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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=166748</id>
		<title>v0.34:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=166748"/>
		<updated>2012-03-10T11:33:38Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of [[water]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;tame&amp;quot; biomes. Such creatures will generally avoid dwarves, although they may chase and/or attack them if they get too close, notably including [[elephant]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOODSUCKER&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE. Civilized creatures (ex. Kobolds) with this tag tend to die out during world generation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_DO_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_ALTTILE&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CDI&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUTCH_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONVERTED_SPOUSE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAZED&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Attacks all creatures, including undead and inorganic ones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE_SOLDIER_TILE&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIVE_HUNTS_VERMIN&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcons]].  The creature hunts vermin by diving from the air.  May be bugged due to fortress pets remaining earthbound.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_ITEM&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_SHAPE&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_MATERIAL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRA_BUTCHER_OBJECT&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.  Conflicts with [COMMON_DOMESTIC]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_BEAST&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Renders a creature immune to being damaged by FIREBREATH's short range cone attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERAL_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature chews on food barrels and bags. The verb is past tense, for example [GNAWER:gnawed].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CLASS&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified caste.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CREATURE&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes, for example [[unicorn]]s. Presumably has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_EGGS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of ligaments.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGICAL&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The species or caste is all male.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_*&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to [[Creature mannerism token]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| *[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVOUS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MODVALUE&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NATURAL_ANIMAL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_ANIMAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_SKILL&lt;br /&gt;
| Caste&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET &amp;lt;s&amp;gt;of the opposite sex&amp;lt;/s&amp;gt;(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_CONNECTIONS_FOR_MOVEMENT&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_GAIN&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_RUST&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_LIVING&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead. Also prevents ghosts of that creature appearing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| OPPOSED_TO_LIFE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE_DIVISOR&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| old guess: &amp;quot;The minimum/maximum numbers of how many of these creatures can show up on a map per year.&amp;quot;&amp;lt;br&amp;gt;Toady: &amp;quot;Pop number is the number per square of the region, I think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token &amp;quot;follow its normal behavior, but flip out on occasion, higher rate = more flipping out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETRACT_INTO_BP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract a body part when threatened.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_AROUND&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOUND&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUPERNATURAL&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TITAN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNIQUE_DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*skill used ([[Skill token]])&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack, or possibly percent chance the attack makes contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  Almost certainly based on a scale where 1000 is normal, same as weapon velocity.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_LAYER_TISSUE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_OVER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_CONNECTS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_MAJOR_ARTERIES&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_PAIN_RECEPTORS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dungeon&amp;diff=165483</id>
		<title>v0.34:Dungeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dungeon&amp;diff=165483"/>
		<updated>2012-03-05T08:52:14Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dungeons''' are the intricate network of halls, and lanes, and tunnels, alleys, cellars, mansions and passages that lie beneath a [[Keep]] in a [[Town]]. They occasionally have connections with the sewers and may well have tombs too, although the latter is unverified. &lt;br /&gt;
&lt;br /&gt;
==Composition of Dungeons==&lt;br /&gt;
[[Image:dungoen.jpg|298px|thumb|Dungeon Layout from an Early Development Screenshot on the DF Development Blog]]&lt;br /&gt;
&lt;br /&gt;
Inside of a dungeon one will find many hostiles and [[quest]] objectives as well as a good deal of treasure, often in the form of coin, weaponry and armor. There are often [[Boss]]es inside of a dungeon, and when you encounter them they will announce themselves as such.&lt;br /&gt;
&lt;br /&gt;
==Possible Bugs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently an explorer may encounter trap-doors that do not work. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
If you get a quest that points you to a location in or near a town which does not seem to be related to the quest, then you may actually need to go into the dungeon. Sometimes, in the description of a quest you may be advised to look under the keep first.&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trader&amp;diff=165412</id>
		<title>v0.34:Trader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trader&amp;diff=165412"/>
		<updated>2012-03-03T12:54:47Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: 0005098 on the bug tracker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Trader&lt;br /&gt;
| profession = [[Trader]]&lt;br /&gt;
| job name   = [[Trader]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
| workshop = &lt;br /&gt;
| attributes =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Traders''' that migrate to the fort are counted as &amp;quot;Friendly&amp;quot; units, not counted as part of your fortress population.  They linger at the edge of the map instead of gathering at a meeting halls, and so may delay a number of migrants from entering the map until they either get killed by something or decide to move aside.&lt;br /&gt;
&lt;br /&gt;
Attacking friendly Traders will cause a [[DF2012:Trading#Loyalty_cascade|Loyalty Cascade]].&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
[[Trading]]&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:SethCreiyd&amp;diff=165275</id>
		<title>User:SethCreiyd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:SethCreiyd&amp;diff=165275"/>
		<updated>2012-02-29T21:10:03Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my sandbox.  Please enjoy your stay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A list of player-made interactions.&lt;br /&gt;
&lt;br /&gt;
Please only add interactions that have been tested without encountering issues.&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; | Interaction Title Goes Here&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Interaction Target&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Description of the Interaction Here&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Antimagic Spell&lt;br /&gt;
| Targets Creature&lt;br /&gt;
| Target gets a slight boost to disease resistance.  Interactions can be set to ignore targets with ANTIMAGIC syndromes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
- Interaction Raws below&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:ANTIMAGIC_SPELL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[I_SOURCE:CREATURE_ACTION]&amp;lt;br /&amp;gt;&lt;br /&gt;
[I_TARGET:A:CREATURE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IT_LOCATION:CONTEXT_CREATURE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IT_CANNOT_HAVE_SYNDROME_CLASS:ANTIMAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IT_MANUAL_INPUT:target]&amp;lt;br /&amp;gt;&lt;br /&gt;
[I_EFFECT:ADD_SYNDROME]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IE_TARGET:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IE_IMMEDIATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IE_ARENA_NAME:resisting magic]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SYNDROME]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SYN_CLASS:ANTIMAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:5:0:START:0:END:560]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Interaction]]&lt;br /&gt;
*[[Magic]]&lt;br /&gt;
*[[Wizard]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interaction}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Interaction_token&amp;diff=165064</id>
		<title>v0.34 Talk:Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Interaction_token&amp;diff=165064"/>
		<updated>2012-02-25T20:30:00Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* Goals Required for Generation? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goals Required for Generation? ==&lt;br /&gt;
&lt;br /&gt;
Can someone else please confirm that secrets require the presence of IS_SECRET_GOAL in order to show up in world gen?&lt;br /&gt;
--[[User:SethCreiyd|SethCreiyd]] 20:30, 25 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Interaction_token&amp;diff=165063</id>
		<title>v0.34 Talk:Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Interaction_token&amp;diff=165063"/>
		<updated>2012-02-25T20:29:38Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: Created page with &amp;quot;== Goals Required for Generation? ==  Can someone else please confirm that secrets require the presence of IS_SECRET_GOAL in order to show up in world gen?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goals Required for Generation? ==&lt;br /&gt;
&lt;br /&gt;
Can someone else please confirm that secrets require the presence of IS_SECRET_GOAL in order to show up in world gen?&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tool_token&amp;diff=165034</id>
		<title>v0.34:Tool token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tool_token&amp;diff=165034"/>
		<updated>2012-02-25T12:40:23Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: added pouch's SMALL_OBJECT_STORAGE and alphabetized list of tool uses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:46, 21 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Name of the tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARD_MAT&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any &amp;quot;hard&amp;quot; material, such as stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_MAT&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_WEAPON_MAT&lt;br /&gt;
|&lt;br /&gt;
| Permits the tool to be made from any weapons-grade metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNIMPROVABLE&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tool from being improved.  Used on honeycombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
|&lt;br /&gt;
*num&lt;br /&gt;
| Defines the item value of the tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
|&lt;br /&gt;
*num&lt;br /&gt;
| Defines the tile used to represent the tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOOL_USE&lt;br /&gt;
| &lt;br /&gt;
*tool use, see below&lt;br /&gt;
| Defines the task performed using the tool.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJECTIVE&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| Adjective preceding the material name (e.g. &amp;quot;large copper dagger&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE / WEIGHT&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Volume of tool in mL or cubic centimeters. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTAINER_CAPACITY&lt;br /&gt;
|&lt;br /&gt;
*amount&lt;br /&gt;
| How much the item can contain. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOOT_FORCE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOOT_MAXVEL&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL&lt;br /&gt;
| &lt;br /&gt;
*Skill token&lt;br /&gt;
| The skill to determine effectiveness in melee with this tool. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RANGED&lt;br /&gt;
| &lt;br /&gt;
*Skill token&lt;br /&gt;
*Ammo item token&lt;br /&gt;
| Makes this tool a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWO_HANDED&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Creatures under this size (in cm^3) must use the tool two-handed. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINIMUM_SIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Minimum body size (in cm^3) to use the tool at all (multigrasp required until TWO_HANDED value) &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_SIZE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Number of bar units needed for forging, as well as the amount gained from melting. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
*attacktype:BLUNT or EDGE&lt;br /&gt;
*contact_area:value&lt;br /&gt;
*penetration_size:value&lt;br /&gt;
*verb2nd:string&lt;br /&gt;
*verb3rd:string&lt;br /&gt;
*noun:string&lt;br /&gt;
*velocity_multiplier:value&lt;br /&gt;
| You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt; for weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Valid tool uses (and the default tools used for these tasks) are as follows:&lt;br /&gt;
* FOOD_STORAGE (large pot)&lt;br /&gt;
* GRIND_POWDER_RECEPTACLE (mortar)&lt;br /&gt;
* GRIND_POWDER_GRINDER (pestle)&lt;br /&gt;
* HIVE (hive)&lt;br /&gt;
* HOLD_MEAT_FOR_CARVING (carving fork)&lt;br /&gt;
* LIQUID_CONTAINER (jug)&lt;br /&gt;
* LIQUID_COOKING (cauldron)&lt;br /&gt;
* LIQUID_SCOOP (ladle)&lt;br /&gt;
* MEAL_CONTAINER (bowl)&lt;br /&gt;
* MEAT_BONING (boning knife)&lt;br /&gt;
* MEAT_CARVING (carving knife)&lt;br /&gt;
* MEAT_CLEAVING (meat cleaver)&lt;br /&gt;
* MEAT_SLICING (slicing knife)&lt;br /&gt;
* NEST_BOX (nest box)&lt;br /&gt;
* SMALL_OBJECT_STORAGE (pouch)&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:SethCreiyd&amp;diff=164833</id>
		<title>User:SethCreiyd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:SethCreiyd&amp;diff=164833"/>
		<updated>2012-02-24T02:02:20Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: practicing list of player-made interactions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my sandbox.  Please enjoy your stay.&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A list of player-made interactions.&lt;br /&gt;
&lt;br /&gt;
Please only add interactions that have been tested without encountering issues.&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; | Interaction Title Goes Here&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Interaction Target&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Description of the Interaction Here&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Antimagic Spell&lt;br /&gt;
| Targets Creature&lt;br /&gt;
| Target gets a slight boost to disease resistance.  Interactions can be set to ignore targets with ANTIMAGIC syndromes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
- Interaction Raws below&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:ANTIMAGIC_SPELL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[I_SOURCE:CREATURE_ACTION]&amp;lt;br /&amp;gt;&lt;br /&gt;
[I_TARGET:A:CREATURE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IT_LOCATION:CONTEXT_CREATURE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IT_CANNOT_HAVE_SYNDROME_CLASS:ANTIMAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IT_MANUAL_INPUT:target]&amp;lt;br /&amp;gt;&lt;br /&gt;
[I_EFFECT:ADD_SYNDROME]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IE_TARGET:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IE_IMMEDIATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IE_ARENA_NAME:resisting magic]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SYNDROME]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SYN_CLASS:ANTIMAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:5:0:START:0:END:88]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Interaction]]&lt;br /&gt;
*[[Magic]]&lt;br /&gt;
*[[Wizard]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interaction}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:SethCreiyd&amp;diff=146994</id>
		<title>User talk:SethCreiyd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:SethCreiyd&amp;diff=146994"/>
		<updated>2011-04-25T00:32:34Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Special Attributes==&lt;br /&gt;
Where exactly did you get the numeric values you posted for cave adaptation, alcoholism, and psychological trauma? I ask because I analyzed the game code responsible for displaying those messages and found that your numbers were completely '''incorrect''' - alcohol withdrawal is based entirely on the time since last drink (3 months, 6 months, 9 months, 1 year), opinion about outdoors is a simple 0/1/2 value, and while trauma uses a number from 0 to 100, the breakpoints are completely different from what you originally reported. --[[User:Quietust|Quietust]] 19:18, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The numbers were incidental and just there to show the various levels (they should have been replaced by ??'s in the Preview step but I got sidetracked and neglected it).  Sorry for the confusion, and thanks for the info.  I wanted to include those traits on the page in some fashion, but I suck at tables and the new Personality-Trait-Like Characteristics section is much better, so I'll rework them in that manner.  Alcohol Dependence, for example:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Time Since Last Drink&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | Alcohol Dependence&lt;br /&gt;
| &amp;lt; 3 months&lt;br /&gt;
| Needs alcohol to get through the working day.&lt;br /&gt;
| rowspan=5 | The longer a dependent creature goes without booze, the greater the penalties to their speed become.  See {{l|Alcohol#Consequences_of_a_Sober_Fortress|Alcohol}} for more information.&lt;br /&gt;
|-&lt;br /&gt;
| 3 to 6 months&lt;br /&gt;
| Needs alcohol to get through the working day and is starting to work slowly due to its scarcity.&lt;br /&gt;
|-&lt;br /&gt;
| 6 to 9 months&lt;br /&gt;
| Needs alcohol to get through the working day and really wants a drink.&lt;br /&gt;
|-&lt;br /&gt;
| 9 to 12 months&lt;br /&gt;
| Needs alcohol to get through the working day and has gone without a drink for far, far too long.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 12 months&lt;br /&gt;
| Needs alcohol to get through the working day and can't even remember the last time s/he had some.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I seem to recall Dwarves getting the 'scarcity' thought the instant they drink something that isn't booze, and that might trigger the count toward a year, but I haven't yet verified this speculation.&lt;br /&gt;
:--[[User:SethCreiyd|SethCreiyd]] 00:32, 25 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alligator&amp;diff=144840</id>
		<title>v0.31:Alligator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alligator&amp;diff=144840"/>
		<updated>2011-04-07T01:50:31Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:42, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=21&lt;br /&gt;
|meat=18-22&lt;br /&gt;
|fat=17&lt;br /&gt;
|eye=2&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;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Alligators''' are intimidating beasts found in temperate and tropical fresh waters. They are not tremendously aggressive, and will only attack {{L|Dwarf|dwarves}} who {{L|ambusher|venture foolishly close}}. &lt;br /&gt;
&lt;br /&gt;
Alligator derived products are worth three times as much as products from boring domestic animals, and alligators are large enough to provide a ''lot'' of {{L|bone|products}}. &lt;br /&gt;
&lt;br /&gt;
Unless you acquire them in {{l|trade}} with {{l|Elves}}, alligators cannot be tamed or bred and you must rely on the small groups of one to three alligators that show up occasionally to feed your {{L|meat industry}}, until the {{L|dungeon master}} arrives. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Great_white_shark&amp;diff=144833</id>
		<title>v0.31:Great white shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Great_white_shark&amp;diff=144833"/>
		<updated>2011-04-07T00:02:46Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:44, 3 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|heart=2&lt;br /&gt;
|intestine=14-17&lt;br /&gt;
|liver=4-5&lt;br /&gt;
|tripe=4-5&lt;br /&gt;
|sweetbread=2&lt;br /&gt;
|spleen=2&lt;br /&gt;
|kidney=4&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=26-122&lt;br /&gt;
|fat=8-21&lt;br /&gt;
|brain=4-5&lt;br /&gt;
|tooth=1&lt;br /&gt;
|eye=2&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''Great white shark''' is one of many shark species implemented in Dwarf Fortress. They are huge (about 2 tons) sea dweller. They produce massive amounts of {{L|food}} when {{L|Meat industry|butchered}}, and they have a fairly high pet value of 500, so you may consider {{L|Captured live fish|catching it alive}} with a {{L|Fishery|fishery}}.&lt;br /&gt;
&lt;br /&gt;
Their size and predatory nature make them excessively dangerous if encountered wild, but since most {{l|dwarves}} cannot {{l|swimming|swim}}, the danger they present is often second to drowning.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=143930</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=143930"/>
		<updated>2011-04-02T00:13:46Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* P */&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.&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;
| Makes the creature start out hidden.{{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;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&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;
| name at caste level&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:LENGTH: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 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 (~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. &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&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&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;
| name at caste level&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 of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
| Creature Variants template command, alter body size.&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;
*time&lt;br /&gt;
*item tokens&lt;br /&gt;
| What product is harvested from 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 known 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 multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&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 | sets up a mental attribute's range of values. Max of 5000.&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;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE to prevent rust entirely.&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. &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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.&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 of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.&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. &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&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&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;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by 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;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&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 NAME &lt;br /&gt;
| Selects the 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;
* property&lt;br /&gt;
* growth rate?&lt;br /&gt;
| Tissue layer can be sheared for its component material. Tissue layer must have certain modifiers, with LENGTH being the only one known to work.&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:100:8:8:16].   [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;
| {{L|skill_token}}: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;
| Creature makes sounds.&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 the Speech folder in Data.u&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 [http://df.magmawiki.com/index.php/Speed/ 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 rare 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 {{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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&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;
| Uses an existing material to define a new 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).&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;
| Loads a material, and gives it a shortname for later reference&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;
| Uses a local creature mat to define a new material?{{verify}}&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;
*amount&lt;br /&gt;
*verb (bitten, stung)&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;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| 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 it's 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>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sun&amp;diff=143390</id>
		<title>v0.31:Sun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sun&amp;diff=143390"/>
		<updated>2011-04-01T09:51:30Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The '''Sun''' is a floating ball of {{l|fire|flame}} that comes out during the day.  It is spherical, luminous, and travels through the sky starting every dawn, for reasons no one knows.  The sun makes things bright and hot and can be considered a menace, but while the sun is not a friend to {{l|Dwarves}}, it is nonetheless the enemy of things {{L|Night_creature|far scarier}}.&lt;br /&gt;
&lt;br /&gt;
The {{l|Above_ground|light of the sun}} is required for the {{l|farming}} of surface {{l|plants}} such as {{l|Sun_berry|sun berries.}}  Dwarves who spend too much time in the sun will get used to it and start living on the dirt like an {{l|elf}}.  True dwarves avoid the sun if they can, since {{l|Cave_adaptation|exposure to the harsh rays}} can cause awful {{l|vomit|vomiting}} to one who rightly embraces the {{l|stone}}.&lt;br /&gt;
&lt;br /&gt;
{{l|Stone_detailing|Engravers}} often draw pictures of the sun for a variety of reasons.  The Sun can be useful for telling time; in fact, most days begin at &amp;quot;sunrise&amp;quot; and end at &amp;quot;sunset,&amp;quot; after which night begins.&lt;br /&gt;
&lt;br /&gt;
One day, the Dwarves will succeed in surrounding the sun with {{l|Gem_window|gemstone windows}} before learning to weaponize it.  The Age of Dwarves will soon follow.&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Personality_facet&amp;diff=143355</id>
		<title>v0.31:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Personality_facet&amp;diff=143355"/>
		<updated>2011-04-01T03:43:00Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from {{L|attributes}}.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait varies from 1 (lowest possible) to 100 (highest possible), but are categorised as below. The points are distributed in 7 levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
!                          | Token&lt;br /&gt;
!                          | Value Range&lt;br /&gt;
!                          | Value Points&lt;br /&gt;
!                          | Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ???&lt;br /&gt;
|             | 91 - 100&lt;br /&gt;
|             | 10&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|             | 76 -  90&lt;br /&gt;
|             | 15&lt;br /&gt;
|-&lt;br /&gt;
|             | 61 -  75&lt;br /&gt;
|             | 15&lt;br /&gt;
|-&lt;br /&gt;
|             | 40 -  60&lt;br /&gt;
|             | 20&lt;br /&gt;
|             | Neutral&lt;br /&gt;
|-&lt;br /&gt;
|             | 25 -  39&lt;br /&gt;
|             | 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|             | 10 -  24&lt;br /&gt;
|             | 15&lt;br /&gt;
|-&lt;br /&gt;
|             |  0 -   9&lt;br /&gt;
|             | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY {{L|creature token}}. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad {{L|thought}}. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100&lt;br /&gt;
|Constantly strives for perfection.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
|Thinks it is incredibly important to strive for excellence.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
|Strives for excellence.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
|Doesn't go out of its/his/her way to do more work than necessary.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
|Very rarely does more work than necessary.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
|Does the bare minimum necessary to accomplish the task at hand.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| style=&amp;quot;width:4em&amp;quot; | 91 - 100&lt;br /&gt;
| Is constantly active and energetic.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very energetic and active.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is very active.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is relaxed.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Lives life at a leisurely pace.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Can't be bothered with frantic, fast-paced living.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is highly adventurous and loves fresh experiences.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is eager for new experiences.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Likes to try new things.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Prefers familiar routines.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is uncomfortable with change.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is resistant to change.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is truly fulfilled by assisting those in need.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Finds helping others very rewarding.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Finds helping others rewarding.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Does not go out of its/his/her way to help others.&lt;br /&gt;
| rowspan=3 valign=top | Helping a {{L|wound|wounded}} dwarf&amp;lt;br&amp;gt;is a bad thought&amp;lt;br&amp;gt;at these levels.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=1 | Dislikes helping others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=1 | Views helping others as an imposition on own needs to get along with others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is in a constant state of internal rage.&lt;br /&gt;
| rowspan=6 | Angry creatures will &amp;lt;br&amp;gt;become {{L|Status icon|enraged}} in&amp;lt;br&amp;gt;combat more commonly.&amp;lt;br&amp;gt;The very least angry&amp;lt;br&amp;gt;creatures will never&amp;lt;br&amp;gt;become enraged.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very quick to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is quick to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is slow to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very slow to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never becomes angry.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is a nervous wreck.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is always tense and jittery.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is often nervous.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Has a calm demeanor.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Has a very calm demeanor.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Has an incredibly calm demeanor.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Can easily become absorbed in art and the beauty of the natural world.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Greatly appreciates art and natural beauty.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Appreciates art and natural beauty.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Does not have a great aesthetic sensitivity.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is not interested in art.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is completely uninterested in art.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Loves to take charge and direct activities.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very assertive.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is assertive.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is unassertive.&lt;br /&gt;
| rowspan=3 | An unassertive dwarf (under&amp;lt;br&amp;gt;40) never gains experience&amp;lt;br&amp;gt;in the {{L|Persuader}} skill.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Prefers that others handle the leadership roles.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never speaks out or attempts to direct activities.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Thinks through every alternatives and their consequences before acting.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is extremely cautious.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Takes time when making decisions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Often does the first thing that comes to mind.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Acts impulsively.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Always acts without considering alternatives or thinking through possibilities.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Often feels filled with joy.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Can be very happy and optimistic.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is often cheerful.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is rarely happy or enthusiastic.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is a pessimist.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is never optimistic or enthusiastic about anything.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Sacrifices its/his/her own needs to get along with others.&lt;br /&gt;
| rowspan=3 | A cooperative dwarf (over 60)&amp;lt;br&amp;gt;never gains experience&amp;lt;br&amp;gt;in the {{L|Intimidator}} skill.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Dislikes confrontations.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is willing to compromise with others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Doesn't like to compromise with others.&lt;br /&gt;
| rowspan=3 | An uncooperative dwarf (under 40)&amp;lt;br&amp;gt;never gains experience&amp;lt;br&amp;gt;in the {{L|Pacifier}} skill.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Would rather intimidate others than compromise with them.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Would never deny its/his/her own needs just to compromise with somebody else.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is frequently depressed.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is often sad and dejected.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Often feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Rarely feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Almost never feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never feels discouraged.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Has a profound sense of duty and obligation.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Has a strong sense of duty.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Has a sense of duty.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Finds rules confining.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Dislikes contracts and regulations.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Hates rules, contracts and other confining elements in its/his/her life.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Has a profound understanding of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Has a great awareness of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Has a good awareness of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Tends not to openly express emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is mostly unaware of its/his/her own emotions and rarely expresses them.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Does not display its/his/her own emotions and has no awareness of them.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100&lt;br /&gt;
|Lives for risk and excitement.&lt;br /&gt;
| rowspan=3 | Beings with this trait are &amp;lt;br&amp;gt;more likely to join you&amp;lt;br&amp;gt; in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
|Is a risk-taker and a thrill-seeker.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
|Loves a good thrill.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
|Is not a risk-taker.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
|Doesn't need thrills or risks in life.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
|Is entirely adverse to risk and excitement.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Truly treasures the company of others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Enjoys being in crowds.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Enjoys the company of others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Tends to avoid crowds.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Prefers to be alone.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Considers spending time alone much more important than associating with others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Genuinely likes others and openly expresses positive feelings toward them.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Makes friends quickly.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is very friendly.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is somewhat reserved.&lt;br /&gt;
| rowspan=3 | A reserved dwarf (under 40)&amp;lt;br&amp;gt;never gains experience in&amp;lt;br&amp;gt;the {{L|Conversationalist}} skill.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very distant and reserved.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Does not actively seek friendships and is incredibly distant and reserved.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is bored by reality and has a wonderful imagination.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is incredibly creative.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Has a fertile imagination.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Isn't given to flights of fancy.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is grounded in reality.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is interested only in facts and the real world.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is ruled by irresistible cravings and urges.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Feels strong urges and seeks short-term rewards.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Occassionally overindulges.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Doesn't often experience strong cravings or urges.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Only rarely feels strong cravings or urges.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Never feels tempted to overindulge in anything.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is entranced by riddles and puzzles and loves to debate issues and ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Loves new and fresh ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is open-minded to new ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Dislikes intellectual discussions.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Regards intellectual exercises as a waste of energy.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is completely uninterested in ideas and debates over intellectual issues.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Revels in chaos and disorder.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Loves to defy convention.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is put off by authority and tradition.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Admires tradition.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Prefers stability and security to ambiguity and disorder.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is an ardent believer in convention and traditional society.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Would never claim to be better than somebody else.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Finds immodesty distasteful.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is modest.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is immodest.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very willing to compare itself/himself/herself favorably with others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Would never shy away from an opportunity to say it/he/she is better than somebody else.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Loves to make lists and keep schedules.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Tries to live a well-organized life.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is organized.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is disorganized.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very disorganized.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is completely disorganized.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is socially crippled by thoughts that everyone is watching and judging it/him/her.&lt;br /&gt;
| rowspan=2 valign=top | A very self-conscious dwarf (over 75)&amp;lt;br&amp;gt;never gains experience&amp;lt;br&amp;gt;in the {{L|Comedian}} skill.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is concerned about rejection and ridicule.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is self-conscious.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is comfortable in social situations.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is very comfortable in social situations.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is absolutely unfazed by the opinions of others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Will persist in the face of any difficulty until the task is complete.&lt;br /&gt;
| rowspan=6 | Self-discipline affects&amp;lt;br&amp;gt; how long the {{L|on break|breaks}} a&amp;lt;br&amp;gt; dwarf takes are.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Possesses great willpower.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is self-disciplined.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is occasionally given to procrastination.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Has very little self-discipline.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Rarely completes tasks and is often overcome by distractions.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is incredibly confident.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very confident.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is confident.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Lacks confidence.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Does not feel effective in life.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Feels as if it/he/she is not in control of its/his/her life.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is incredibly frank and candid in dealings with others.&lt;br /&gt;
| rowspan=3 | A straightforward dwarf (over 60)&amp;lt;br&amp;gt;never gains experience&amp;lt;br&amp;gt;in the {{L|Flatterer}} skill.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very straightforward with others.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is candid and sincere in dealings with others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is guarded in {{L|relationship|relationships}} with others.&lt;br /&gt;
| rowspan=3 | Guarded dwarves (under 40) never&amp;lt;br&amp;gt;gain experience in the {{L|Consoler}} &amp;lt;br&amp;gt;skill, and are the only ones to&amp;lt;br&amp;gt;gain experience in the {{L|Liar}} skill.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is not straightforward when dealing with others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Believes that some deception is necessary in relationships with others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is incredibly compassionate and feels the pain of others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is easily moved to pity.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is compassionate.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is not easily moved to pity.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is not affected by the suffering of others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Would never let an objective judgement be tempered by mercy or pity.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Is naturally trustful of everybody.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Is very trusting.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Is trusting.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Is slow to trust others.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Does not trust others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Sees others as selfish and conniving.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Becomes completely helpless in stressful situations.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Cracks easily under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Doesn't handle stress well.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Can handle stress.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Is confident under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| Is impervious to the effects of stress.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALCOHOL_DEPENDENT * &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| Needs alcohol to get through the working day.&lt;br /&gt;
|Had a drink recently, no penalty.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| Needs alcohol to get through the working day and is starting to work slowly due to its scarcity.&lt;br /&gt;
| rowspan=3 | The lower this gets, the slower an alcohol dependent creature will work, and the longer their breaks become.  Low intake of booze may be one cause of {{l|insanity}}.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| Needs alcohol to get through the working day and really wants a drink.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Needs alcohol to get through the working day and has gone without a drink for far, far too long.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| Needs alcohol to get through the working day and can't even remember the last time s/he had some.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| ?????&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | CAVE_ADAPT † &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how {{l|Cave_adaptation|cave adapted}} the creature actually is (whether or not they will grow irritated or {{l|vomit}}).  This trait goes lower as creatures spend time in the {{l|sun}}.)&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 24&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=4 | DETACHMENT ‡ &lt;br /&gt;
| 76 - 100&lt;br /&gt;
| Doesn't really care about anything anymore. &lt;br /&gt;
| rowspan=3 | This trait increases as dwarves witness death and suffer tragedy.  The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful if tragic side effect of running a bloody fort.  This trait often finds its way into experienced {{l|military|soldiers}}, who might watch {{l|friend|friends}} and comrades die as often as they kill {{l|goblin|goblins}}.&lt;br /&gt;
|-&lt;br /&gt;
| 40 - 75&lt;br /&gt;
| Is a hardened individual.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 39&lt;br /&gt;
| Is getting used to tragedy.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
|&lt;br /&gt;
| Nothing displayed.  Dwarf is not yet traumatized.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Applies to creatures with the [ALCOHOL_DEPENDENT] token and changes depending on when they last had {{l|alcohol|booze}}.&lt;br /&gt;
† Applies to creatures with the [CAVE_ADAPT] token.&lt;br /&gt;
‡ Probably not the actual name, but it fits.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=The_Sun&amp;diff=143354</id>
		<title>The Sun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=The_Sun&amp;diff=143354"/>
		<updated>2011-04-01T03:40:44Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: Redirected page to DF2010:Sun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Sun]]&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sun&amp;diff=143353</id>
		<title>v0.31:Sun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sun&amp;diff=143353"/>
		<updated>2011-04-01T03:39:04Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: Created page with '{{D for Dwarf}}  The '''Sun''' is a gigantic ball of {{l|fire|flame}} that comes out during the day.  It is spherical, very bright, and travels through the sky every day, for rea…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The '''Sun''' is a gigantic ball of {{l|fire|flame}} that comes out during the day.  It is spherical, very bright, and travels through the sky every day, for reasons no one knows.  The sun makes things bright and hot and can be considered a menace, but while the sun is not a friend to {{l|Dwarves}}, it is nonetheless the enemy of things {{L|Night_creature|far scarier}}.&lt;br /&gt;
&lt;br /&gt;
The {{l|Above_ground|light of the sun}} is required for the {{l|farming}} of surface {{l|plants}} such as {{l|Sun_berry|sun berries.}}  Dwarves who spend too much time in the sun will get used to it and start living on the dirt like a {{l|human|humie}}.  True dwarves avoid the sun if they can, since {{l|Cave_adaptation|exposure to the harsh rays}} can cause awful {{l|vomit|vomiting}} to one who rightly embraces the {{l|stone}}.&lt;br /&gt;
&lt;br /&gt;
{{l|Stone_detailing|Engravers}} often draw pictures of the sun for a variety of reasons.&lt;br /&gt;
&lt;br /&gt;
One day, the Dwarves will succeed in surrounding the sun with {{l|Gem_window|gemstone windows}} before learning to weaponize it.  The Age of Dwarves will soon follow.&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143348</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143348"/>
		<updated>2011-04-01T02:03:08Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thoughts''' are the reported observations and sentiments of the {{l|Dwarves}} in {{l|Fortress Mode}}.  Over the course of play, a dwarf will experience things that make them more or less happy, with each experience recorded and displayed as a Thought.  The rate at which a dwarf gains certain thoughts is controlled by {{l|personality}}.&lt;br /&gt;
&lt;br /&gt;
Dwarven psychology is relatively simple.  There are Good Thoughts and Bad Thoughts.  Lots of Good Thoughts will make your dwarves ecstatic {{l|party|party animals}} who have lots of {{l|children}}.  Too many Bad Thoughts and your dwarvese will throw {{L|tantrum|tantrums}}.  Too many tantrums and the Bad Thoughts will {{l|Fun|spread}}.  If you wish to avoid Bad Thoughts, please consult ways of {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.  To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.  A dwarf's level of happiness will affect the type of {{L|strange mood}} they fall into should they be chosen for one.&lt;br /&gt;
&lt;br /&gt;
Below are thoughts your dwarves may experience over the course of a game.  For a full list of the game's programmed thoughts (whether or not they appear in gameplay), please see the {{l|List of Dwarven Thoughts}}.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|doesn't have to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of {{L|furniture}} and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|usually from {{L|healthcare|Clean Patient}}&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Ate a legendary meal lately&lt;br /&gt;
|Dwarf ate a prepared meal of Legendary quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/wonderful/truly decadent) drink lately&lt;br /&gt;
|Dwarf drank alcohol of the relevant quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering {{L|Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't eat or drink soon enough (actual time unmeasured).&lt;br /&gt;
|-&lt;br /&gt;
|Has been (starving/dehydrated) recently&lt;br /&gt;
|Has not had food or drink for a long time and will soon {{l|death|die}}.&lt;br /&gt;
|-&lt;br /&gt;
|Forced to eat vermin to survive lately&lt;br /&gt;
|Dwarf hunted vermin for food due to starvation.  Will still die soon without real food.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a {{l|well}} was available&lt;br /&gt;
|-&lt;br /&gt;
|Was forced to drink vomit lately&lt;br /&gt;
|A tainted water source causes this little gem.&lt;br /&gt;
|-&lt;br /&gt;
|Disgusted by a miasma recently&lt;br /&gt;
|Dwarf was exposed to {{l|miasma}}&lt;br /&gt;
|-&lt;br /&gt;
|Accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a {{l|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Has been (tired/exhausted) lately&lt;br /&gt;
|Became sleepy but wasn't able to {{l|sleep}} because a task had to be completed.  Exhaustion is extreme tiredness and may come from over-exertion.&lt;br /&gt;
|-&lt;br /&gt;
|Was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements recently&lt;br /&gt;
|{{l|Noble}} dwarf is jealous of a lower-ranked dwarf's room and will soon go {{l|insanity|insane}}.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (poor/very poor/awful/horrible/horribly substandard) bedroom recently &lt;br /&gt;
|Noble dwarf has slept in an unsatisfactory {{l|bedroom}}.  Increasing levels of badness.&lt;br /&gt;
|-&lt;br /&gt;
|Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently&lt;br /&gt;
|Noble dwarf hates the {{l|office}} provided them for meetings.&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (poor/very poor/awful/horrible/horribly substandard) dining room recently&lt;br /&gt;
|Stupid noble}wants a better {{l|dining room}}.&lt;br /&gt;
|-&lt;br /&gt;
|Worried greatly about not having a tomb after gaining another year &lt;br /&gt;
|Noble dwarf is upset about lacking a {{l|tomb}} on their birthday.&lt;br /&gt;
|-&lt;br /&gt;
|Worried about having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year &lt;br /&gt;
|As above, but the dwarf has a tomb, just one that isn't good enough&lt;br /&gt;
|-&lt;br /&gt;
|Was (very/greatly) angered at the state of demands recently &lt;br /&gt;
|Noble dwarf {{l|demand|demanded}} something that wasn't provided.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by having a mandate ignored lately&lt;br /&gt;
|Noble issued a {{l|mandate}} that went unfulfilled.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|A dwarf became a criminal without an established {{l|Justice}} system present.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by not having enough (chests/cabinets/weapon racks/armor stands) lately&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by the dead lately&lt;br /&gt;
|Dwarf was frightened or injured by an unacquainted ghost.  Hauntings aren't as bad as attacks for the dwarven psyche.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by a dead (spouse/lover/sibling/and still annoying acquaintance) lately&lt;br /&gt;
|Dwarf was frightened or injured by an acquainted ghost, somewhat worse than the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by own dead (mother/father/child) lately&lt;br /&gt;
|Dwarf was frightened or injured by a closely-related ghost.  This is a very bad thought.&lt;br /&gt;
|-&lt;br /&gt;
|Yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|Dwarf yelled at a Leader/Mayor and felt worse afterward.&lt;br /&gt;
|-&lt;br /&gt;
|Cried on somebody in charge lately (but only felt more depressed) &lt;br /&gt;
|Like above, but for dwarves less prone to anger/more prone to depression.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the crowded tables lately&lt;br /&gt;
|Tried to eat at a table someone else was already eating at.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating.&lt;br /&gt;
|-&lt;br /&gt;
|Depressed about being confined&lt;br /&gt;
|Dwarf is in {{l|jail|prison}}.&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source.&lt;br /&gt;
|-&lt;br /&gt;
|Woken by noise while sleeping recently&lt;br /&gt;
|As above, but a worse thought from being closer to noise.&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/dirt/grass/rocks/ice/a ('rough stone') floor) recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping, or Dwarf is a {{l|ambusher|Hunter}}.  The thought may be worse with certain terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Slept on rocks/pebbles/ice/a floor/a pile of driftwood) recently&lt;br /&gt;
|Like above.  May or may not be a slightly better thought.&lt;br /&gt;
|-&lt;br /&gt;
|Caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated/Nauseated) by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|-&lt;br /&gt;
|Annoyed by flies&lt;br /&gt;
|Shared a tile with {{l|fly|flies}}.&lt;br /&gt;
|-&lt;br /&gt;
|Accosted by terrible vermin&lt;br /&gt;
|Exposed to {{L|vermin}} that the dwarf particularly hates.&lt;br /&gt;
|-&lt;br /&gt;
|Saw something unpleasant in a cage recently&lt;br /&gt;
|Dwarf examined a cage containing hated vermin&lt;br /&gt;
|-&lt;br /&gt;
|Killed somebody by accident while sparring recently&lt;br /&gt;
|Sparring dwarf accidentally(?) kills another.  Defunct now that sparring is now totally safe, whatever weapons are used.&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Attacked recently&lt;br /&gt;
|Dwarf was assaulted by a hostile creature.&lt;br /&gt;
|-&lt;br /&gt;
|Witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died.&lt;br /&gt;
|-&lt;br /&gt;
|Lost a (family member) to tragedy recently&lt;br /&gt;
|Someone related to the dwarf has died.  Worse thought than above. &lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet/family member/annoying acquaintance)&lt;br /&gt;
|Dwarf was exposed to the {{l|miasma|rotten}} corpse of a companion, loved one or rival.&lt;br /&gt;
|-&lt;br /&gt;
|Unable to find somebody in charge to cry on lately&lt;br /&gt;
|Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dorf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Was (very) embarrassed to have to conduct an official meeting in a (dining room/bedroom)&lt;br /&gt;
|Noble dwarf had to meet a diplomat without an office (or any dining room, if the bedroom was used).&lt;br /&gt;
|-&lt;br /&gt;
|Incredibly embarrassed not to have any rooms lately &lt;br /&gt;
|Noble dwarf went without any kind of room to conduct a meeting in.&lt;br /&gt;
|-&lt;br /&gt;
|Beaten recently&lt;br /&gt;
|{{L|Justice}} served.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to give somebody (food/water) lately&lt;br /&gt;
|As above, with bringing food or drink to others.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Dwarf recently suffered torn arteries and/or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|Knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a {{l|cave-in}}.  May or may not be coupled with the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Choked on smoke/dust underground lately &lt;br /&gt;
|Dwarf was exposed to either smoke from a {{l|fire}} or {{l|dust}} from a cave-in.&lt;br /&gt;
|-&lt;br /&gt;
|Suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall or allowing a masterful meal to rot away.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the draft lately&lt;br /&gt;
|Newly drafted into a [[military]] squad as a recruit.&lt;br /&gt;
|-&lt;br /&gt;
|Upset about being relieved from duty&lt;br /&gt;
|Military dwarf without civilian skills is removed from active duty.&lt;br /&gt;
|-&lt;br /&gt;
|(Complained about/Enraged by) long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training) for more than one month (one for complaining, two for growing enraged).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_Dwarven_Thoughts&amp;diff=143344</id>
		<title>v0.31:List of Dwarven Thoughts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_Dwarven_Thoughts&amp;diff=143344"/>
		<updated>2011-04-01T01:52:01Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Dwarven Thoughts ==&lt;br /&gt;
&lt;br /&gt;
According to {{l|String_dump#Thought_Text|code analysis}}, there are 221 possible thoughts that a dwarf can experience.  Some of these thoughts never actually occur in the game, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed). Certain thoughts have subtypes, the most common ones being relationship specifiers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -? || had a miscarriage recently&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -? || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -? || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -? || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -? || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -? || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -? || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -? || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -? || was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -? || was worried by the scarcity of guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -? || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -? || has been attacked lately&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -? || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -? || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -? || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -? || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -? || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -? || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -? || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -? || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -? || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -? || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -? || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -? || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -? || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -? || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -? || has lost property to the tax collector's escorts recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -? || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || -? || has complained of the lack of chairs lately&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -? || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || -? || has complained of the lack of dining tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -? || was forced to eat vermin to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -? || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -? || was forced to eat a treasured pet to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -? || has complained of the lack of a well lately&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -? || has complained of the nasty water lately&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -? || was forced to drink slime lately&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -? || was forced to drink vomit lately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -? || was forced to drink bloody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -? || was forced to drink gooey water lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -? || was forced to drink ichorous water lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -? || was forced to drink purulent water lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -? || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -? || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -? || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -? || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -? || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -? || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -? || has suffered the travesty of art defacement&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -? || has been annoyed by flies&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -? || has been accosted by terrible vermin&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -? || saw something unpleasant in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -? || saw something unpleasant in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -? || has witnessed death&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -? || accidentally killed somebody in a fit of rage recently&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -? || killed somebody by accident while sparring recently&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -? || has lost a spouse to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -? || has lost a friend to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -? || has lost a sibling to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -? || has lost a child to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -? || has lost a mother to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 54 || -? || has lost a father to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 55a || -? || was forced to endure the decay of a pet&lt;br /&gt;
|-&lt;br /&gt;
| 55b || -? || was forced to endure the decay of a spouse&lt;br /&gt;
|-&lt;br /&gt;
| 55c || -? || was forced to endure the decay of a mother&lt;br /&gt;
|-&lt;br /&gt;
| 55d || -? || was forced to endure the decay of a father&lt;br /&gt;
|-&lt;br /&gt;
| 55j || -? || was forced to endure the decay of a lover&lt;br /&gt;
|-&lt;br /&gt;
| 55l || -? || was forced to endure the decay of a sibling&lt;br /&gt;
|-&lt;br /&gt;
| 55m || -? || was forced to endure the decay of a child&lt;br /&gt;
|-&lt;br /&gt;
| 55n || -? || was forced to endure the decay of a friend&lt;br /&gt;
|-&lt;br /&gt;
| 55o || -? || was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -? || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 57 || -? || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 58a || -? || was grumbling about long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58b || -? || was depressed by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58c || -? || was angered by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58d || -? || was enraged by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -? || was disgusted by a miasma lately&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -? || choked on smoke underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -? || choked on dust underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -? || was knocked out during a cave-in lately&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -? || was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -? || was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -? || was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -? || sustained major injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -? || sustained minor injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 68 || -? || slept in the mud recently&lt;br /&gt;
|-&lt;br /&gt;
| 69 || -? || slept in the grass recently&lt;br /&gt;
|-&lt;br /&gt;
| 70 || -? || slept in the dirt recently&lt;br /&gt;
|-&lt;br /&gt;
| 71 || -? || slept on rocks recently&lt;br /&gt;
|-&lt;br /&gt;
| 72 || -? || slept on a rough cave floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 73 || -? || slept on the floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 74 || -? || slept on ice recently&lt;br /&gt;
|-&lt;br /&gt;
| 75 || -? || slept on a pile of driftwood recently&lt;br /&gt;
|-&lt;br /&gt;
| 76 || -? || slept without a proper room recently&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -? || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -? || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -? || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -? || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -? || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -? || conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -? || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -? || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -? || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -? || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -? || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -? || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -? || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -? || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -? || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || -? || dined without a proper dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -? || worried greatly about not having a tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -? || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -? || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -? || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -? || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -? || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -? || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -? || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -? || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -? || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -? || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -? || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -? || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -? || was upset to be wearing old clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -? || was upset to be wearing tattered clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -? || was very upset to have worn clothes rot away lately&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -? || was very embarrassed to be uncovered lately&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -? || was embarrassed to have no shirt lately&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -? || was embarrassed to have no shoes lately&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -? || was very embarrassed to be uncloaked lately&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -? || was caught in the rain recently&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -? || was caught in a snow storm recently&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -? || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -? || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -? || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -? || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -? || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -? || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -? || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -? || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -? || was beaten recently&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -? || was beaten with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -? || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -? || was unhappy with the lack of work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -? || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 129 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 130 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 131 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 132 || +? || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +? || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +? || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +? || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +? || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +? || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +? || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +? || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +? || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +? || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +? || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +? || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +? || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +? || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +? || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +? || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +? || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +? || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +? || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +? || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +? || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +? || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +? || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +? || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +? || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +? || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +? || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 158a || +? || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158b || +? || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 158c || +? || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 158d || +? || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 158j || +? || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 158l || +? || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 158m || +? || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 158n || +? || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 158o || -? || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +? || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +? || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +? || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +? || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +? || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +? || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +? || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +? || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +? || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +? || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +? || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +? || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +? || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +? || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +? || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +? || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +? || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +? || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +? || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +? || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +? || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +? || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +? || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +? || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +? || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +? || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +? || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +? || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +? || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +? || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +? || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +? || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 191 || -? || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 192 || -? || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 193 || +? || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || +? || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +? || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +? || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 197a || -? || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 197b || -? || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 197c || -? || was unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 197d || -? || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 197e || -? || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 198d || -? || was yelled at by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 198e || -? || was cried on by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 199a || +? || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || +? || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || +? || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || +? || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|-&lt;br /&gt;
| 199e || +? || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed)&lt;br /&gt;
|-&lt;br /&gt;
| 200 || +? || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 201 || +? || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +? || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +? || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +? || was greatly pleased to enter the nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +? || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +? || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210a || +? || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 210i || +? || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 210k || +? || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210l || +? || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211 || -? || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -? || has lost a lover to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || +? || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -? || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -? || has been tired of drinking the same old booze lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || +/-? || was (disgusted/upset/irritated) to be forced to talk to a pillar of society recently&amp;lt;br /&amp;gt;was (pleased/ecstatic) to be able to talk to a pillar of society recently&amp;lt;br /&amp;gt;was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
|-&lt;br /&gt;
| 217 || -? || had a wonderful soapy bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 218 || -? || had a nice bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 219 || -? || has been (haunted/tormented/possessed/tortured) by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 219a || -? || has been (haunted/tormented/possessed/tortured) by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 219b || -? || has been (haunted/tormented/possessed/tortured) by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 219c || -? || has been (haunted/tormented/possessed/tortured) by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 219d || -? || has been (haunted/tormented/possessed/tortured) by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 219j || -? || has been (haunted/tormented/possessed/tortured) by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 219l || -? || has been (haunted/tormented/possessed/tortured) by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 219m || -? || has been (haunted/tormented/possessed/tortured) by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 219n || -? || has been (haunted/tormented/possessed/tortured) by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 219o || -? || has been (haunted/tormented/possessed/tortured) by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 220 || -? || has been tormented in nightmares by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 220a || -? || has been tormented in nightmares by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 220b || -? || has been tormented in nightmares by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 220c || -? || has been tormented in nightmares by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 220d || -? || has been tormented in nightmares by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 220j || -? || has been tormented in nightmares by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 220l || -? || has been tormented in nightmares by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 220m || -? || has been tormented in nightmares by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 220n || -? || has been tormented in nightmares by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 220o || -? || has been tormented in nightmares by a dead and still annoying acquaintance lately&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_Dwarven_Thoughts&amp;diff=143340</id>
		<title>v0.31:List of Dwarven Thoughts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_Dwarven_Thoughts&amp;diff=143340"/>
		<updated>2011-04-01T01:43:33Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: moved List of Dwarven Thoughts to DF2010:List of Dwarven Thoughts:&amp;amp;#32;oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Dwarven Thoughts ==&lt;br /&gt;
&lt;br /&gt;
There are 221 thoughts that a dwarf can experience according to the {{l|String Dump|String_dump#Thought_Text}}.  Many of these thoughts never actually occur in the game, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed):&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -? || had a miscarriage recently&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -? || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -? || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -? || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -? || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -? || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -? || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -? || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -? || was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -? || was worried by the scarcity of guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -? || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -? || has been attacked lately&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -? || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -? || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -? || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -? || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -? || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -? || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -? || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -? || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -? || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -? || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -? || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -? || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -? || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -? || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -? || has lost property to the tax collector's escorts recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -? || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || -? || has complained of the lack of chairs lately&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -? || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || -? || has complained of the lack of dining tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -? || was forced to eat vermin to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -? || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -? || was forced to eat a treasured pet to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -? || has complained of the lack of a well lately&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -? || has complained of the nasty water lately&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -? || was forced to drink slime lately&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -? || was forced to drink vomit lately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -? || was forced to drink bloody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -? || was forced to drink gooey water lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -? || was forced to drink ichorous water lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -? || was forced to drink purulent water lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -? || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -? || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -? || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -? || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -? || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -? || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -? || has suffered the travesty of art defacement&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -? || has been annoyed by flies&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -? || has been accosted by terrible vermin&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -? || saw something unpleasant in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -? || saw something unpleasant in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -? || has witnessed death&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -? || accidentally killed somebody in a fit of rage recently&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -? || killed somebody by accident while sparring recently&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -? || has lost a spouse to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -? || has lost a friend to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -? || has lost a sibling to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -? || has lost a child to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -? || has lost a mother to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 54 || -? || has lost a father to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 55a || -? || was forced to endure the decay of a pet&lt;br /&gt;
|-&lt;br /&gt;
| 55b || -? || was forced to endure the decay of a spouse&lt;br /&gt;
|-&lt;br /&gt;
| 55c || -? || was forced to endure the decay of a mother&lt;br /&gt;
|-&lt;br /&gt;
| 55d || -? || was forced to endure the decay of a father&lt;br /&gt;
|-&lt;br /&gt;
| 55j || -? || was forced to endure the decay of a lover&lt;br /&gt;
|-&lt;br /&gt;
| 55l || -? || was forced to endure the decay of a sibling&lt;br /&gt;
|-&lt;br /&gt;
| 55m || -? || was forced to endure the decay of a child&lt;br /&gt;
|-&lt;br /&gt;
| 55n || -? || was forced to endure the decay of a friend&lt;br /&gt;
|-&lt;br /&gt;
| 55o || -? || was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -? || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 57 || -? || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 58a || -? || was grumbling about long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58b || -? || was depressed by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58c || -? || was angered by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58d || -? || was enraged by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -? || was disgusted by a miasma lately&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -? || choked on smoke underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -? || choked on dust underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -? || was knocked out during a cave-in lately&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -? || was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -? || was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -? || was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -? || sustained major injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -? || sustained minor injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 68 || -? || slept in the mud recently&lt;br /&gt;
|-&lt;br /&gt;
| 69 || -? || slept in the grass recently&lt;br /&gt;
|-&lt;br /&gt;
| 70 || -? || slept in the dirt recently&lt;br /&gt;
|-&lt;br /&gt;
| 71 || -? || slept on rocks recently&lt;br /&gt;
|-&lt;br /&gt;
| 72 || -? || slept on a rough cave floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 73 || -? || slept on the floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 74 || -? || slept on ice recently&lt;br /&gt;
|-&lt;br /&gt;
| 75 || -? || slept on a pile of driftwood recently&lt;br /&gt;
|-&lt;br /&gt;
| 76 || -? || slept without a proper room recently&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -? || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -? || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -? || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -? || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -? || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -? || conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -? || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -? || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -? || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -? || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -? || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -? || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -? || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -? || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -? || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || -? || dined without a proper dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -? || worried greatly about not having a tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -? || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -? || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -? || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -? || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -? || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -? || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -? || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -? || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -? || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -? || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -? || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -? || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -? || was upset to be wearing old clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -? || was upset to be wearing tattered clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -? || was very upset to have worn clothes rot away lately&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -? || was very embarrassed to be uncovered lately&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -? || was embarrassed to have no shirt lately&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -? || was embarrassed to have no shoes lately&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -? || was very embarrassed to be uncloaked lately&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -? || was caught in the rain recently&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -? || was caught in a snow storm recently&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -? || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -? || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -? || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -? || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -? || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -? || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -? || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -? || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -? || was beaten recently&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -? || was beaten with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -? || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -? || was unhappy with the lack of work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -? || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 129 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 130 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 131 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 132 || +? || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +? || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +? || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +? || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +? || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +? || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +? || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +? || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +? || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +? || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +? || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +? || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +? || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +? || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +? || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +? || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +? || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +? || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +? || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +? || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +? || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +? || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +? || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +? || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +? || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +? || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +? || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 158a || +? || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158b || +? || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 158c || +? || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 158d || +? || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 158j || +? || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 158l || +? || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 158m || +? || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 158n || +? || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 158o || -? || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +? || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +? || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +? || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +? || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +? || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +? || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +? || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +? || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +? || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +? || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +? || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +? || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +? || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +? || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +? || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +? || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +? || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +? || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +? || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +? || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +? || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +? || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +? || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +? || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +? || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +? || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +? || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +? || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +? || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +? || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +? || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +? || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 191 || -? || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 192 || -? || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 193 || +? || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || +? || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +? || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +? || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 197a || -? || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 197b || -? || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 197c || -? || wwas unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 197d || -? || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 197e || -? || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 198d || -? || was yelled at by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 198e || -? || was cried on by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 199a || +? || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || +? || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || +? || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || +? || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|-&lt;br /&gt;
| 199e || +? || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed)&lt;br /&gt;
|-&lt;br /&gt;
| 200 || +? || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 201 || +? || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +? || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +? || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +? || was greatly pleased to enter the nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +? || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +? || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210a || +? || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 210i || +? || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 210k || +? || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210l || +? || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211 || -? || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -? || has lost a lover to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || +? || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -? || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -? || has been tired of drinking the same old booze lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || +/-? || was (disgusted/upset/irritated) to be forced to talk to a pillar of society recently&amp;lt;br /&amp;gt;was (pleased/ecstatic) to be able to talk to a pillar of society recently&amp;lt;br /&amp;gt;was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
|-&lt;br /&gt;
| 217 || -? || had a wonderful soapy bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 218 || -? || had a nice bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 219 || -? || has been (haunted/tormented/possessed/tortured) by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 219a || -? || has been (haunted/tormented/possessed/tortured) by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 219b || -? || has been (haunted/tormented/possessed/tortured) by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 219c || -? || has been (haunted/tormented/possessed/tortured) by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 219d || -? || has been (haunted/tormented/possessed/tortured) by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 219j || -? || has been (haunted/tormented/possessed/tortured) by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 219l || -? || has been (haunted/tormented/possessed/tortured) by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 219m || -? || has been (haunted/tormented/possessed/tortured) by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 219n || -? || has been (haunted/tormented/possessed/tortured) by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 219o || -? || has been (haunted/tormented/possessed/tortured) by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 220 || -? || has been tormented in nightmares by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 220a || -? || has been tormented in nightmares by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 220b || -? || has been tormented in nightmares by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 220c || -? || has been tormented in nightmares by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 220d || -? || has been tormented in nightmares by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 220j || -? || has been tormented in nightmares by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 220l || -? || has been tormented in nightmares by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 220m || -? || has been tormented in nightmares by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 220n || -? || has been tormented in nightmares by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 220o || -? || has been tormented in nightmares by a dead and still annoying acquaintance lately&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_Dwarven_Thoughts&amp;diff=143339</id>
		<title>v0.31:List of Dwarven Thoughts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_Dwarven_Thoughts&amp;diff=143339"/>
		<updated>2011-04-01T01:42:27Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: Informative (but redundant) list of thoughts migrated from Thought page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Dwarven Thoughts ==&lt;br /&gt;
&lt;br /&gt;
There are 221 thoughts that a dwarf can experience according to the {{l|String Dump|String_dump#Thought_Text}}.  Many of these thoughts never actually occur in the game, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed):&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -? || had a miscarriage recently&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -? || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -? || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -? || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -? || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -? || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -? || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -? || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -? || was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -? || was worried by the scarcity of guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -? || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -? || has been attacked lately&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -? || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -? || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -? || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -? || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -? || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -? || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -? || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -? || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -? || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -? || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -? || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -? || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -? || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -? || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -? || has lost property to the tax collector's escorts recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -? || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || -? || has complained of the lack of chairs lately&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -? || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || -? || has complained of the lack of dining tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -? || was forced to eat vermin to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -? || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -? || was forced to eat a treasured pet to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -? || has complained of the lack of a well lately&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -? || has complained of the nasty water lately&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -? || was forced to drink slime lately&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -? || was forced to drink vomit lately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -? || was forced to drink bloody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -? || was forced to drink gooey water lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -? || was forced to drink ichorous water lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -? || was forced to drink purulent water lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -? || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -? || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -? || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -? || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -? || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -? || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -? || has suffered the travesty of art defacement&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -? || has been annoyed by flies&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -? || has been accosted by terrible vermin&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -? || saw something unpleasant in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -? || saw something unpleasant in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -? || has witnessed death&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -? || accidentally killed somebody in a fit of rage recently&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -? || killed somebody by accident while sparring recently&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -? || has lost a spouse to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -? || has lost a friend to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -? || has lost a sibling to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -? || has lost a child to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -? || has lost a mother to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 54 || -? || has lost a father to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 55a || -? || was forced to endure the decay of a pet&lt;br /&gt;
|-&lt;br /&gt;
| 55b || -? || was forced to endure the decay of a spouse&lt;br /&gt;
|-&lt;br /&gt;
| 55c || -? || was forced to endure the decay of a mother&lt;br /&gt;
|-&lt;br /&gt;
| 55d || -? || was forced to endure the decay of a father&lt;br /&gt;
|-&lt;br /&gt;
| 55j || -? || was forced to endure the decay of a lover&lt;br /&gt;
|-&lt;br /&gt;
| 55l || -? || was forced to endure the decay of a sibling&lt;br /&gt;
|-&lt;br /&gt;
| 55m || -? || was forced to endure the decay of a child&lt;br /&gt;
|-&lt;br /&gt;
| 55n || -? || was forced to endure the decay of a friend&lt;br /&gt;
|-&lt;br /&gt;
| 55o || -? || was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -? || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 57 || -? || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 58a || -? || was grumbling about long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58b || -? || was depressed by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58c || -? || was angered by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58d || -? || was enraged by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -? || was disgusted by a miasma lately&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -? || choked on smoke underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -? || choked on dust underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -? || was knocked out during a cave-in lately&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -? || was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -? || was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -? || was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -? || sustained major injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -? || sustained minor injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 68 || -? || slept in the mud recently&lt;br /&gt;
|-&lt;br /&gt;
| 69 || -? || slept in the grass recently&lt;br /&gt;
|-&lt;br /&gt;
| 70 || -? || slept in the dirt recently&lt;br /&gt;
|-&lt;br /&gt;
| 71 || -? || slept on rocks recently&lt;br /&gt;
|-&lt;br /&gt;
| 72 || -? || slept on a rough cave floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 73 || -? || slept on the floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 74 || -? || slept on ice recently&lt;br /&gt;
|-&lt;br /&gt;
| 75 || -? || slept on a pile of driftwood recently&lt;br /&gt;
|-&lt;br /&gt;
| 76 || -? || slept without a proper room recently&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -? || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -? || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -? || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -? || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -? || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -? || conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -? || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -? || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -? || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -? || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -? || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -? || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -? || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -? || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -? || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || -? || dined without a proper dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -? || worried greatly about not having a tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -? || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -? || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -? || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -? || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -? || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -? || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -? || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -? || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -? || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -? || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -? || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -? || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -? || was upset to be wearing old clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -? || was upset to be wearing tattered clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -? || was very upset to have worn clothes rot away lately&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -? || was very embarrassed to be uncovered lately&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -? || was embarrassed to have no shirt lately&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -? || was embarrassed to have no shoes lately&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -? || was very embarrassed to be uncloaked lately&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -? || was caught in the rain recently&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -? || was caught in a snow storm recently&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -? || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -? || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -? || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -? || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -? || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -? || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -? || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -? || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -? || was beaten recently&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -? || was beaten with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -? || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -? || was unhappy with the lack of work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -? || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 129 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 130 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 131 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 132 || +? || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +? || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +? || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +? || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +? || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +? || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +? || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +? || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +? || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +? || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +? || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +? || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +? || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +? || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +? || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +? || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +? || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +? || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +? || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +? || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +? || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +? || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +? || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +? || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +? || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +? || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +? || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 158a || +? || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158b || +? || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 158c || +? || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 158d || +? || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 158j || +? || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 158l || +? || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 158m || +? || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 158n || +? || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 158o || -? || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +? || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +? || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +? || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +? || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +? || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +? || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +? || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +? || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +? || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +? || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +? || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +? || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +? || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +? || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +? || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +? || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +? || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +? || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +? || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +? || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +? || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +? || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +? || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +? || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +? || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +? || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +? || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +? || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +? || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +? || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +? || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +? || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 191 || -? || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 192 || -? || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 193 || +? || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || +? || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +? || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +? || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 197a || -? || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 197b || -? || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 197c || -? || wwas unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 197d || -? || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 197e || -? || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 198d || -? || was yelled at by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 198e || -? || was cried on by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 199a || +? || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || +? || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || +? || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || +? || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|-&lt;br /&gt;
| 199e || +? || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed)&lt;br /&gt;
|-&lt;br /&gt;
| 200 || +? || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 201 || +? || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +? || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +? || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +? || was greatly pleased to enter the nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +? || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +? || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210a || +? || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 210i || +? || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 210k || +? || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210l || +? || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211 || -? || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -? || has lost a lover to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || +? || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -? || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -? || has been tired of drinking the same old booze lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || +/-? || was (disgusted/upset/irritated) to be forced to talk to a pillar of society recently&amp;lt;br /&amp;gt;was (pleased/ecstatic) to be able to talk to a pillar of society recently&amp;lt;br /&amp;gt;was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
|-&lt;br /&gt;
| 217 || -? || had a wonderful soapy bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 218 || -? || had a nice bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 219 || -? || has been (haunted/tormented/possessed/tortured) by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 219a || -? || has been (haunted/tormented/possessed/tortured) by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 219b || -? || has been (haunted/tormented/possessed/tortured) by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 219c || -? || has been (haunted/tormented/possessed/tortured) by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 219d || -? || has been (haunted/tormented/possessed/tortured) by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 219j || -? || has been (haunted/tormented/possessed/tortured) by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 219l || -? || has been (haunted/tormented/possessed/tortured) by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 219m || -? || has been (haunted/tormented/possessed/tortured) by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 219n || -? || has been (haunted/tormented/possessed/tortured) by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 219o || -? || has been (haunted/tormented/possessed/tortured) by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 220 || -? || has been tormented in nightmares by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 220a || -? || has been tormented in nightmares by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 220b || -? || has been tormented in nightmares by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 220c || -? || has been tormented in nightmares by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 220d || -? || has been tormented in nightmares by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 220j || -? || has been tormented in nightmares by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 220l || -? || has been tormented in nightmares by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 220m || -? || has been tormented in nightmares by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 220n || -? || has been tormented in nightmares by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 220o || -? || has been tormented in nightmares by a dead and still annoying acquaintance lately&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143338</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143338"/>
		<updated>2011-04-01T01:42:22Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: 30 kilobytes long page warning, so moving a large redundant list to new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thoughts''' are the reported observations and sentiments of the {{l|Dwarves}} in {{l|Fortress Mode}}.  Over the course of play, a dwarf will experience things that make them more or less happy, with each experience recorded and displayed as a Thought.  The rate at which a dwarf gains certain thoughts is controlled by {{l|personality}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarven psychology is relatively simple.  There are Good Thoughts and Bad Thoughts.  Lots of Good Thoughts will make your dwarves ecstatic {{l|party|party animals}} who have lots of {{l|children}}.  Too many Bad Thoughts and your dwarvese will throw {{L|tantrum|tantrums}}.  Too many tantrums and the Bad Thoughts will {{l|Fun|spread}}.  If you wish to avoid Bad Thoughts, please consult ways of {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.  To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
A dwarf's level of happiness will affect the type of {{L|strange mood}} they fall into should they be chosen for one.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|doesn't have to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of {{L|furniture}} and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|usually from {{L|healthcare|Clean Patient}}&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Ate a legendary meal lately&lt;br /&gt;
|Dwarf ate a prepared meal of Legendary quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/wonderful/truly decadent) drink lately&lt;br /&gt;
|Dwarf drank alcohol of the relevant quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering {{L|Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't eat or drink soon enough (actual time unmeasured).&lt;br /&gt;
|-&lt;br /&gt;
|Has been (starving/dehydrated) recently&lt;br /&gt;
|Has not had food or drink for a long time and will soon {{l|death|die}}.&lt;br /&gt;
|-&lt;br /&gt;
|Forced to eat vermin to survive lately&lt;br /&gt;
|Dwarf hunted vermin for food due to starvation.  Will still die soon without real food.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a {{l|well}} was available&lt;br /&gt;
|-&lt;br /&gt;
|Was forced to drink vomit lately&lt;br /&gt;
|A tainted water source causes this little gem.&lt;br /&gt;
|-&lt;br /&gt;
|Disgusted by a miasma recently&lt;br /&gt;
|Dwarf was exposed to {{l|miasma}}&lt;br /&gt;
|-&lt;br /&gt;
|Accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a {{l|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Has been (tired/exhausted) lately&lt;br /&gt;
|Became sleepy but wasn't able to {{l|sleep}} because a task had to be completed.  Exhaustion is extreme tiredness and may come from over-exertion.&lt;br /&gt;
|-&lt;br /&gt;
|Was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements recently&lt;br /&gt;
|{{l|Noble}} dwarf is jealous of a lower-ranked dwarf's room and will soon go {{l|insanity|insane}}.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (poor/very poor/awful/horrible/horribly substandard) bedroom recently &lt;br /&gt;
|Noble dwarf has slept in an unsatisfactory {{l|bedroom}}.  Increasing levels of badness.&lt;br /&gt;
|-&lt;br /&gt;
|Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently&lt;br /&gt;
|Noble dwarf hates the {{l|office}} provided them for meetings.&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (poor/very poor/awful/horrible/horribly substandard) dining room recently&lt;br /&gt;
|Stupid noble}wants a better {{l|dining room}}.&lt;br /&gt;
|-&lt;br /&gt;
|Worried greatly about not having a tomb after gaining another year &lt;br /&gt;
|Noble dwarf is upset about lacking a {{l|tomb}} on their birthday.&lt;br /&gt;
|-&lt;br /&gt;
|Worried about having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year &lt;br /&gt;
|As above, but the dwarf has a tomb, just one that isn't good enough&lt;br /&gt;
|-&lt;br /&gt;
|Was (very/greatly) angered at the state of demands recently &lt;br /&gt;
|Noble dwarf {{l|demand|demanded}} something that wasn't provided.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by having a mandate ignored lately&lt;br /&gt;
|Noble issued a {{l|mandate}} that went unfulfilled.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|A dwarf became a criminal without an established {{l|Justice}} system present.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by not having enough (chests/cabinets/weapon racks/armor stands) lately&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by the dead lately&lt;br /&gt;
|Dwarf was frightened or injured by an unacquainted ghost.  Hauntings aren't as bad as attacks for the dwarven psyche.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by a dead (spouse/lover/sibling/and still annoying acquaintance) lately&lt;br /&gt;
|Dwarf was frightened or injured by an acquainted ghost, somewhat worse than the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by own dead (mother/father/child) lately&lt;br /&gt;
|Dwarf was frightened or injured by a closely-related ghost.  This is a very bad thought.&lt;br /&gt;
|-&lt;br /&gt;
|Yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|Dwarf yelled at a Leader/Mayor and felt worse afterward.&lt;br /&gt;
|-&lt;br /&gt;
|Cried on somebody in charge lately (but only felt more depressed) &lt;br /&gt;
|Like above, but for dwarves less prone to anger/more prone to depression.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the crowded tables lately&lt;br /&gt;
|Tried to eat at a table someone else was already eating at.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating.&lt;br /&gt;
|-&lt;br /&gt;
|Depressed about being confined&lt;br /&gt;
|Dwarf is in {{l|jail|prison}}.&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source.&lt;br /&gt;
|-&lt;br /&gt;
|Woken by noise while sleeping recently&lt;br /&gt;
|As above, but a worse thought from being closer to noise.&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/dirt/grass/rocks/ice/a ('rough stone') floor) recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping, or Dwarf is a {{l|ambusher|Hunter}}.  The thought may be worse with certain terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Slept on rocks/pebbles/ice/a floor/a pile of driftwood) recently&lt;br /&gt;
|Like above.  May or may not be a slightly better thought.&lt;br /&gt;
|-&lt;br /&gt;
|Caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated/Nauseated) by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|-&lt;br /&gt;
|Annoyed by flies&lt;br /&gt;
|Shared a tile with {{l|fly|flies}}.&lt;br /&gt;
|-&lt;br /&gt;
|Accosted by terrible vermin&lt;br /&gt;
|Exposed to {{L|vermin}} that the dwarf particularly hates.&lt;br /&gt;
|-&lt;br /&gt;
|Saw something unpleasant in a cage recently&lt;br /&gt;
|Dwarf examined a cage containing hated vermin&lt;br /&gt;
|-&lt;br /&gt;
|Killed somebody by accident while sparring recently&lt;br /&gt;
|Sparring dwarf accidentally(?) kills another.  Defunct now that sparring is now totally safe, whatever weapons are used.&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Attacked recently&lt;br /&gt;
|Dwarf was assaulted by a hostile creature.&lt;br /&gt;
|-&lt;br /&gt;
|Witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died.&lt;br /&gt;
|-&lt;br /&gt;
|Lost a (family member) to tragedy recently&lt;br /&gt;
|Someone related to the dwarf has died.  Worse thought than above. &lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet/family member/annoying acquaintance)&lt;br /&gt;
|Dwarf was exposed to the {{l|miasma|rotten}} corpse of a companion, loved one or rival.&lt;br /&gt;
|-&lt;br /&gt;
|Unable to find somebody in charge to cry on lately&lt;br /&gt;
|Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dorf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Was (very) embarrassed to have to conduct an official meeting in a (dining room/bedroom)&lt;br /&gt;
|Noble dwarf had to meet a diplomat without an office (or any dining room, if the bedroom was used).&lt;br /&gt;
|-&lt;br /&gt;
|Incredibly embarrassed not to have any rooms lately &lt;br /&gt;
|Noble dwarf went without any kind of room to conduct a meeting in.&lt;br /&gt;
|-&lt;br /&gt;
|Beaten recently&lt;br /&gt;
|{{L|Justice}} served.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to give somebody (food/water) lately&lt;br /&gt;
|As above, with bringing food or drink to others.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Dwarf recently suffered torn arteries and/or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|Knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a {{l|cave-in}}.  May or may not be coupled with the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Choked on smoke/dust underground lately &lt;br /&gt;
|Dwarf was exposed to either smoke from a {{l|fire}} or {{l|dust}} from a cave-in.&lt;br /&gt;
|-&lt;br /&gt;
|Suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall or allowing a masterful meal to rot away.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the draft lately&lt;br /&gt;
|Newly drafted into a [[military]] squad as a recruit.&lt;br /&gt;
|-&lt;br /&gt;
|Upset about being relieved from duty&lt;br /&gt;
|Military dwarf without civilian skills is removed from active duty.&lt;br /&gt;
|-&lt;br /&gt;
|(Complained about/Enraged by) long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training) for more than one month (one for complaining, two for growing enraged).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For a full list of the game's programmed thoughts (whether or not they appear in gameplay), please see the {{l|List of Dwarven Thoughts}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143337</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143337"/>
		<updated>2011-04-01T01:23:42Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* Unhappy Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will experience things that makes them more or less happy, with each experience being recorded as a thought (in the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers).  If a dwarf becomes unhappy enough, s/he might {{L|tantrum}}.  If the overall happiness level of your fortress is low enough then a single tantruming dwarf can trigger a dreaded &amp;quot;tantrum spiral&amp;quot;.  A separate article has advice on {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|doesn't have to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of {{L|furniture}} and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|usually from {{L|healthcare|Clean Patient}}&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Ate a legendary meal lately&lt;br /&gt;
|Dwarf ate a prepared meal of Legendary quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/wonderful/truly decadent) drink lately&lt;br /&gt;
|Dwarf drank alcohol of the relevant quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering {{L|Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't eat or drink soon enough (actual time unmeasured).&lt;br /&gt;
|-&lt;br /&gt;
|Has been (starving/dehydrated) recently&lt;br /&gt;
|Has not had food or drink for a long time and will soon {{l|death|die}}.&lt;br /&gt;
|-&lt;br /&gt;
|Forced to eat vermin to survive lately&lt;br /&gt;
|Dwarf hunted vermin for food due to starvation.  Will still die soon without real food.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a {{l|well}} was available&lt;br /&gt;
|-&lt;br /&gt;
|Was forced to drink vomit lately&lt;br /&gt;
|A tainted water source causes this little gem.&lt;br /&gt;
|-&lt;br /&gt;
|Disgusted by a miasma recently&lt;br /&gt;
|Dwarf was exposed to {{l|miasma}}&lt;br /&gt;
|-&lt;br /&gt;
|Accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a {{l|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Has been (tired/exhausted) lately&lt;br /&gt;
|Became sleepy but wasn't able to {{l|sleep}} because a task had to be completed.  Exhaustion is extreme tiredness and may come from over-exertion.&lt;br /&gt;
|-&lt;br /&gt;
|Was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements recently&lt;br /&gt;
|{{l|Noble}} dwarf is jealous of a lower-ranked dwarf's room and will soon go {{l|insanity|insane}}.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (poor/very poor/awful/horrible/horribly substandard) bedroom recently &lt;br /&gt;
|Noble dwarf has slept in an unsatisfactory {{l|bedroom}}.  Increasing levels of badness.&lt;br /&gt;
|-&lt;br /&gt;
|Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently&lt;br /&gt;
|Noble dwarf hates the {{l|office}} provided them for meetings.&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (poor/very poor/awful/horrible/horribly substandard) dining room recently&lt;br /&gt;
|Stupid noble}wants a better {{l|dining room}}.&lt;br /&gt;
|-&lt;br /&gt;
|Worried greatly about not having a tomb after gaining another year &lt;br /&gt;
|Noble dwarf is upset about lacking a {{l|tomb}} on their birthday.&lt;br /&gt;
|-&lt;br /&gt;
|Worried about having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year &lt;br /&gt;
|As above, but the dwarf has a tomb, just one that isn't good enough&lt;br /&gt;
|-&lt;br /&gt;
|Was (very/greatly) angered at the state of demands recently &lt;br /&gt;
|Noble dwarf {{l|demand|demanded}} something that wasn't provided.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by having a mandate ignored lately&lt;br /&gt;
|Noble issued a {{l|mandate}} that went unfulfilled.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|A dwarf became a criminal without an established {{l|Justice}} system present.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by not having enough (chests/cabinets/weapon racks/armor stands) lately&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by the dead lately&lt;br /&gt;
|Dwarf was frightened or injured by an unacquainted ghost.  Hauntings aren't as bad as attacks for the dwarven psyche.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by a dead (spouse/lover/sibling/and still annoying acquaintance) lately&lt;br /&gt;
|Dwarf was frightened or injured by an acquainted ghost, somewhat worse than the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by own dead (mother/father/child) lately&lt;br /&gt;
|Dwarf was frightened or injured by a closely-related ghost.  This is a very bad thought.&lt;br /&gt;
|-&lt;br /&gt;
|Yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|Dwarf yelled at a Leader/Mayor and felt worse afterward.&lt;br /&gt;
|-&lt;br /&gt;
|Cried on somebody in charge lately (but only felt more depressed) &lt;br /&gt;
|Like above, but for dwarves less prone to anger/more prone to depression.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the crowded tables lately&lt;br /&gt;
|Tried to eat at a table someone else was already eating at.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating.&lt;br /&gt;
|-&lt;br /&gt;
|Depressed about being confined&lt;br /&gt;
|Dwarf is in {{l|jail|prison}}.&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source.&lt;br /&gt;
|-&lt;br /&gt;
|Woken by noise while sleeping recently&lt;br /&gt;
|As above, but a worse thought from being closer to noise.&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/dirt/grass/rocks/ice/a ('rough stone') floor) recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping, or Dwarf is a {{l|ambusher|Hunter}}.  The thought may be worse with certain terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Slept on rocks/pebbles/ice/a floor/a pile of driftwood) recently&lt;br /&gt;
|Like above.  May or may not be a slightly better thought.&lt;br /&gt;
|-&lt;br /&gt;
|Caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated/Nauseated) by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|-&lt;br /&gt;
|Annoyed by flies&lt;br /&gt;
|Shared a tile with {{l|fly|flies}}.&lt;br /&gt;
|-&lt;br /&gt;
|Accosted by terrible vermin&lt;br /&gt;
|Exposed to {{L|vermin}} that the dwarf particularly hates.&lt;br /&gt;
|-&lt;br /&gt;
|Saw something unpleasant in a cage recently&lt;br /&gt;
|Dwarf examined a cage containing hated vermin&lt;br /&gt;
|-&lt;br /&gt;
|Killed somebody by accident while sparring recently&lt;br /&gt;
|Sparring dwarf accidentally(?) kills another.  Defunct now that sparring is now totally safe, whatever weapons are used.&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Attacked recently&lt;br /&gt;
|Dwarf was assaulted by a hostile creature.&lt;br /&gt;
|-&lt;br /&gt;
|Witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died.&lt;br /&gt;
|-&lt;br /&gt;
|Lost a (family member) to tragedy recently&lt;br /&gt;
|Someone related to the dwarf has died.  Worse thought than above. &lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet/family member/annoying acquaintance)&lt;br /&gt;
|Dwarf was exposed to the {{l|miasma|rotten}} corpse of a companion, loved one or rival.&lt;br /&gt;
|-&lt;br /&gt;
|Unable to find somebody in charge to cry on lately&lt;br /&gt;
|Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dorf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Was (very) embarrassed to have to conduct an official meeting in a (dining room/bedroom)&lt;br /&gt;
|Noble dwarf had to meet a diplomat without an office (or any dining room, if the bedroom was used).&lt;br /&gt;
|-&lt;br /&gt;
|Incredibly embarrassed not to have any rooms lately &lt;br /&gt;
|Noble dwarf went without any kind of room to conduct a meeting in.&lt;br /&gt;
|-&lt;br /&gt;
|Beaten recently&lt;br /&gt;
|{{L|Justice}} served.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to give somebody (food/water) lately&lt;br /&gt;
|As above, with bringing food or drink to others.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Dwarf recently suffered torn arteries and/or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|Knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a {{l|cave-in}}.  May or may not be coupled with the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Choked on smoke/dust underground lately &lt;br /&gt;
|Dwarf was exposed to either smoke from a {{l|fire}} or {{l|dust}} from a cave-in.&lt;br /&gt;
|-&lt;br /&gt;
|Suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall or allowing a masterful meal to rot away.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the draft lately&lt;br /&gt;
|Newly drafted into a [[military]] squad as a recruit.&lt;br /&gt;
|-&lt;br /&gt;
|Upset about being relieved from duty&lt;br /&gt;
|Military dwarf without civilian skills is removed from active duty.&lt;br /&gt;
|-&lt;br /&gt;
|(Complained about/Enraged by) long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training) for more than one month (one for complaining, two for growing enraged).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thoughts Experienced ==&lt;br /&gt;
&lt;br /&gt;
There are 221 thoughts that a dwarf can experience in this version of Dwarf Fortress. Many of these thoughts never actually occur, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed):&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -? || had a miscarriage recently&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -? || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -? || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -? || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -? || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -? || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -? || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -? || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -? || was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -? || was worried by the scarcity of guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -? || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -? || has been attacked lately&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -? || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -? || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -? || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -? || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -? || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -? || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -? || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -? || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -? || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -? || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -? || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -? || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -? || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -? || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -? || has lost property to the tax collector's escorts recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -? || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || -? || has complained of the lack of chairs lately&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -? || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || -? || has complained of the lack of dining tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -? || was forced to eat vermin to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -? || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -? || was forced to eat a treasured pet to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -? || has complained of the lack of a well lately&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -? || has complained of the nasty water lately&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -? || was forced to drink slime lately&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -? || was forced to drink vomit lately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -? || was forced to drink bloody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -? || was forced to drink gooey water lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -? || was forced to drink ichorous water lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -? || was forced to drink purulent water lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -? || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -? || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -? || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -? || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -? || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -? || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -? || has suffered the travesty of art defacement&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -? || has been annoyed by flies&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -? || has been accosted by terrible vermin&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -? || saw something unpleasant in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -? || saw something unpleasant in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -? || has witnessed death&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -? || accidentally killed somebody in a fit of rage recently&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -? || killed somebody by accident while sparring recently&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -? || has lost a spouse to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -? || has lost a friend to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -? || has lost a sibling to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -? || has lost a child to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -? || has lost a mother to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 54 || -? || has lost a father to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 55a || -? || was forced to endure the decay of a pet&lt;br /&gt;
|-&lt;br /&gt;
| 55b || -? || was forced to endure the decay of a spouse&lt;br /&gt;
|-&lt;br /&gt;
| 55c || -? || was forced to endure the decay of a mother&lt;br /&gt;
|-&lt;br /&gt;
| 55d || -? || was forced to endure the decay of a father&lt;br /&gt;
|-&lt;br /&gt;
| 55j || -? || was forced to endure the decay of a lover&lt;br /&gt;
|-&lt;br /&gt;
| 55l || -? || was forced to endure the decay of a sibling&lt;br /&gt;
|-&lt;br /&gt;
| 55m || -? || was forced to endure the decay of a child&lt;br /&gt;
|-&lt;br /&gt;
| 55n || -? || was forced to endure the decay of a friend&lt;br /&gt;
|-&lt;br /&gt;
| 55o || -? || was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -? || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 57 || -? || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 58a || -? || was grumbling about long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58b || -? || was depressed by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58c || -? || was angered by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58d || -? || was enraged by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -? || was disgusted by a miasma lately&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -? || choked on smoke underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -? || choked on dust underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -? || was knocked out during a cave-in lately&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -? || was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -? || was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -? || was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -? || sustained major injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -? || sustained minor injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 68 || -? || slept in the mud recently&lt;br /&gt;
|-&lt;br /&gt;
| 69 || -? || slept in the grass recently&lt;br /&gt;
|-&lt;br /&gt;
| 70 || -? || slept in the dirt recently&lt;br /&gt;
|-&lt;br /&gt;
| 71 || -? || slept on rocks recently&lt;br /&gt;
|-&lt;br /&gt;
| 72 || -? || slept on a rough cave floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 73 || -? || slept on the floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 74 || -? || slept on ice recently&lt;br /&gt;
|-&lt;br /&gt;
| 75 || -? || slept on a pile of driftwood recently&lt;br /&gt;
|-&lt;br /&gt;
| 76 || -? || slept without a proper room recently&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -? || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -? || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -? || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -? || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -? || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -? || conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -? || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -? || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -? || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -? || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -? || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -? || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -? || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -? || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -? || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || -? || dined without a proper dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -? || worried greatly about not having a tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -? || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -? || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -? || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -? || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -? || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -? || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -? || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -? || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -? || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -? || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -? || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -? || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -? || was upset to be wearing old clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -? || was upset to be wearing tattered clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -? || was very upset to have worn clothes rot away lately&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -? || was very embarrassed to be uncovered lately&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -? || was embarrassed to have no shirt lately&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -? || was embarrassed to have no shoes lately&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -? || was very embarrassed to be uncloaked lately&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -? || was caught in the rain recently&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -? || was caught in a snow storm recently&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -? || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -? || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -? || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -? || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -? || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -? || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -? || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -? || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -? || was beaten recently&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -? || was beaten with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -? || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -? || was unhappy with the lack of work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -? || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 129 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 130 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 131 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 132 || +? || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +? || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +? || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +? || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +? || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +? || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +? || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +? || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +? || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +? || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +? || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +? || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +? || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +? || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +? || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +? || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +? || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +? || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +? || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +? || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +? || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +? || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +? || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +? || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +? || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +? || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +? || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 158a || +? || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158b || +? || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 158c || +? || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 158d || +? || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 158j || +? || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 158l || +? || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 158m || +? || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 158n || +? || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 158o || -? || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +? || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +? || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +? || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +? || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +? || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +? || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +? || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +? || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +? || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +? || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +? || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +? || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +? || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +? || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +? || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +? || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +? || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +? || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +? || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +? || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +? || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +? || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +? || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +? || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +? || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +? || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +? || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +? || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +? || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +? || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +? || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +? || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 191 || -? || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 192 || -? || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 193 || +? || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || +? || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +? || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +? || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 197a || -? || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 197b || -? || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 197c || -? || wwas unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 197d || -? || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 197e || -? || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 198d || -? || was yelled at by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 198e || -? || was cried on by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 199a || +? || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || +? || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || +? || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || +? || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|-&lt;br /&gt;
| 199e || +? || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed)&lt;br /&gt;
|-&lt;br /&gt;
| 200 || +? || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 201 || +? || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +? || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +? || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +? || was greatly pleased to enter the nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +? || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +? || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210a || +? || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 210i || +? || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 210k || +? || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210l || +? || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211 || -? || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -? || has lost a lover to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || +? || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -? || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -? || has been tired of drinking the same old booze lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || +/-? || was (disgusted/upset/irritated) to be forced to talk to a pillar of society recently&amp;lt;br /&amp;gt;was (pleased/ecstatic) to be able to talk to a pillar of society recently&amp;lt;br /&amp;gt;was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
|-&lt;br /&gt;
| 217 || -? || had a wonderful soapy bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 218 || -? || had a nice bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 219 || -? || has been (haunted/tormented/possessed/tortured) by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 219a || -? || has been (haunted/tormented/possessed/tortured) by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 219b || -? || has been (haunted/tormented/possessed/tortured) by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 219c || -? || has been (haunted/tormented/possessed/tortured) by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 219d || -? || has been (haunted/tormented/possessed/tortured) by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 219j || -? || has been (haunted/tormented/possessed/tortured) by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 219l || -? || has been (haunted/tormented/possessed/tortured) by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 219m || -? || has been (haunted/tormented/possessed/tortured) by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 219n || -? || has been (haunted/tormented/possessed/tortured) by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 219o || -? || has been (haunted/tormented/possessed/tortured) by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 220 || -? || has been tormented in nightmares by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 220a || -? || has been tormented in nightmares by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 220b || -? || has been tormented in nightmares by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 220c || -? || has been tormented in nightmares by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 220d || -? || has been tormented in nightmares by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 220j || -? || has been tormented in nightmares by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 220l || -? || has been tormented in nightmares by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 220m || -? || has been tormented in nightmares by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 220n || -? || has been tormented in nightmares by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 220o || -? || has been tormented in nightmares by a dead and still annoying acquaintance lately&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143335</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143335"/>
		<updated>2011-04-01T00:02:34Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* Unhappy Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will experience things that makes them more or less happy, with each experience being recorded as a thought (in the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers).  If a dwarf becomes unhappy enough, s/he might {{L|tantrum}}.  If the overall happiness level of your fortress is low enough then a single tantruming dwarf can trigger a dreaded &amp;quot;tantrum spiral&amp;quot;.  A separate article has advice on {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|doesn't have to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of {{L|furniture}} and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|usually from {{L|healthcare|Clean Patient}}&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Ate a legendary meal lately&lt;br /&gt;
|Dwarf ate a prepared meal of Legendary quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/wonderful/truly decadent) drink lately&lt;br /&gt;
|Dwarf drank alcohol of the relevant quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering {{L|Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Has complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't eat or drink soon enough (actual time unmeasured).&lt;br /&gt;
|-&lt;br /&gt;
|Has been (starving/dehydrated) recently&lt;br /&gt;
|Has not had food or drink for a long time and will soon {{l|death|die}}.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a {{l|well}} was available&lt;br /&gt;
|-&lt;br /&gt;
|Accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a {{l|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Has been tired lately&lt;br /&gt;
|Became sleepy but wasn't able to {{l|sleep}} because a task had to be completed&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/dirt/grass) recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping&lt;br /&gt;
|-&lt;br /&gt;
|Slept on rocks/pebbles/a floor) recently&lt;br /&gt;
|Like above.  May or may not be a slightly better thought.&lt;br /&gt;
|-&lt;br /&gt;
|Was caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was nauseated by the sun lately&lt;br /&gt;
|Is suffering from serious {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was annoyed by flies/Has been accosted by terrible vermin&lt;br /&gt;
|Exposed to {{L|vermin}}&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Was attacked recently&lt;br /&gt;
|Dwarf was assaulted by a hostile creature.&lt;br /&gt;
|-&lt;br /&gt;
|Has witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died&lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet)&lt;br /&gt;
|Dwarf was exposed to the {{l|miasma|rotten}} corpse of a companion&lt;br /&gt;
|-&lt;br /&gt;
|Was unable to find somebody in charge to cry on lately&lt;br /&gt;
|(Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|Was upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dorf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Torn arteries and broken bones count as major injuries.&lt;br /&gt;
|-&lt;br /&gt;
|Was beaten recently&lt;br /&gt;
|{{L|Justice}} served&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to give somebody (food/water) lately&lt;br /&gt;
|As above&lt;br /&gt;
|-&lt;br /&gt;
|Was knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a {{l|cave-in}}&lt;br /&gt;
|-&lt;br /&gt;
|Has suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall or allowing a masterful meal to rot away.&lt;br /&gt;
|-&lt;br /&gt;
|Has complained about the draft lately&lt;br /&gt;
|Newly drafted into a [[military]] squad as a recruit&lt;br /&gt;
|-&lt;br /&gt;
|(Has complained/Was enraged) about long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training - ?) for a long time &amp;lt;sub&amp;gt;(which orders, how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Was (irritated/annoyed/utterly traumatized) by a lesser's pretentious (dining/sleeping/office) arrangements recently&lt;br /&gt;
|{{l|Noble}} dwarf is jealous of a lower-ranked dwarf's room and will soon go {{l|insanity|insane}}.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thoughts Experienced ==&lt;br /&gt;
&lt;br /&gt;
There are 221 thoughts that a dwarf can experience in this version of Dwarf Fortress. Many of these thoughts never actually occur, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed):&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -? || had a miscarriage recently&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -? || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -? || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -? || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -? || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -? || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -? || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -? || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -? || was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -? || was worried by the scarcity of guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -? || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -? || has been attacked lately&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -? || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -? || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -? || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -? || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -? || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -? || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -? || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -? || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -? || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -? || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -? || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -? || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -? || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -? || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -? || has lost property to the tax collector's escorts recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -? || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || -? || has complained of the lack of chairs lately&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -? || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || -? || has complained of the lack of dining tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -? || was forced to eat vermin to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -? || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -? || was forced to eat a treasured pet to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -? || has complained of the lack of a well lately&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -? || has complained of the nasty water lately&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -? || was forced to drink slime lately&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -? || was forced to drink vomit lately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -? || was forced to drink bloody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -? || was forced to drink gooey water lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -? || was forced to drink ichorous water lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -? || was forced to drink purulent water lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -? || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -? || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -? || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -? || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -? || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -? || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -? || has suffered the travesty of art defacement&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -? || has been annoyed by flies&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -? || has been accosted by terrible vermin&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -? || saw something unpleasant in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -? || saw something unpleasant in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -? || has witnessed death&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -? || accidentally killed somebody in a fit of rage recently&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -? || killed somebody by accident while sparring recently&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -? || has lost a spouse to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -? || has lost a friend to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -? || has lost a sibling to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -? || has lost a child to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -? || has lost a mother to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 54 || -? || has lost a father to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 55a || -? || was forced to endure the decay of a pet&lt;br /&gt;
|-&lt;br /&gt;
| 55b || -? || was forced to endure the decay of a spouse&lt;br /&gt;
|-&lt;br /&gt;
| 55c || -? || was forced to endure the decay of a mother&lt;br /&gt;
|-&lt;br /&gt;
| 55d || -? || was forced to endure the decay of a father&lt;br /&gt;
|-&lt;br /&gt;
| 55j || -? || was forced to endure the decay of a lover&lt;br /&gt;
|-&lt;br /&gt;
| 55l || -? || was forced to endure the decay of a sibling&lt;br /&gt;
|-&lt;br /&gt;
| 55m || -? || was forced to endure the decay of a child&lt;br /&gt;
|-&lt;br /&gt;
| 55n || -? || was forced to endure the decay of a friend&lt;br /&gt;
|-&lt;br /&gt;
| 55o || -? || was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -? || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 57 || -? || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 58a || -? || was grumbling about long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58b || -? || was depressed by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58c || -? || was angered by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58d || -? || was enraged by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -? || was disgusted by a miasma lately&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -? || choked on smoke underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -? || choked on dust underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -? || was knocked out during a cave-in lately&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -? || was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -? || was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -? || was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -? || sustained major injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -? || sustained minor injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 68 || -? || slept in the mud recently&lt;br /&gt;
|-&lt;br /&gt;
| 69 || -? || slept in the grass recently&lt;br /&gt;
|-&lt;br /&gt;
| 70 || -? || slept in the dirt recently&lt;br /&gt;
|-&lt;br /&gt;
| 71 || -? || slept on rocks recently&lt;br /&gt;
|-&lt;br /&gt;
| 72 || -? || slept on a rough cave floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 73 || -? || slept on the floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 74 || -? || slept on ice recently&lt;br /&gt;
|-&lt;br /&gt;
| 75 || -? || slept on a pile of driftwood recently&lt;br /&gt;
|-&lt;br /&gt;
| 76 || -? || slept without a proper room recently&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -? || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -? || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -? || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -? || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -? || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -? || conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -? || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -? || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -? || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -? || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -? || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -? || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -? || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -? || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -? || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || -? || dined without a proper dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -? || worried greatly about not having a tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -? || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -? || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -? || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -? || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -? || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -? || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -? || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -? || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -? || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -? || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -? || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -? || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -? || was upset to be wearing old clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -? || was upset to be wearing tattered clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -? || was very upset to have worn clothes rot away lately&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -? || was very embarrassed to be uncovered lately&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -? || was embarrassed to have no shirt lately&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -? || was embarrassed to have no shoes lately&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -? || was very embarrassed to be uncloaked lately&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -? || was caught in the rain recently&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -? || was caught in a snow storm recently&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -? || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -? || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -? || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -? || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -? || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -? || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -? || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -? || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -? || was beaten recently&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -? || was beaten with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -? || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -? || was unhappy with the lack of work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -? || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 129 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 130 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 131 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 132 || +? || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +? || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +? || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +? || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +? || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +? || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +? || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +? || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +? || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +? || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +? || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +? || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +? || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +? || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +? || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +? || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +? || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +? || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +? || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +? || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +? || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +? || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +? || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +? || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +? || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +? || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +? || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 158a || +? || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158b || +? || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 158c || +? || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 158d || +? || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 158j || +? || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 158l || +? || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 158m || +? || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 158n || +? || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 158o || -? || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +? || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +? || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +? || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +? || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +? || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +? || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +? || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +? || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +? || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +? || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +? || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +? || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +? || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +? || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +? || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +? || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +? || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +? || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +? || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +? || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +? || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +? || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +? || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +? || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +? || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +? || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +? || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +? || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +? || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +? || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +? || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +? || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 191 || -? || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 192 || -? || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 193 || +? || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || +? || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +? || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +? || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 197a || -? || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 197b || -? || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 197c || -? || wwas unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 197d || -? || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 197e || -? || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 198d || -? || was yelled at by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 198e || -? || was cried on by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 199a || +? || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || +? || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || +? || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || +? || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|-&lt;br /&gt;
| 199e || +? || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed)&lt;br /&gt;
|-&lt;br /&gt;
| 200 || +? || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 201 || +? || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +? || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +? || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +? || was greatly pleased to enter the nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +? || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +? || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210a || +? || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 210i || +? || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 210k || +? || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210l || +? || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211 || -? || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -? || has lost a lover to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || +? || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -? || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -? || has been tired of drinking the same old booze lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || +/-? || was (disgusted/upset/irritated) to be forced to talk to a pillar of society recently&amp;lt;br /&amp;gt;was (pleased/ecstatic) to be able to talk to a pillar of society recently&amp;lt;br /&amp;gt;was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
|-&lt;br /&gt;
| 217 || -? || had a wonderful soapy bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 218 || -? || had a nice bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 219 || -? || has been (haunted/tormented/possessed/tortured) by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 219a || -? || has been (haunted/tormented/possessed/tortured) by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 219b || -? || has been (haunted/tormented/possessed/tortured) by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 219c || -? || has been (haunted/tormented/possessed/tortured) by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 219d || -? || has been (haunted/tormented/possessed/tortured) by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 219j || -? || has been (haunted/tormented/possessed/tortured) by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 219l || -? || has been (haunted/tormented/possessed/tortured) by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 219m || -? || has been (haunted/tormented/possessed/tortured) by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 219n || -? || has been (haunted/tormented/possessed/tortured) by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 219o || -? || has been (haunted/tormented/possessed/tortured) by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 220 || -? || has been tormented in nightmares by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 220a || -? || has been tormented in nightmares by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 220b || -? || has been tormented in nightmares by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 220c || -? || has been tormented in nightmares by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 220d || -? || has been tormented in nightmares by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 220j || -? || has been tormented in nightmares by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 220l || -? || has been tormented in nightmares by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 220m || -? || has been tormented in nightmares by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 220n || -? || has been tormented in nightmares by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 220o || -? || has been tormented in nightmares by a dead and still annoying acquaintance lately&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143331</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=143331"/>
		<updated>2011-03-31T23:34:49Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* Unhappy Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will experience things that makes them more or less happy, with each experience being recorded as a thought (in the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers).  If a dwarf becomes unhappy enough, s/he might {{L|tantrum}}.  If the overall happiness level of your fortress is low enough then a single tantruming dwarf can trigger a dreaded &amp;quot;tantrum spiral&amp;quot;.  A separate article has advice on {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|doesn't have to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of {{L|furniture}} and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|usually from {{L|healthcare|Clean Patient}}&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Ate a legendary meal lately&lt;br /&gt;
|Dwarf ate a prepared meal of Legendary quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/wonderful/truly decadent) drink lately&lt;br /&gt;
|Dwarf drank alcohol of the relevant quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering {{L|Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Has complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't reach food immediately &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Has been starved recently&lt;br /&gt;
|Got hungry and didn't reach food for a long &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt; time&lt;br /&gt;
|-&lt;br /&gt;
|Has complained of the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a well was available&lt;br /&gt;
|-&lt;br /&gt;
|Has accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a tantrum&lt;br /&gt;
|-&lt;br /&gt;
|Has been tired lately&lt;br /&gt;
|Became sleepy but wasn't able to sleep because a task had to be completed&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/grass) recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping&lt;br /&gt;
|-&lt;br /&gt;
|Was caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was nauseated by the sun lately&lt;br /&gt;
|Is suffering from serious {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was annoyed by flies/Has been accosted by terrible vermin&lt;br /&gt;
|Exposed to {{L|vermin}}&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Has witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died&lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet)&lt;br /&gt;
|The body of a dead friend/pet wasn't buried in a {{L|coffin}} before generating miasma&lt;br /&gt;
|-&lt;br /&gt;
|Was unable to find somebody in charge to cry on lately&lt;br /&gt;
|(Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|Was upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dorf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Torn arteries and broken bones count as major injuries.&lt;br /&gt;
|-&lt;br /&gt;
|Was beaten recently&lt;br /&gt;
|{{L|Justice}} served&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to give somebody (food/water) lately&lt;br /&gt;
|As above&lt;br /&gt;
|-&lt;br /&gt;
|Was knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a cave-in&lt;br /&gt;
|-&lt;br /&gt;
|Has suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall as well.&lt;br /&gt;
|-&lt;br /&gt;
|Has complained about the draft lately&lt;br /&gt;
|Newly drafted into a [[military]] squad as a recruit&lt;br /&gt;
|-&lt;br /&gt;
|(Has complained/Was enraged) about long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training - ?) for a long time &amp;lt;sub&amp;gt;(which orders, how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thoughts Experienced ==&lt;br /&gt;
&lt;br /&gt;
There are 221 thoughts that a dwarf can experience in this version of Dwarf Fortress. Many of these thoughts never actually occur, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed):&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -? || had a miscarriage recently&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -? || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -? || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -? || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -? || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -? || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -? || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -? || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -? || was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -? || was worried by the scarcity of guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -? || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -? || has been attacked lately&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -? || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -? || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -? || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -? || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -? || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -? || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -? || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -? || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -? || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -? || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -? || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -? || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -? || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -? || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -? || has lost property to the tax collector's escorts recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -? || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || -? || has complained of the lack of chairs lately&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -? || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || -? || has complained of the lack of dining tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -? || was forced to eat vermin to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -? || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -? || was forced to eat a treasured pet to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -? || has complained of the lack of a well lately&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -? || has complained of the nasty water lately&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -? || was forced to drink slime lately&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -? || was forced to drink vomit lately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -? || was forced to drink bloody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -? || was forced to drink gooey water lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -? || was forced to drink ichorous water lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -? || was forced to drink purulent water lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -? || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -? || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -? || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -? || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -? || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -? || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -? || has suffered the travesty of art defacement&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -? || has been annoyed by flies&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -? || has been accosted by terrible vermin&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -? || saw something unpleasant in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -? || saw something unpleasant in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -? || has witnessed death&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -? || accidentally killed somebody in a fit of rage recently&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -? || killed somebody by accident while sparring recently&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -? || has lost a spouse to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -? || has lost a friend to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -? || has lost a sibling to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -? || has lost a child to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -? || has lost a mother to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 54 || -? || has lost a father to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 55a || -? || was forced to endure the decay of a pet&lt;br /&gt;
|-&lt;br /&gt;
| 55b || -? || was forced to endure the decay of a spouse&lt;br /&gt;
|-&lt;br /&gt;
| 55c || -? || was forced to endure the decay of a mother&lt;br /&gt;
|-&lt;br /&gt;
| 55d || -? || was forced to endure the decay of a father&lt;br /&gt;
|-&lt;br /&gt;
| 55j || -? || was forced to endure the decay of a lover&lt;br /&gt;
|-&lt;br /&gt;
| 55l || -? || was forced to endure the decay of a sibling&lt;br /&gt;
|-&lt;br /&gt;
| 55m || -? || was forced to endure the decay of a child&lt;br /&gt;
|-&lt;br /&gt;
| 55n || -? || was forced to endure the decay of a friend&lt;br /&gt;
|-&lt;br /&gt;
| 55o || -? || was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -? || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 57 || -? || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 58a || -? || was grumbling about long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58b || -? || was depressed by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58c || -? || was angered by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58d || -? || was enraged by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -? || was disgusted by a miasma lately&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -? || choked on smoke underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -? || choked on dust underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -? || was knocked out during a cave-in lately&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -? || was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -? || was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -? || was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -? || sustained major injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -? || sustained minor injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 68 || -? || slept in the mud recently&lt;br /&gt;
|-&lt;br /&gt;
| 69 || -? || slept in the grass recently&lt;br /&gt;
|-&lt;br /&gt;
| 70 || -? || slept in the dirt recently&lt;br /&gt;
|-&lt;br /&gt;
| 71 || -? || slept on rocks recently&lt;br /&gt;
|-&lt;br /&gt;
| 72 || -? || slept on a rough cave floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 73 || -? || slept on the floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 74 || -? || slept on ice recently&lt;br /&gt;
|-&lt;br /&gt;
| 75 || -? || slept on a pile of driftwood recently&lt;br /&gt;
|-&lt;br /&gt;
| 76 || -? || slept without a proper room recently&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -? || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -? || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -? || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -? || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -? || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -? || conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -? || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -? || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -? || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -? || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -? || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -? || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -? || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -? || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -? || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || -? || dined without a proper dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -? || worried greatly about not having a tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -? || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -? || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -? || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -? || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -? || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -? || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -? || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -? || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -? || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -? || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -? || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -? || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -? || was upset to be wearing old clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -? || was upset to be wearing tattered clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -? || was very upset to have worn clothes rot away lately&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -? || was very embarrassed to be uncovered lately&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -? || was embarrassed to have no shirt lately&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -? || was embarrassed to have no shoes lately&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -? || was very embarrassed to be uncloaked lately&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -? || was caught in the rain recently&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -? || was caught in a snow storm recently&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -? || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -? || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -? || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -? || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -? || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -? || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -? || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -? || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -? || was beaten recently&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -? || was beaten with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -? || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -? || was unhappy with the lack of work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -? || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 129 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 130 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 131 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 132 || +? || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +? || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +? || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +? || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +? || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +? || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +? || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +? || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +? || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +? || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +? || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +? || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +? || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +? || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +? || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +? || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +? || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +? || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +? || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +? || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +? || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +? || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +? || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +? || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +? || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +? || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +? || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 158a || +? || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158b || +? || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 158c || +? || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 158d || +? || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 158j || +? || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 158l || +? || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 158m || +? || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 158n || +? || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 158o || -? || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +? || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +? || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +? || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +? || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +? || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +? || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +? || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +? || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +? || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +? || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +? || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +? || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +? || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +? || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +? || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +? || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +? || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +? || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +? || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +? || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +? || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +? || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +? || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +? || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +? || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +? || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +? || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +? || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +? || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +? || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +? || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +? || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 191 || -? || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 192 || -? || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 193 || +? || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || +? || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +? || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +? || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 197a || -? || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 197b || -? || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 197c || -? || wwas unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 197d || -? || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 197e || -? || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 198d || -? || was yelled at by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 198e || -? || was cried on by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 199a || +? || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || +? || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || +? || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || +? || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|-&lt;br /&gt;
| 199e || +? || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed)&lt;br /&gt;
|-&lt;br /&gt;
| 200 || +? || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 201 || +? || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +? || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +? || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +? || was greatly pleased to enter the nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +? || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +? || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210a || +? || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 210i || +? || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 210k || +? || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210l || +? || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211 || -? || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -? || has lost a lover to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || +? || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -? || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -? || has been tired of drinking the same old booze lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || +/-? || was (disgusted/upset/irritated) to be forced to talk to a pillar of society recently&amp;lt;br /&amp;gt;was (pleased/ecstatic) to be able to talk to a pillar of society recently&amp;lt;br /&amp;gt;was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
|-&lt;br /&gt;
| 217 || -? || had a wonderful soapy bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 218 || -? || had a nice bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 219 || -? || has been (haunted/tormented/possessed/tortured) by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 219a || -? || has been (haunted/tormented/possessed/tortured) by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 219b || -? || has been (haunted/tormented/possessed/tortured) by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 219c || -? || has been (haunted/tormented/possessed/tortured) by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 219d || -? || has been (haunted/tormented/possessed/tortured) by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 219j || -? || has been (haunted/tormented/possessed/tortured) by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 219l || -? || has been (haunted/tormented/possessed/tortured) by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 219m || -? || has been (haunted/tormented/possessed/tortured) by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 219n || -? || has been (haunted/tormented/possessed/tortured) by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 219o || -? || has been (haunted/tormented/possessed/tortured) by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 220 || -? || has been tormented in nightmares by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 220a || -? || has been tormented in nightmares by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 220b || -? || has been tormented in nightmares by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 220c || -? || has been tormented in nightmares by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 220d || -? || has been tormented in nightmares by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 220j || -? || has been tormented in nightmares by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 220l || -? || has been tormented in nightmares by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 220m || -? || has been tormented in nightmares by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 220n || -? || has been tormented in nightmares by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 220o || -? || has been tormented in nightmares by a dead and still annoying acquaintance lately&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=142962</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=142962"/>
		<updated>2011-03-28T17:32:57Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* Do Dwarves Steal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
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:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
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I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
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== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
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== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
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== Dwarf not using available materials? ==&lt;br /&gt;
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Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
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== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
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== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
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==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
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:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
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== Clothier won't take materials ==&lt;br /&gt;
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I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
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== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
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==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=142961</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=142961"/>
		<updated>2011-03-28T17:31:35Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* Do Dwarves Steal */&lt;/p&gt;
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&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
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:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
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I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
&lt;br /&gt;
== Dwarf not using available materials? ==&lt;br /&gt;
&lt;br /&gt;
Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
&lt;br /&gt;
Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clothier won't take materials ==&lt;br /&gt;
&lt;br /&gt;
I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
&lt;br /&gt;
==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't happen with every mood, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ghosts&amp;diff=135245</id>
		<title>Ghosts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ghosts&amp;diff=135245"/>
		<updated>2011-01-22T22:07:42Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: redirect to ghost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Ghost]]&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dark_gnome&amp;diff=135244</id>
		<title>v0.31:Dark gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dark_gnome&amp;diff=135244"/>
		<updated>2011-01-22T22:06:19Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: nocturnal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:08, 27 December 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Dark gnome&lt;br /&gt;
|symbol=g|color=3:0:0&lt;br /&gt;
|align=evil&lt;br /&gt;
|biome= * {{L|Mountain}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A tiny, foul-tempered humanoid creature that dwells in the evil mountains.  They are known to enjoy drinking liquor and will take any unguarded supplies of booze.''&lt;br /&gt;
&lt;br /&gt;
'''Dark gnomes''' are the evil nocturnal cousins of {{L|mountain gnome}}s. They have a teal skin, yellow eyes and a wonderful variety of {{L|beard|beards}}.  They are just as intelligent as their {{L|Mountain_gnome|fairer kin}}, and like them, lack a spoken language.  There is no formal Dark Gnome {{L|civilization|society}}, but nevertheless, in Fortress Mode they will come for your {{L|Alcohol|booze}} in groups of 5 to ten and scare the {{L|carp}} out of any civilians they encounter.  If they reach your alcohol they'll guzzle it with such efficient speed that your {{L|dwarves}} will soon be dying of thirst unless you have steady access to {{L|plants}} or {{L|water}}.&lt;br /&gt;
&lt;br /&gt;
Despite their apparent malice, Dark Gnomes are not particularly violent and will run in terror when chased.  They're able to equip {{L|weapon}}s and {{L|armor}} that are appropriately sized for them, but this is rarely seen.  Any {{L|dwarf}} or {{L|dog}} can easily hurt them, but be wary of {{L|combat|fighting}} on {{L|mountain|mountainsides}}, where a dwarf may charge the gnome, miss, and {{L|gravity|fall a very long distance.}}&lt;br /&gt;
&lt;br /&gt;
Lucky gnomes can live for up to 250 years, assuming they stay away from {{L|Gnomeblight}} and other hazards to their health.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=134922</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=134922"/>
		<updated>2011-01-14T13:07:36Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: [DEMON_UNIQUE] is actually [UNIQUE_DEMON]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases.&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;
| 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;
| Makes the creature start out hidden. Used by {{L|giant cave spider}}s. May make {{L|web}}s hidden too.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&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;
| 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.&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_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_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 it's definition is made.&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;
| 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_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_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth{{verify}}&lt;br /&gt;
| stages when a megabeast will attack a site&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;
&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;
| name at caste level&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|elephants}}), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) &lt;br /&gt;
| Controls bleeding behaviour&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:LENGTH: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 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 (~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. &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&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&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;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&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;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the currently selected material will start receiving damage from freezing. Used mostly in material templates.&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 &lt;br /&gt;
| name &lt;br /&gt;
| begins defining a new creature with the specified name.&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. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. &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;
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]&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;
| 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;
| 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;
| 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;
| 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;
| As of version v0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.  It is unknown if these effects persist in DF 2010.&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].&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 [[Forgotten beast]]s, (biome name) titans and [[Demon]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| creature can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| creature can get infections from wounds&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;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&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 of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
| Creature Variants template command, alter body size.&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, 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;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the currently selected material will start receiving damage from heat. Used mostly in material templates.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]]&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;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into gases.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames.&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;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material (usually hair, feathers or skin)&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 and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* [[Item token]]&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select necessary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&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, 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 known 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;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material. Almost always SINEW of the creature's materials.&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 multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&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;
| 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;
| 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 Token Mannerisms|Mannerisms}}&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;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (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;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can 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 | sets up a mental attribute's range of values. Max of 5000.&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;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &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;
| 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. &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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.&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 of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.&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_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;
| Probably shorthand for movement being unaffected by damage in general.&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. Evidence suggests creatures with this tag never wake up from sleep in Fortress Mode.&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. &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;
|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&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&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;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by 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.&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.&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;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&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;
&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_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&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;
&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;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&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.&amp;quot;&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&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 NAME &lt;br /&gt;
| Selects the material. Can be ALL.&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;
| 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;
| selection token&amp;quot;&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;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.&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.&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.&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:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.&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 a small corpse that only rots once, and without miasma.&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;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*material source, eg. LOCAL_CREATURE_MAT, INORGANIC&lt;br /&gt;
*MATERIAL eg.POISON,&lt;br /&gt;
*MATTERSTATE (ALL_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;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&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 [http://df.magmawiki.com/index.php/Speed/ 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;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhalation, eg. poison dust.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection, eg. snake bite.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a syndrome for poison use&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;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rare 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. May imply [AMBUSHPREDATOR].&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;
| 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_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;
*LOCATION &lt;br /&gt;
| Adds the tissue layer under a given part ex. is Iron Man he has a gaseous poison within him 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]&lt;br /&gt;
		[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]&lt;br /&gt;
		[TISSUE_MAT_STATE:GAS]&lt;br /&gt;
		[RELATIVE_THICKNESS:50]&lt;br /&gt;
		[TISSUE_LEAKS]&lt;br /&gt;
		[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_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_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&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;
| 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 genned [[demon]]s; sets the creature as capable of &amp;quot;emerging from the underworld&amp;quot; and taking over during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&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;
| Uses a local creature mat to define a new material?{{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;
| Loads a material, and gives it a shortname for later reference&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;
| Uses a local creature mat to define a new material?{{verify}}&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;
| 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;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &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;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&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;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, 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 webs.&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>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glass_furnace&amp;diff=134901</id>
		<title>v0.31:Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glass_furnace&amp;diff=134901"/>
		<updated>2011-01-13T16:12:23Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Glass furnace|key=g|job={{L|Glassmaking}}&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} material&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Masonry}} or {{L|Metalsmithing}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Sand}} {{L|bag}}&lt;br /&gt;
* {{L|Pearlash}}&lt;br /&gt;
* Raw {{L|rock crystal}}&lt;br /&gt;
* {{L|Coke}} or {{L|Charcoal}}&lt;br /&gt;
|production=&lt;br /&gt;
* Raw crystal {{L|glass}}&lt;br /&gt;
* Raw clear {{L|glass}}&lt;br /&gt;
* Raw green {{L|glass}}&lt;br /&gt;
* {{L|Block}}s&lt;br /&gt;
* {{L|Vial}}s&lt;br /&gt;
* {{L|Toy}}s&lt;br /&gt;
* {{L|Instrument}}s&lt;br /&gt;
* {{L|Goblet}}s&lt;br /&gt;
* {{L|Trap}} {{L|weapon}}s&lt;br /&gt;
* {{L|Window}}s&lt;br /&gt;
* {{L|Furniture}}&lt;br /&gt;
}}&lt;br /&gt;
'''Glass furnaces''' are used to make raw {{L|glass}} (a {{L|gem}}), {{L|block|blocks}}, and {{L|furniture}} items. All furniture made at a glass furnace can alternatively be made out of either {{L|metal}}, {{L|stone}} or {{L|wood}}, with the exception of {{L|window|windows}}, which can be made from gems.  Glass furnaces can also make craft goods, and {{L|vial|vials}} used to make certain extracts at a {{L|Farmer's_workshop|Farmer's Workshop}}. &lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires {{L|sand}}, clear glass requires sand and {{L|pearlash}}, and crystal glass requires raw {{L|rock crystal}}s and pearlash.  Raw rock crystals are a type of gem and are not available in most regions.&lt;br /&gt;
&lt;br /&gt;
Some of the names of glass furniture are different. A glass {{L|door}} is called a {{L|door|portal}}, a glass {{L|coffer}} is called a {{L|Container|box}}, and a glass {{L|cage}} is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty {{L|bag}}, an Item Hauler, and a {{L|Activity_zone|zone}} designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other tasks from being started until the sand is collected, it is often wise to build several additional glass furnaces, {{L|magma glass furnace|magma}} or otherwise, to use for the collection of sand.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand, but sand may be imported.  Raw glass may also be imported.  Foreign merchants never have glass furniture for sale.&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_glass_furnace&amp;diff=134900</id>
		<title>v0.31:Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_glass_furnace&amp;diff=134900"/>
		<updated>2011-01-13T16:07:26Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Magma glass furnace|key=a|job={{L|Glassmaking}}&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} material&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Masonry}} or {{L|Metalsmithing}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Sand}} {{L|bag}}&lt;br /&gt;
* {{L|Pearlash}}&lt;br /&gt;
* Raw {{L|rock crystal}}&lt;br /&gt;
|production=&lt;br /&gt;
* Raw green {{L|glass}}&lt;br /&gt;
* Raw clear {{L|glass}}&lt;br /&gt;
* Raw crystal {{L|glass}}&lt;br /&gt;
* {{L|Vial}}s&lt;br /&gt;
* {{L|Trap}} {{L|weapon|weapons}}&lt;br /&gt;
* {{L|Window|Windows}}&lt;br /&gt;
* {{L|Furniture}}&lt;br /&gt;
* {{L|Toy|Toys}}&lt;br /&gt;
* {{L|Instrument|Instruments}}&lt;br /&gt;
* {{L|Goblet|Goblets}}&lt;br /&gt;
* {{L|Block|Blocks}}&lt;br /&gt;
}}&lt;br /&gt;
A '''magma glass furnace''' is a {{L|glass furnace}} that does not require {{L|fuel}} to work, using {{L|magma}} instead.  It requires fireproof materials to be built.&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces will not function unless at least one of its eight edge squares hang over a channel which has magma at a depth of 4/7 or more.&lt;br /&gt;
&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fluffy_wambler&amp;diff=134899</id>
		<title>v0.31:Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fluffy_wambler&amp;diff=134899"/>
		<updated>2011-01-13T13:38:55Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: Adding info for wamblers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Fluffy wambler|symbol=∙|color=7:0:1|biome=* Any land|align=Good|wiki=no&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Exceptional|01:25, 10 June 2010 (UTC)}}&lt;br /&gt;
:''A fluffy, pudge-filled being, known for its warm heart and stumble bumblings.''&lt;br /&gt;
&lt;br /&gt;
'''Fluffy wamblers''' are small humanoids that can be found the world over in {{L|good}} regions.   They are known and beloved for their warm hearts, gentle natures, and stumble bumblings.  Despite their status as {{L|vermin|agricultural pests}}, it's rare to find a being that actually finds them offensive.  They are widely held to be 'adorable,' and many {{L|dwarf|dwarves}} consider them to be {{L|food|a delicacy}}.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are about 1/3 smaller than a domestic {{L|cat}}.  They are roughly humanoid in shape, with singular arms and legs devoid of toes, claws, or other extremities.  They possess two black eyes and a nose, but lack any other distinguishing features, and their entire bodies are covered in white fur known as 'fluff.'  Their uniformity makes it difficult to tell two different wamblers apart.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Wamblers lack bones, blood vessels, mouth parts, nerves, and differentiated organs of any sort, but they require nourishment as much as any creature.  Current theory suggests they absorb nutrients directly through the skin into their 'pudge,' a purple fat-like substance that uniformly fills the wambler's entire body.  This pudge appears to act as a super-organ that regulates and provides for the wambler's entire metabolism and structure.&lt;br /&gt;
&lt;br /&gt;
Wamblers maintain a body temperature slightly higher than that of dwarves.  They appear to be immune to sickness and are not known to suffer infection of any kind.  There is no specific term for any hypothetical wambler offspring (a live wambler birthing has never been seen).&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are extremely common in good regions of any sort. They live in groups of up to fifty in burrows beneath the ground.  They can eat food stored in {{L|stockpile|stockpiles}}, occasionally managing to gnaw through a {{L|barrel}} or a {{L|bag}} in order to do so, though they're unable to penetrate anything but a flimsy container.&lt;br /&gt;
&lt;br /&gt;
They are slow movers, only seen during the day.  Wamblers are not wholly benign and may in fact display aggression when threatened, an act which is almost always futile, as they have power to harm only the feeblest of creatures.&lt;br /&gt;
&lt;br /&gt;
Wamblers may be domesticated by a resident {{L|Dungeon Master}}, and fetch a market value approximate to that of a {{L|dog}}.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are surprisingly dense when traveling at high velocities.  There was at least one reported slaying of a {{L|bronze colossus}} using a thrown fluffy wambler as a {{L|weapon}}, [http://www.bay12forums.com/smf/index.php?topic=56935.0 as documented here.]   News of this incident has served to increase the wambler's popular appeal.&lt;br /&gt;
&lt;br /&gt;
Civilizations that use 'good' animals and animal materials (and have no qualms about killing animals) can make clothes out of wambler fluff, a prized, yet inexpensive, insulating fabric.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Combat&amp;diff=134897</id>
		<title>v0.31:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Combat&amp;diff=134897"/>
		<updated>2011-01-13T06:49:30Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:16, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
(This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to {{L|Combat skill}}s, [[Armor]] or [[Weapons]])&lt;br /&gt;
&lt;br /&gt;
Combat in Dwarf Fortress is unlike that in most strategy and role playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains; and torsos have internal organs. Damage to these parts and sub parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.&lt;br /&gt;
&lt;br /&gt;
Although creatures and players may direct and focus their attacks, combat is random in nature.  A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss.  Weapons cause damage specific to their class, be they axes or swords or backpacks. You will often see creatures attacked with impaling weapons such as spears or crossbow bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy, if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. &lt;br /&gt;
&lt;br /&gt;
Reading the combat 'r'eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that while most natural creatures have the same sorts of vulnerabilities due to their similar collection of body parts, procedurally generated creatures such as Titans, Megabeasts and Demons may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable.  When all else fails, a cave-in means certain death for anything caught underneath.&lt;br /&gt;
&lt;br /&gt;
As in real life, combat in Dwarf Fortress is chaotic, deadly, and gruesome.  Numbers seem to matter, as defending against multiple opponents can be difficult even for a decent fighter.  Your warriors will not suffer loss of generic hit points, and can not simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur, broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.&lt;br /&gt;
&lt;br /&gt;
==General Observations==&lt;br /&gt;
* Blunt weapons seem to use density for material strength&lt;br /&gt;
* Blunt weapons probably use &amp;quot;contact area&amp;quot; and weapon mass for relative strength&lt;br /&gt;
&lt;br /&gt;
* Edge weapons seem to use the progression Silver-&amp;gt;Copper-&amp;gt;Bronze-&amp;gt;Iron-&amp;gt;Steel-&amp;gt;Adamantium for material strength&lt;br /&gt;
* Edge weapons probably use &amp;quot;penetration size&amp;quot; for relative strength&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
:Based on information in the RAWs and in-game, Toady seems to use real-world physics and material properties for in-game behaviour.  Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.&lt;br /&gt;
&lt;br /&gt;
==General Terms==&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
:'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
&lt;br /&gt;
==Armor Properties==&lt;br /&gt;
&lt;br /&gt;
*Material Properties&lt;br /&gt;
:* Blunt Protection&lt;br /&gt;
::*'''Impact yield'''&lt;br /&gt;
::*'''Impact fracture'''&lt;br /&gt;
::*'''Impact elasticity'''&lt;br /&gt;
&lt;br /&gt;
:* Edge Protection&lt;br /&gt;
::*'''Shear yield'''&lt;br /&gt;
::*'''Shear fracture'''&lt;br /&gt;
::*'''Shear elasticity'''&lt;br /&gt;
&lt;br /&gt;
*Item Properties&lt;br /&gt;
:*'''Armor Level''': Layer number in which armor is worn.  Lower numbers will be equipped first, and later numbers equipped if space is available.&lt;br /&gt;
:*'''Coverage'': Some armor covers more of the body than others.&lt;br /&gt;
&lt;br /&gt;
==Weapon Properties==&lt;br /&gt;
&lt;br /&gt;
*Material Properties&lt;br /&gt;
:*Common&lt;br /&gt;
::*'''Contact Area''': Determines the surface area hit by the weapon.  Likely in mm&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.&lt;br /&gt;
&lt;br /&gt;
:*Blunt Weapons&lt;br /&gt;
::*Blunt weapons are all about weapon mass, contact area, and velocity.  Apply a large force to a small area for bone crushing goodness.&lt;br /&gt;
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''&lt;br /&gt;
::*'''Momentum''' is '''Mass''' times '''Velocity'''&lt;br /&gt;
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target&lt;br /&gt;
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''&lt;br /&gt;
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)&lt;br /&gt;
&lt;br /&gt;
:*Edged Weapons&lt;br /&gt;
::*Edged weapons rely on a combination of size, mass, impact area, penetration depth, and velocity&lt;br /&gt;
&lt;br /&gt;
==Arena Test Results==&lt;br /&gt;
&lt;br /&gt;
* Forthcoming...&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Web&amp;diff=134868</id>
		<title>v0.31:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Web&amp;diff=134868"/>
		<updated>2011-01-12T08:52:19Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Webs''' are the source of {{L|silk}}, and appear in {{l|cavern|caverns}}.  The web itself looks like a light-grey {{L|gem}}, and is most often labeled as being from {{L|cave spider}}s or (in {{L|Evil}} biomes) {{L|phantom spider}}s, but the presence of the actual {{L|vermin}} is not necessary for the web to be formed on a given spot (though cave spiders and/or phantom spiders will appear in the general {{L|biome}} where the webs are found). Similar webs can be found in a biome inhabited by {{L|giant cave spider}}s; an actual {{L|giant cave spider}} will be present if these are found.  &lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the {{L|weaving}} labor enabled, but not until the fortress has a {{L|loom}}.  A ''collect web'' task will be triggered at the loom as long as webs are on the map and in reach. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}. An important option since webs often occur in dangerous places you might want to secure first.  The {{L|weaver}} will then drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it to cloth, or put it on a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires {{L|manager}}), deactivating the weaving {{L|labor}} on all dwarves or removing all looms. (Lack of stockpiles alone will ''not'' prevent this!)  An easier alternative is just to suspend the collect webs task in each loom. ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of cloths.&lt;br /&gt;
&lt;br /&gt;
Webs become {{L|thread|silk thread}} the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6{{L|currency|☼}}; giant cave spider silk webs and thread are worth 24{{L|currency|☼}}.  &lt;br /&gt;
&lt;br /&gt;
{{L|Giant cave spider}}s leave similar, individual webs behind, but also shoot long strings of dangerous entangling webs at targets prior to attacking - this behaviour can be used to create {{l|giant cave spider|giant cave spider silk farms}}. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as {{L|Irrigation|irrigating}}, etc. It also appears that if open to the outside, {{L|rain}} will destroy the webs remarkably fast&lt;br /&gt;
&lt;br /&gt;
{{L|Vermin}} that come into contact with a web will immediately turn into {{l|corpse|remains}}. For sanity reasons, cave spiders and phantom spiders themselves are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
A creature just caught in a web will be considered by the game to be momentarily L{{Unconscious}}, which causes {{L|traps}} to be triggered by creatures normally immune to them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Web&amp;diff=134867</id>
		<title>v0.31:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Web&amp;diff=134867"/>
		<updated>2011-01-12T08:50:48Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: webbing causing momentary KO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Webs''' are the source of {{L|silk}}, and appear in {{l|cavern|caverns}}.  The web itself looks like a light-grey {{L|gem}}, and is most often labeled as being from {{L|cave spider}}s or (in {{L|Evil}} biomes) {{L|phantom spider}}s, but the presence of the actual {{L|vermin}} is not necessary for the web to be formed on a given spot (though cave spiders and/or phantom spiders will appear in the general {{L|biome}} where the webs are found). Similar webs can be found in a biome inhabited by {{L|giant cave spider}}s; an actual {{L|giant cave spider}} will be present if these are found.  &lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the {{L|weaving}} labor enabled, but not until the fortress has a {{L|loom}}.  A ''collect web'' task will be triggered at the loom as long as webs are on the map and in reach. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}. An important option since webs often occur in dangerous places you might want to secure first.  The {{L|weaver}} will then drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it to cloth, or put it on a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires {{L|manager}}), deactivating the weaving {{L|labor}} on all dwarves or removing all looms. (Lack of stockpiles alone will ''not'' prevent this!)  An easier alternative is just to suspend the collect webs task in each loom. ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of cloths.&lt;br /&gt;
&lt;br /&gt;
Webs become {{L|thread|silk thread}} the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6{{L|currency|☼}}; giant cave spider silk webs and thread are worth 24{{L|currency|☼}}.  &lt;br /&gt;
&lt;br /&gt;
{{L|Giant cave spider}}s leave similar, individual webs behind, but also shoot long strings of dangerous entangling webs at targets prior to attacking - this behaviour can be used to create {{l|giant cave spider|giant cave spider silk farms}}. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as {{L|Irrigation|irrigating}}, etc. It also appears that if open to the outside, {{L|rain}} will destroy the webs remarkably fast&lt;br /&gt;
&lt;br /&gt;
{{L|Vermin}} that come into contact with a web will immediately turn into {{l|corpse|remains}}. For sanity reasons, cave spiders and phantom spiders themselves are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
A creature just caught in a {{L|web}} will be considered by the game to be momentarily Unconscious, which causes traps to be triggered by creatures normally immune to them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Unconscious&amp;diff=134866</id>
		<title>v0.31:Unconscious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Unconscious&amp;diff=134866"/>
		<updated>2011-01-12T08:47:02Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: fixed linking formats and grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|07:46, 7 November 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Unconscious''' is the state wherein a {{L|dwarf}} is unable to move or do anything of their own accord.  It's noted under the basic wounds screen ({{k|v}}iew creature -&amp;gt; {{k|w}}ounds.&lt;br /&gt;
&lt;br /&gt;
Dwarves can become unconscious for a variety of reasons.  The most common, of course, is that they're {{l|sleep}}ing.  However, a sufficiently-injured dwarf can, and will, faint and become unconscious.  Should such an injured dwarf make it into the {{l|healthcare}} system, they'll remain unconscious with the {{l|Rest}} job until they're treated.&lt;br /&gt;
&lt;br /&gt;
Anything that falls unconscious can be caught in a {{L|trap}}, including creatures normally immune to them.  This includes Dwarves, who might decide to take their last nap ever on a tile with {{L|Trap_component|10 Giant Axe Blades}}.&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gnomeblight&amp;diff=134782</id>
		<title>v0.31:Gnomeblight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gnomeblight&amp;diff=134782"/>
		<updated>2011-01-09T15:26:53Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:09, 14 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Gnomeblight''' is a poisonous {{L|Extract|extract}} made from {{L|Kobold bulb}}s, prepared by an {{L|Herbalist}} at a {{L|still}} using the &amp;quot;Extract plant essence&amp;quot; job. As a {{L|Syndrome|poison}}, gnomeblight causes moderate necrosis to both {{L|Mountain gnome|Mountain gnomes}} and {{L|Dark gnome|Dark gnomes}}, though currently there exists no easy way to apply it. It is extracted into a {{L|vial}}. 1 Kobold bulb will yield 5 units of gnomeblight, worth 100☼ each, for a total of 500☼ per vial.&lt;br /&gt;
&lt;br /&gt;
There is a work around to apply it (from the forums):&lt;br /&gt;
# Build your gnome cage in a sealable room, then link it to a lever.&lt;br /&gt;
# Using a garbage dump activity zone, place one or more barrels of gnomeblight on top of the cage.&lt;br /&gt;
# Forbid all of the gnomeblight, but not the barrel(s) themselves.&lt;br /&gt;
# Wait until a caravan arrives.&lt;br /&gt;
# Order the gnomeblight barrel(s) to be taken to the depot. Since the  gnomeblight itself is forbidden, it will be dumped onto the floor.&lt;br /&gt;
# Seal the room and pull the lever.&lt;br /&gt;
# Watch the gnomes walk around in the pool of gnomeblight and slowly dissolve.&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts]]&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Beards&amp;diff=134777</id>
		<title>Beards</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beards&amp;diff=134777"/>
		<updated>2011-01-09T14:04:34Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: Redirected page to DF2010:Beard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Beard]]&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=131753</id>
		<title>v0.31:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=131753"/>
		<updated>2010-11-16T20:28:49Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: Ghost info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Ghosts are the wandering remnants of intelligent dead creatures.  They have a chance of appearing if corpses are not properly {{L|coffin|buried}} or {{L|memorial|memorialized}}. They haunt their best friends and follow them around on the same tile, and may linger around areas they frequented in life.&lt;br /&gt;
&lt;br /&gt;
Ghosts appear to walk through walls and cannot be harmed by atom-smashing.  They can be dismissed by burying the remains or by engraving rock slabs in memory of the deceased.&lt;br /&gt;
&lt;br /&gt;
Types of ghosts:&lt;br /&gt;
*A murderous ghost.&lt;br /&gt;
*A sadistic ghost.&lt;br /&gt;
*A violent ghost.&lt;br /&gt;
*An angry ghost.&lt;br /&gt;
*A moaning spirit returned from the dead. It will generally trouble one unfortunate at a time.&lt;br /&gt;
*A howling spirit. The ceaseless noise is making sleep difficult.&lt;br /&gt;
*A secretive poltergeist. &lt;br /&gt;
*An energetic poltergeist.&lt;br /&gt;
*A troublesome poltergeist.&lt;br /&gt;
*A restless haunt, generally troubling past acquaintances and relatives.&lt;br /&gt;
*A forlorn haunt, seeking out known locations or drifting around the place of death.&lt;br /&gt;
&lt;br /&gt;
They cause bad thoughts and, in the case of violent or murderous ghosts, can batter or outright '''kill''' dwarves, literally scaring them to death. Special abilities of some &amp;quot;poltergeists&amp;quot; unknown.&lt;br /&gt;
 Secretive poltergeists can &amp;quot;misplace&amp;quot; items. [[Image:Secretive_poltergeist.png|right|thumb|600px|A secretive poltergeist doing what it does best]]&lt;br /&gt;
Energetic poltergeists can topple furniture such as chairs.&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=125868</id>
		<title>v0.31:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=125868"/>
		<updated>2010-08-17T19:32:20Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blood''' is the preferred fluid of [[Armok]], as well as the fluid that most living creatures contain within their bodies. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.&lt;br /&gt;
&lt;br /&gt;
Blood tends to spread ''everywhere''; you will just have to get used to it. Or go insane, your choice.  It is possible to remove blood from a {{L|soil}} floor by building a {{L|dirt road}} on it.  Allocating bloody {{L|tile attributes|indoor}} underground areas as a {{L|activity zone#Meeting Area|meeting area}} seems to increase their {{L|cleaning}} priority and they will get cleaned pretty quickly if you have enough idle workers. However, this does not seem to work for above ground areas and have in fact the opposite effects. It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touch it.&lt;br /&gt;
&lt;br /&gt;
Dwarf walking on tiles with blood (smear) will spread it to the next tile, where it will form a spattering of blood, then a smear.  That is why blood areas tends to grow quickly on ''above ground'' when heavy traffic is there.&lt;br /&gt;
&lt;br /&gt;
Brooks and similar sources of water appear to replicate any blood that falls on their tiles, resulting in an endlessly growing blood carpet of blood.  This can be dealt with by covering the offending brook tiles with walls or floors.&lt;br /&gt;
&lt;br /&gt;
==Assorted Blood Types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do. {{L|Fire imp}}s, for instance, have a gray goo instead of blood, and {{L|troll}}s bleed a bright cyan.&lt;br /&gt;
&lt;br /&gt;
==Bloodless Creatures==&lt;br /&gt;
Several creatures, such as the {{L|bronze colossus}} and skeletal {{L|undead}}, do not possess blood. Such creatures are markedly harder to kill.&lt;br /&gt;
&lt;br /&gt;
==Collecting Blood==&lt;br /&gt;
Beyond the obvious method of injuring creatures, {{L|barrel}}s full of blood can be brought with a {{L|dwarf|dwarven}} expedition upon {{L|embark}}, and bought from dwarven and human civilizations in {{L|trade}}. The use for this is uncertain, though the stuff may appease {{L|Armok}} until you can start producing it on your own.&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=125867</id>
		<title>v0.31:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=125867"/>
		<updated>2010-08-17T19:30:00Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: Note about bloodied brooks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blood''' is the preferred fluid of [[Armok]], as well as the fluid that most living creatures contain within their bodies. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.&lt;br /&gt;
&lt;br /&gt;
Blood tends to spread ''everywhere''; you will just have to get used to it. Or go insane, your choice.  It is possible to remove blood from a {{L|soil}} floor by building a {{L|dirt road}} on it.  Allocating bloody {{L|tile attributes|indoor}} underground areas as a {{L|activity zone#Meeting Area|meeting area}} seems to increase their {{L|cleaning}} priority and they will get cleaned pretty quickly if you have enough idle workers. However, this does not seem to work for above ground areas and have in fact the opposite effects. It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touch it.&lt;br /&gt;
&lt;br /&gt;
Dwarf walking on tiles with blood (smear) will spread it to the next tile, where it will form a spattering of blood, then a smear.  That is why blood areas tends to grow quickly on ''above ground'' when heavy traffic is there.&lt;br /&gt;
&lt;br /&gt;
Brooks and similar sources of water appear to replicate any blood that falls on their tiles, resulting in an endlessly growing blood carpet of blood.  This can be dealt with by covering the offending brook tiles with walls or floors.&lt;br /&gt;
&lt;br /&gt;
==Assorted Blood Types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do. {{L|Fire imp}}s, for instance, have a gray goo instead of blood, and {{L|troll}}s bleed a bright cyan.&lt;br /&gt;
&lt;br /&gt;
==Bloodless Creatures==&lt;br /&gt;
Several creatures, such as the {{L|bronze colossus}} and skeletal {{L|undead}}, do not possess blood. Such creatures are markedly harder to kill.&lt;br /&gt;
&lt;br /&gt;
==Collecting Blood==&lt;br /&gt;
Beyond the obvious method of injuring creatures, {{L|barrel}}s full of blood can be brought with a {{L|dwarf|dwarven}} expedition upon {{L|embark}}, and bought from dwarven and human civilizations in {{L|trade}}. The use for this is uncertain -probably used to appease Armok untill you can start producing it on your own.&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=125484</id>
		<title>v0.31:Megaprojects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=125484"/>
		<updated>2010-08-14T05:12:03Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* Dungeons of Doom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a {{L|magma pipe}} and {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! &lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.  (With magma, of course.)&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate maze.  You may use [http://www.billsgames.com/mazegenerator/ a maze generator] to assist you.  It should be filled with traps and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the maze walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it a three-dimensional maze.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding {{L|booze}} as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable {{L|ramp}} for boarding.&lt;br /&gt;
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; Magma Channels in time for merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===World Domination===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===Above-Ground Fortress===&lt;br /&gt;
&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
# Build all of your building above ground&lt;br /&gt;
# Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
&lt;br /&gt;
Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
Bonus: Try to build all freestanding structures&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Mabye both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one singluar structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=125483</id>
		<title>v0.31:Megaprojects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=125483"/>
		<updated>2010-08-14T05:10:59Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a {{L|magma pipe}} and {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Lead the dungeon into an upright spoiler.&lt;br /&gt;
* Cosmic Bonus:  Build a Labyrinth inside HFS.&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! &lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.  (With magma, of course.)&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate maze.  You may use [http://www.billsgames.com/mazegenerator/ a maze generator] to assist you.  It should be filled with traps and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the maze walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it a three-dimensional maze.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding {{L|booze}} as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable {{L|ramp}} for boarding.&lt;br /&gt;
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; Magma Channels in time for merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===World Domination===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===Above-Ground Fortress===&lt;br /&gt;
&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
# Build all of your building above ground&lt;br /&gt;
# Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
&lt;br /&gt;
Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
Bonus: Try to build all freestanding structures&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Mabye both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one singluar structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=120848</id>
		<title>v0.31:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=120848"/>
		<updated>2010-07-07T21:13:08Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* In Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildings}}&lt;br /&gt;
{{quality|Masterwork}}{{av}}&lt;br /&gt;
A '''siege engine''' in Dwarf Fortress is half building/half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range ''(more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 150 tiles for a ballista).''  A {{L|ballista arrow}} can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a {{L|catapult}} cannot harm dwarves or tamed animals.&lt;br /&gt;
&lt;br /&gt;
Siege engines can be made to face any cardinal direction, but they cannot be moved after placement.  They can, however, be deconstructed back into their 3 parts, to be moved elsewhere (individually or together).  Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;Siege Engineering&amp;quot; {{L|labor}} designated, which uses the &amp;quot;{{L|Siege_engineer|Siege Engineer}}&amp;quot; {{L|skill}}.  &lt;br /&gt;
&lt;br /&gt;
The player determines when/if each engine is actively firing or not; when active, a single engine is crewed by a single {{L|siege operator}}.  Ballistae require specially made {{L|ammo}}, {{L|ballista arrow}}s, made from wooden {{L|log}}s at the siege workshop (and optionally tipped with {{L|metal}} {{L|ballista arrowhead}}s that have been made at a {{L|forge}} by a {{L|weaponsmith}}). Catapults use simple {{L|stone}} as ammunition.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the {{L|Siege Workshop}}; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''.  All parts are made from any type of wood at a {{L|siege workshop}}.  Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types.   The quality of the parts determines the overall rate of fire and accuracy of the engine - the best are made with 3 masterwork parts.  This won't make up for an untrained siege operator, but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the [[dwarf]] assembling the siege engine has any effect, but the [[quality]] of the parts certainly has: siege engines put together from {{L|quality|masterpiece}} parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  {{L|Dwarves}} with the {{L|Siege operator}} {{L|job}} will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the {{L|siege operating}} labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a {{L|path}} to it, perhaps by locking {{L|door}}s.)&lt;br /&gt;
&lt;br /&gt;
{{L|Ammo}} is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
The {{L|channel}} at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a {{L|drawbridge}} rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your {{L|fortress}} the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20  degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary - ammo just flies out, never up.&lt;br /&gt;
* Catapults have a minimum range - at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Neither are affected by {{L|fortification}}s.&lt;br /&gt;
* {{L|Siege operator}}s are &amp;quot;civilians&amp;quot;, and as such they will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a {{L|traffic|restricted traffic area}} for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista.{{version|0.28.181.40d}} If the bolt passes through a {{L|tree}}, the tree will disappear, presumably reduced to toothpicks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, {{L|elephant}}s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or {{L|caravan}} escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen {{L|ambush}}es, or if you wish to move {{L|stone}} across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to {{L|Fortress_defense#Siege_weapons|prepare the position}} so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a {{L|moat}} or a wall of {{L|fortification}}s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through {{L|fortification}}s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming {{L|bolt}}s and {{L|arrow}}s, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the {{L|siege engineer}} skill. Dwarves will occasionally produce masterpieces long before reaching {{L|Legendary}} skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to {{L|Experience|Proficient}} level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy. Operator skill has little or no effect on accuracy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  {{L|Cross-training|Rotating}} Legendary {{L|miner}}s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than are ballistae (as of version 0.31.08).  The launched rocks will often glance off chain mail armor, making them poorly suited for killing even {{L|goblin}}s. ''It is still faster to fire stones than carry them, at least.'' Catapults are very inaccurate, but they are incapable of harming friendly creatures, and their ammo is easily replenished, making them ideal for target practice.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows penetrate through any unit they strike, allowing them to hit many multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place {{L|fortification}}s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬++╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«▐▄/+(~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/+(~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
:*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via {{L|stair}}s or {{L|ramp}}s on another {{L|z-level}}. Expand the room as desired for more storage.  Also note that ballista arrows are stored in {{L|Stockpile#Furniture_Storage|furniture stockpiles}}, not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a {{L|floodgate}} or retracting {{L|bridge}} in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stones arrive at that point.  If ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits {{L|stair}}s is destroyed, even if it can fall a z-level.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*{{L|Defense design}}&lt;br /&gt;
:*{{L|cross-training#Army corps of engineers|Army corps of engineers}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=120847</id>
		<title>v0.31:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=120847"/>
		<updated>2010-07-07T21:12:08Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* In Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildings}}&lt;br /&gt;
{{quality|Masterwork}}{{av}}&lt;br /&gt;
A '''siege engine''' in Dwarf Fortress is half building/half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range ''(more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 150 tiles for a ballista).''  A {{L|ballista arrow}} can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a {{L|catapult}} cannot harm dwarves or tamed animals.&lt;br /&gt;
&lt;br /&gt;
Siege engines can be made to face any cardinal direction, but they cannot be moved after placement.  They can, however, be deconstructed back into their 3 parts, to be moved elsewhere (individually or together).  Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;Siege Engineering&amp;quot; {{L|labor}} designated, which uses the &amp;quot;{{L|Siege_engineer|Siege Engineer}}&amp;quot; {{L|skill}}.  &lt;br /&gt;
&lt;br /&gt;
The player determines when/if each engine is actively firing or not; when active, a single engine is crewed by a single {{L|siege operator}}.  Ballistae require specially made {{L|ammo}}, {{L|ballista arrow}}s, made from wooden {{L|log}}s at the siege workshop (and optionally tipped with {{L|metal}} {{L|ballista arrowhead}}s that have been made at a {{L|forge}} by a {{L|weaponsmith}}). Catapults use simple {{L|stone}} as ammunition.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the {{L|Siege Workshop}}; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''.  All parts are made from any type of wood at a {{L|siege workshop}}.  Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types.   The quality of the parts determines the overall rate of fire and accuracy of the engine - the best are made with 3 masterwork parts.  This won't make up for an untrained siege operator, but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the [[dwarf]] assembling the siege engine has any effect, but the [[quality]] of the parts certainly has: siege engines put together from {{L|quality|masterpiece}} parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  {{L|Dwarves}} with the {{L|Siege operator}} {{L|job}} will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the {{L|siege operating}} labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a {{L|path}} to it, perhaps by locking {{L|door}}s.)&lt;br /&gt;
&lt;br /&gt;
{{L|Ammo}} is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
The {{L|channel}} at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a {{L|drawbridge}} rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your {{L|fortress}} the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20  degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary - ammo just flies out, never up.&lt;br /&gt;
* Catapults have a minimum range - at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Neither are affected by {{L|fortification}}s.&lt;br /&gt;
* {{L|Siege operator}}s are &amp;quot;civilians&amp;quot;, and as such they will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a {{L|traffic|restricted traffic area}} for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista.{{version|0.28.181.40d}} If the bolt passes through a {{L|tree}}, the tree will disappear, presumably reduced to toothpicks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, {{L|elephant}}s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or {{L|caravan}} escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen {{L|ambush}}es, or if you wish to move {{L|stone}} across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to {{L|Fortress_defense#Siege_weapons|prepare the position}} so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a {{L|moat}} or a wall of {{L|fortification}}s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through {{L|fortification}}s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming {{L|bolt}}s and {{L|arrow}}s, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the {{L|siege engineer}} skill. Dwarves will occasionally produce masterpieces long before reaching {{L|Legendary}} skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to {{L|Experience|Proficient}} level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy. Operator skill has little or no effect on accuracy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  {{L|Cross-training|Rotating}} Legendary {{L|miner}}s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than are ballistae (as of version 0.31.08).  The launched rocks will often glance off chain mail armor, making them poorly suited for killing even {{L|goblin}}s. ''It is still faster to fire stones than carry them, at least.'' Catapults are very inaccurate, but they are incapable of harming friendly creatures, and their ammo is easily replenished, making them ideal for target practice.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows penetrate through any unit they strike, allowing them to hit many multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be destroyed or lost.  The limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place {{L|fortification}}s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬++╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«▐▄/+(~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/+(~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
:*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via {{L|stair}}s or {{L|ramp}}s on another {{L|z-level}}. Expand the room as desired for more storage.  Also note that ballista arrows are stored in {{L|Stockpile#Furniture_Storage|furniture stockpiles}}, not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a {{L|floodgate}} or retracting {{L|bridge}} in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stones arrive at that point.  If ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits {{L|stair}}s is destroyed, even if it can fall a z-level.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*{{L|Defense design}}&lt;br /&gt;
:*{{L|cross-training#Army corps of engineers|Army corps of engineers}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=120846</id>
		<title>v0.31:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=120846"/>
		<updated>2010-07-07T21:11:15Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* In Battle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildings}}&lt;br /&gt;
{{quality|Masterwork}}{{av}}&lt;br /&gt;
A '''siege engine''' in Dwarf Fortress is half building/half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range ''(more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 150 tiles for a ballista).''  A {{L|ballista arrow}} can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a {{L|catapult}} cannot harm dwarves or tamed animals.&lt;br /&gt;
&lt;br /&gt;
Siege engines can be made to face any cardinal direction, but they cannot be moved after placement.  They can, however, be deconstructed back into their 3 parts, to be moved elsewhere (individually or together).  Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;Siege Engineering&amp;quot; {{L|labor}} designated, which uses the &amp;quot;{{L|Siege_engineer|Siege Engineer}}&amp;quot; {{L|skill}}.  &lt;br /&gt;
&lt;br /&gt;
The player determines when/if each engine is actively firing or not; when active, a single engine is crewed by a single {{L|siege operator}}.  Ballistae require specially made {{L|ammo}}, {{L|ballista arrow}}s, made from wooden {{L|log}}s at the siege workshop (and optionally tipped with {{L|metal}} {{L|ballista arrowhead}}s that have been made at a {{L|forge}} by a {{L|weaponsmith}}). Catapults use simple {{L|stone}} as ammunition.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the {{L|Siege Workshop}}; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''.  All parts are made from any type of wood at a {{L|siege workshop}}.  Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types.   The quality of the parts determines the overall rate of fire and accuracy of the engine - the best are made with 3 masterwork parts.  This won't make up for an untrained siege operator, but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the [[dwarf]] assembling the siege engine has any effect, but the [[quality]] of the parts certainly has: siege engines put together from {{L|quality|masterpiece}} parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  {{L|Dwarves}} with the {{L|Siege operator}} {{L|job}} will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the {{L|siege operating}} labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a {{L|path}} to it, perhaps by locking {{L|door}}s.)&lt;br /&gt;
&lt;br /&gt;
{{L|Ammo}} is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
The {{L|channel}} at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a {{L|drawbridge}} rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your {{L|fortress}} the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20  degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary - ammo just flies out, never up.&lt;br /&gt;
* Catapults have a minimum range - at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Neither are affected by {{L|fortification}}s.&lt;br /&gt;
* {{L|Siege operator}}s are &amp;quot;civilians&amp;quot;, and as such they will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a {{L|traffic|restricted traffic area}} for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista.{{version|0.28.181.40d}} If the bolt passes through a {{L|tree}}, the tree will disappear, presumably reduced to toothpicks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, {{L|elephant}}s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or {{L|caravan}} escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen {{L|ambush}}es, or if you wish to move {{L|stone}} across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to {{L|Fortress_defense#Siege_weapons|prepare the position}} so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a {{L|moat}} or a wall of {{L|fortification}}s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through {{L|fortification}}s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming {{L|bolt}}s and {{L|arrow}}s, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the {{L|siege engineer}} skill. Dwarves will occasionally produce masterpieces long before reaching {{L|Legendary}} skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to {{L|Experience|Proficient}} level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy. Operator skill has little or no effect on accuracy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  {{L|Cross-training|Rotating}} Legendary {{L|miner}}s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective than ballistae (as of version 0.31.08).  Rocks are thrown will often glance off chain mail armor, making them poorly suited for killing even {{L|goblin}}s. ''It is still faster to fire stones than carry them, at least.'' Catapults are very inaccurate, but they are incapable of harming friendly creatures, and their ammo is easily replenished, making them ideal for target practice.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows penetrate through any unit they strike, allowing them to hit many multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be destroyed or lost.  The limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place {{L|fortification}}s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬++╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«▐▄/+(~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/+(~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
:*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via {{L|stair}}s or {{L|ramp}}s on another {{L|z-level}}. Expand the room as desired for more storage.  Also note that ballista arrows are stored in {{L|Stockpile#Furniture_Storage|furniture stockpiles}}, not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a {{L|floodgate}} or retracting {{L|bridge}} in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stones arrive at that point.  If ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits {{L|stair}}s is destroyed, even if it can fall a z-level.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*{{L|Defense design}}&lt;br /&gt;
:*{{L|cross-training#Army corps of engineers|Army corps of engineers}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=120845</id>
		<title>v0.31:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engine&amp;diff=120845"/>
		<updated>2010-07-07T21:09:06Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: Updated article for new version.  Mostly the same as previous version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buildings}}&lt;br /&gt;
{{quality|Masterwork}}{{av}}&lt;br /&gt;
A '''siege engine''' in Dwarf Fortress is half building/half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range ''(more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 150 tiles for a ballista).''  A {{L|ballista arrow}} can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a {{L|catapult}} cannot harm dwarves or tamed animals.&lt;br /&gt;
&lt;br /&gt;
Siege engines can be made to face any cardinal direction, but they cannot be moved after placement.  They can, however, be deconstructed back into their 3 parts, to be moved elsewhere (individually or together).  Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;Siege Engineering&amp;quot; {{L|labor}} designated, which uses the &amp;quot;{{L|Siege_engineer|Siege Engineer}}&amp;quot; {{L|skill}}.  &lt;br /&gt;
&lt;br /&gt;
The player determines when/if each engine is actively firing or not; when active, a single engine is crewed by a single {{L|siege operator}}.  Ballistae require specially made {{L|ammo}}, {{L|ballista arrow}}s, made from wooden {{L|log}}s at the siege workshop (and optionally tipped with {{L|metal}} {{L|ballista arrowhead}}s that have been made at a {{L|forge}} by a {{L|weaponsmith}}). Catapults use simple {{L|stone}} as ammunition.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the {{L|Siege Workshop}}; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''.  All parts are made from any type of wood at a {{L|siege workshop}}.  Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types.   The quality of the parts determines the overall rate of fire and accuracy of the engine - the best are made with 3 masterwork parts.  This won't make up for an untrained siege operator, but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the [[dwarf]] assembling the siege engine has any effect, but the [[quality]] of the parts certainly has: siege engines put together from {{L|quality|masterpiece}} parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  {{L|Dwarves}} with the {{L|Siege operator}} {{L|job}} will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the {{L|siege operating}} labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a {{L|path}} to it, perhaps by locking {{L|door}}s.)&lt;br /&gt;
&lt;br /&gt;
{{L|Ammo}} is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
The {{L|channel}} at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a {{L|drawbridge}} rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your {{L|fortress}} the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20  degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary - ammo just flies out, never up.&lt;br /&gt;
* Catapults have a minimum range - at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Neither are affected by {{L|fortification}}s.&lt;br /&gt;
* {{L|Siege operator}}s are &amp;quot;civilians&amp;quot;, and as such they will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a {{L|traffic|restricted traffic area}} for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista.{{version|0.28.181.40d}} If the bolt passes through a {{L|tree}}, the tree will disappear, presumably reduced to toothpicks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, {{L|elephant}}s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or {{L|caravan}} escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen {{L|ambush}}es, or if you wish to move {{L|stone}} across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to {{L|Fortress_defense#Siege_weapons|prepare the position}} so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a {{L|moat}} or a wall of {{L|fortification}}s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through {{L|fortification}}s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming {{L|bolt}}s and {{L|arrow}}s, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the {{L|siege engineer}} skill. Dwarves will occasionally produce masterpieces long before reaching {{L|Legendary}} skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to {{L|Experience|Proficient}} level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy. Operator skill has little or no effect on accuracy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  {{L|Cross-training|Rotating}} Legendary {{L|miner}}s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective than ballistae (as of version 0.31.08).  Rocks are thrown will often glance off chain mail armor, making them poorly suited for killing . Still faster to fire them than carry them. Still very inaccurate. Still don't hurt dwarves (or allied creatures like merchants).&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows penetrate through any unit they strike, allowing them to hit many multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes. of {{L|goblin}}s.  Ballista arrows fired through too many successive targets will be destroyed or lost.  The limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place {{L|fortification}}s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼·····╬++╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼·····╬◄═«▐▄/+(~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/+(~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
:*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via {{L|stair}}s or {{L|ramp}}s on another {{L|z-level}}. Expand the room as desired for more storage.  Also note that ballista arrows are stored in {{L|Stockpile#Furniture_Storage|furniture stockpiles}}, not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a {{L|floodgate}} or retracting {{L|bridge}} in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stones arrive at that point.  If ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits {{L|stair}}s is destroyed, even if it can fall a z-level.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*{{L|Defense design}}&lt;br /&gt;
:*{{L|cross-training#Army corps of engineers|Army corps of engineers}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=119754</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=119754"/>
		<updated>2010-06-28T15:55:46Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: /* Salt Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids move in 10 directions, up, down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can be pushed up until the pressure equalizes.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated. Water can be desalinated through the construction of a pump that pumps water into a completely constructed cistern. A [[well]] no longer desalinates water.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pet&amp;diff=119686</id>
		<title>v0.31:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pet&amp;diff=119686"/>
		<updated>2010-06-27T12:19:35Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pets''' are [[creatures]] that have been adopted as such by [[dwarves]] or other creatures.  Pets serve as companions (and sometimes protectors) for their owners.&lt;br /&gt;
&lt;br /&gt;
Animals can be made available for adoption in the Animals page in the 'z' status menu.  Pets provide their owners with happy thoughts, but they cause negative ones if they die, made worse if the pet isn't given a proper [[burial]].&lt;br /&gt;
&lt;br /&gt;
As long as a creature is somebody's pet, they cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! Pet value &lt;br /&gt;
! Pet name &lt;br /&gt;
|- &lt;br /&gt;
|10000||{{L|Cave dragon}}, {{L|Dragon}}, {{L|Hydra}}&lt;br /&gt;
|- &lt;br /&gt;
|2500||{{L|Giant cave spider}}, {{L|Giant desert scorpion}} &lt;br /&gt;
|- &lt;br /&gt;
|1500||{{L|Jabberer}}&lt;br /&gt;
|-&lt;br /&gt;
|1000||{{L|Basking shark}}, {{L|Nightwing}}, {{L|Sea monster}}, {{L|Sea serpent}}, {{L|Unicorn}}, {{L|Voracious cave crawler}}, {{L|Werewolf}}, {{L|Whale}}, {{L|Whale shark}}&lt;br /&gt;
|- &lt;br /&gt;
|750||{{L|Cave crocodile}}, {{L|Giant bat}}, {{L|Giant olm}}, {{L|Giant rat}}, {{L|Giant toad}}, {{L|Polar bear}} &lt;br /&gt;
|- &lt;br /&gt;
|700||{{L|Giant cave swallow}}, {{L|Giant eagle}}, {{L|Saltwater crocodile}}&lt;br /&gt;
|- &lt;br /&gt;
|650||{{L|Alligator}}&lt;br /&gt;
|- &lt;br /&gt;
|600||{{L|Rutherer}}&lt;br /&gt;
|-&lt;br /&gt;
|500||{{L|Black-crested gibbon}}, {{L|Black-handed gibbon}}, {{L|Blind cave bear}}, {{L|Blind cave ogre}}, {{L|Bilou}}, {{L|Bonobo}}, {{L|Bull shark}}, {{L|Chimpanzee}}, {{L|Draltha}}, {{L|Elephant}}, {{L|Frill shark}}, {{L|Giant earthworm}}, {{L|Gorilla}}, {{L|Gray gibbon}}, {{L|Great white shark}}, {{L|Grizzly bear}}, {{L|Hammerhead shark}}, {{L|Longfin mako shark}}, {{L|Manta ray}}, {{L|Marlin}}, {{L|Ocean sunfish}}, {{L|One-humped camel}}, {{L|Orangutan}}, {{L|Shortfin mako shark}}, {{L|Siamang}}, {{L|Silvery gibbon}}, {{L|Swordfish}}, {{L|Tiger shark}}, {{L|Two-humped camel}}, {{L|White-browed gibbon}}, {{L|White-handed gibbon}}&lt;br /&gt;
|- &lt;br /&gt;
|400||{{L|Blue shark}}, {{L|Conger eel}}, {{L|Elk bird}}, {{L|Hippo}}, {{L|Molemarian}}, {{L|Walrus}} &lt;br /&gt;
|- &lt;br /&gt;
|350||{{L|Giant mole}}, {{L|Naked mole dog}}&lt;br /&gt;
|- &lt;br /&gt;
|300||{{L|Black bear}}, {{L|Cow}}, {{L|Muskox}}, {{L|Nurse shark}}, {{L|Sturgeon}}&lt;br /&gt;
|- &lt;br /&gt;
|250||{{L|Foul blendec}}, {{L|Large rat}}, {{L|Satyr}}, {{L|Strangler}}&lt;br /&gt;
|- &lt;br /&gt;
|200||{{L|Angelshark}}, {{L|Blacktip reef shark}}, {{L|Bluefin tuna}}, {{L|Bluefish}}, {{L|Cheetah}}, {{L|Cod}}, {{L|Coelacanth}}, {{L|Common skate}}, {{L|Donkey}}, {{L|Giant cheetah}}, {{L|Giant grouper}}, {{L|Giant lion}}, {{L|Giant tiger}}, {{L|Great barracuda}}, {{L|Green devourer}}, {{L|Halibut}}, {{L|Horse}}, {{L|Lion}}, {{L|Longnose gar}}, {{L|Magma crab}}, {{L|Mule}}, {{L|Opah}}, {{L|Pike}}, {{L|Sea lamprey}}, {{L|Spiny dogfish}}, {{L|Spotted wobbegong}}, {{L|Stingray}}, {{L|Tiger}}, {{L|Tigerfish}}, {{L|Tigerman}}, {{L|Whitetip reef shark}}&lt;br /&gt;
|- &lt;br /&gt;
|100||{{L|Cougar}}, {{L|Elk}}, {{L|Fox squirrel}}, {{L|Giant jaguar}}, {{L|Giant leopard}}, {{L|Jaguar}}, {{L|Knuckle worm}}, {{L|Leopard}}, {{L|Reacher}}, {{L|Warthog}}&lt;br /&gt;
|- &lt;br /&gt;
|50||{{L|Beak dog}}, {{L|Carp}}, {{L|Cave blob}}, {{L|Cave floater}}, {{L|Creeping eye}}, {{L|Crundle}}, {{L|Deer}}, {{L|Drunian}}, {{L|Gazelle}}, {{L|Groundhog}}, {{L|Helmet snake}}, {{L|Ice wolf}}, {{L|Hoary marmot}}, {{L|Hungry head}}, {{L|Mandrill}}, {{L|Milkfish}}, {{L|Mountain goat}},  {{L|Pond grabber}}, {{L|Rhesus macaque}}, {{L|Wolf}} &lt;br /&gt;
|- &lt;br /&gt;
|30||{{L|Blue jay}}, {{L|Buzzard}}, {{L|Cardinal}}, {{L|Cave swallow}}, {{L|Dog}}, {{L|Grackle}}, {{L|Harpy}}, {{L|Oriole}}, {{L|Red-winged blackbird}}, {{L|Vulture}} &lt;br /&gt;
|- &lt;br /&gt;
|25||{{L|Fox}}, {{L|Raccoon}}&lt;br /&gt;
|- &lt;br /&gt;
|20||{{L|Bugbat}}, {{L|Cat}}, {{L|Creepy crawler}}, {{L|Demon rat}}, {{L|Fluffy wambler}}, {{L|Moghopper}}, {{L|Two-legged rhino lizard}}&lt;br /&gt;
|- &lt;br /&gt;
|10||{{L|Bat}}, {{L|Cap hopper}}, {{L|Chipmunk}}, {{L|Fairy}}, {{L|Fire snake}}, {{L|Flesh ball}}, {{L|Floating guts}}, {{L|Gray squirrel}}, {{L|Hedgehog}}, {{L|Lizard}}, {{L|Mussel}}, {{L|Olm}}, {{L|Oyster}}, {{L|Pixie}}, {{L|Purring maggot}}, {{L|Rat}}, {{L|Red squirrel}}, {{L|Sea nettle jellyfish}}, {{L|Toad}}, {{L|Turtle}},  {{L|Worm}}&lt;br /&gt;
|- &lt;br /&gt;
|5||{{L|Large roach}}&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=119676</id>
		<title>v0.31:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=119676"/>
		<updated>2010-06-27T07:15:11Z</updated>

		<summary type="html">&lt;p&gt;SethCreiyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Tigerman&lt;br /&gt;
|symbol=T&lt;br /&gt;
|color=6:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Tropical}} {{L|forest}}&lt;br /&gt;
* {{L|Tropical}} {{L|shrubland}}&lt;br /&gt;
* {{L|Tropical}} freshwater {{L|swamp}}&lt;br /&gt;
* {{L|Tropical}} saltwater {{L|swamp}}&lt;br /&gt;
* {{L|Mangrove}} {{L|swamp}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
|butcher=no}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''An orange striped man with the head of a tiger.''&lt;br /&gt;
&lt;br /&gt;
'''Tigermen''' (half man, half tiger) are the anthropomorphic (or human-like) relatives of tigers, often inhabiting tropical forests and coastal/wetland areas.  They are large, predatory carnivores that can present a significant threat to an unarmed dwarf.&lt;br /&gt;
&lt;br /&gt;
Elven merchants will sometimes bring tamed (enslaved?) Tigermen to trade.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>SethCreiyd</name></author>
	</entry>
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