt;
 pump operator&lt;br /&gt;
 clerk&lt;br /&gt;
 administrator&lt;br /&gt;
 trader&lt;br /&gt;
 architect&lt;br /&gt;
 tax collector&lt;br /&gt;
 hammerer&lt;br /&gt;
 Baron&lt;br /&gt;
 Baroness&lt;br /&gt;
 Count&lt;br /&gt;
 Countess&lt;br /&gt;
 Duke&lt;br /&gt;
 Duchess&lt;br /&gt;
 Baron Consort&lt;br /&gt;
 Baroness Consort&lt;br /&gt;
 Count Consort&lt;br /&gt;
 Countess Consort&lt;br /&gt;
 Duke Consort&lt;br /&gt;
 Duchess Consort&lt;br /&gt;
 philosopher&lt;br /&gt;
 advisor&lt;br /&gt;
 alchemist&lt;br /&gt;
 Dungeon Master&lt;br /&gt;
 merchant&lt;br /&gt;
 drunk&lt;br /&gt;
 guild representative&lt;br /&gt;
 merchant baron&lt;br /&gt;
 merchant baroness&lt;br /&gt;
 merchant prince&lt;br /&gt;
 merchant princess&lt;br /&gt;
  Liaison&lt;br /&gt;
 druid&lt;br /&gt;
 champion&lt;br /&gt;
 hammerman&lt;br /&gt;
 Hammer Lord&lt;br /&gt;
 spearman&lt;br /&gt;
 Spearmaster&lt;br /&gt;
 crossbowman&lt;br /&gt;
 Elite &lt;br /&gt;
 wrestler&lt;br /&gt;
 Elite Wrestler&lt;br /&gt;
 axeman&lt;br /&gt;
 Axe Lord&lt;br /&gt;
 swordsman&lt;br /&gt;
 Swordmaster&lt;br /&gt;
 maceman&lt;br /&gt;
 Mace Lord&lt;br /&gt;
 pikeman&lt;br /&gt;
 Pikemaster&lt;br /&gt;
 bowman&lt;br /&gt;
 blowgunner&lt;br /&gt;
 Master Blowgunner&lt;br /&gt;
 lasher&lt;br /&gt;
 Master Lasher&lt;br /&gt;
 recruit&lt;br /&gt;
 Master Thief&lt;br /&gt;
 thief&lt;br /&gt;
 babies&lt;br /&gt;
 baby&lt;br /&gt;
 Peasant&lt;br /&gt;
 peasant&lt;br /&gt;
 Guard&lt;br /&gt;
 Priestess&lt;br /&gt;
 Priest&lt;br /&gt;
 Shopkeeper&lt;br /&gt;
 High Priestess&lt;br /&gt;
 Stray &lt;br /&gt;
 Zombie&lt;br /&gt;
 Zombie &lt;br /&gt;
 Skeleton&lt;br /&gt;
 Skeletal &lt;br /&gt;
  (Tame)&lt;br /&gt;
 Woodworker&lt;br /&gt;
 Woodcutter&lt;br /&gt;
 Stoneworker&lt;br /&gt;
 Ranger&lt;br /&gt;
 Hunter&lt;br /&gt;
 Armorer&lt;br /&gt;
 Blacksmith&lt;br /&gt;
 Metalcrafter&lt;br /&gt;
 Jeweler&lt;br /&gt;
 Woodcrafter&lt;br /&gt;
 Stonecrafter&lt;br /&gt;
 Fishery Worker&lt;br /&gt;
 Farmer&lt;br /&gt;
 Planter&lt;br /&gt;
 Engineer&lt;br /&gt;
 Clerk&lt;br /&gt;
 Administrator&lt;br /&gt;
 Trader&lt;br /&gt;
 Architect&lt;br /&gt;
 Tax Collector&lt;br /&gt;
 Hammerer&lt;br /&gt;
 Wise&lt;br /&gt;
 Royal Advisor&lt;br /&gt;
 Drunk&lt;br /&gt;
 Guild Representative&lt;br /&gt;
 Merchant Baron&lt;br /&gt;
 Merchant Baroness&lt;br /&gt;
 Merchant Prince&lt;br /&gt;
 Merchant Princess&lt;br /&gt;
 Champion&lt;br /&gt;
 Recruit&lt;br /&gt;
 Thief&lt;br /&gt;
 Baby&lt;br /&gt;
  Zombie&lt;br /&gt;
  Skeleton&lt;br /&gt;
 COPPER&lt;br /&gt;
 SILVER&lt;br /&gt;
 ELECTRUM&lt;br /&gt;
 GOLD&lt;br /&gt;
 PLATINUM&lt;br /&gt;
 DIAMOND&lt;br /&gt;
 EMERALD&lt;br /&gt;
 RUBY&lt;br /&gt;
 SAPPHIRE&lt;br /&gt;
 DRAGON&lt;br /&gt;
 ITEM_WEAPON_SWORD_2H&lt;br /&gt;
 ITEM_ARMOR_PLATEMAIL&lt;br /&gt;
 ITEM_ARMOR_CLOAK&lt;br /&gt;
 CAVE WHEAT&lt;br /&gt;
  is more experienced.&lt;br /&gt;
  has become a legendary champion!  Hail &lt;br /&gt;
 There is nothing to catch in the river.&lt;br /&gt;
 There is nothing to catch in the cave river.&lt;br /&gt;
 There is nothing to catch in the underground pool.&lt;br /&gt;
 There is nothing to catch in the magma pool.&lt;br /&gt;
 There is nothing to catch in the magma pipe.&lt;br /&gt;
 There is nothing to catch in the chasm.&lt;br /&gt;
 There is nothing to catch in the pit.&lt;br /&gt;
 There is nothing to catch in the underworld.&lt;br /&gt;
 There is nothing to catch in the &lt;br /&gt;
 northwestern&lt;br /&gt;
 southwestern&lt;br /&gt;
 northeastern&lt;br /&gt;
 southeastern&lt;br /&gt;
 northern&lt;br /&gt;
 southern&lt;br /&gt;
 central&lt;br /&gt;
 ocean&lt;br /&gt;
 lake&lt;br /&gt;
 swamps&lt;br /&gt;
  is stricken by melancholy!&lt;br /&gt;
  has gone stark raving mad!&lt;br /&gt;
  has gone berserk!&lt;br /&gt;
  has forgotten a demand.&lt;br /&gt;
  has a new demand.&lt;br /&gt;
  has imposed a ban on certain exports.&lt;br /&gt;
  has mandated the construction of certain goods.&lt;br /&gt;
  has altered the prices of goods.&lt;br /&gt;
  caught in a cloud of boiling &lt;br /&gt;
  caught in a lava mist!&lt;br /&gt;
  caught in dragonfire!&lt;br /&gt;
  caught in a pool of lava!&lt;br /&gt;
  caught in a pool of magma!&lt;br /&gt;
  over.&lt;br /&gt;
  regain&lt;br /&gt;
  regains&lt;br /&gt;
  consciousness.&lt;br /&gt;
  partially free of the web.&lt;br /&gt;
  completely free of the web.&lt;br /&gt;
  feel&lt;br /&gt;
  looks&lt;br /&gt;
  numb!&lt;br /&gt;
  have&lt;br /&gt;
  has&lt;br /&gt;
  fully overcome the paralysis.&lt;br /&gt;
  partially overcome the paralysis.&lt;br /&gt;
  completely paralyzed!&lt;br /&gt;
  feeling sluggish!&lt;br /&gt;
  partially paralyzed!&lt;br /&gt;
  vomits&lt;br /&gt;
  into the ocean wave&lt;br /&gt;
  into the boiling &lt;br /&gt;
  into the lava mist&lt;br /&gt;
  into the dragonfire&lt;br /&gt;
  into the flames&lt;br /&gt;
  and bits of it get stuck in the web&lt;br /&gt;
  into the sea foam&lt;br /&gt;
 The rest of the vomit burns away in the lava.&lt;br /&gt;
 The vomit burns away in the lava.&lt;br /&gt;
 The rest of the vomit burns away in the magma.&lt;br /&gt;
 The vomit burns away in the magma.&lt;br /&gt;
 The rest of the vomit disappears into the water.&lt;br /&gt;
 The vomit disappears into the water.&lt;br /&gt;
 The rest of the vomit falls away into the chasm.&lt;br /&gt;
 The vomit falls away into the chasm.&lt;br /&gt;
 The rest of the vomit falls away into the underworld.&lt;br /&gt;
 The vomit falls away into the underworld.&lt;br /&gt;
 The rest of the vomit splatters into the shallow puddle of water.&lt;br /&gt;
 The vomit splatters into the shallow puddle of water.&lt;br /&gt;
  stunned!&lt;br /&gt;
  no longer stunned.&lt;br /&gt;
  out from exhaustion.&lt;br /&gt;
  collapse and fall&lt;br /&gt;
  collapses and falls&lt;br /&gt;
  to the ground from over-exertion.&lt;br /&gt;
  give&lt;br /&gt;
  gives&lt;br /&gt;
  in to pain.&lt;br /&gt;
  is throwing a tantrum!&lt;br /&gt;
  have given a resident &lt;br /&gt;
  the name &lt;br /&gt;
  has grown to become a &lt;br /&gt;
  is no longer enraged.&lt;br /&gt;
  has left the martial trance.&lt;br /&gt;
  has calmed down.&lt;br /&gt;
  has given birth to &lt;br /&gt;
  are unable to break&lt;br /&gt;
  is unable to break&lt;br /&gt;
  flies off in an arc!&lt;br /&gt;
  flies off in a bloody arc!&lt;br /&gt;
  is torn away!&lt;br /&gt;
 smashed into the body, an unrecognizable mass&lt;br /&gt;
 split in half from the crown to the chin&lt;br /&gt;
 torn apart&lt;br /&gt;
 pierced through entirely&lt;br /&gt;
 incinerated&lt;br /&gt;
 is shattered&lt;br /&gt;
 collapses into a lump of gore&lt;br /&gt;
 is cloven asunder&lt;br /&gt;
 is torn into pieces&lt;br /&gt;
 is pierced through completely&lt;br /&gt;
 is incinerated&lt;br /&gt;
 explodes in gore&lt;br /&gt;
 is mostly cut away from the rest of the torso&lt;br /&gt;
 is ripped into loose shreds&lt;br /&gt;
 is run through&lt;br /&gt;
 damaged&lt;br /&gt;
 bruised&lt;br /&gt;
 cut&lt;br /&gt;
 torn&lt;br /&gt;
 pierced&lt;br /&gt;
 singed&lt;br /&gt;
 blistered&lt;br /&gt;
 chilled&lt;br /&gt;
 badly damaged&lt;br /&gt;
 battered&lt;br /&gt;
 badly gashed&lt;br /&gt;
 badly ripped&lt;br /&gt;
 badly pierced&lt;br /&gt;
 charred&lt;br /&gt;
 frostbitten&lt;br /&gt;
 very badly damaged!&lt;br /&gt;
 cracked by the heat!&lt;br /&gt;
 cracked by the cold!&lt;br /&gt;
 broken!&lt;br /&gt;
 nearly shattered!&lt;br /&gt;
 partially incinerated!&lt;br /&gt;
 frozen through!&lt;br /&gt;
 mangled!&lt;br /&gt;
 Horrors!  Demons in the deep!&lt;br /&gt;
 An ambush!  Drive them out!&lt;br /&gt;
 Thief!  Protect the hoard from skulking filth!&lt;br /&gt;
 An ambush!  Skulking vermin!&lt;br /&gt;
 An ambush!  Curse all friends of nature!&lt;br /&gt;
 An ambush!  Curse them!&lt;br /&gt;
 !  Drive it away!&lt;br /&gt;
 Snatcher!  Protect the children!&lt;br /&gt;
 An injured &lt;br /&gt;
  has sprung from ambush!&lt;br /&gt;
  hidden away here.&lt;br /&gt;
 You've spotted a &lt;br /&gt;
 You spring from ambush!&lt;br /&gt;
 You've been spotted!&lt;br /&gt;
  have been knocked unconscious!&lt;br /&gt;
  has been knocked unconscious!&lt;br /&gt;
  have been stunned!&lt;br /&gt;
  has been stunned!&lt;br /&gt;
  have been stunned again!&lt;br /&gt;
  has been stunned again!&lt;br /&gt;
  are having trouble breathing!&lt;br /&gt;
  is having trouble breathing!&lt;br /&gt;
  are having more trouble breathing!&lt;br /&gt;
  is having more trouble breathing!&lt;br /&gt;
  feel sick!&lt;br /&gt;
  looks sick!&lt;br /&gt;
  feel even more sick!&lt;br /&gt;
  looks even more sick!&lt;br /&gt;
  has been pierced&lt;br /&gt;
  entrails shoot out through the wound!&lt;br /&gt;
  has been &lt;br /&gt;
 charred to a cinder&lt;br /&gt;
 frozen completely&lt;br /&gt;
 smashed apart&lt;br /&gt;
 sprained&lt;br /&gt;
 burned again&lt;br /&gt;
 charred again&lt;br /&gt;
 frostbitten again&lt;br /&gt;
 sprained again&lt;br /&gt;
 badly burned&lt;br /&gt;
 badly charred&lt;br /&gt;
 badly frostbitten&lt;br /&gt;
 badly sprained&lt;br /&gt;
 badly burned again&lt;br /&gt;
 badly charred again&lt;br /&gt;
 badly frostbitten again&lt;br /&gt;
 badly sprained again&lt;br /&gt;
 cracked by the heat&lt;br /&gt;
 cracked by the cold&lt;br /&gt;
 broken&lt;br /&gt;
 broken again&lt;br /&gt;
 crippled&lt;br /&gt;
 crippled again&lt;br /&gt;
 badly cut&lt;br /&gt;
 badly torn&lt;br /&gt;
 badly bruised&lt;br /&gt;
 blackened by the heat&lt;br /&gt;
 blackened by the cold&lt;br /&gt;
 mangled&lt;br /&gt;
 mangled again&lt;br /&gt;
 You feel your blood being sucked through the wound!&lt;br /&gt;
  even more numb!&lt;br /&gt;
  light-headed!&lt;br /&gt;
  even more light-headed!&lt;br /&gt;
  blocks&lt;br /&gt;
  the dragonfire.&lt;br /&gt;
  the fire.&lt;br /&gt;
  breathe&lt;br /&gt;
  breathes&lt;br /&gt;
  fire!&lt;br /&gt;
  shoot&lt;br /&gt;
  shoots&lt;br /&gt;
  out thick strands of webbing!&lt;br /&gt;
 unit contained in unit&lt;br /&gt;
 Double Caged Unit&lt;br /&gt;
 Receive job pay: NULL JOB&lt;br /&gt;
  has taken a request from the &lt;br /&gt;
  has changed the guild wages.&lt;br /&gt;
  has mandated that certain jobs be completed.&lt;br /&gt;
  now commands &lt;br /&gt;
  renames &lt;br /&gt;
 They have organized a wedding reception&lt;br /&gt;
  has organized a party&lt;br /&gt;
 You are &lt;br /&gt;
 blistering&lt;br /&gt;
 being incinerated&lt;br /&gt;
 being frozen solid&lt;br /&gt;
 freezing to death&lt;br /&gt;
 on fire&lt;br /&gt;
 burning alive&lt;br /&gt;
 burning to death&lt;br /&gt;
 You are melting!&lt;br /&gt;
 You are boiling!&lt;br /&gt;
 ecstatic&lt;br /&gt;
 happy&lt;br /&gt;
 quite content&lt;br /&gt;
 fine&lt;br /&gt;
 unhappy&lt;br /&gt;
 very unhappy&lt;br /&gt;
 miserable&lt;br /&gt;
  lately.  &lt;br /&gt;
 gave birth to &lt;br /&gt;
  recently&lt;br /&gt;
 got married recently&lt;br /&gt;
 became caught up in a new romance recently&lt;br /&gt;
 gained siblings&lt;br /&gt;
 gained a sibling&lt;br /&gt;
 became a parent&lt;br /&gt;
 slept uneasily due to noise lately&lt;br /&gt;
 slept very uneasily due to noise lately&lt;br /&gt;
 was woken by noise while sleeping lately&lt;br /&gt;
 has been evicted lately&lt;br /&gt;
 has been tired lately&lt;br /&gt;
 had a miscarriage recently&lt;br /&gt;
 has been exhausted lately&lt;br /&gt;
 has complained of hunger lately&lt;br /&gt;
 has complained of thirst lately&lt;br /&gt;
 has been starving lately&lt;br /&gt;
 has been dehydrated lately&lt;br /&gt;
 was worried by the scarcity of royal guards lately&lt;br /&gt;
 was worried by the scarcity of fortress guards lately&lt;br /&gt;
 was worried by the scarcity of cages and chains lately&lt;br /&gt;
 was unable to reach a room for tax collection lately&lt;br /&gt;
 was misinformed about a room for tax collection lately&lt;br /&gt;
 was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
 has been taxed recently&lt;br /&gt;
 has lost property to the Royal Guard recently&lt;br /&gt;
 was upset to have disappointed a noble lately&lt;br /&gt;
 has been attacked lately&lt;br /&gt;
 has been attacked by a dead pet lately&lt;br /&gt;
 has been attacked by a dead spouse lately&lt;br /&gt;
 has been attacked by a dead lover lately&lt;br /&gt;
 has been attacked by a dead sibling lately&lt;br /&gt;
 has been attacked by own dead mother lately&lt;br /&gt;
 has been attacked by own dead father lately&lt;br /&gt;
 has been attacked by own dead child lately&lt;br /&gt;
 has been attacked by a dead friend lately&lt;br /&gt;
 has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
 has been attacked by the dead lately&lt;br /&gt;
 was forced to eat vermin to survive lately&lt;br /&gt;
 was forced to eat a beloved creature to survive lately&lt;br /&gt;
 was forced to eat a treasured pet to survive lately&lt;br /&gt;
 has complained of the lack of chairs lately&lt;br /&gt;
 has complained of the crowded tables lately&lt;br /&gt;
 has complained of the lack of dining tables lately&lt;br /&gt;
 has complained of the lack of a well lately&lt;br /&gt;
 has complained of the nasty water lately&lt;br /&gt;
 was forced to drink &lt;br /&gt;
  water lately&lt;br /&gt;
 was forced to drink slime lately&lt;br /&gt;
 was forced to drink vomit lately&lt;br /&gt;
 has suffered the travesty of art defacement&lt;br /&gt;
 has been annoyed by flies&lt;br /&gt;
 has witnessed death&lt;br /&gt;
 has lost a pet recently&lt;br /&gt;
 is happy to be free&lt;br /&gt;
 had a satisfying sparring session recently&lt;br /&gt;
 killed somebody by accident while sparring recently&lt;br /&gt;
 enjoyed starting a fist fight recently&lt;br /&gt;
 enjoyed smashing up a building recently&lt;br /&gt;
 enjoyed toppling something over recently&lt;br /&gt;
 enjoyed throwing something recently&lt;br /&gt;
 accidentally killed somebody in a fit of rage recently&lt;br /&gt;
 has lost a spouse to tragedy recently&lt;br /&gt;
 has lost a lover to tragedy recently&lt;br /&gt;
 had a terrifying nightmare about an army of the dead&lt;br /&gt;
 has lost an annoying acquaintance to tragedy recently&lt;br /&gt;
 was just a little happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
 was happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
 was thrilled to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
 has lost a friend to tragedy recently&lt;br /&gt;
 has lost a sibling to tragedy recently&lt;br /&gt;
 has lost a child to tragedy recently&lt;br /&gt;
 has lost a mother to tragedy recently&lt;br /&gt;
 has lost a father to tragedy recently&lt;br /&gt;
 was forced to endure the decay of a pet&lt;br /&gt;
 was forced to endure the decay of a spouse&lt;br /&gt;
 was forced to endure the decay of a lover&lt;br /&gt;
 was forced to endure the decay of a sibling&lt;br /&gt;
 was forced to endure the decay of a mother&lt;br /&gt;
 was forced to endure the decay of a father&lt;br /&gt;
 was forced to endure the decay of a child&lt;br /&gt;
 was forced to endure the decay of a friend&lt;br /&gt;
 was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
 has been accosted by terrible vermin&lt;br /&gt;
 saw something unpleasant in a cage recently&lt;br /&gt;
 was comforted by a wonderful creature in a cage recently&lt;br /&gt;
 saw something unpleasant in a pond recently&lt;br /&gt;
 was comforted by a wonderful creature in a pond recently&lt;br /&gt;
 was able to rest and recuperate lately&lt;br /&gt;
 received water recently&lt;br /&gt;
 received food recently&lt;br /&gt;
 was rescued recently&lt;br /&gt;
 was overjoyed to be able to give somebody water lately&lt;br /&gt;
 was happy to have been able to give somebody water lately&lt;br /&gt;
 was pleased to have been able to give somebody water lately&lt;br /&gt;
 gave somebody water lately&lt;br /&gt;
 was irritated at having to give somebody water lately&lt;br /&gt;
 was unhappy at having to give somebody water lately&lt;br /&gt;
 has suffered the pain of having to give somebody water lately&lt;br /&gt;
 was overjoyed to be able to give somebody food lately&lt;br /&gt;
 was happy to have been able to give somebody food lately&lt;br /&gt;
 was pleased to have been able to give somebody food lately&lt;br /&gt;
 gave somebody food lately&lt;br /&gt;
 was irritated at having to give somebody food lately&lt;br /&gt;
 was unhappy at having to give somebody food lately&lt;br /&gt;
 has suffered the pain of having to give somebody food lately&lt;br /&gt;
 was overjoyed to be able to help somebody to bed lately&lt;br /&gt;
 was happy to have been able to help somebody to bed lately&lt;br /&gt;
 was pleased to have been able to help somebody to bed lately&lt;br /&gt;
 brought somebody to bed lately&lt;br /&gt;
 was irritated at having to haul somebody to bed lately&lt;br /&gt;
 was unhappy at having to haul somebody to bed lately&lt;br /&gt;
 has suffered the pain of having to haul somebody to bed lately&lt;br /&gt;
 has complained about the draft lately&lt;br /&gt;
 was worried not to have adequate protection lately&lt;br /&gt;
 was upset about being relieved from duty&lt;br /&gt;
 was honored to join the Royal Guard&lt;br /&gt;
 was upset about being expelled from the Royal Guard&lt;br /&gt;
 was honored to join the Fortress Guard&lt;br /&gt;
 was upset about being expelled from the Fortress Guard&lt;br /&gt;
 has been satisfied at work lately&lt;br /&gt;
 was happy to have pleased a noble lately&lt;br /&gt;
 was pleased that the tax collection went smoothly lately&lt;br /&gt;
 is quite pleased with making an artifact&lt;br /&gt;
 was upset that a criminal could not be properly punished&lt;br /&gt;
 was glad to have punishment reduced recently&lt;br /&gt;
 was upset by the delayed punishment of a criminal&lt;br /&gt;
 was glad to have punishment delayed recently&lt;br /&gt;
 beat somebody recently&lt;br /&gt;
 beat somebody with a hammer recently&lt;br /&gt;
 was beaten recently&lt;br /&gt;
 was beaten with a hammer recently&lt;br /&gt;
 is depressed about being confined&lt;br /&gt;
 made a satisfying acquisition lately&lt;br /&gt;
 talked with a pet lately&lt;br /&gt;
 talked with the spouse lately&lt;br /&gt;
 talked with a lover lately&lt;br /&gt;
 talked with a sibling lately&lt;br /&gt;
 talked with mother lately&lt;br /&gt;
 talked with father lately&lt;br /&gt;
 talked with a child lately&lt;br /&gt;
 talked with a friend lately&lt;br /&gt;
 was forced to talk to somebody annoying lately&lt;br /&gt;
 talked with somebody lately&lt;br /&gt;
 made a friend recently&lt;br /&gt;
 formed a grudge recently&lt;br /&gt;
 adopted a new pet recently&lt;br /&gt;
 was unhappy with the lack of work last season&lt;br /&gt;
 was caught in the rain recently&lt;br /&gt;
 was caught in a snow storm recently&lt;br /&gt;
 has been tired of eating the same old food lately&lt;br /&gt;
 has been tired of drinking the same old booze lately&lt;br /&gt;
 ate rotten food lately&lt;br /&gt;
 drank something spoiled lately&lt;br /&gt;
 took joy in slaughter lately&lt;br /&gt;
 ate a pretty decent meal lately&lt;br /&gt;
 ate a fine dish lately&lt;br /&gt;
 ate a wonderful dish lately&lt;br /&gt;
 ate a truly decadent dish lately&lt;br /&gt;
 ate a legendary meal lately&lt;br /&gt;
 had a pretty decent drink lately&lt;br /&gt;
 had a fine drink lately&lt;br /&gt;
 had a wonderful drink lately&lt;br /&gt;
 had a truly decadent drink lately&lt;br /&gt;
 had a legendary drink lately&lt;br /&gt;
 was comforted by a pet lately&lt;br /&gt;
 saw a beloved creature lately&lt;br /&gt;
 was pleased to have a mandate deadline met lately&lt;br /&gt;
 was angered that nobody could be punished for a recent failure&lt;br /&gt;
 was upset by having a request ignored lately&lt;br /&gt;
 was pleased by having a request approved lately&lt;br /&gt;
 was upset by having a mandate ignored lately&lt;br /&gt;
 was upset by having a mandate deadline missed lately&lt;br /&gt;
 was comforted by a lovely waterfall lately&lt;br /&gt;
 was disgusted by a bloody mist lately&lt;br /&gt;
 was disgusted by a miasma lately&lt;br /&gt;
 choked on dust underground lately&lt;br /&gt;
 choked on smoke underground lately&lt;br /&gt;
 was knocked out during a cave-in lately&lt;br /&gt;
 was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
 was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
 was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
 was very happy to be elected mayor recently&lt;br /&gt;
 was very happy to be re-elected mayor recently&lt;br /&gt;
 was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
 was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
 was proud to have become a mayor recently&lt;br /&gt;
 sustained major injuries recently&lt;br /&gt;
 sustained minor injuries recently&lt;br /&gt;
 slept in the mud recently&lt;br /&gt;
 slept in the grass recently&lt;br /&gt;
 slept in the dirt recently&lt;br /&gt;
 slept on rocks recently&lt;br /&gt;
 slept on ice recently&lt;br /&gt;
 slept on a pile of driftwood recently&lt;br /&gt;
 slept on a rough cave floor recently&lt;br /&gt;
 slept on the floor recently&lt;br /&gt;
 slept in a bedroom like a personal palace recently&lt;br /&gt;
 slept in a fantastic bedroom recently&lt;br /&gt;
 slept in a great bedroom recently&lt;br /&gt;
 slept in a very good bedroom recently&lt;br /&gt;
 slept in a good bedroom recently&lt;br /&gt;
 slept in a horribly substandard bedroom recently&lt;br /&gt;
 slept in a horrible bedroom recently&lt;br /&gt;
 slept in an awful bedroom recently&lt;br /&gt;
 slept in a very poor bedroom recently&lt;br /&gt;
 slept in a poor bedroom recently&lt;br /&gt;
 slept without a proper room recently&lt;br /&gt;
 conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
 conducted a meeting in a fantastic setting recently&lt;br /&gt;
 conducted a meeting in a great setting recently&lt;br /&gt;
 conducted a meeting in a very good setting recently&lt;br /&gt;
 conducted a meeting in a good setting recently&lt;br /&gt;
 conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
 conducted a meeting in a horrible setting recently&lt;br /&gt;
 conducted a meeting in an awful setting recently&lt;br /&gt;
 conducted a meeting in a very poor setting recently&lt;br /&gt;
 conducted a meeting in a poor setting recently&lt;br /&gt;
 dined in a legendary dining room recently&lt;br /&gt;
 dined in a fantastic dining room recently&lt;br /&gt;
 dined in a great dining room recently&lt;br /&gt;
 dined in a very good dining room recently&lt;br /&gt;
 dined in a good dining room recently&lt;br /&gt;
 dined in a horribly substandard dining room recently&lt;br /&gt;
 dined in a horrible dining room recently&lt;br /&gt;
 dined in an awful dining room recently&lt;br /&gt;
 dined in a very poor dining room recently&lt;br /&gt;
 dined in a poor dining room recently&lt;br /&gt;
 dined without a proper dining room recently&lt;br /&gt;
 worried greatly about not having a tomb after gaining another year&lt;br /&gt;
 celebrated having a legendary tomb after gaining another year&lt;br /&gt;
 celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
 celebrated having a great tomb after gaining another year&lt;br /&gt;
 celebrated having a very good tomb after gaining another year&lt;br /&gt;
 celebrated having a good tomb after gaining another year&lt;br /&gt;
 worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
 worried about having a horrible tomb after gaining another year&lt;br /&gt;
 worried about having an awful tomb after gaining another year&lt;br /&gt;
 worried about having a very poor tomb after gaining another year&lt;br /&gt;
 worried about having a poor tomb after gaining another year&lt;br /&gt;
 was greatly pleased at the state of demands recently&lt;br /&gt;
 was very pleased at the state of demands recently&lt;br /&gt;
 was pleased at the state of demands recently&lt;br /&gt;
 was greatly angered at the state of demands recently&lt;br /&gt;
 was very angered at the state of demands recently&lt;br /&gt;
 was angered at the state of demands recently&lt;br /&gt;
 was upset by not having enough chests lately&lt;br /&gt;
 was upset by not having enough cabinets lately&lt;br /&gt;
 was upset by not having enough armor stands lately&lt;br /&gt;
 was upset by not having enough weapon racks lately&lt;br /&gt;
 was upset to be wearing old clothing lately&lt;br /&gt;
 was upset to be wearing tattered clothing lately&lt;br /&gt;
 was very upset to have worn clothes rot away lately&lt;br /&gt;
 was very embarrassed to be uncovered lately&lt;br /&gt;
 was embarrassed to have no shirt lately&lt;br /&gt;
 was embarrassed to have no shoes lately&lt;br /&gt;
 was very embarrassed to be uncloaked lately&lt;br /&gt;
 was unable to find an available hammer lately&lt;br /&gt;
 was nauseated by the sun lately&lt;br /&gt;
 was irritated by the sun lately&lt;br /&gt;
 was &lt;br /&gt;
 grumbling about&lt;br /&gt;
 depressed by&lt;br /&gt;
 angered by&lt;br /&gt;
 enraged by&lt;br /&gt;
  long patrol duty lately&lt;br /&gt;
 was yelled at by an unhappy citizen recently&lt;br /&gt;
 was cried on by an unhappy citizen recently&lt;br /&gt;
 was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
 was able to make suggestions about work allocations lately&lt;br /&gt;
 was glad to request weapon production lately&lt;br /&gt;
 had a cathartic experience yelling at somebody in charge lately&lt;br /&gt;
 yelled at somebody in charge lately and felt fantastic afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt great afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt a lot better afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt better afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt a little better afterward&lt;br /&gt;
 yelled at somebody in charge lately&lt;br /&gt;
 yelled at somebody in charge lately but only got angrier&lt;br /&gt;
 had a cathartic experience crying on somebody in charge lately&lt;br /&gt;
 cried on somebody in charge lately and felt fantastic afterward&lt;br /&gt;
 cried on somebody in charge lately and felt great afterward&lt;br /&gt;
 cried on somebody in charge lately and felt a lot better afterward&lt;br /&gt;
 cried on somebody in charge lately and felt better afterward&lt;br /&gt;
 cried on somebody in charge lately and felt a little better afterward&lt;br /&gt;
 cried on somebody in charge lately&lt;br /&gt;
 cried on somebody in charge lately but only felt more depressed&lt;br /&gt;
 was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
 was unable to make suggestions about work allocations lately&lt;br /&gt;
 was unable to request weapon production lately&lt;br /&gt;
 was unable to find somebody in charge to yell at lately&lt;br /&gt;
 was unable to find somebody in charge to cry on lately&lt;br /&gt;
 put off&lt;br /&gt;
 flustered&lt;br /&gt;
 upset&lt;br /&gt;
 very upset&lt;br /&gt;
 greatly upset&lt;br /&gt;
 angered&lt;br /&gt;
 enraged&lt;br /&gt;
 traumatized&lt;br /&gt;
 utterly traumatized&lt;br /&gt;
  by a lesser's pretentious &lt;br /&gt;
 burial&lt;br /&gt;
 office&lt;br /&gt;
 dining&lt;br /&gt;
 sleeping&lt;br /&gt;
  arrangements lately&lt;br /&gt;
 admired &lt;br /&gt;
 own&lt;br /&gt;
 very fine&lt;br /&gt;
 splendid&lt;br /&gt;
 wonderful&lt;br /&gt;
 completely sublime&lt;br /&gt;
 tastefully arranged &lt;br /&gt;
  lately&lt;br /&gt;
 [C:3:0:1]&lt;br /&gt;
  is married to &lt;br /&gt;
  is romantically involved with &lt;br /&gt;
 an ardent worshipper&lt;br /&gt;
 a faithful worshipper&lt;br /&gt;
 a worshipper&lt;br /&gt;
 a casual worshipper&lt;br /&gt;
 a dubious worshipper&lt;br /&gt;
 [C:1:0:1]&lt;br /&gt;
 the leader&lt;br /&gt;
 the high priest&lt;br /&gt;
 the mayor&lt;br /&gt;
 a guard&lt;br /&gt;
 a royal guard&lt;br /&gt;
 a mercenary&lt;br /&gt;
 a former mercenary&lt;br /&gt;
 an enemy&lt;br /&gt;
 a criminal to&lt;br /&gt;
 a citizen&lt;br /&gt;
 a member&lt;br /&gt;
 a former member&lt;br /&gt;
 the manager&lt;br /&gt;
 the bookkeeper&lt;br /&gt;
 the broker&lt;br /&gt;
 the sheriff&lt;br /&gt;
 the captain of the guard&lt;br /&gt;
 a member of the merchant nobility&lt;br /&gt;
 the outpost liaison&lt;br /&gt;
 a diplomat&lt;br /&gt;
 a slave&lt;br /&gt;
 a former slave&lt;br /&gt;
 a prisoner&lt;br /&gt;
 a former prisoner&lt;br /&gt;
 [C:2:0:1]&lt;br /&gt;
  likes &lt;br /&gt;
  Fabric&lt;br /&gt;
  for their &lt;br /&gt;
  trees for their &lt;br /&gt;
 the color &lt;br /&gt;
 When possible, &lt;br /&gt;
  prefers to consume &lt;br /&gt;
  absolutely detests &lt;br /&gt;
  needs alcohol to get through the working day&lt;br /&gt;
  and can't even remember the last time &lt;br /&gt;
  had some&lt;br /&gt;
  and has gone without a drink for far, far too long&lt;br /&gt;
  and really wants a drink&lt;br /&gt;
  and is starting to work slowly due to its scarcity&lt;br /&gt;
  does not mind being outdoors, at least for a time.  &lt;br /&gt;
  likes working outdoors and grumbles only mildly at inclement weather.  &lt;br /&gt;
  doesn't really care about anything anymore.  &lt;br /&gt;
  is a hardened individual.  &lt;br /&gt;
  is getting used to tragedy.  &lt;br /&gt;
 poked out&lt;br /&gt;
 frozen solid&lt;br /&gt;
 smashed again!&lt;br /&gt;
 blackened!&lt;br /&gt;
 Conduct Meeting&lt;br /&gt;
 Attend Meeting&lt;br /&gt;
 On Break&lt;br /&gt;
 Soldier&lt;br /&gt;
 Noble&lt;br /&gt;
 No Job&lt;br /&gt;
 Null Precise Civ Equipment Link: &lt;br /&gt;
 Null Precise Civ Equipment Priest Link: &lt;br /&gt;
 In Mouth&lt;br /&gt;
 Hauled&lt;br /&gt;
 Multigrasp&lt;br /&gt;
 Stuck in &lt;br /&gt;
 Right shoulder&lt;br /&gt;
 Left shoulder&lt;br /&gt;
 On head&lt;br /&gt;
  pulls out and &lt;br /&gt;
 releases&lt;br /&gt;
 drops&lt;br /&gt;
 NULL inventory item on load: id #&lt;br /&gt;
 NULL inventory pointer on load: slot #&lt;br /&gt;
  stands up.&lt;br /&gt;
 , has decided to leave.&lt;br /&gt;
 Your miners have defaced a &lt;br /&gt;
  has entered a martial trance!&lt;br /&gt;
 Acceptable Liquid Flood Overflow&lt;br /&gt;
 Acceptable Fish Liquid Flood Overflow&lt;br /&gt;
 is a nervous wreck&lt;br /&gt;
 is always tense and jittery&lt;br /&gt;
 is often nervous&lt;br /&gt;
 has a calm demeanor&lt;br /&gt;
 has a very calm demeanor&lt;br /&gt;
 has an incredibly calm demeanor&lt;br /&gt;
 is in a constant state of internal rage&lt;br /&gt;
 is very quick to anger&lt;br /&gt;
 is quick to anger&lt;br /&gt;
 is slow to anger&lt;br /&gt;
 is very slow to anger&lt;br /&gt;
 never becomes angry&lt;br /&gt;
 is frequently depressed&lt;br /&gt;
 is often sad and dejected&lt;br /&gt;
 often feels discouraged&lt;br /&gt;
 rarely feels discouraged&lt;br /&gt;
 almost never feels discouraged&lt;br /&gt;
 never feels discouraged&lt;br /&gt;
 is socially crippled by thoughts that everyone is watching and judging &lt;br /&gt;
 is concerned about rejection and ridicule&lt;br /&gt;
 is self-conscious&lt;br /&gt;
 is comfortable in social situations&lt;br /&gt;
 is very comfortable in social situations&lt;br /&gt;
 is absolutely unfazed by the opinions of others&lt;br /&gt;
 is ruled by irresistible cravings and urges&lt;br /&gt;
 feels strong urges and seeks short-term rewards&lt;br /&gt;
 occasionally overindulges&lt;br /&gt;
 doesn't often experience strong cravings or urges&lt;br /&gt;
 only rarely feels strong cravings or urges&lt;br /&gt;
 never feels tempted to overindulge in anything&lt;br /&gt;
 becomes completely helpless in stressful situations&lt;br /&gt;
 cracks easily under pressure&lt;br /&gt;
 doesn't handle stress well&lt;br /&gt;
 can handle stress&lt;br /&gt;
 is confident under pressure&lt;br /&gt;
 is impervious to the effects of stress&lt;br /&gt;
 genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
 makes friends quickly&lt;br /&gt;
 is very friendly&lt;br /&gt;
 is somewhat reserved&lt;br /&gt;
 is very distant and reserved&lt;br /&gt;
 does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
 truly treasures the company of others&lt;br /&gt;
 enjoys being in crowds&lt;br /&gt;
 enjoys the company of others&lt;br /&gt;
 tends to avoid crowds&lt;br /&gt;
 prefers to be alone&lt;br /&gt;
 considers spending time alone much more important than associating with others&lt;br /&gt;
 loves to take charge and direct activities&lt;br /&gt;
 is very assertive&lt;br /&gt;
 is assertive&lt;br /&gt;
 is unassertive&lt;br /&gt;
 prefers that others handle the leadership roles&lt;br /&gt;
 never speaks out or attempts to direct activities&lt;br /&gt;
 is constantly active and energetic&lt;br /&gt;
 is very energetic and active&lt;br /&gt;
 is very active&lt;br /&gt;
 is relaxed&lt;br /&gt;
 lives life at a leisurely pace&lt;br /&gt;
 can't be bothered with frantic, fast-paced living&lt;br /&gt;
 lives for risk and excitement&lt;br /&gt;
 is a risk-taker and a thrill-seeker&lt;br /&gt;
 loves a good thrill&lt;br /&gt;
 is not a risk-taker&lt;br /&gt;
 doesn't need thrills or risks in life&lt;br /&gt;
 is entirely averse to risk and excitement&lt;br /&gt;
 often feels filled with joy&lt;br /&gt;
 can be very happy and optimistic&lt;br /&gt;
 is often cheerful&lt;br /&gt;
 is rarely happy or enthusiastic&lt;br /&gt;
 is a pessimist&lt;br /&gt;
 is never optimistic or enthusiastic about anything&lt;br /&gt;
 is bored by reality and has a wonderful imagination&lt;br /&gt;
 is incredibly creative&lt;br /&gt;
 has a fertile imagination&lt;br /&gt;
 isn't given to flights of fancy&lt;br /&gt;
 is grounded in reality&lt;br /&gt;
 is interested only in facts and the real world&lt;br /&gt;
 can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
 greatly appreciates art and natural beauty&lt;br /&gt;
 appreciates art and natural beauty&lt;br /&gt;
 does not have a great aesthetic sensitivity&lt;br /&gt;
 is not interested in art&lt;br /&gt;
 is completely uninterested in art&lt;br /&gt;
  own feelings&lt;br /&gt;
 has a profound understanding of &lt;br /&gt;
  own emotions&lt;br /&gt;
 has a great awareness of &lt;br /&gt;
 has a good awareness of &lt;br /&gt;
 tends not to openly express emotions&lt;br /&gt;
  own emotions and rarely expresses them&lt;br /&gt;
 is mostly unaware of &lt;br /&gt;
  own emotions and has no awareness of them&lt;br /&gt;
 does not display &lt;br /&gt;
 is highly adventurous and loves fresh experiences&lt;br /&gt;
 is eager for new experiences&lt;br /&gt;
 likes to try new things&lt;br /&gt;
 prefers familiar routines&lt;br /&gt;
 is uncomfortable with change&lt;br /&gt;
 is resistant to change&lt;br /&gt;
 is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
 loves new and fresh ideas&lt;br /&gt;
 is open-minded to new ideas&lt;br /&gt;
 dislikes intellectual discussions&lt;br /&gt;
 regards intellectual exercises as a waste of energy&lt;br /&gt;
 is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
 revels in chaos and disorder&lt;br /&gt;
 loves to defy convention&lt;br /&gt;
 is put off by authority and tradition&lt;br /&gt;
 admires tradition&lt;br /&gt;
 prefers stability and security to ambiguity and disorder&lt;br /&gt;
 is an ardent believer in convention and traditional society&lt;br /&gt;
 is naturally trustful of everybody&lt;br /&gt;
 is very trusting&lt;br /&gt;
 is trusting&lt;br /&gt;
 is slow to trust others&lt;br /&gt;
 does not trust others&lt;br /&gt;
 sees others as selfish and conniving&lt;br /&gt;
 is incredibly frank and candid in dealings with others&lt;br /&gt;
 is very straightforward with others&lt;br /&gt;
 is candid and sincere in dealings with others&lt;br /&gt;
 is guarded in relationships with others&lt;br /&gt;
 is not straightforward when dealing with others&lt;br /&gt;
 believes that some deception is necessary in relationships with others&lt;br /&gt;
 is truly fulfilled by assisting those in need&lt;br /&gt;
 finds helping others very rewarding&lt;br /&gt;
 finds helping others rewarding&lt;br /&gt;
  way to help others&lt;br /&gt;
 does not go out of &lt;br /&gt;
 dislikes helping others&lt;br /&gt;
  time&lt;br /&gt;
 views helping others as an imposition on &lt;br /&gt;
  own needs to get along with others&lt;br /&gt;
 sacrifices &lt;br /&gt;
 dislikes confrontations&lt;br /&gt;
 is willing to compromise with others&lt;br /&gt;
 doesn't like to compromise with others&lt;br /&gt;
 would rather intimidate others than compromise with them&lt;br /&gt;
  own needs just to compromise with somebody else&lt;br /&gt;
 would never deny &lt;br /&gt;
 would never claim to be better than somebody else&lt;br /&gt;
 finds immodesty distasteful&lt;br /&gt;
 is modest&lt;br /&gt;
 is immodest&lt;br /&gt;
  favorably with others&lt;br /&gt;
 is very willing to compare &lt;br /&gt;
  is better than somebody else&lt;br /&gt;
 would never shy away from an opportunity to say &lt;br /&gt;
 is incredibly compassionate and feels the pain of others&lt;br /&gt;
 is easily moved to pity&lt;br /&gt;
 is compassionate&lt;br /&gt;
 is not easily moved to pity&lt;br /&gt;
 is not affected by the suffering of others&lt;br /&gt;
 would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
 is incredibly confident&lt;br /&gt;
 is very confident&lt;br /&gt;
 is confident&lt;br /&gt;
 lacks confidence&lt;br /&gt;
 does not feel effective in life&lt;br /&gt;
  life&lt;br /&gt;
  is not in control of &lt;br /&gt;
 always feels as if &lt;br /&gt;
 loves to make lists and keep schedules&lt;br /&gt;
 tries to live a well-organized life&lt;br /&gt;
 is organized&lt;br /&gt;
 is disorganized&lt;br /&gt;
 is very disorganized&lt;br /&gt;
 is completely disorganized&lt;br /&gt;
 has a profound sense of duty and obligation&lt;br /&gt;
 has a strong sense of duty&lt;br /&gt;
 has a sense of duty&lt;br /&gt;
 finds rules confining&lt;br /&gt;
 dislikes contracts and regulations&lt;br /&gt;
 hates rules, contracts and other confining elements in &lt;br /&gt;
 constantly strives for perfection&lt;br /&gt;
 thinks it is incredibly important to strive for excellence&lt;br /&gt;
 strives for excellence&lt;br /&gt;
  way to do more work than necessary&lt;br /&gt;
 doesn't go out of &lt;br /&gt;
 very rarely does more work than necessary&lt;br /&gt;
 does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
 will persist in the face of any difficulty until the task is complete&lt;br /&gt;
 possesses great willpower&lt;br /&gt;
 is self-disciplined&lt;br /&gt;
 is occasionally given to procrastination&lt;br /&gt;
 has very little self-discipline&lt;br /&gt;
 rarely completes tasks and is often overcome by distractions&lt;br /&gt;
 thinks through every alternative and its consequences before acting&lt;br /&gt;
 is extremely cautious&lt;br /&gt;
 takes time when making decisions&lt;br /&gt;
 often does the first thing that comes to mind&lt;br /&gt;
 acts impulsively&lt;br /&gt;
 always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
 's mandate has ended.&lt;br /&gt;
 's mandates have ended.&lt;br /&gt;
 path fail: &lt;br /&gt;
 data/save/current/unit-&lt;br /&gt;
 unit-&lt;br /&gt;
 Duplicate Object: &lt;br /&gt;
 matgloss_wood&lt;br /&gt;
 matgloss_stone&lt;br /&gt;
 matgloss_metal&lt;br /&gt;
 matgloss_plant&lt;br /&gt;
 creaturebody&lt;br /&gt;
 creaturebodygloss&lt;br /&gt;
 entity&lt;br /&gt;
 word&lt;br /&gt;
 symbol&lt;br /&gt;
 translation&lt;br /&gt;
 color&lt;br /&gt;
 shape&lt;br /&gt;
 reaction&lt;br /&gt;
 failed vermin colony deletion&lt;br /&gt;
 Generating world using parameter set &lt;br /&gt;
  Seed: &lt;br /&gt;
  History Seed: &lt;br /&gt;
  Name Seed: &lt;br /&gt;
 Null unit chunk on export&lt;br /&gt;
 The wet season has arrived!&lt;br /&gt;
 Spring has arrived!&lt;br /&gt;
 Spring has arrived on the calendar.&lt;br /&gt;
 It is now summer.&lt;br /&gt;
 Summer has arrived on the calendar.&lt;br /&gt;
 The dry season has come.&lt;br /&gt;
 Autumn has come.&lt;br /&gt;
 Autumn has arrived on the calendar.&lt;br /&gt;
 Winter is upon you.&lt;br /&gt;
 Winter has arrived on the calendar.&lt;br /&gt;
 This artwork appears on &lt;br /&gt;
 .[B]&lt;br /&gt;
 This artwork appears on a &lt;br /&gt;
  and was crafted in &lt;br /&gt;
 This artwork appears &lt;br /&gt;
 on the front of &lt;br /&gt;
 on the back of &lt;br /&gt;
 This engraving appears on a floor &lt;br /&gt;
 This engraving appears on a wall &lt;br /&gt;
  somewhere&lt;br /&gt;
 This artwork is a&lt;br /&gt;
 It is a&lt;br /&gt;
 On the item &lt;br /&gt;
 On the front of the coin &lt;br /&gt;
 On the coin's back &lt;br /&gt;
 Engraved &lt;br /&gt;
 on the floor &lt;br /&gt;
 on the wall &lt;br /&gt;
 is a&lt;br /&gt;
  fine&lt;br /&gt;
  superior&lt;br /&gt;
 n exceptional&lt;br /&gt;
  rendition of a&lt;br /&gt;
  well-designed &lt;br /&gt;
  finely-designed &lt;br /&gt;
  superiorly designed &lt;br /&gt;
 n exceptionally designed &lt;br /&gt;
  masterfully designed &lt;br /&gt;
 n &lt;br /&gt;
  image&lt;br /&gt;
 The artwork relates to &lt;br /&gt;
  during &lt;br /&gt;
 The image is &lt;br /&gt;
 the symbol of&lt;br /&gt;
 migrating &lt;br /&gt;
 nomadic &lt;br /&gt;
 local &lt;br /&gt;
 civilization&lt;br /&gt;
 group&lt;br /&gt;
 government&lt;br /&gt;
 vessel&lt;br /&gt;
 religion&lt;br /&gt;
 data/objects/matgloss_*.*&lt;br /&gt;
 data/objects/language_*.*&lt;br /&gt;
 data/objects/descriptor_*.*&lt;br /&gt;
 data/objects/item_*.*&lt;br /&gt;
 data/objects/body_*.*&lt;br /&gt;
 data/objects/creature_*.*&lt;br /&gt;
 data/objects/entity_*.*&lt;br /&gt;
 data/objects/reaction_*.*&lt;br /&gt;
 data/objects/&lt;br /&gt;
 Missing Wood Gloss: &lt;br /&gt;
 Missing Stone Gloss: &lt;br /&gt;
 Missing Metal Gloss: &lt;br /&gt;
 Missing Plant Gloss: &lt;br /&gt;
 Missing Item Definition: &lt;br /&gt;
 Missing Creature Body Definition: &lt;br /&gt;
 Missing Creature Body Gloss Definition&lt;br /&gt;
 Missing Creature Definition: &lt;br /&gt;
 Missing Entity Definition&lt;br /&gt;
 Missing Word Definition&lt;br /&gt;
 Missing Symbol Definition&lt;br /&gt;
 Missing Translation Definition&lt;br /&gt;
 Missing Color Definition&lt;br /&gt;
 Missing Shape Definition&lt;br /&gt;
 Missing Reaction Definition&lt;br /&gt;
 : NULL job on building load&lt;br /&gt;
 : NULL master on building load&lt;br /&gt;
 : NULL subord on building load&lt;br /&gt;
 Site Map:  Extra Item Occupancy &lt;br /&gt;
 A section of the cavern has collapsed!&lt;br /&gt;
 very near&lt;br /&gt;
 far&lt;br /&gt;
 a day's travel&lt;br /&gt;
 nearly a day's travel&lt;br /&gt;
 a half day's travel&lt;br /&gt;
 a short walk&lt;br /&gt;
 inaccessible from here&lt;br /&gt;
  to the &lt;br /&gt;
 northwest&lt;br /&gt;
 northeast&lt;br /&gt;
 southwest&lt;br /&gt;
 southeast&lt;br /&gt;
 The weather has cleared.&lt;br /&gt;
 A snow storm has come.&lt;br /&gt;
 It has started raining.&lt;br /&gt;
 Load Game: Invalid Job ID Number, &lt;br /&gt;
 Load Game: Invalid Unit ID Number, &lt;br /&gt;
 Load Game: Invalid Item ID Number, &lt;br /&gt;
 Load Game: Invalid Entity ID Number&lt;br /&gt;
 Load Game: Invalid Nemesis ID Number, &lt;br /&gt;
 Load Game: Invalid Building ID Number, &lt;br /&gt;
 Load Game: Invalid Machine ID Number&lt;br /&gt;
 Load Game: Invalid Artifact ID Number, &lt;br /&gt;
 Unloaded&lt;br /&gt;
 Load Game: Invalid Proj ID Number&lt;br /&gt;
 Load Game: Invalid Schedule ID Number&lt;br /&gt;
 Load Game: Invalid Task ID Number&lt;br /&gt;
 Load Game: Invalid Unit Chunk ID Number&lt;br /&gt;
 Load Game: Invalid Art Image Chunk ID Number&lt;br /&gt;
 Load Game: Invalid Hist Figure ID Number&lt;br /&gt;
 Load Game: Invalid Hist Event ID Number&lt;br /&gt;
 Load Game: Invalid Hist Event Collection ID Number&lt;br /&gt;
  has engraved a masterpiece!&lt;br /&gt;
 data/save/current/site-&lt;br /&gt;
 site-&lt;br /&gt;
 You have discovered a river.&lt;br /&gt;
 You have discovered an underground river.&lt;br /&gt;
 You have discovered an underground pool.&lt;br /&gt;
 You have discovered a magma pool.&lt;br /&gt;
 You have discovered a magma pipe.&lt;br /&gt;
 You have discovered a large chasm cleft through the mountain.&lt;br /&gt;
 You have discovered a deep pit in the mountain.&lt;br /&gt;
 You have broken into a peculiar chamber through the base of the mountain.&lt;br /&gt;
 You have struck &lt;br /&gt;
 !  Praise the miners!&lt;br /&gt;
 Evaluate Wagon Edge Access Overflow&lt;br /&gt;
 The falling debris has defaced a &lt;br /&gt;
 Sizing Flow... Overflow&lt;br /&gt;
 Dungeon Floodfill Overflow&lt;br /&gt;
 Dungeon Floodfill Overflow 3&lt;br /&gt;
 Dungeon Floodfill Overflow 4&lt;br /&gt;
 Dungeon Flood Fill Overflow 2&lt;br /&gt;
 The impertinent vegetation has defaced a &lt;br /&gt;
 A careless farmer has defaced a &lt;br /&gt;
 A foolish builder defaced a &lt;br /&gt;
  have married.  Congratulations!&lt;br /&gt;
 They have decided to forego any formal celebrations.&lt;br /&gt;
&lt;br /&gt;
 e+000&lt;br /&gt;
 KERNEL32&lt;br /&gt;
 1#QNAN&lt;br /&gt;
 1#INF&lt;br /&gt;
 1#IND&lt;br /&gt;
 1#SNAN&lt;br /&gt;
 _nextafter&lt;br /&gt;
 _logb&lt;br /&gt;
 _yn&lt;br /&gt;
 _y1&lt;br /&gt;
 _y0&lt;br /&gt;
 frexp&lt;br /&gt;
 fmod&lt;br /&gt;
 _hypot&lt;br /&gt;
 _cabs&lt;br /&gt;
 ldexp&lt;br /&gt;
 modf&lt;br /&gt;
 fabs&lt;br /&gt;
 floor&lt;br /&gt;
 ceil&lt;br /&gt;
 tan&lt;br /&gt;
 cos&lt;br /&gt;
 sin&lt;br /&gt;
 sqrt&lt;br /&gt;
 atan2&lt;br /&gt;
 atan&lt;br /&gt;
 acos&lt;br /&gt;
 asin&lt;br /&gt;
 tanh&lt;br /&gt;
 cosh&lt;br /&gt;
 sinh&lt;br /&gt;
 log10&lt;br /&gt;
 log&lt;br /&gt;
 pow&lt;br /&gt;
 exp&lt;br /&gt;
&lt;br /&gt;
 _FSOUND_GetCurrentSample@4&lt;br /&gt;
 _FSOUND_Sample_Load@20&lt;br /&gt;
 _FSOUND_Sample_SetDefaults@20&lt;br /&gt;
 _FSOUND_StopSound@4&lt;br /&gt;
 _FSOUND_Sample_GetDefaults@20&lt;br /&gt;
 _FSOUND_Sample_Free@4&lt;br /&gt;
 _FSOUND_Init@12&lt;br /&gt;
 _FSOUND_SetSFXMasterVolume@4&lt;br /&gt;
 _FSOUND_SetOutput@4&lt;br /&gt;
 _FSOUND_SetDriver@4&lt;br /&gt;
 _FSOUND_Close@0&lt;br /&gt;
 _FSOUND_PlaySound@8&lt;br /&gt;
 _FSOUND_GetNumHWChannels@12&lt;br /&gt;
 _FSOUND_SetPriority@8&lt;br /&gt;
 _FSOUND_Sample_SetMode@8&lt;br /&gt;
 fmod.dll&lt;br /&gt;
 CreateDirectoryA&lt;br /&gt;
 GetTickCount&lt;br /&gt;
 QueryPerformanceCounter&lt;br /&gt;
 QueryPerformanceFrequency&lt;br /&gt;
 Sleep&lt;br /&gt;
 FindFirstFileA&lt;br /&gt;
 FindClose&lt;br /&gt;
 FindNextFileA&lt;br /&gt;
 SetPriorityClass&lt;br /&gt;
 GetCurrentProcess&lt;br /&gt;
 KERNEL32.dll&lt;br /&gt;
 MessageBoxA&lt;br /&gt;
 GetWindowLongA&lt;br /&gt;
 LoadCursorA&lt;br /&gt;
 ShowWindow&lt;br /&gt;
 UnregisterClassA&lt;br /&gt;
 GetDC&lt;br /&gt;
 WaitMessage&lt;br /&gt;
 DestroyWindow&lt;br /&gt;
 CloseWindow&lt;br /&gt;
 LoadImageA&lt;br /&gt;
 RegisterClassExA&lt;br /&gt;
 DefWindowProcA&lt;br /&gt;
 SetWindowLongA&lt;br /&gt;
 TrackMouseEvent&lt;br /&gt;
 ReleaseDC&lt;br /&gt;
 PeekMessageA&lt;br /&gt;
 AdjustWindowRectEx&lt;br /&gt;
 CreateWindowExA&lt;br /&gt;
 DispatchMessageA&lt;br /&gt;
 ChangeDisplaySettingsA&lt;br /&gt;
 GetKeyState&lt;br /&gt;
 PostMessageA&lt;br /&gt;
 ShowCursor&lt;br /&gt;
 USER32.dll&lt;br /&gt;
 SetPixelFormat&lt;br /&gt;
 ChoosePixelFormat&lt;br /&gt;
 SwapBuffers&lt;br /&gt;
 GDI32.dll&lt;br /&gt;
 glVertex3fv&lt;br /&gt;
 glGenTextures&lt;br /&gt;
 glEnd&lt;br /&gt;
 glColor3f&lt;br /&gt;
 glTranslatef&lt;br /&gt;
 glAlphaFunc&lt;br /&gt;
 glGetString&lt;br /&gt;
 glVertex2f&lt;br /&gt;
 glColor4fv&lt;br /&gt;
 glBegin&lt;br /&gt;
 glShadeModel&lt;br /&gt;
 glVertex3f&lt;br /&gt;
 glReadBuffer&lt;br /&gt;
 wglDeleteContext&lt;br /&gt;
 glBindTexture&lt;br /&gt;
 glPushMatrix&lt;br /&gt;
 glEnable&lt;br /&gt;
 glLoadIdentity&lt;br /&gt;
 wglGetProcAddress&lt;br /&gt;
 glOrtho&lt;br /&gt;
 glMatrixMode&lt;br /&gt;
 glFogfv&lt;br /&gt;
 glViewport&lt;br /&gt;
 glTexImage2D&lt;br /&gt;
 glColor4f&lt;br /&gt;
 wglMakeCurrent&lt;br /&gt;
 glBlendFunc&lt;br /&gt;
 glPixelTransferi&lt;br /&gt;
 glFogf&lt;br /&gt;
 glTexCoord2f&lt;br /&gt;
 glTexParameteri&lt;br /&gt;
 glPopMatrix&lt;br /&gt;
 glDeleteTextures&lt;br /&gt;
 glDisable&lt;br /&gt;
 wglCreateContext&lt;br /&gt;
 glReadPixels&lt;br /&gt;
 glClearColor&lt;br /&gt;
 glClear&lt;br /&gt;
 OPENGL32.dll&lt;br /&gt;
 gluPerspective&lt;br /&gt;
 gluLookAt&lt;br /&gt;
 GLU32.dll&lt;br /&gt;
 GetLastError&lt;br /&gt;
 HeapFree&lt;br /&gt;
 HeapAlloc&lt;br /&gt;
 TerminateProcess&lt;br /&gt;
 UnhandledExceptionFilter&lt;br /&gt;
 SetUnhandledExceptionFilter&lt;br /&gt;
 IsDebuggerPresent&lt;br /&gt;
 GetProcAddress&lt;br /&gt;
 GetModuleHandleA&lt;br /&gt;
 ExitProcess&lt;br /&gt;
 GetCommandLineA&lt;br /&gt;
 GetVersionExA&lt;br /&gt;
 GetProcessHeap&lt;br /&gt;
 GetStartupInfoA&lt;br /&gt;
 EnterCriticalSection&lt;br /&gt;
 LeaveCriticalSection&lt;br /&gt;
 SetHandleCount&lt;br /&gt;
 GetStdHandle&lt;br /&gt;
 GetFileType&lt;br /&gt;
 DeleteCriticalSection&lt;br /&gt;
 HeapDestroy&lt;br /&gt;
 HeapCreate&lt;br /&gt;
 VirtualFree&lt;br /&gt;
 VirtualAlloc&lt;br /&gt;
 HeapReAlloc&lt;br /&gt;
 WriteFile&lt;br /&gt;
 GetModuleFileNameA&lt;br /&gt;
 WideCharToMultiByte&lt;br /&gt;
 GetConsoleCP&lt;br /&gt;
 GetConsoleMode&lt;br /&gt;
 FlushFileBuffers&lt;br /&gt;
 TlsGetValue&lt;br /&gt;
 TlsAlloc&lt;br /&gt;
 TlsSetValue&lt;br /&gt;
 TlsFree&lt;br /&gt;
 InterlockedIncrement&lt;br /&gt;
 SetLastError&lt;br /&gt;
 GetCurrentThreadId&lt;br /&gt;
 InterlockedDecrement&lt;br /&gt;
 RtlUnwind&lt;br /&gt;
 MultiByteToWideChar&lt;br /&gt;
 ReadFile&lt;br /&gt;
 SetFilePointer&lt;br /&gt;
&lt;br /&gt;
 CloseHandle&lt;br /&gt;
 RaiseException&lt;br /&gt;
 GetCPInfo&lt;br /&gt;
&lt;br /&gt;
 GetACP&lt;br /&gt;
 GetOEMCP&lt;br /&gt;
 IsValidCodePage&lt;br /&gt;
 InterlockedExchange&lt;br /&gt;
 LoadLibraryA&lt;br /&gt;
 InitializeCriticalSection&lt;br /&gt;
 HeapSize&lt;br /&gt;
&lt;br /&gt;
 FreeEnvironmentStringsA&lt;br /&gt;
 GetEnvironmentStrings&lt;br /&gt;
&lt;br /&gt;
 FreeEnvironmentStringsW&lt;br /&gt;
 GetEnvironmentStringsW&lt;br /&gt;
 GetCurrentProcessId&lt;br /&gt;
 GetSystemTimeAsFileTime&lt;br /&gt;
 WriteConsoleA&lt;br /&gt;
 GetConsoleOutputCP&lt;br /&gt;
 WriteConsoleW&lt;br /&gt;
 SetStdHandle&lt;br /&gt;
&lt;br /&gt;
 CreateFileA&lt;br /&gt;
 GetUserDefaultLCID&lt;br /&gt;
 GetLocaleInfoA&lt;br /&gt;
&lt;br /&gt;
 EnumSystemLocalesA&lt;br /&gt;
 IsValidLocale&lt;br /&gt;
 GetStringTypeA&lt;br /&gt;
 GetStringTypeW&lt;br /&gt;
 LCMapStringA&lt;br /&gt;
 LCMapStringW&lt;br /&gt;
 GetLocaleInfoW&lt;br /&gt;
 SetEndOfFile&lt;br /&gt;
&lt;br /&gt;
 DeleteFileA&lt;br /&gt;
&lt;br /&gt;
 CreateFileW&lt;br /&gt;
&lt;br /&gt;
 .?AVtype_info@@&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 abcdefghijklmnopqrstuvwxyz&lt;br /&gt;
 ABCDEFGHIJKLMNOPQRSTUVWXYZ&lt;br /&gt;
                           &lt;br /&gt;
 abcdefghijklmnopqrstuvwxyz&lt;br /&gt;
 ABCDEFGHIJKLMNOPQRSTUVWXYZ&lt;br /&gt;
&lt;br /&gt;
 .?AVout_of_range@std@@&lt;br /&gt;
 .?AV_Locimp@locale@std@@&lt;br /&gt;
&lt;br /&gt;
 Copyright (c) 1992-2004 by P.J. Plauger, licensed by Dinkumware, Ltd. ALL RIGHTS RESERVED.&lt;br /&gt;
&lt;br /&gt;
 .?AVbad_exception@std@@&lt;br /&gt;
 .?AVabstract_building_templest@@&lt;br /&gt;
 .?AVabstract_building_dark_towerst@@&lt;br /&gt;
 .?AVabstract_building_home_apartment_roomst@@&lt;br /&gt;
 .?AVabstract_building_home_apartmentst@@&lt;br /&gt;
 .?AVabstract_building_home_singlest@@&lt;br /&gt;
 .?AVabstract_building_keepst@@&lt;br /&gt;
 .?AVabstract_building_mead_hallst@@&lt;br /&gt;
 .?AVabstract_building_storest@@&lt;br /&gt;
 .?AVabstract_buildingst@@&lt;br /&gt;
 .?AVexception@std@@&lt;br /&gt;
 .?AVlogic_error@std@@&lt;br /&gt;
 .?AVlength_error@std@@&lt;br /&gt;
 .?AVbad_alloc@std@@&lt;br /&gt;
 .?AVart_image_property_intransitive_verbst@@&lt;br /&gt;
 .?AVart_image_property_transitive_verbst@@&lt;br /&gt;
 .?AVart_image_propertyst@@&lt;br /&gt;
 .?AVart_image_element_shapest@@&lt;br /&gt;
 .?AVart_image_element_treest@@&lt;br /&gt;
 .?AVart_image_element_plantst@@&lt;br /&gt;
 .?AVart_image_element_itemst@@&lt;br /&gt;
 .?AVart_image_element_creaturest@@&lt;br /&gt;
 .?AVart_image_elementst@@&lt;br /&gt;
 .?AV?$codecvt@DDH@std@@&lt;br /&gt;
 .?AVcodecvt_base@std@@&lt;br /&gt;
 .?AVfacet@locale@std@@&lt;br /&gt;
 .?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_iostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_ostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_istream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_streambuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_ios@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$_Iosb@H@std@@&lt;br /&gt;
 .?AVios_base@std@@&lt;br /&gt;
 .?AVruntime_error@std@@&lt;br /&gt;
 .?AVbad_cast@std@@&lt;br /&gt;
 .?AV?$num_put@DV?$ostreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@&lt;br /&gt;
 .?AV?$numpunct@D@std@@&lt;br /&gt;
 .?AV?$ctype@D@std@@&lt;br /&gt;
 .?AUctype_base@std@@&lt;br /&gt;
 .?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
 .?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
 .?AVfailure@ios_base@std@@&lt;br /&gt;
 .?AVhistory_eventst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_lostst@@&lt;br /&gt;
 .?AUcave_column_rectanglest@@&lt;br /&gt;
 .?AUcave_columnst@@&lt;br /&gt;
 .?AVblock_square_event_world_constructionst@@&lt;br /&gt;
 .?AVblock_square_event_frozen_liquidst@@&lt;br /&gt;
 .?AVblock_square_event_mineralst@@&lt;br /&gt;
 .?AVblock_square_eventst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_arch_constructst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_arch_designst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_createdst@@&lt;br /&gt;
 .?AVbuilding_constructionst@@&lt;br /&gt;
 .?AVbuilding_road_pavedst@@&lt;br /&gt;
 .?AVbuilding_road_dirtst@@&lt;br /&gt;
 .?AVbuilding_roadst@@&lt;br /&gt;
 .?AVbuilding_wagonst@@&lt;br /&gt;
 .?AVbuilding_tradedepotst@@&lt;br /&gt;
 .?AVbuilding_workshopst@@&lt;br /&gt;
 .?AVbuilding_furnacest@@&lt;br /&gt;
 .?AVbuilding_animaltrapst@@&lt;br /&gt;
 .?AVbuilding_farmplotst@@&lt;br /&gt;
 .?AVbuilding_window_glassst@@&lt;br /&gt;
 .?AVbuilding_window_gemst@@&lt;br /&gt;
 .?AVbuilding_windowst@@&lt;br /&gt;
 .?AVbuilding_statuest@@&lt;br /&gt;
 .?AVbuilding_coffinst@@&lt;br /&gt;
 .?AVbuilding_shopst@@&lt;br /&gt;
 .?AVbuilding_chairst@@&lt;br /&gt;
 .?AVbuilding_tablest@@&lt;br /&gt;
 .?AVbuilding_bedst@@&lt;br /&gt;
 .?AVbuilding_siegeenginest@@&lt;br /&gt;
 .?AVbuilding_cagest@@&lt;br /&gt;
 .?AVbuilding_chainst@@&lt;br /&gt;
 .?AVbuilding_windmillst@@&lt;br /&gt;
 .?AVbuilding_water_wheelst@@&lt;br /&gt;
 .?AVbuilding_screw_pumpst@@&lt;br /&gt;
 .?AVbuilding_archerytargetst@@&lt;br /&gt;
 .?AVbuilding_weaponst@@&lt;br /&gt;
 .?AVbuilding_supportst@@&lt;br /&gt;
 .?AVbuilding_axle_verticalst@@&lt;br /&gt;
 .?AVbuilding_axle_horizontalst@@&lt;br /&gt;
 .?AVbuilding_gear_assemblyst@@&lt;br /&gt;
 .?AVbuilding_trapst@@&lt;br /&gt;
 .?AVbuilding_bars_floorst@@&lt;br /&gt;
 .?AVbuilding_bars_verticalst@@&lt;br /&gt;
 .?AVbuilding_grate_floorst@@&lt;br /&gt;
 .?AVbuilding_grate_wallst@@&lt;br /&gt;
 .?AVbuilding_floodgatest@@&lt;br /&gt;
 .?AVbuilding_bridgest@@&lt;br /&gt;
 .?AVbuilding_hatchst@@&lt;br /&gt;
 .?AVbuilding_doorst@@&lt;br /&gt;
 .?AVbuilding_armorstandst@@&lt;br /&gt;
 .?AVbuilding_weaponrackst@@&lt;br /&gt;
 .?AVbuilding_cabinetst@@&lt;br /&gt;
 .?AVbuilding_boxst@@&lt;br /&gt;
 .?AVproj_itemst@@&lt;br /&gt;
 .?AVitem_plantst@@&lt;br /&gt;
 .?AVitem_verminst@@&lt;br /&gt;
 .?AVitem_critterst@@&lt;br /&gt;
 .?AVitem_remainsst@@&lt;br /&gt;
 .?AVitem_liquid_miscst@@&lt;br /&gt;
 .?AVitem_liquidst@@&lt;br /&gt;
 .?AVitem_liquipowderst@@&lt;br /&gt;
 .?AVitemst@@&lt;br /&gt;
 .?AVitem_actualst@@&lt;br /&gt;
 .?AVbuilding_stockpilest@@&lt;br /&gt;
 .?AVbuilding_wellst@@&lt;br /&gt;
 .?AVbuilding_civzonest@@&lt;br /&gt;
 .?AVbuilding_actualst@@&lt;br /&gt;
 .?AVbuildingst@@&lt;br /&gt;
 .?AVprojst@@&lt;br /&gt;
 .?AVproj_unitst@@&lt;br /&gt;
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 .?AVviewscreen_conversationst@@&lt;br /&gt;
 .?AVviewscreen_setupadventurest@@&lt;br /&gt;
 .?AVviewscreen_dungeon_announcest@@&lt;br /&gt;
 .?AVviewscreen_dungeon_monsterstatusst@@&lt;br /&gt;
 .?AVviewscreen_dungeon_wrestlest@@&lt;br /&gt;
 .?AVviewscreen_adventure_logst@@&lt;br /&gt;
 .?AVviewscreen_adventure_travelst@@&lt;br /&gt;
 .?AVviewscreen_dungeonmodest@@&lt;br /&gt;
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 .?AVadventure_movement_optionst@@&lt;br /&gt;
 .?AVadventure_environment_pickup_ignite_vegst@@&lt;br /&gt;
 .?AVadventure_environment_pickup_vermin_eventst@@&lt;br /&gt;
 .?AVadventure_environment_eat_vomitst@@&lt;br /&gt;
 .?AVadventure_environment_drink_bloodst@@&lt;br /&gt;
 .?AVadventure_environment_eat_slimest@@&lt;br /&gt;
 .?AVadventure_environment_drink_waterst@@&lt;br /&gt;
 .?AVadventure_environment_eat_mudst@@&lt;br /&gt;
 .?AVadventure_environment_optionst@@&lt;br /&gt;
 .?AVadventure_option_view_contaminantst@@&lt;br /&gt;
 .?AVadventure_option_eat_item_contaminantst@@&lt;br /&gt;
 .?AVadventure_option_eat_unit_contaminantst@@&lt;br /&gt;
 .?AVadventure_optionst@@&lt;br /&gt;
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 .?AVadventure_item_interact_fill_with_mudst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_vomitst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_bloodst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_waterst@@&lt;br /&gt;
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 .?AVviewscreen_dwarfmodest@@&lt;br /&gt;
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 .?AVinterface_button_building_permit_itemst@@&lt;br /&gt;
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 .?AVinterface_button_building_permit_foreign_weaponst@@&lt;br /&gt;
 .?AVinterface_button_building_permit_trapcompst@@&lt;br /&gt;
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 .?AVinterface_button_buildingst@@&lt;br /&gt;
 .?AVinterface_button_building_material_selectorst@@&lt;br /&gt;
 .?AVinterface_buttonst@@&lt;br /&gt;
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 .?AVbuild_req_choicest@@&lt;br /&gt;
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 .?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AVhistory_event_entity_incorporatedst@@&lt;br /&gt;
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 .?AVhistory_event_war_peace_rejectedst@@&lt;br /&gt;
 .?AVhistory_event_war_peace_acceptedst@@&lt;br /&gt;
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 .?AVitem_quiverst@@&lt;br /&gt;
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 .?AVitem_helmst@@&lt;br /&gt;
 .?AVitem_shieldst@@&lt;br /&gt;
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 .?AVitem_armorst@@&lt;br /&gt;
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 .?AVitem_flaskst@@&lt;br /&gt;
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 .?AVitem_constructedst@@&lt;br /&gt;
 .?AVitem_craftedst@@&lt;br /&gt;
 .?AVitem_fishst@@&lt;br /&gt;
 .?AVitem_meatst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_art_imagest@@&lt;br /&gt;
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 .?AVgeneral_refst@@&lt;br /&gt;
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 .?AVhistory_event_collection_abductionst@@&lt;br /&gt;
 .?AVhistory_event_collectionst@@&lt;br /&gt;
 .?AVhistory_event_collection_warst@@&lt;br /&gt;
 .?AVitem_powder_miscst@@&lt;br /&gt;
 .?AVitem_powderst@@&lt;br /&gt;
 .?AVgeneral_ref_building_well_tagst@@&lt;br /&gt;
 .?AVgeneral_ref_buildingst@@&lt;br /&gt;
 .?AVhistory_event_demon_releasedst@@&lt;br /&gt;
 .?AVfeature_specinfo_cave_lava_shaftst@@&lt;br /&gt;
 .?AVfeature_specinfo_cave_underworld_spikest@@&lt;br /&gt;
 .?AVfeature_specinfost@@&lt;br /&gt;
 .?AVfeature_alteration_spec_info_underworld_spike_level_infost@@&lt;br /&gt;
 .?AVfeature_alteration_spec_infost@@&lt;br /&gt;
 .?AVitem_cagest@@&lt;br /&gt;
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 .?AVitem_corpsepiecest@@&lt;br /&gt;
 .?AVitem_corpsest@@&lt;br /&gt;
 .?AVviewscreen_layer_currencyst@@&lt;br /&gt;
 .?AVviewscreen_layer_reactionst@@&lt;br /&gt;
 .?AVviewscreen_layer_stone_restrictionst@@&lt;br /&gt;
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 .?AVlayer_object_buttonst@@&lt;br /&gt;
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 .?AVviewscreen_jobst@@&lt;br /&gt;
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 .?AVviewscreen_itemst@@&lt;br /&gt;
 .?AVviewscreen_noblest@@&lt;br /&gt;
 .?AVviewscreen_buildinglistst@@&lt;br /&gt;
 .?AVviewscreen_commandchainst@@&lt;br /&gt;
 .?AVviewscreen_squadst@@&lt;br /&gt;
 .?AVviewscreen_civlistst@@&lt;br /&gt;
 .?AVviewscreen_entityst@@&lt;br /&gt;
 .?AVviewscreen_treasurelistst@@&lt;br /&gt;
 .?AVviewscreen_unitjobsst@@&lt;br /&gt;
 .?AVviewscreen_createquotast@@&lt;br /&gt;
 .?AVviewscreen_jobmanagementst@@&lt;br /&gt;
 .?AVviewscreen_wagesst@@&lt;br /&gt;
 .?AVviewscreen_storesst@@&lt;br /&gt;
 .?AVviewscreen_overallstatusst@@&lt;br /&gt;
 .?AVviewscreen_justicest@@&lt;br /&gt;
 .?AVviewscreen_pricest@@&lt;br /&gt;
 .?AVviewscreen_petst@@&lt;br /&gt;
 .?AVviewscreen_kitchenprefst@@&lt;br /&gt;
 .?AVviewscreen_announcelistst@@&lt;br /&gt;
 .?AVviewscreen_game_cleanerst@@&lt;br /&gt;
 .?AVviewscreen_titlest@@&lt;br /&gt;
 .?AVviewscreen_legendsst@@&lt;br /&gt;
 .?AVviewscreen_new_regionst@@&lt;br /&gt;
 .?AVviewscreen_export_regionst@@&lt;br /&gt;
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 .?AVhistory_event_item_stolenst@@&lt;br /&gt;
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 .?AVhistory_event_hist_figure_abductedst@@&lt;br /&gt;
 .?AVitem_threadst@@&lt;br /&gt;
 .?AVitem_skullst@@&lt;br /&gt;
 .?AVitem_bonesst@@&lt;br /&gt;
 .?AVitem_skin_rawst@@&lt;br /&gt;
 .?AVitem_seedsst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_engravingst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_foodst@@&lt;br /&gt;
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 .?AVhistory_event_masterpiece_created_dye_itemst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_itemst@@&lt;br /&gt;
 .?AVhistory_event_demon_encasedst@@&lt;br /&gt;
 .?AVhistory_event_artifact_droppedst@@&lt;br /&gt;
 .?AVhistory_event_artifact_recoveredst@@&lt;br /&gt;
 .?AVhistory_event_artifact_foundst@@&lt;br /&gt;
 .?AVhistory_event_artifact_possessedst@@&lt;br /&gt;
 .?AVhistory_event_artifact_hiddenst@@&lt;br /&gt;
 .?AVhistory_event_merchantst@@&lt;br /&gt;
 .?AVhistory_event_body_abusedst@@&lt;br /&gt;
 .?AVhistory_event_remove_hf_site_linkst@@&lt;br /&gt;
 .?AVhistory_event_add_hf_site_linkst@@&lt;br /&gt;
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 .?AVhistory_event_add_hf_hf_linkst@@&lt;br /&gt;
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 .?AVhistory_event_change_hf_statest@@&lt;br /&gt;
 .?AVhistory_event_remove_hf_entity_linkst@@&lt;br /&gt;
 .?AVhistory_event_add_hf_entity_linkst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_reunionst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_simple_battle_eventst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_woundedst@@&lt;br /&gt;
 .?AVhistory_event_creature_devouredst@@&lt;br /&gt;
 .?AVhistory_event_hf_razed_buildingst@@&lt;br /&gt;
 .?AVhistory_event_site_abandonedst@@&lt;br /&gt;
 .?AVhistory_event_site_diedst@@&lt;br /&gt;
 .?AVhistory_event_hf_destroyed_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_site_taken_overst@@&lt;br /&gt;
 .?AVhistory_event_war_site_new_leaderst@@&lt;br /&gt;
 .?AVhistory_event_war_site_tribute_forcedst@@&lt;br /&gt;
 .?AVhistory_event_war_plundered_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_destroyed_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_attacked_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_field_battlest@@&lt;br /&gt;
 .?AVhistory_event_collection_beast_attackst@@&lt;br /&gt;
 .?AVhistory_event_collection_site_conqueredst@@&lt;br /&gt;
 .?AVhistory_event_collection_duelst@@&lt;br /&gt;
 .?AVhistory_event_collection_battlest@@&lt;br /&gt;
 .?AV?$interface_button_button_light_up_selectorst@F@@&lt;br /&gt;
 .?AVviewscreen_movieplayerst@@&lt;br /&gt;
 .?AVviewscreen_layer_stockpilest@@&lt;br /&gt;
 .?AVviewscreen_layer_world_gen_param_presetst@@&lt;br /&gt;
 .?AVviewscreen_layer_world_gen_paramst@@&lt;br /&gt;
 .?AUworld_gen_param_seedst@@&lt;br /&gt;
 .?AUworld_gen_param_charst@@&lt;br /&gt;
 .?AUworld_gen_param_memberst@@&lt;br /&gt;
 .?AUworld_gen_param_valuest@@&lt;br /&gt;
 .?AUworld_gen_param_basest@@&lt;br /&gt;
 .?AVviewscreen_layer_export_play_mapst@@&lt;br /&gt;
 .?AVviewscreen_layer_musicsoundst@@&lt;br /&gt;
 .?AVviewscreen_layer_unit_relationshipst@@&lt;br /&gt;
 .?AVviewscreen_layer_workshop_profilest@@&lt;br /&gt;
 .?AVviewscreen_unitst@@&lt;br /&gt;
 .?AVviewscreen_customize_unitst@@&lt;br /&gt;
 .?AVviewscreen_keybindingsst@@&lt;br /&gt;
 .?AVviewscreen_savegamest@@&lt;br /&gt;
 .?AVviewscreen_loadgamest@@&lt;br /&gt;
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 .?AVinterface_button_button_open_traffic_designationst@@&lt;br /&gt;
 .?AVinterface_button_button_open_bitem_designationst@@&lt;br /&gt;
 .?AVinterface_button_button_donest@@&lt;br /&gt;
 .?AVinterface_button_button_designate_selectst@@&lt;br /&gt;
 .?AVinterface_button_buttonst@@&lt;br /&gt;
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 .?AVinterface_button_construction_building_selectorst@@&lt;br /&gt;
 .?AVinterface_button_construction_category_selectorst@@&lt;br /&gt;
 .?AVinterface_button_constructionst@@&lt;br /&gt;
 .?AVactive_script_var_longst@@&lt;br /&gt;
 .?AVactive_script_var_unitst@@&lt;br /&gt;
 .?AVactive_script_varst@@&lt;br /&gt;
 .?AVitem_trapcompst@@&lt;br /&gt;
 .?AVitem_trappartsst@@&lt;br /&gt;
 .?AVitem_pipe_sectionst@@&lt;br /&gt;
 .?AVitem_siegeammost@@&lt;br /&gt;
 .?AVitem_ballistapartsst@@&lt;br /&gt;
 .?AVitem_catapultpartsst@@&lt;br /&gt;
 .?AVitem_totemst@@&lt;br /&gt;
 .?AVitem_anvilst@@&lt;br /&gt;
 .?AVitem_gemst@@&lt;br /&gt;
 .?AVitem_braceletst@@&lt;br /&gt;
 .?AVitem_earringst@@&lt;br /&gt;
 .?AVitem_ringst@@&lt;br /&gt;
 .?AVitem_crownst@@&lt;br /&gt;
 .?AVitem_scepterst@@&lt;br /&gt;
 .?AVitem_amuletst@@&lt;br /&gt;
 .?AVitem_figurinest@@&lt;br /&gt;
 .?AVitem_cabinetst@@&lt;br /&gt;
 .?AVitem_weaponrackst@@&lt;br /&gt;
 .?AVitem_armorstandst@@&lt;br /&gt;
 .?AVitem_binst@@&lt;br /&gt;
 .?AVitem_millstonest@@&lt;br /&gt;
 .?AVitem_quernst@@&lt;br /&gt;
 .?AVitem_statuest@@&lt;br /&gt;
 .?AVitem_coffinst@@&lt;br /&gt;
 .?AVitem_animaltrapst@@&lt;br /&gt;
 .?AVitem_bucketst@@&lt;br /&gt;
 .?AVitem_windowst@@&lt;br /&gt;
 .?AVitem_toyst@@&lt;br /&gt;
 .?AVitem_instrumentst@@&lt;br /&gt;
 .?AVitem_gobletst@@&lt;br /&gt;
 .?AVitem_gratest@@&lt;br /&gt;
 .?AVitem_hatch_coverst@@&lt;br /&gt;
 .?AVitem_floodgatest@@&lt;br /&gt;
 .?AVitem_clothst@@&lt;br /&gt;
 .?AVitem_foodst@@&lt;br /&gt;
 .?AVitem_cheesest@@&lt;br /&gt;
 .?AVitem_ballistaarrowheadst@@&lt;br /&gt;
 .?AVitem_leavesst@@&lt;br /&gt;
 .?AVitem_shellst@@&lt;br /&gt;
 .?AVitem_skin_tannedst@@&lt;br /&gt;
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 .?AVitem_fish_rawst@@&lt;br /&gt;
 .?AVitem_drinkst@@&lt;br /&gt;
 .?AVitem_potionst@@&lt;br /&gt;
 .?AVitem_extractst@@&lt;br /&gt;
 .?AVitem_woodst@@&lt;br /&gt;
 .?AVitem_rockst@@&lt;br /&gt;
 .?AVitem_stonest@@&lt;br /&gt;
 .?AVitem_roughst@@&lt;br /&gt;
 .?AVitem_blocksst@@&lt;br /&gt;
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 .?AVitem_barst@@&lt;br /&gt;
 .?AVitemimprovement_sewn_imagest@@&lt;br /&gt;
 .?AVitemimprovement_clothst@@&lt;br /&gt;
 .?AVitemimprovement_threadst@@&lt;br /&gt;
 .?AVitemimprovement_itemspecificst@@&lt;br /&gt;
 .?AVitemimprovement_spikesst@@&lt;br /&gt;
 .?AVitemimprovement_bandsst@@&lt;br /&gt;
 .?AVitemimprovement_rings_hangingst@@&lt;br /&gt;
 .?AVitemimprovement_coveredst@@&lt;br /&gt;
 .?AVitemimprovement_art_imagest@@&lt;br /&gt;
 .?AVitemimprovementst@@&lt;br /&gt;
 .?AVgeneral_ref_coinbatchst@@&lt;br /&gt;
 .?AVitemdef_foodst@@&lt;br /&gt;
 .?AVitemdef_pantsst@@&lt;br /&gt;
 .?AVitemdef_helmst@@&lt;br /&gt;
 .?AVitemdef_shieldst@@&lt;br /&gt;
 .?AVitemdef_shoesst@@&lt;br /&gt;
 .?AVitemdef_glovesst@@&lt;br /&gt;
 .?AVitemdef_siegeammost@@&lt;br /&gt;
 .?AVitemdef_ammost@@&lt;br /&gt;
 .?AVitemdef_armorst@@&lt;br /&gt;
 .?AVitemdef_instrumentst@@&lt;br /&gt;
 .?AVitemdef_toyst@@&lt;br /&gt;
 .?AVitemdef_trapcompst@@&lt;br /&gt;
 .?AVitemdef_weaponst@@&lt;br /&gt;
 .?AVitemdefst@@&lt;br /&gt;
 .?AVmachine_standardst@@&lt;br /&gt;
 .?AVmachinest@@&lt;br /&gt;
 .?AVgeneral_ref_item_typest@@&lt;br /&gt;
 .?AVgeneral_ref_artifactst@@&lt;br /&gt;
 .?AVviewscreen_layer_assigntradest@@&lt;br /&gt;
 .?AVviewscreen_requestagreementst@@&lt;br /&gt;
 .?AVviewscreen_tradeagreementst@@&lt;br /&gt;
 .?AVviewscreen_topicmeeting_takerequestsst@@&lt;br /&gt;
 .?AVviewscreen_topicmeetingst@@&lt;br /&gt;
 .?AVviewscreen_meetingst@@&lt;br /&gt;
 .?AVviewscreen_barterst@@&lt;br /&gt;
 .?AVviewscreen_tradegoodsst@@&lt;br /&gt;
 .?AVviewscreen_tradelistst@@&lt;br /&gt;
 .?AVviewscreen_textviewerst@@&lt;br /&gt;
 .?AVproj_magicst@@&lt;br /&gt;
 .?AVreaction_product_itemst@@&lt;br /&gt;
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 .?AVreaction_reagent_classst@@&lt;br /&gt;
 .?AVreaction_reagent_metal_orest@@&lt;br /&gt;
 .?AVreaction_reagent_itemst@@&lt;br /&gt;
 .?AVreaction_reagentst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_itemownerst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_offeredst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_stolenst@@&lt;br /&gt;
 .?AVgeneral_ref_entityst@@&lt;br /&gt;
 .?AVgeneral_ref_building_holderst@@&lt;br /&gt;
 .?AVgeneral_ref_building_cagedst@@&lt;br /&gt;
 .?AVgeneral_ref_building_chainst@@&lt;br /&gt;
 .?AVgeneral_ref_building_triggertargetst@@&lt;br /&gt;
 .?AVgeneral_ref_building_triggerst@@&lt;br /&gt;
 .?AVgeneral_ref_building_civzone_assignedst@@&lt;br /&gt;
 .?AVgeneral_ref_projectilest@@&lt;br /&gt;
 .?AVgeneral_ref_contained_in_itemst@@&lt;br /&gt;
 .?AVgeneral_ref_contains_itemst@@&lt;br /&gt;
 .?AVgeneral_ref_itemst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_workerst@@&lt;br /&gt;
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 .?AVgeneral_ref_unit_tradebringerst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_itemownerst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_slaughtereest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_infantst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_patientst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_kidnapeest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_foodreceiverst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_beateest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_cageest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_traineest@@&lt;br /&gt;
 .?AVgeneral_ref_contains_unitst@@&lt;br /&gt;
 .?AVgeneral_ref_unitst@@&lt;br /&gt;
 .?AVgeneral_ref_is_nemesisst@@&lt;br /&gt;
 .?AVgeneral_ref_nemesisst@@&lt;br /&gt;
 .?AVgeneral_ref_is_artifactst@@&lt;br /&gt;
 .?AVscript_step_invasionst@@&lt;br /&gt;
 .?AVscript_step_dipeventst@@&lt;br /&gt;
 .?AVscript_step_eventst@@&lt;br /&gt;
 .?AVscript_step_diphistoryst@@&lt;br /&gt;
 .?AVscript_step_textviewerst@@&lt;br /&gt;
 .?AVscript_step_discussst@@&lt;br /&gt;
 .?AVscript_step_constructtopiclistst@@&lt;br /&gt;
 .?AVscript_step_topicdiscussionst@@&lt;br /&gt;
 .?AVscript_step_setvarst@@&lt;br /&gt;
 .?AVscript_step_simpleactionst@@&lt;br /&gt;
 .?AVscript_step_conditionalst@@&lt;br /&gt;
 .?AVscript_stepst@@&lt;br /&gt;
 .?AVscript_var_longst@@&lt;br /&gt;
 .?AVscript_var_unitst@@&lt;br /&gt;
 .?AVscript_varst@@&lt;br /&gt;
 .?AVviewscreen_layer_choose_language_namest@@&lt;br /&gt;
 .?AVviewscreen_setupdwarfgamest@@&lt;br /&gt;
 .?AVviewscreen_choose_start_sitest@@&lt;br /&gt;
 .?AVvegst@@&lt;br /&gt;
 .?AVworld_construction_bridgest@@&lt;br /&gt;
 .?AVworld_construction_wallst@@&lt;br /&gt;
 .?AVworld_construction_tunnelst@@&lt;br /&gt;
 .?AVworld_construction_roadst@@&lt;br /&gt;
 .?AVworld_constructionst@@&lt;br /&gt;
 .?AVworld_construction_square_wallst@@&lt;br /&gt;
 .?AVworld_construction_square_bridgest@@&lt;br /&gt;
 .?AVworld_construction_square_tunnelst@@&lt;br /&gt;
 .?AVworld_construction_square_roadst@@&lt;br /&gt;
 .?AVworld_construction_squarest@@&lt;br /&gt;
 sqrt&lt;br /&gt;
 sin&lt;br /&gt;
 cos&lt;br /&gt;
 atan2&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153210</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153210"/>
		<updated>2011-09-21T21:02:32Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Reports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&amp;amp;diff=153193&amp;amp;oldid=prev edit] as well as this [http://df.magmawiki.com/index.php?title=40d:String_dump&amp;amp;diff=153194&amp;amp;oldid=prev edit] --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&amp;amp;curid=18784&amp;amp;diff=152872&amp;amp;oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)&lt;br /&gt;
:At Wikipedia we'd call that a &amp;quot;test edit&amp;quot; - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet.  My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)&lt;br /&gt;
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=153209</id>
		<title>v0.31:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=153209"/>
		<updated>2011-09-21T21:00:48Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153193 by SGragg88 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 {{L|Wood|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
# {{L|Architecture|Architecture}}&lt;br /&gt;
# {{L|Carpenter|Carpenter}}&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a {{L|machine component}} that provides {{L|power}} via water {{L|flow}}. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 {{L|wood|wood}} and generates 90 net power, which can be used for operating a {{L|Screw pump|pump}} or {{L|mill}}. You can use {{L|axle|axles}} and {{L|Gear assembly|gears}} to access the power produced by a water wheel, or connect machinery like a {{L|Screw pump|pump}} or {{L|millstone}} directly.&lt;br /&gt;
&lt;br /&gt;
Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The {{L|Building_designer|architecture}} and {{L|Carpenter|carpentry}} labors are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  It is the color of the first wood selected for it, so you could build a red wheel with one piece of goblin-cap and two of fungiwood.&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this, build the water wheel on the z level directly above a water tile. The tile where the wheel is built should be open space (you can channel out a tile if necessary). A gear assembly or horizontal axle built on an adjacent tile will be necessary to support the wheel. Do not hang it from a gear assembly you wish to control with a switch, as a disconnected gear assembly can't support anything and will cause the waterwheel to deconstruct when toggled.&lt;br /&gt;
&lt;br /&gt;
{{L|Power}} is generated from a water wheel as long as it has {{L|flow}}ing water at a depth of 4/7 or greater under at least one of its tiles. The easiest way to achieve this is by placing the water wheel over a {{L|river}} or {{L|brook}}. '''With a brook you must first channel through the surface''' since brooks have a floor of sorts over them. &lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#333&amp;quot;&amp;gt;○&amp;lt;/font&amp;gt;    = '''Millstone'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = '''Water'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;    = '''Axle'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
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|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #7FF; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
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|style=&amp;quot;color: #07f; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|style=&amp;quot;color: #333; padding: 0&amp;quot;|○&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
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This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the relatively low power draw of a {{L|screw pump}}, a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an {{L|exploit}} (violating basic principles of physics), and possibly a bug that should be fixed.&lt;br /&gt;
&lt;br /&gt;
To get it working, you must start the pump manually.*&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions are {{L|aquifer}}s, which can sometimes have naturally occurring {{L|flow}}.  This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional {{L|channel}}ing, so designs will have to be adapted if such are found.)''&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD AN ORTHOGONAL PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
&lt;br /&gt;
===Dwarven Water Reactor===&lt;br /&gt;
====Key====&lt;br /&gt;
:{{Raw Tile|║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦ O|7:0:1}} = '''Wall'''&lt;br /&gt;
:{{Raw Tile|+|7:0:0}} = '''Floor'''&lt;br /&gt;
:{{Raw Tile|W|6:0:0}} = '''Water Wheel''' with floor underneath&lt;br /&gt;
:{{Raw Tile|W|6:1:0}} = '''Water Wheel''' with water underneath&lt;br /&gt;
:{{Raw Tile|≈|1:0:1}} = '''Water''' on current level&lt;br /&gt;
:{{Raw Tile|≈|3:0:1}} = '''Water''' on level below&lt;br /&gt;
:{{Raw Tile|X|2:0:0}}&amp;lt;br /&amp;gt;{{Raw Tile|X|2:0:1}} = '''Screw Pump''' drawing from south&lt;br /&gt;
&lt;br /&gt;
This compact design, once started, produces 170 surplus power (less additional power train). While the water reactor provides a perpetual source of mechanical power in abundant amounts, the use of several reactors can cause performance issues. When building your water reactor, it is recommended that you include a method for stopping the reactor once started.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:2ex 20ex;&amp;quot;&amp;gt;    &amp;lt;!-- I wanted to float this on the left, but the wiki version of bulletpoints behave oddly with the margin. --&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
!'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
!    &lt;br /&gt;
!'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|-&lt;br /&gt;
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{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
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|{{RT|║|7:0:1}}&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a {{L|pond}}).  Meanwhile, construct the pump, pumping from the South.  Construct the two water wheels.  Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the &amp;quot;reactor&amp;quot; will start immediately and the pump operator will leave.  The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area.  Note that for the upper level, no southern walls are shown as none are needed, unless you don't follow the design and do something to create water pressure.&lt;br /&gt;
&lt;br /&gt;
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''&lt;br /&gt;
* The ideal amount of water in this design is apparently 63 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop. &lt;br /&gt;
&lt;br /&gt;
The reactor can be safely halted either by blocking the tile the pump draws water from or &amp;quot;overloading&amp;quot; the reactor (since drawing more power than the reactor supplies will stop the pump that keeps the cycle going until the load is reduced and the pump is manually restarted by dwarf-power),  More drastically, the reactor will obviously be halted by deconstructing the pump.  Deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to {{L|machinery}} outside them, not shown).&lt;br /&gt;
&lt;br /&gt;
{{L|Power}} can routed up from the pump or off to the side from a wheel; the bottom of the pump is difficult to access without danger of water escaping.  Routing power from a wheel is typically safe in practice, but it's not impossible for a small amount of water to escape the reactor if it is temporarily overfilled.  Power can also be routed out of the reactor via a gear or horizontal axle over the pump's intake tile; while this does not interfere with the pump's operation or present a danger of flooding, it makes it more difficult to shut down the reactor.  In either case, it's typically wise to place a {{L|gear assembly}} linked to a {{L|lever}} early in the power train in order to allow disconnecting the power at that point, as opposed to needing to halt the entire reactor to stop the power supply.&lt;br /&gt;
&lt;br /&gt;
Expanded versions can produce more power, and can be added later with minimal advance planning; such extensibility is easily attainable by placing disengageable gears on either side of the two water wheels, then attaching minireactors at your leisure, or halting the original reactor by other means. Alternatively, it may be easier to simply produce a second reactor, then connect to the power train at another location.&lt;br /&gt;
&lt;br /&gt;
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural {{L|flow|water flow}} - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''&lt;br /&gt;
*This can be countered by connecting something that consumes &amp;gt;90 power while building the waterwheels -19 {{L|gear assembly|Gear assemblies}} works&lt;br /&gt;
&lt;br /&gt;
===Mini Water Reactor===&lt;br /&gt;
&lt;br /&gt;
This even more compact design is quite similar to the original Dwarven Water Reactor, but can be used in tight spots that do not need more than 80 surplus power.  This plan can also be considered an extension unit to the DWR, in that it can be added to one or the other side to provide an additional 80 power to the resulting power train.  Safely constructing a mini reactor to add to a previously built reactor without potential flooding and/or loss of power is possible only if you first turn off the original reactor.  Planning ahead is a much better option, so if you're going to need more than 170 power, build a larger reactor to start with.&lt;br /&gt;
&lt;br /&gt;
As stated previously, the design below produces 80 surplus power (less additional power train).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
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&lt;br /&gt;
Construction of the mini reactor follows the same order as for the DWR, though the channel is slightly different and only one water wheel is needed.  If this is an addition to a full size reactor or set of reactors, all channels will need to be fairly full with water to start the reactor.&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153208</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=153208"/>
		<updated>2011-09-21T21:00:18Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&amp;amp;diff=153193&amp;amp;oldid=prev edit] --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&amp;amp;curid=18784&amp;amp;diff=152872&amp;amp;oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)&lt;br /&gt;
:At Wikipedia we'd call that a &amp;quot;test edit&amp;quot; - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet.  My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)&lt;br /&gt;
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sliver_barb&amp;diff=153066</id>
		<title>v0.31:Sliver barb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sliver_barb&amp;diff=153066"/>
		<updated>2011-09-15T02:48:28Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:00, 9 June 2010 (UTC)}}{{buggy}}&lt;br /&gt;
{{plantlookup/0|uses=&lt;br /&gt;
* {{L|Dye}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Sliver Barb is an {{L|above ground|aboveground}} {{L|crop}} that can be {{L|brewing|brewed}} into {{L|gutter cruor}}, a low-{{L|value}} alcohol, or {{L|Milling|milled}} into black {{L|dye|sliver dye}}, a high-value dye.  It only grows in {{L|evil}} areas. Since {{L|human}} and {{L|elf|elven}} {{L|civilization|civilizations}} never live in these areas, your {{L|trade|trading partners}} won't have {{L|seed|seeds}} for it. To get this plant your dwarves will need to brave the {{L|beak dog}}s and {{L|plant gathering|pull it from the earth}} themselves.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Like all plants with the [GOOD] and [EVIL] tags, silver barb currently doesn't show up anywhere. {{bug|4133}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=153031</id>
		<title>v0.31:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=153031"/>
		<updated>2011-09-13T14:34:13Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 153026 by MatildaBates (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Soil''' is the name for the various kinds of ground that can be {{l|farming|planted}} on (both above and below ground{{V|0.31.19}}) without {{l|irrigation}} using {{l|water}}.  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loam}}||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loamy sand}}||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Peat}}||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay loam}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy loam}}||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt}}||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay loam}}||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt loam}}||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Pelagic clay}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Siliceous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Calcareous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! {{L|Sand}}&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sand (tan)}}||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Black sand}}||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Red sand}}||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|White sand}}||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Yellow sand}}||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay loam}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay}}||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay}}||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fire clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types listed in the upper part of the table do '''not''' count as {{l|sand}} for {{l|glass}}making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section at the bottom are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep {{l|ocean}} tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either {{l|fortress mode}} or {{l|adventurer mode}}.&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an {{L|aquifer}}.&lt;br /&gt;
* The &amp;quot;clay&amp;quot; types listed at the bottom can be used for making ceramic items. Fire clay produces {{L|stoneware}}, while the other types produce {{L|earthenware}}.&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to {{l|rock}} types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only {{l|farming|plant}} cave {{l|crop|flora}} if the tile is marked &amp;quot;{{l|Subterranean}}.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in {{l|rock}}, and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train {{l|miner}}s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be {{l|Smoothing|smooth}}ed, so it is more difficult to make high value rooms, or pierce {{l|aquifer}}s.  Also, since soil cannot be smoothed, soil cannot be used to make {{l|fortification}}s.&lt;br /&gt;
&lt;br /&gt;
Building a {{l|farm plot}} or {{l|road}} or removing a {{l|construction}} on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Above-ground furrowed soil will gradually smooth itself out, at which point grass and other vegetation will begin to grow,  while subterranean soil will remain furrowed indefinitely. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
'''Trees and Shrubs'''&lt;br /&gt;
&lt;br /&gt;
Once you discover the {{L|caverns}}, subterranean trees and shrubs will begin to grow in dry subterranean soil '''if''' there are unmined soil walls nearby* on the Z-level beneath or if there is mud nearby* on the same Z-level (where &amp;quot;nearby&amp;quot; means &amp;quot;within a 2-tile radius&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Item_quality&amp;diff=152681</id>
		<title>v0.31 Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Item_quality&amp;diff=152681"/>
		<updated>2011-08-29T15:09:43Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Skills Not Affecting Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Had a Talented stonecrafter turn out a no-quality mug - so that math has changed.--[[User:Albedo|Albedo]] 02:33, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I thought mugs didn't have quality levels. unless thats a new feature, you could just be unlucky, toady said a long time ago that even a dabbler has a chance of creating a masterpiece, so maybe it works backwards...hmmm... or I could be entirely wrong. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:Wrong.&lt;br /&gt;
&lt;br /&gt;
Tiredness can cause even a Legendary stonecrafter to turn out no quality mugs. The penalty for being tired, hungry, thirsty are still being adjusted as of version 31.08, but if it is important work to be done at a high level, suspend it until your top dwarf assigned/allowed/{{l|burrow}}ed is rested, feed, and boozed. --[[User:Darkstar|Darkstar]] 18:06, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worked out the multipliers based on my weapon stockpile. I used the info from the value page and iron material page, do if they are wrong then the multipliers are out. I used a base of 1260 for the serrrated discs and a base of 220 for the picks. if someone could clean up the formatting and double check the numbers that would be great [[User:Dangerous Beans|Dangerous Beans]] 03:21, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
just a thought - i was going through the help menu for fun, and found a table of quality ratings. at the bottom of the list are sideways equilateral triangles, that says it's representing magical items. this is on Phoebus' graphic tileset, for the record, but even so, magic items have no mention here. for that matter, nor does excess qualities, or whatever you'd like to call engraving/inlay/studding/etc. i'm a terrible writer myself, but perhaps someone could whip something up? -tryntu&lt;br /&gt;
&lt;br /&gt;
== Nothing about combat? ==&lt;br /&gt;
&lt;br /&gt;
Still no info on the effects of quality on combat? I've filled in the more obvious blanks. If the system is still the same as 40d's, we should just copy-paste some info from there, no? --[[User:Eepkeep|Eepkeep]] 08:28, 26 February 2011 (UTC)&lt;br /&gt;
:There's a detailed post about the effects of weapon quality in [http://www.bay12forums.com/smf/index.php?topic=78143.msg2013144#msg2013144 this] forum post, though I've no idea where the poster got their information, or whether they are sure the weapon skill bit still applies in 0.31. [[User:Bognor|Bognor]] 09:53, 26 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Glaze==&lt;br /&gt;
Do ash/tin glazes have quality levels? --[[User:Bouchart|Bouchart]] 14:14, 6 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Core vs Total Quality ==&lt;br /&gt;
&lt;br /&gt;
What is the difference between Core and Total quality (as seen in the stockpile screen)?&lt;br /&gt;
:I think &amp;quot;Total quality&amp;quot; includes quality of the decorations, if any --[[User:WwWraith|WwWraith]] 14:12, 14 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I assume the only items that have a &amp;quot;core quality&amp;quot; of artifact would be Artifacts? --[[User:Bombcar|Bombcar]] 22:00, 13 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Skills Not Affecting Quality==&lt;br /&gt;
We should list skills that never influence the quality of an item.  That way you know that there is no need for specialists in that skill, and could enable for all hauler/helper dwarves and not worry about their low skill level impacting the result.  I will begin here as a work in progress.  It will be easier I think to list the skills that don't effect quality than those that do, since the list will probably be smaller:&lt;br /&gt;
*Tanner&lt;br /&gt;
*All Hauling Labors&lt;br /&gt;
*Cleaning&lt;br /&gt;
*Architecture&lt;br /&gt;
*Pump op&lt;br /&gt;
*Siege Operating&lt;br /&gt;
*Weaving&lt;br /&gt;
*Furnace op.&lt;br /&gt;
*Wood burning&lt;br /&gt;
*Spinning&lt;br /&gt;
*Milking&lt;br /&gt;
*Butchery&lt;br /&gt;
&lt;br /&gt;
:[[Architecture]] at last report does affect the value of the quality of the item; in this case, the quality of the designed building.  The skill of a [[Siege operator]] affects accuracy.  [[Weaving]] affects the value of the produced cloth.  Your list is then missing: [[Small animal dissection]], [[Health care|Feed patients/prisoners]], [[Health care|Recovering wounded]], [[Soap making]], [[Potash making]], [[Lye making]], [[Milling]], [[Brewing]], [[Plant Processing]], [[Cheese Making]], [[Shearer]], [[Presser]], [[Fish Cleaning]], [[Fish Dissection]], and [[Strand extraction]]. I hope this helps!  --[[User:Jwest23|Jwest23]] 15:09, 29 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pyrolusite&amp;diff=152644</id>
		<title>v0.31:Pyrolusite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pyrolusite&amp;diff=152644"/>
		<updated>2011-08-26T14:25:49Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Removed redundant information.  By virtue of being a stone it can be used to make stone mechanisms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:12, 11 November 2010 (UTC)}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pyrolusite''' is an unremarkable dark gray stone found in small quantities within igneous stone. In real life, pyrolusite is an ore of manganese.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hammerman&amp;diff=152327</id>
		<title>v0.31:Hammerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hammerman&amp;diff=152327"/>
		<updated>2011-08-12T20:33:01Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Further reducing the character count for fun and profit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:40, 23 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The Hammerman skill, called Hammerdwarf in the case of dwarves, is a military skill that involves the use of {{l|Weapon|war hammers}}. Unlike most military units, equipping Hammermen/dwarves with {{l|adamantine}} weapons greatly ''decreases'' their effectiveness; weapons testing has shown {{l|silver}} to be the most effective hammer material, barring the results of {{l|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
War hammers are effective at dealing damage through {{l|armor}}; they are one of the few ways to reliably damage creatures with adamantine equipment.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Platypus&amp;diff=152255</id>
		<title>v0.31:Platypus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Platypus&amp;diff=152255"/>
		<updated>2011-08-09T15:45:19Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: minor typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=2&lt;br /&gt;
|meat=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Overall they aren't that dangerous; their poison is more annoying than deadly. They may be a useful for an {{l|egg production|egg industry}}, simply because they do not trample grass for other grazers. However, they only lay 1-3 eggs per clutch, fewer than most animals.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=152155</id>
		<title>v0.31:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=152155"/>
		<updated>2011-08-04T22:12:38Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Viewing labors */ removing what was very likely an unintentional edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:44, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A [[dwarf]]'s '''labor''' preferences define the tasks/jobs that he or she is allowed to do, whether it is {{L|food hauling}}, {{L|mining}}, {{L|hunting}}, or any of dozens of other tasks. For instance, only a dwarf with the {{L|wood cutting}} labor enabled will cut down {{L|tree}}s whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
Note that a labor is ''not'' a &amp;quot;'''job'''&amp;quot;, nor a &amp;quot;{{L|skill}}&amp;quot;.  A job is the actual task of doing something, and a skill is the experience that determines how fast a job gets done, and/or the quality of any finished product (specifics vary with skill/job), while a labor preference simply designates whether a dwarf is allowed do that sort of job or not.  You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single {{L|skill}} can possibly be applied to many different '''jobs'''.  For instance, a dwarf with the {{L|bone carving}} labor designated might carve a totem out of a skull, craft bone practice {{L|bolt}}s for a {{L|crossbow}}, create bone {{L|armor}}, or carve bone {{L|craft}}s to trade.  Each of these is a different possible job allowed by designating the associated labor, which in each of these cases is governed by the &amp;quot;bone carving&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Note that many labor preferences, especially {{L|haul}}ing, have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
The {{L|mining}}, {{L|wood cutting}}, and {{L|hunting}} labors require the dwarf to either pick up and wield a {{L|pick}}, {{L|battle axe}}, or {{L|crossbow}}. For this reason, a dwarf cannot be assigned to any combination of mining, wood cutting, or hunting at the same time. Additionally, the assignment of these tools '''overrides''' any {{L|uniform}} assigned to a dwarf's {{L|squad}}, so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
==Viewing labors==&lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{K|+}} and {{K|-}} to move the cursor up and down to hilight different categories or skills to enable or disable.&lt;br /&gt;
&lt;br /&gt;
Using {{K|u}} can help you locate dwarves. Select a dwarf, hit {{K|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{K|p}}-{{K|l}} to get to the labor configuration menu.&lt;br /&gt;
&lt;br /&gt;
Labors are divided into skill trees - for instance, accessing {{L|metalsmithing}} allows you to enable various jobs that are related to working with metal, such as {{L|weaponsmithing}} and {{L|armorsmithing}} etc.&lt;br /&gt;
&lt;br /&gt;
A category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox|#dd0|'''Dwarf Therapist:''' You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''{{L|Utilities#Dwarf_Therapist|Dwarf Therapist}}''' can make this a million times easier.}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Category''' || '''Labors'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* {{L|Mining}}&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Crossbow-making}}&lt;br /&gt;
* {{L|Wood cutting}}&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking ||&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Stone detailing}}&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related ||&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Animal care}}&lt;br /&gt;
* {{L|Hunting}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
* {{L|Small animal dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] ||&lt;br /&gt;
* {{L|Diagnosis}}&lt;br /&gt;
* {{L|Surgery}}&lt;br /&gt;
* {{L|Setting bones}}&lt;br /&gt;
* {{L|Suturing}}&lt;br /&gt;
* {{L|Dressing wounds}}&lt;br /&gt;
* {{L|Feed patients/prisoners}}&lt;br /&gt;
* {{L|Recovering wounded}}&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related ||&lt;br /&gt;
* {{L|Butchery}}&lt;br /&gt;
* {{L|Tanning}}&lt;br /&gt;
* {{L|Farming (fields)}}&lt;br /&gt;
* {{L|Dyeing}}&lt;br /&gt;
* {{L|Soap making}}&lt;br /&gt;
* {{L|Wood burning}}&lt;br /&gt;
* {{L|Potash making}}&lt;br /&gt;
* {{L|Lye making}}&lt;br /&gt;
* {{L|Milling}}&lt;br /&gt;
* {{L|Brewing}}&lt;br /&gt;
* {{L|Plant gathering}}&lt;br /&gt;
* {{L|Plant processing}}&lt;br /&gt;
* {{L|Cheese making}}&lt;br /&gt;
* {{L|Milking}}&lt;br /&gt;
* {{L|Shearing}}&lt;br /&gt;
* {{L|Spinning}}&lt;br /&gt;
* {{L|Cooking}}&lt;br /&gt;
* {{L|Pressing}}&lt;br /&gt;
* {{L|Beekeeping}}&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related ||&lt;br /&gt;
* {{L|Fishing}}&lt;br /&gt;
* {{L|Fish cleaning}}&lt;br /&gt;
* {{L|Fish dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
* {{L|Furnace operating}}&lt;br /&gt;
* {{L|Weaponsmithing}}&lt;br /&gt;
* {{L|Armoring}}&lt;br /&gt;
* {{L|Blacksmithing}}&lt;br /&gt;
* {{L|Metalcrafting}}&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry ||&lt;br /&gt;
* {{L|Gem cutting}}&lt;br /&gt;
* {{L|Gem setting}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafts ||&lt;br /&gt;
* {{L|Leatherworking}}&lt;br /&gt;
* {{L|Woodcrafting}}&lt;br /&gt;
* {{L|Stonecrafting}}&lt;br /&gt;
* {{L|Bone carving}}&lt;br /&gt;
* {{L|Glassmaking}}&lt;br /&gt;
* {{L|Weaving}}&lt;br /&gt;
* {{L|Clothesmaking}}&lt;br /&gt;
* {{L|Strand extraction}}&lt;br /&gt;
* {{L|Pottery}}&lt;br /&gt;
* {{L|Glazing}}&lt;br /&gt;
* {{L|Wax working}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineering  ||&lt;br /&gt;
* {{L|Siege engineering}}&lt;br /&gt;
* {{L|Siege operating}}&lt;br /&gt;
* {{L|Mechanics}}&lt;br /&gt;
* {{L|Pump operating}}&lt;br /&gt;
|-&lt;br /&gt;
| Other Jobs ||&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Alchemy}}&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=152098</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=152098"/>
		<updated>2011-08-04T16:03:12Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=152097</id>
		<title>v0.31:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=152097"/>
		<updated>2011-08-04T16:01:37Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 152086 by 124.6.181.189 (Talk); Spammer's gotta spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Soil''' is the name for the various kinds of ground that can be {{l|farming|planted}} on (both above and below ground{{V|0.31.19}}) without {{l|irrigation}} using {{l|water}}.  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loam}}||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loamy sand}}||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Peat}}||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay loam}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy loam}}||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt}}||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay loam}}||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt loam}}||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Pelagic clay}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Siliceous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Calcareous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! {{L|Sand}}&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sand (tan)}}||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Black sand}}||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Red sand}}||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|White sand}}||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Yellow sand}}||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay loam}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay}}||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay}}||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fire clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types listed in the upper part of the table do '''not''' count as {{l|sand}} for {{l|glass}}making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section at the bottom are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep {{l|ocean}} tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either {{l|fortress mode}} or {{l|adventurer mode}}.&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an {{L|aquifer}}.&lt;br /&gt;
* The &amp;quot;clay&amp;quot; types listed at the bottom can be used for making ceramic items. Fire clay produces {{L|stoneware}}, while the other types produce {{L|earthenware}}.&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to {{l|rock}} types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only {{l|farming|plant}} cave {{l|crop|flora}} if the tile is marked &amp;quot;{{l|Subterranean}}.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in {{l|rock}}, and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train {{l|miner}}s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be {{l|Smoothing|smooth}}ed, so it is more difficult to make high value rooms, or pierce {{l|aquifer}}s.  Also, since soil cannot be smoothed, soil cannot be used to make {{l|fortification}}s.&lt;br /&gt;
&lt;br /&gt;
Building a {{l|farm plot}} or {{l|road}} or removing a {{l|construction}} on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Above-ground furrowed soil will gradually smooth itself out, at which point grass and other vegetation will begin to grow,  while subterranean soil will remain furrowed indefinitely. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
'''Trees and Shrubs'''&lt;br /&gt;
&lt;br /&gt;
Once you discover the {{L|caverns}}, subterranean trees and shrubs will begin to grow in dry subterranean soil '''if''' there are unmined soil walls nearby* on the Z-level beneath or if there is mud nearby* on the same Z-level (where &amp;quot;nearby&amp;quot; means &amp;quot;within a 2-tile radius&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Porcelain&amp;diff=152061</id>
		<title>v0.31:Porcelain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Porcelain&amp;diff=152061"/>
		<updated>2011-08-03T20:06:57Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Trivial typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{Ceramic|name=Porcelain|color=7:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Statue}}s&lt;br /&gt;
* {{L|Block|Bricks}}&lt;br /&gt;
* {{L|Craft}}s&lt;br /&gt;
* {{L|Hive}}s&lt;br /&gt;
* {{L|Jug}}s&lt;br /&gt;
* Large {{L|pot}}s&lt;br /&gt;
|ingredients=&lt;br /&gt;
* 1 {{L|kaolinite}} {{L|stone}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Porcelain''' is a type of {{L|ceramic}} made from {{L|kaolinite}}. Porcelain items are white in color and have a material value of 10, equal to that of {{L|iron}}, {{L|silver}}, and {{L|crystal glass}}.  Large {{L|pot}}s made out of porcelain are water-tight, and do not need to be {{L|glaze}}d to hold liquids like {{L|booze}}.&lt;br /&gt;
&lt;br /&gt;
Unlike earthenware and stoneware, porcelain can only be made in limited quantities, determined by the amount of kaolinite available in your embark region (and whatever small quantities you can request from your {{L|outpost liaison}}), making it particularly similar to {{L|crystal glass}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=152054</id>
		<title>v0.31 Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=152054"/>
		<updated>2011-08-03T16:11:04Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* How to appoint Nobles? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How many nobles could I have in a dwarven fortress with 200 citizens? ie. how many nobles' bedrooms should I build, if none of the noble positions are occupied by the same person. --Anonymous&lt;br /&gt;
&lt;br /&gt;
Should this page be moved to [[DF2010:Nobles]]? [[User:Immibis|Immibis]] 08:05, 28 March 2010 (UTC)&lt;br /&gt;
:I think so, so I'll do it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 08:59, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to appoint Nobles? ==&lt;br /&gt;
How do you do that? In the page it says &amp;quot;Appointed nobles can be chosen by the player&amp;quot; BUT IT DOESNT EXPLAIN HOW TO APPOINT THEM! I need to appoint a Militia Commander, but there's no Militia Commander spot. It doesnt say &amp;quot;VACANT&amp;quot;. IT JUST DOESNT APPEAR!&lt;br /&gt;
Help, anyone? [[Special:Contributions/200.115.243.176|200.115.243.176]] 14:47, 3 August 2011 (UTC)&lt;br /&gt;
Really, can't anyone answer my question? [[Special:Contributions/200.115.243.176|200.115.243.176]] 14:47, 3 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're better off asking this in the [http://www.bay12forums.com/smf/index.php?board=7.0 DF Gameplay Questions] forum.  These pages aren't monitored by nearly as many people.  From the sounds of it, you have encountered some sort of bug.  I don't have an answer for you, but perhaps someone on the forum will.  --[[User:Jwest23|Jwest23]] 16:11, 3 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Appointed vs. Immigrant Nobles ==&lt;br /&gt;
I think much of this article only applies to nobles that emigrate from the mountainhomes. My Count still mines and carries rocks. Also, it should be made clear that the economy is nonfunctional and, for instance, tax collectors will never appear. Finally, what are the implications of NOT accepting when the liaison offers you a barony? I assume a baron comes anyway. I have never gotten a noble imigrant of any sort, do you need to reject the offer to get, for example, a dungeon master? [[User:GhostDwemer|GhostDwemer]] 17:13, 16 November 2010 (UTC)&lt;br /&gt;
:I posted on the forum, and it seems that if you don't appoint someone, the liaison will simply leave and try again next year. Which raises the question: are there ANY immigrant nobles in 31? I have not seen a single one in over a dozen forts and over twenty years total game time. I don't think much of this applies to the current game. Nobles are not lazy. They will continue to work at their regular jobs. Econ exempt is meaningless,  there is no econ. The hammerer doesn't show up, no arsenal dwarf, no dungeon master, no tax collector. I haven't gotten a monarch yet, can anyone who has comment on this? Does your leader get raised to king, or does the king actually immigrate? This whole page seems more geared towards the previous version. [[User:GhostDwemer|GhostDwemer]] 21:26, 19 November 2010 (UTC)&lt;br /&gt;
::The monarch '''does''' immigrate, though it seems to be quite common for said monarch to drop dead of old age immediately upon arriving at your fortress. --[[User:Quietust|Quietust]] 23:09, 19 November 2010 (UTC)&lt;br /&gt;
:::The monarch even immigrates with an immigrant wave that has ~5 Elite weapon users. They drop their armor (I don't remember now if they had any) and weapons as soon as they enter the map because they are not assigned to any squad by default and military/guard duties are nearly completely decoupled from civilian professions unlike in the .40d.--[[User:Another|Another]] 15:28, 20 November 2010 (UTC)&lt;br /&gt;
::::Thanks for the info. Can anyone confirm which nobles will and will not show up? I believe the Tax Collector will never show, as there is no economy. I, personally, have not seen a Dungeon Master on any .31.x generated world. Nor a Hammerer. Nor a Champion, but then I have not obtained any elite warriors yet. Can anyone confirm or deny the existence of the Dungeon Master, Champion, and Hammerer? I would love to take a stab at rewriting this page to make it more useful and less technical, but I don't want to spread misinformation based on just my experiences. [[User:GhostDwemer|GhostDwemer]] 20:47, 23 November 2010 (UTC)&lt;br /&gt;
:::::I was searching the forums and even left some requests* about reporting Baron/...-related nobles but only mentions I could find were about modding bookkeeper or manager to perform additional duties like [TAME_EXOTICS].&amp;lt;br&amp;gt; Given the caravan ark and world-wide economy are the immediate next development goals I suppose there will be major changes to fortress mode economy as well. And Toady will probably rather write new nobles code after that than fix existing one now. The comment part about hammer in the Hammerer raws obviously suggests that some parts of related code are plainly not implemented yet. Same goes for fortress mode caravans and wagons. &amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; I also tried various tricks myself in unmodded DF for no effect.--[[User:Another|Another]] 10:18, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== the raws ==&lt;br /&gt;
&lt;br /&gt;
can someone put the raw files responsible for all the noble atributes on the wiki somewhere i cant find them Edit: nvm found it in entity_default.txt --[[User:Xainiax|Xainiax]] 23:45, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SOLDIER_COLOR ==&lt;br /&gt;
&lt;br /&gt;
The [SOLDIER_COLOR] token in the raws was actually SOLDIER_COLOR] (no left bracket). Whether this was done intentionally to comment them out is unclear, but I have corrected the 'typo' in this article. --[[User:Eagle0600|Eagle0600]] 13:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Human Noble - High Goal ==&lt;br /&gt;
&lt;br /&gt;
I was wandering around a human town and entered a temple when I found a peculiar sight. There was a human called a High Goal standing there. I have no idea what he was meant to be and a google search reveals nothing, nor could I find a 'high goal' in the raws. Anyone got any clue? [[User:KoboldInDisguise|KoboldInDisguise]] 02:56, 11 April 2010 (UTC)&lt;br /&gt;
:Religious positions get randomised. You can have to high-priests of different temples and they'll be called entirely different things. Check the legends. --[[User:Eagle0600|Eagle0600]] 06:55, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch ==&lt;br /&gt;
&lt;br /&gt;
Have the requirements for a king changed since 40d?&lt;br /&gt;
&lt;br /&gt;
[POSITION:MONARCH] [NAME_MALE:king:kings] [NAME_FEMALE:queen:queens] [NUMBER:1] [SPOUSE_MALE:king consort:kings consort] [SPOUSE_FEMALE:queen consort:queens consort] [SUCCESSION:BY_HEIR] [RESPONSIBILITY:LAW_MAKING] [RESPONSIBILITY:RECEIVE_DIPLOMATS] [RESPONSIBILITY:MILITARY_GOALS] [PRECEDENCE:1] [RULES_FROM_LOCATION] [MENIAL_WORK_EXEMPTION] [MENIAL_WORK_EXEMPTION_SPOUSE] [SLEEP_PRETENSION] [PUNISHMENT_EXEMPTION] [FLASHES] [BRAG_ON_KILL] [CHAT_WORTHY] [DO_NOT_CULL] [KILL_QUEST] [EXPORTED_IN_LEGENDS] [DETERMINES_COIN_DESIGN] [COLOR:5:0:1] [ACCOUNT_EXEMPT] [DUTY_BOUND] [DEMAND_MAX:10] [MANDATE_MAX:5] [REQUIRED_BOXES:10] [REQUIRED_CABINETS:5] [REQUIRED_RACKS:5] [REQUIRED_STANDS:5] [REQUIRED_OFFICE:10000] [REQUIRED_BEDROOM:10000] [REQUIRED_DINING:10000] [REQUIRED_TOMB:10000] &lt;br /&gt;
&lt;br /&gt;
This should answer your question [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Individual Noble Articles==&lt;br /&gt;
&lt;br /&gt;
Added articles for every noble, still need to go through the raws and add functions and arrival conditions, if anyone reads this you're more than welcome to help [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Noble Death==&lt;br /&gt;
&lt;br /&gt;
My Count was murdered by the green menace....several years ago. Does anybody know how one goes about getting a new count/Baron/something purple?&lt;br /&gt;
My fortress is sitting at 39 dorfs and 6mill wealth, I have adamantine roads and and Throne room designed for a king and I would like to fill it. &lt;br /&gt;
--Anonymous&lt;br /&gt;
:At a loose guess, you need to up the number of dwarfs in your fortress, either through immigration or breeding, and you need to export more wealth.  Apparently, the King only sends a Duke if you've got 140 dwarves and have exported thirty thousand wealth (presumably just to the dwarven civilization).  As to getting a replacement Count or Baron... did the old Count have any kids?  They'd be his heirs... I think... --[[User:DeMatt|DeMatt]] 22:36, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, My first was single, no children. I've exported 30000 on the button, but I assume that counts all exports and is not exclusive to the dwarves. If that's the case, I am gonna give the dwarven caravan a massive amount of goods this autumn. I am not sure about the 140 dwarves thing. The liaison appointed a dwarf when I still had the population limit at 30 (I like to run smaller fortresses for organization purposes). I'll report in on any new findings. Oh, and I have struck several HFS columns and even breached the carnival once, though I revealed it through fortifications so the clowns couldn't reach my fortress. I don't think HFS prompts anything any more. --Anonymous&lt;br /&gt;
&lt;br /&gt;
==Not Masterwork==&lt;br /&gt;
I've changed the quality of the article down to Exceptional. The {{L|Forced Administrator}} link needs to be created. [[Special:Contributions/99.251.48.18|99.251.48.18]] 04:31, 6 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Furniture Requirements ==&lt;br /&gt;
&lt;br /&gt;
Do the required bits of furniture have the be in a certain room? or just in any room that the noble owns?&lt;br /&gt;
:It is the total items of furniture in all rooms assigned to the noble. --[[User:MathFox|MathFox]] 19:41, 30 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== General / Lieutenant / Captain ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have information on these positions?  Are they attainable?  --[[User:Theothersteve7|Theothersteve7]] 19:46, 30 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nobles as Soldiers? ==&lt;br /&gt;
&lt;br /&gt;
I've heard that nobles can still work as civilians even with all those mandates and demands and even if some are listed as NOBLE (which somehow means that they don't work?)&lt;br /&gt;
&lt;br /&gt;
So, can nobles actually work as part/full time soldiers? The fact that they are actually fighting for the fortress that they have mandated so much upon would help.&lt;br /&gt;
--[[User:Tir|Tir]] 12:28, 11 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not sure, but my Count is an accomplished full-time fisherdwarf (I need to make him a yacht).  I would guess that the answer is yes.  --[[User:Theothersteve7|Theothersteve7]] 13:32, 11 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
So it is true then that even if they have the title &amp;quot;NOBLE&amp;quot; in the UNITS screen, they are just like any ordinary dwarf (Here we go Noble Army!). Just that they are different by having their ''needs'' satisfied then. --[[User:Tir|Tir]] 11:46, 14 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moose&amp;diff=151982</id>
		<title>v0.31:Moose</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moose&amp;diff=151982"/>
		<updated>2011-08-01T21:53:08Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Text cleanups.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Moose''' require a {{L|pasture}} to survive.&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
The '''Moose''' is capable of bringing down the toughest adventurers and soldiers, with hooves that cave in skulls with frightening ease. This creature has been dubbed the Scourge of Canada by survivors of such horrific encounters.&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=151942</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=151942"/>
		<updated>2011-07-31T19:05:22Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=151941</id>
		<title>v0.31:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=151941"/>
		<updated>2011-07-31T19:03:21Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 151937 by 124.6.181.183 (Talk); Spammer didn't listen to reasonable request to DIAF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Soil''' is the name for the various kinds of ground that can be {{l|farming|planted}} on (both above and below ground{{V|0.31.19}}) without {{l|irrigation}} using {{l|water}}.  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loam}}||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loamy sand}}||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Peat}}||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay loam}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy loam}}||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt}}||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay loam}}||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt loam}}||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Pelagic clay}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Siliceous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Calcareous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! {{L|Sand}}&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sand (tan)}}||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Black sand}}||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Red sand}}||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|White sand}}||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Yellow sand}}||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay loam}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay}}||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay}}||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fire clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types listed in the upper part of the table do '''not''' count as {{l|sand}} for {{l|glass}}making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section at the bottom are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep {{l|ocean}} tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either {{l|fortress mode}} or {{l|adventurer mode}}.&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an {{L|aquifer}}.&lt;br /&gt;
* The &amp;quot;clay&amp;quot; types listed at the bottom can be used for making ceramic items. Fire clay produces {{L|stoneware}}, while the other types produce {{L|earthenware}}.&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to {{l|rock}} types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only {{l|farming|plant}} cave {{l|crop|flora}} if the tile is marked &amp;quot;{{l|Subterranean}}.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in {{l|rock}}, and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train {{l|miner}}s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be {{l|Smoothing|smooth}}ed, so it is more difficult to make high value rooms, or pierce {{l|aquifer}}s.  Also, since soil cannot be smoothed, soil cannot be used to make {{l|fortification}}s.&lt;br /&gt;
&lt;br /&gt;
Building a {{l|farm plot}} or {{l|road}} or removing a {{l|construction}} on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Above-ground furrowed soil will gradually smooth itself out, at which point grass and other vegetation will begin to grow,  while subterranean soil will remain furrowed indefinitely. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
'''Trees and Shrubs'''&lt;br /&gt;
&lt;br /&gt;
Once you discover the {{L|caverns}}, subterranean trees and shrubs will begin to grow in dry subterranean soil '''if''' there are unmined soil walls nearby* on the Z-level beneath or if there is mud nearby* on the same Z-level (where &amp;quot;nearby&amp;quot; means &amp;quot;within a 2-tile radius&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=151751</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=151751"/>
		<updated>2011-07-25T18:16:57Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Reports */ Learning to follow instructions, eventually.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=151750</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=151750"/>
		<updated>2011-07-25T18:06:47Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reverted a single spam edit by [[User:Jose|Jose]] --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nail&amp;diff=151749</id>
		<title>v0.31:Nail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nail&amp;diff=151749"/>
		<updated>2011-07-25T18:05:36Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Undo revision 151747 by Jose (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Nails''' are a product of some animals when butchered. They are stored in a stockpile that accepts body parts.&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jwest23&amp;diff=151102</id>
		<title>User:Jwest23</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jwest23&amp;diff=151102"/>
		<updated>2011-07-06T16:59:01Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: Created page with 'Move along.  Nothing to see here...yet.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Move along.  Nothing to see here...yet.&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Caverns&amp;diff=150920</id>
		<title>v0.31:Caverns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Caverns&amp;diff=150920"/>
		<updated>2011-06-30T19:35:46Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Vegetation */ Removed text that is no longer necessary, cleanup.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the {{L|world generation}} parameters.&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of {{L|creatures}} to migrate into and from the cavern. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10-11 z-levels below the surface.&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with {{L|water}} to a certain degree. This can range from a few pools at the bottom level  to the whole layer being submerged, forming a gigantic underground sea, including {{L|fish}} and possibly camps of {{L|olm man|olm men}} and other {{L|fun}} aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Note that if there is no {{l|water}} in the caverns that your civilization can access you cannot grow any underground {{l|crops}}!&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the {{l|magma sea}}.&lt;br /&gt;
&lt;br /&gt;
If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
&lt;br /&gt;
==Other features==&lt;br /&gt;
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''Deep pits:''' Deep pits are... deep pits, that connect one cavern level to the next.  They have a fixed shape. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
If your map has an unseen cave-in at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported, and falls down. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
'''Magma pools:''' Despite the name, magma pools are not actual pools, but tubes extending up from the {{l|magma sea}}. Their shape is fixed and their presence random.  A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.&lt;br /&gt;
&lt;br /&gt;
'''Passages:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
Caverns will, from the topmost to the deepest, feature the following vegetation:&lt;br /&gt;
&lt;br /&gt;
'''Level one''': a benign (or as nice as caverns get) level, it has shrubs, {{l|Tower-cap}}s, and {{l|Fungiwood}}(s).&lt;br /&gt;
&lt;br /&gt;
'''Level two''': a level filled with, in addition to the above, {{l|Goblin-cap}}s, {{l|Spore tree}}s, {{l|Black-cap}}s, and {{l|Tunnel tube}}s.&lt;br /&gt;
&lt;br /&gt;
'''Level three''': a level lacking the trees the first level had, while still having those the second introduced, also has, {{l|Nether-cap}}s, and {{l|Blood thorn}}s.&lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that the now removed layer could have handled and the layer above can handle.&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
There are many, many dangerous {{l|animal}}s in a cavern, including {{l|bugbat}}s, {{l|giant olm}}s, {{l|troll}}s, {{l|giant cave swallow}}s, and others.&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will {{l|Cave dragon|only}} {{l|Voracious cave crawler|be}} {{l|Magma crab|worse}}. If you can't stand level one, you won't be able to stand level two or three.&lt;br /&gt;
&lt;br /&gt;
{{l|Giant cave swallow|Flying creatures}} can {{l|Fun|ruin your day}} if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures).&lt;br /&gt;
&lt;br /&gt;
Also, any cavern of sufficient size will be inhabited by {{l|giant cave spider}}s, which can be both {{l|Silk|benefit}} and hazard.&lt;br /&gt;
&lt;br /&gt;
One thing you really have to watch out for is having your main stairwell lead into a cavern.  It doesn't have to be so walking creatures can get in, but just so there's an open hole.  Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination.  When this happens it can lead to all your dwarves starving themselves to death.  Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever regenerating resources in form of underground forests, animals to hunt, and fish.&lt;br /&gt;
On breaching a cavern layer, a variety of ores and gems lining its walls will be revealed.&lt;br /&gt;
The cavern floors are always {{l|Farming#Underground Farming|muddied}}, providing soil to a variety of underground {{l|plant}}s.&lt;br /&gt;
Also, underground caverns and the water they provide can be used in constructions and traps. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too.  Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc) or fish available on embark (or trade? {{verify}}).&lt;br /&gt;
&lt;br /&gt;
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean {{l|soil}} or {{l|mud}}died {{l|rock}}, allowing you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
Cage traps placed in the caverns can capture pets for a {{l|Dungeon master}} to tame.&lt;br /&gt;
&lt;br /&gt;
==When should I start exploring?==&lt;br /&gt;
[[Image:Cavern.png‎|thumb|right|A cavern found underground.]]&lt;br /&gt;
You should have a working military. The first cavern usually has few hazardous monsters, apart from the occasional {{L|giant olm}} or {{L|giant toad|toad}} and {{L|giant cave spider}}s, but just one giant bat can destroy an early fort, and {{L|Forgotten beast|uninvited guests}} will wander in sooner or later. The subsequent caverns will become increasingly {{L|fun}}, so don't dig too deep without making adequate preparation. You can handle what tries to attack, presuming you don't have a {{L|siege}} to worry about.&lt;br /&gt;
&lt;br /&gt;
You can of course explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
&lt;br /&gt;
Not all parts of a cavern are immediately visible; A good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also very dangerous.&lt;br /&gt;
&lt;br /&gt;
==Methods of Exploration==&lt;br /&gt;
There are many different methods of exploring, some safer than others.&lt;br /&gt;
&lt;br /&gt;
'''Dwarf team''': The most entertaining method, you can have dwarves manually explore the cavern by foot. This can be done by ordering your {{l|squads}} into the cavern with move orders. If you use this method, it is recommended that you equip your dwarves well. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.&lt;br /&gt;
&lt;br /&gt;
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, and then you can wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through {{L|fortification}}s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and {{L|megabeast}}s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of {{L|smoothing}} a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a {{L|construction|constructed}} wall.  The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': {{L|Activity_zone#Pit.2FPond|Pit}} an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. Use a female animal when you have a male of the same species somewhere in your fortress to produce a population of self replicating rovers.  If the animal is tame, its movement can be somewhat controlled by creating a {{L|Activity zone#Meeting Area|meeting zone}} in the place you would like it to move to.  &lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. {{L|Noble}}s and {{L|cat}}s make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
You can enter a cavern with an {{l|Adventurer_mode|adventurer}} and explore it.  The dangers are obvious;  Nasty creatures, pitfalls, etc.  But you also have to watch out because you can't fast-travel underground.  That means no easy healing, so you have to be very careful.  Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back.  Luckily, there are tribes of animal men underground;  Unlike in fortress mode, they are your friends. Some of them can even be hired.  Camps almost always have food, and usually some other items as well, though probably less useful.  Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the {{l|Giant cave spider|nature}} of caverns.  If you sleep in a camp, the tribe will try and protect you from {{l|Forgotten beast|whatever}} {{l|Troll|shows}} {{l|Blind cave ogre|up}}. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.&lt;br /&gt;
&lt;br /&gt;
==Caravan and embark item availability==&lt;br /&gt;
{{L|Embark}}ation and dwarven {{L|caravan}}s will only provide resources available in the first cavern level.  Since {{L|purring maggot}}s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven {{L|cheese}} or dwarven {{L|milk}} {{Bug|1449}}.  A workaround is to edit the global {{L|raw file}}s to make purring maggots appear on level one, {{L|world generation|generate a new world}}, then edit the raws of the new world to change the maggots back to normal before embark.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Building_designer&amp;diff=150809</id>
		<title>v0.31:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Building_designer&amp;diff=150809"/>
		<updated>2011-06-27T21:48:29Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Building quality */ above -&amp;gt; below to match page layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:17, 9 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = {{L|Administrator}}&lt;br /&gt;
| job name   = {{L|Architecture}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Building&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''building designer''' {{L|skill}} is used in the construction of certain {{L|building}}s.  Its corresponding {{L|labor}} is '''architecture'''.  Building designer has no influence on the speed with which such buildings are constructed; its only effect is to influence the {{L|quality}} of designed buildings, which has only modest benefits.&lt;br /&gt;
&lt;br /&gt;
== Using architecture ==&lt;br /&gt;
&lt;br /&gt;
When building structures that require architecture, it is the architect who carries the building materials to the site and clears it of debris.  The architect's time can be minimized by placing appropriate {{L|stockpiles}} near the selected location and by designating debris for {{L|dump}}ing in advance. The building is then built in two stages: the first performed by the architect, and the second by a {{L|mason}} (if the building built from {{L|stone}}, stone {{L|block}}s, or {{L|glass}} blocks), a {{L|carpenter}} (if it is built from {{L|log}}s or wood blocks), or a {{L|metalsmith}} (if it is built from metal {{L|bar}}s, {{L|block}}s, or metal ores).&lt;br /&gt;
&lt;br /&gt;
== Building quality ==&lt;br /&gt;
&lt;br /&gt;
Building designer skill influences the {{L|quality}} of &amp;quot;designed&amp;quot; buildings (those listed below).  The quality of the building is determined by the skill of the architect ''and'' the skill of the builder (mason/etc.). The game assigns two values that can be viewed with the {{L|building list}}. When determining the overall value of the building, these two values are simply added together to form an overall value multiplier ranging from 2 to 24.&lt;br /&gt;
&lt;br /&gt;
Buildings that do not involve an architect do not have any quality (aside from &amp;quot;built&amp;quot; {{L|furniture}} -- tables, statues, doors, etc.).&lt;br /&gt;
&lt;br /&gt;
Building quality has only two effects in-game: high-quality buildings can occasionally trigger a happy {{L|thought}} in dwarves who notice them, and higher-quality buildings will boost your fort's overall architectural wealth (as displayed in the &amp;quot;created wealth&amp;quot; section of the {{L|status}} screen).  The first effect is usually easy to achieve by using high-quality furniture, however, and the second effect is minimal unless you make your buildings out of high-value materials (such as {{L|platinum}} or {{L|artifact}} components).&lt;br /&gt;
&lt;br /&gt;
Destroying a masterwork structure (whether via {{L|cave-in}} or {{L|building destroyer}}) will give an unhappy {{L|thought}} to its designer and/or builder (depending on whether the design or construction are masterful), though dismantling it will not.&lt;br /&gt;
&lt;br /&gt;
== Buildings requiring architecture ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Bridge}}s&lt;br /&gt;
* {{L|Furnace}}s&lt;br /&gt;
* Paved {{L|road}}s&lt;br /&gt;
* {{L|Pump}}s&lt;br /&gt;
* {{L|Trade depot}}s&lt;br /&gt;
* {{L|Well}}s&lt;br /&gt;
&lt;br /&gt;
== Training the building designer skill ==&lt;br /&gt;
&lt;br /&gt;
The fastest way to train the skill seems to be to make a bunch of 1x1 paved {{L|road}}s.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=150482</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=150482"/>
		<updated>2011-06-17T18:25:13Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: /* Farm plots in action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}), you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
&amp;lt;Table BORDER=1 align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Farm Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Potash&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Per Square&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1.000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.286&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.375&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|f}} lets you toggle fertilization on or off.  To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires plot size / 4 (round down) + 1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. The table on the right illustrates the effect of the formula on potash needed per square. Generally, larger farms use less, approaching a limit of 1/4 bar ber square. The worst sizes are multiples of 4, it's better to have plots one or two less than a multiple of 4. While costly, fertilization enhances productivity of not only farmers, but many industries down the line, e.g. brewing, cooking, milling and threshing, due to the large increase in stack size of the plants, which are still processed in a single action.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or {{L|mud}}dy stone.{{version|0.31.19}}&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: {{l|Irrigation}}) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground crops farming is impossible in Ocean and Mountain biomes, even if the farm is built on mud.  &lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from {{L|Elves|elven}} and {{L|human}} caravans; above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill}}ed, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}} or muddied rock, being {{L|above ground}}.  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on unmuddied rock layers will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually {{L|rot}} away. There's no use for withered plants.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. As a large number of seeds can be stored in a single barrel, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and {{L|forbid}} them, as a seed bank in case of catastrophe.&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=150418</id>
		<title>v0.31:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=150418"/>
		<updated>2011-06-15T19:15:27Z</updated>

		<summary type="html">&lt;p&gt;Jwest23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are {{L|building|structures}} that provide access to a {{L|water}} source for your dwarves. A well can be an important feature of a fortress, providing a clean and usually safe water supply compared to rivers, pools and cavern lakes.&lt;br /&gt;
&lt;br /&gt;
Wells provide an emergency drinking source in case the {{L|alcohol}} runs out (don't let that happen!). A well is a water source that (if constructed correctly) will not freeze in the coldest weather, and should last in hot. Enemies that can swim can and will path into your fort through a well. Grates will not stop building destroyers.&lt;br /&gt;
&lt;br /&gt;
A well constructed above-ground, even indoors, will not prevent the water tile beneath it from freezing. When this happens, the &amp;quot;empty space&amp;quot; requirement for the well is no longer met as the space is occupied by the ice, and the well will be dismantled into its original components (Prevent this by placing it one Z-level above the water source if it freezes). Using the well (10 times) will take a small amount of water from the water tile below ({{L|water depth|1/7}} from that one tile), so it will eventually dry up if not replenished. A well can be defined as a {{L|activity zone#Meeting_Area|meeting area}} with the {{K|q}} key. Un-defining the meeting area will break up any {{L|party}} that is currently formed around a well, and it can immediately be re-defined if you wish.&lt;br /&gt;
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Using a well provides that dwarf with a happy {{L|thought}}, especially if you make the well with high-value {{L|chain}}/{{L|rope}}, {{L|bucket}}, {{L|block}} and {{L|mechanism}}, and/or the {{L|building designer}} produces a high quality result. Drinking {{L|Water#Stagnant_water|stagnant water}} from a well will still lead to a bad thought, and will lead to {{L|Health care#Infection|infection}} if used to clean a {{L|wound}}. If the floor of your water source is covered by a pile of {{L|mud}} (like the floor of underground pools in {{L|cavern}}s) then the water drawn out will be 'water laced with mud' unless there are two {{L|z-level}}s of water in it. Badly {{L|wound}}ed dwarves will drink only water while recuperating, never booze, so you better have a well or water zone ready for when anyone gets injured, and certainly before the first goblins show up.  Ensure you have enough buckets as well, as injured dwarves will not go to the well themselves even if it is next to their hospital bed, but require someone to bring them water in a bucket. If a well is full enough and the water is only one z-level down, the tile can also be used for fishing.&lt;br /&gt;
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Dwarves will use the well to wash themselves.  This means that if dwarves are exposed to {{L|contaminant}}s such as blood, it may accumulate around your well. Deadly contaminants from {{L|Forgotten beast|Forgotten Beasts}} can and will accumulate around your wells, too. Wells in highly trafficked areas can become death traps this way, quickly spreading the {{L|syndrome}} to your entire fort. One approach to decontamination is to build wells off the beaten path, in a nook limiting access to one tile, and placing a {{L|drawbridge}} atom smasher over that tile. Whenever a dwarf leaves a mess by a well, lock the access {{L|door}}s and smash that mess with a bridge. Another approach involves flooding the area around the well and draining the excess water off screen somehow. Removing the contaminants from the map is the only sure way to deal with them permanently and stop them from killing your {{L|FPS}}, and your dwarves if they are deadly.&lt;br /&gt;
&lt;br /&gt;
==Building a well==&lt;br /&gt;
When constructing a well, it is important to consider placement, safety, the source of the water, and any {{L|water pressure}} to avoid flooding your fortress by accident. For a wider discussion of adding a well to your fortress, see the (recommended) {{L|well guide}}.&lt;br /&gt;
&lt;br /&gt;
Wells must have a clear vertical pathway straight down to their water source. That source can be an artificial channel, an {{L|aquifer}}, a {{L|river}}, a {{L|brook}}, a {{L|lake}}, or an artificial {{L|reservoir}}, so long as it has water in it that's at least {{L|water depth|3/7 deep}}.  The water can be any distance directly below the well.  If there is 7/7 deep water somewhere directly below the well, then the depth of the top tile of this water does not matter. If the source is not moving (e.g. a {{L|murky pool}}), the water source should be at least two squares deep, or the water from the well will be stagnant. [[Image:Well_illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]&lt;br /&gt;
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The more common well will be created underground and draw water from a source even lower, but above-ground sources can also be used; you just have to build constructions first (typically up-stairs, walls and floors) that provide support at least one z-level ''above'' the water's level where you can then place the well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a well you will need the following components:&lt;br /&gt;
:* 1 {{L|block}}&lt;br /&gt;
:* 1 {{L|bucket}} &lt;br /&gt;
:* 1 {{L|chain}} or 1 {{L|rope}}&lt;br /&gt;
:* 1 {{L|mechanism}} &lt;br /&gt;
:* an 'open space' or 'downward slope' tile (usually channeled by you) to place the well on  &lt;br /&gt;
&lt;br /&gt;
To place a well, press the {{k|b}}, {{k|l}} keys.  That will take you through the various components, and you can choose specifically from among the parts you have available in each category. A well needs to be placed over an open space with adjacent floor tiles, there does not need to be water underneath a well for it to be built, only for it to be active.&lt;br /&gt;
&lt;br /&gt;
It requires a dwarf with the {{L|architecture}} {{L|labor}} designated to design, and then a {{L|mason}}/{{L|carpenter}}/{{L|metalsmith}} to finish the construction.  Because it's designed, high-value materials can be multiplied by a high-quality effort on the part of either or both the steps involved, and can result in an extremely valuable piece of architecture for your fortress.&lt;br /&gt;
&lt;br /&gt;
If a well is working properly, meaning it has direct access to water, it will display &amp;quot;active&amp;quot; when examined with {{k|q}}. If there is something obstructing the well, or there is not enough water, it will display &amp;quot;dry&amp;quot;. If the well is flooding, it will display &amp;quot;bucket is full of water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While in use by a dwarf, you can see the actual rope and bucket travel through the z-level. Although interesting, if your water source is very deep it may take awhile for a single dwarf to obtain his or her ration of water. This becomes especially annoying if you do not have a steady booze supply, as thirsty dwarves will swarm the well awaiting their turn.&lt;br /&gt;
&lt;br /&gt;
It is possible to build wells directly above one another, and they will still function if there is water below, they will not obstruct one another, as they are not impassible structures, as evidenced by dwarves falling in. Hatches, floor bars and floor grates will block well functionality, if they are between it and the water, but grates and bars will not stop water from flooding out. Grates, bars and hatches will allow functionality again if opened with a lever. It is perfectly reasonable to have multiple well openings drawing from a single water source, as a well only cares about the tile in a straight line below it. Wells cannot function through a stairwell. It is possible to have obstacles beneath a well, with the well continuing to function, if the surface of the water is above the obstacles.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
When removing a well, the components will generally be scattered around the channeled tile, not fall down into the well. One exception is when the bucket is stuck somewhere on the way down which probably happens when a water hauling job is interrupted by a hostile creature. In this case the bucket will drop down into the water source, but the rope, block and mechanism are saved.&lt;br /&gt;
&lt;br /&gt;
Wells can be removed if it is in an area where ice freezes, and you place it over top of water that freezes, the well will be deconstructed to it's original parts, but if the ice melts, the parts may be lost. One solution is to place it one tile over any outdoor water.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Jwest23</name></author>
	</entry>
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