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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-18T04:10:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Marlin&amp;diff=232914</id>
		<title>Marlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Marlin&amp;diff=232914"/>
		<updated>2017-09-21T15:30:53Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:34, 10 November 2013 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|eye=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=5-6&lt;br /&gt;
|liver=2&lt;br /&gt;
|tripe=2&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|fat=8&lt;br /&gt;
|brain=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=24-38&lt;br /&gt;
|bone=12&lt;br /&gt;
|skin=scale&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Marlins''' are a species of large [[Creature|fish]] who can be found in [[temperate]] and [[tropical]] [[ocean]]s. They are quite large, over 13 times heavier than a [[dwarf]], and as such provide a great amount of returns when [[butcher]]ed. As non-[[vermin]] fish, marlins can't be fished by [[Fisherdwarf|fisherdwarves]], but can be caught with the use of a [[drowning chamber]]. Infant marlins are called ''marlin fry''.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] marlins for their ''sharp snout''.&lt;br /&gt;
&lt;br /&gt;
[[File:Atlantic blue marlin.jpg|thumb|400px|center|Admired for its ''sharp snout''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=232909</id>
		<title>Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=232909"/>
		<updated>2017-09-20T11:37:12Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: /* Interaction Definitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used to define and use interactions.&lt;br /&gt;
&lt;br /&gt;
==Interaction Definitions==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Context&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_SOURCE}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Defines what things are capable of triggering this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* REGION - The interaction takes place in particular types of regions in the world.&lt;br /&gt;
* SECRET - The interaction is a secret that can be learned by particular individuals.&lt;br /&gt;
* DISTURBANCE - The interaction is triggered when disturbing a [[tomb]].&lt;br /&gt;
* DEITY - The interaction is inflicted upon mortals by the gods.&lt;br /&gt;
* ATTACK - The interaction is triggered by an attack during combat.&lt;br /&gt;
* INGESTION - The interaction is triggered by eating or drinking something.&lt;br /&gt;
* CREATURE_ACTION - The interaction is triggered by an explicit action.&lt;br /&gt;
* UNDERGROUND_SPECIAL - The interaction takes place in [[Demonic fortress|curious underground structure]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_1}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that performed the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_1: cursed ]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_2}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure. Displayed after the name of the historical figure that was targeted by the interaction.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_FREQUENCY}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| Number&lt;br /&gt;
| Presumably, the probability of biome specified by [IS_REGION] to have this interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_NAME}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| string&lt;br /&gt;
| Generally used with secrets, describes what the secret is about.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_REGION}}&lt;br /&gt;
| Within I_SOURCE:REGION&lt;br /&gt;
| Region type&lt;br /&gt;
| Indicates what types regions are capable of performing this interaction. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANY&lt;br /&gt;
* ANY_TERRAIN&lt;br /&gt;
* NORMAL_ALLOWED&lt;br /&gt;
* EVIL_ALLOWED&lt;br /&gt;
* GOOD_ALLOWED&lt;br /&gt;
* SAVAGE_ALLOWED&lt;br /&gt;
* EVIL_ONLY&lt;br /&gt;
* GOOD_ONLY&lt;br /&gt;
* SAVAGE_ONLY&lt;br /&gt;
* Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SPHERE}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| [[Sphere]]&lt;br /&gt;
| Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, thus several [I_SOURCE:SECRET] tokens required to create a valid custom secret, which belongs to several different spheres&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET_GOAL}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Goal token&lt;br /&gt;
| Indicates why somebody would want to learn the secret. Valid values:&lt;br /&gt;
* STAY_ALIVE&lt;br /&gt;
* MAINTAIN_ENTITY_STATUS&lt;br /&gt;
* START_A_FAMILY&lt;br /&gt;
* RULE_THE_WORLD&lt;br /&gt;
* CREATE_A_GREAT_WORK_OF_ART&lt;br /&gt;
* CRAFT_A_MASTERWORK&lt;br /&gt;
* BRING_PEACE_TO_THE_WORLD&lt;br /&gt;
* BECOME_A_LEGENDARY_WARRIOR&lt;br /&gt;
* MASTER_A_SKILL&lt;br /&gt;
* FALL_IN_LOVE&lt;br /&gt;
* SEE_THE_GREAT_NATURAL_SITES&lt;br /&gt;
* IMMORTALITY&lt;br /&gt;
However, currently only immortality will result in a secret being pursued during world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Flag&lt;br /&gt;
| Indicates how the secret can be learned. Valid values:&lt;br /&gt;
* SUPERNATURAL_LEARNING_POSSIBLE - the secret can be learned by supernatural means&lt;br /&gt;
* MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means&lt;br /&gt;
* MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices&lt;br /&gt;
* MUNDANE_RECORDING_POSSIBLE:objects/text/(book_title).txt:objects/text/(book_topic).txt - the secret can be written in books with the specified title. If this tag is present, a slab will be created upon learning the secret by supernatural means.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_USAGE_HINT}}&lt;br /&gt;
| Within I_SOURCE:DEITY&lt;br /&gt;
| Usage Hint token&lt;br /&gt;
| Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this context, MAJOR_CURSE is the only value that makes sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_TARGET}}&lt;br /&gt;
| Global&lt;br /&gt;
| id, type&lt;br /&gt;
| Specifies what things this interaction acts upon. Can be specified multiple times. Valid values:&lt;br /&gt;
* CORPSE - Also includes pieces of corpses&lt;br /&gt;
* CREATURE&lt;br /&gt;
* MATERIAL&lt;br /&gt;
* LOCATION&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_LOCATION}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| Location&lt;br /&gt;
| Narrows down exactly what the interaction targets. Valid values:&lt;br /&gt;
* CONTEXT_REGION - Can only be used by IS_REGION interactions.&lt;br /&gt;
* CONTEXT_CREATURE&lt;br /&gt;
* CONTEXT_CREATURE_OR_LOCATION - Lets projectiles be aimed at specific creatures.&lt;br /&gt;
* CONTEXT_ITEM - Used when the target is a CORPSE.&lt;br /&gt;
* CONTEXT_BP - Use body part from CDI:BP_REQUIRED token (below).&lt;br /&gt;
* CONTEXT_LOCATION&lt;br /&gt;
* CONTEXT_MATERIAL&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MANUAL_INPUT}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| text&lt;br /&gt;
| Tells the player what they should be selecting. If not specified, the player will only be able to target himself.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_REQUIRES}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must have the specified property. Valid values:&lt;br /&gt;
* FIT_FOR_ANIMATION - Any corpse or body part that can become a zombie (heads, hands, etc.)&lt;br /&gt;
* FIT_FOR_RESURRECTION - The target corpse's UPPERBODY must be attached.&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
* MORTAL&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
* Creature token: BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_FORBIDDEN}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| &lt;br /&gt;
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| [[Syndrome]] class&lt;br /&gt;
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MATERIAL}}&lt;br /&gt;
| Within I_TARGET:MATERIAL&lt;br /&gt;
| Type&lt;br /&gt;
| Specifies the type of material the interaction targets. Valid values:&lt;br /&gt;
* FLOW:Breath attack token - Specifies an attack not made of any material.&lt;br /&gt;
* MATERIAL:[[Material token]]:Breath attack token - Specifies an attack made of a specific material.&lt;br /&gt;
* CONTEXT_MATERIAL - Use material from CDI:MATERIAL token (below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_EFFECT}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Specifies what the interaction does to the targets. Can be specified multiple times. Valid values:&lt;br /&gt;
* ANIMATE - Raises the target corpse/bodypart as a zombie. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If present on a regional interaction, the region will have undead wildlife. &lt;br /&gt;
* ADD_SYNDROME - Adds one or more syndromes.  The actual syndrome is specified with the [SYNDROME] tag.&lt;br /&gt;
* RESURRECT - Returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.&lt;br /&gt;
* CLEAN - Cleans off most liquids/dust covering the creature.&lt;br /&gt;
* CONTACT - Causes the creatures to touch.&lt;br /&gt;
* MATERIAL_EMISSION - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.&lt;br /&gt;
* HIDE - Allows the creature to hide even if another creature can see it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_TARGET}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which I_TARGET this effect will be applied to&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_INTERMITTENT}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Frequency&lt;br /&gt;
| Indicates that the effect happens intermittently and specifies roughly how often. Valid values:&lt;br /&gt;
* WEEKLY&lt;br /&gt;
* MONTHLY&lt;br /&gt;
note:&lt;br /&gt;
DAILY and YEARLY also exist in the string dump but haven't been tested fully.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_IMMEDIATE}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| Indicates that the effect happens immediately.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_LOCATION}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Indicates where the effect can take place. Valid values:&lt;br /&gt;
* IN_WATER&lt;br /&gt;
* IN_MAGMA&lt;br /&gt;
* NO_WATER&lt;br /&gt;
* NO_MAGMA&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ARENA_NAME}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| text&lt;br /&gt;
| Allows the interaction to be applied to newly spawned creatures in Arena mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_GRIME_LEVEL}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| amount?&lt;br /&gt;
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_SYNDROME_TAG}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| Syndrome flag&lt;br /&gt;
| Indicates that cleaning off materials will activate their syndromes if they have this flag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Interaction Usage==&lt;br /&gt;
In order to actually use an interaction, add the [[creature token]] [CAN_DO_INTERACTION:NAME] followed by a series of [CDI:...] tokens. Interactions can also be granted through [[syndrome]]s using the token [CE_CAN_DO_INTERACTION] (plus the same series of CDI tokens).&lt;br /&gt;
&lt;br /&gt;
The following CDI tokens can be specified:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION}}&lt;br /&gt;
| id&lt;br /&gt;
| Specifies which interaction can be performed. Only to be used with syndromes, since CE_CAN_DO_INTERACTION does not allow specifying the interaction ID directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET}}&lt;br /&gt;
| target ID, target types&lt;br /&gt;
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls.  Valid target types:&lt;br /&gt;
* LINE_OF_SIGHT - the source needs to be able to see the target&lt;br /&gt;
* TOUCHABLE - the source needs to be able to touch the target&lt;br /&gt;
* DISTURBER_ONLY - the target must be whoever disturbed the source&lt;br /&gt;
* SELF_ALLOWED - the target can be the source&lt;br /&gt;
* SELF_ONLY - the target '''must''' be the source&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_RANGE}}&lt;br /&gt;
| target ID, range&lt;br /&gt;
| Specifies how far away the target can be, in tiles. For SOLID_GLOB, LIQUID_GLOB and FIREBALL breath attacks also determines how far the projectiles will fly before falling to the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCATION_HINT}}&lt;br /&gt;
| Location Hint (see above)&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USAGE_HINT}}&lt;br /&gt;
| Usage hint token&lt;br /&gt;
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available.  Valid values:&lt;br /&gt;
* MAJOR_CURSE - Used in disturbance curses and deity curses.  Targets the tomb disturber/temple defiler.&lt;br /&gt;
* GREETING - Creatures will target 'friendly' creatures, usually at random.&lt;br /&gt;
* CLEAN_SELF - Creature targets itself when covered in liquids or dust.&lt;br /&gt;
* CLEAN_FRIEND - Same, but targets other friendly units.&lt;br /&gt;
* ATTACK - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.&lt;br /&gt;
* FLEEING - Used when fleeing an enemy.  Creature will target itself.&lt;br /&gt;
* NEGATIVE_SOCIAL_RESPONSE - Used when a creature is expressing contempt (for example, to a murderer).  Used for spitting by civilised races.&lt;br /&gt;
* TORMENT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_NAME}}&lt;br /&gt;
| text&lt;br /&gt;
| Specifies the interaction's name when used in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TARGET_NUMBER}}&lt;br /&gt;
| ID, number&lt;br /&gt;
| Specifies the maximum number of things that can be selected for a particular I_TARGET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAIT_PERIOD}}&lt;br /&gt;
| number&lt;br /&gt;
| Controls how often the interaction can be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL}}&lt;br /&gt;
| &lt;br /&gt;
| Only creatures that can speak will be able to use the interaction.  Might also be needed for VERBAL_SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL_SPEECH}}&lt;br /&gt;
| filename&lt;br /&gt;
| Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_MUTUAL}}&lt;br /&gt;
| &lt;br /&gt;
| Presumably, allows two creatures with this same interaction to use it on each other simultaneously, for example cats cleaning each other.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREE_ACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Indicates that performing the interaction doesn't take any time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB}}&lt;br /&gt;
| self:other:mutual&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the source as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB_REVERSE}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_VERB}}&lt;br /&gt;
| self:other&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the target as doing this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REQUIRED}}&lt;br /&gt;
| Body part criteria&lt;br /&gt;
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are BY_CATEGORY:category, BY_TYPE:type, or BY_TOKEN:token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLOW}}&lt;br /&gt;
| [[#Breath Attack Types|Breath attack token]]&lt;br /&gt;
| Causes the interaction to create an effect not made of any material. Only makes sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| [[Material token]]:Breath attack token&lt;br /&gt;
| Causes the interaction to create an effect made of a specific material. Doesn't make sense for FIREBALL, FIREJET, or DRAGONFIRE.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Breath attacks==&lt;br /&gt;
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
  		[CDI:ADV_NAME:Breath custom material]&lt;br /&gt;
  		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
  		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
  		[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
  		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
  		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
  		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
  		[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
The most important part is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
&lt;br /&gt;
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
&lt;br /&gt;
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).&lt;br /&gt;
&lt;br /&gt;
===Breath Attack Types===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_DUST_FLOW&lt;br /&gt;
| Lets out a cloud of solid dust. Appears to use cave-in dust physics, causing this to fling around anything it comes in contact with, making it capable of smashing creatures into the ground and flinging them over walls. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_VAPOR_FLOW&lt;br /&gt;
| Shoots a trail of liquid mist at the target which can condense and trigger contact syndromes. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_GAS_FLOW&lt;br /&gt;
| Shoots a trail of gas substance at the creature which can be inhaled. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_ITEM_FLOW:[[item token]]&lt;br /&gt;
| Shoots a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately).  Instead, this token acts as TRAILING_GAS_FLOW, except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a &amp;quot;burst of steel&amp;quot;. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_GLOB&lt;br /&gt;
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. If the cooldown rate is short enough, some creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them.&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_GLOB&lt;br /&gt;
| Shoots a liquid glob of substance at the creature.  Contact syndromes will take effect if the glob hits the target's exposed skin.&lt;br /&gt;
|-&lt;br /&gt;
| SPATTER_POWDER&lt;br /&gt;
| Creates a pile of powder at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| SPATTER_LIQUID&lt;br /&gt;
| Creates a pool of liquid at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_GAS&lt;br /&gt;
| Creature occasionally releases a cloud of gas substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_VAPOR&lt;br /&gt;
| Creature occasionally releases a cloud of liquid mist. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_DUST&lt;br /&gt;
| Creature occasionally releases a cloud of solid dust, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. &amp;lt;s&amp;gt;DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.&amp;lt;/s&amp;gt; You know you want to.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_ITEM_CLOUD:[[item token]]&lt;br /&gt;
| Creature occasionally releases a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  The same comments apply as TRAILING_ITEM_FLOW. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| WEB_SPRAY&lt;br /&gt;
| Emits a burst of [[web]]s that entangle target creatures.&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIRE&lt;br /&gt;
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}. For this you want FLOW instead of a material.&lt;br /&gt;
|-&lt;br /&gt;
| FIREJET&lt;br /&gt;
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}. For this you want FLOW instead of a material.&lt;br /&gt;
|-&lt;br /&gt;
| FIREBALL&lt;br /&gt;
| Emits a fireball that burns the target creature. For this you want FLOW instead of a material.&lt;br /&gt;
|-&lt;br /&gt;
| WEATHER_CREEPING_GAS&lt;br /&gt;
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| WEATHER_CREEPING_VAPOR&lt;br /&gt;
| Creates a cloud of creeping vapor. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| WEATHER_CREEPING_DUST&lt;br /&gt;
| Creates a cloud of creeping dust. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| WEATHER_FALLING_MATERIAL&lt;br /&gt;
| Causes it to start raining a particular material.  If the material is solid at the outdoor temperatures, it will snow the material instead.  Regardless of the nature of the material, being caught in it will give dwarves the bad thought of being 'caught in freakish weather lately'. Not usable by creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can use multiple breath attacks, which appears to make the creature choose between them at random.  Creatures cannot use the WEATHER effects, these being reserved for regional interactions.&lt;br /&gt;
&lt;br /&gt;
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.&lt;br /&gt;
&lt;br /&gt;
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its own targets.  Make sure to make your creatures immune to their own breath weapons!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Mandrill&amp;diff=232908</id>
		<title>23a:Mandrill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Mandrill&amp;diff=232908"/>
		<updated>2017-09-20T01:51:07Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{23a creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''mandrill''' is a large monkey. Like their cousins, the [[rhesus macaque]]s, they will attempt to raid your fortress' exterior for [[food]] and [[craft]]s. Unfortunately, the mandrill's bloodlust is only quenched by tearing off the limbs of nearby dwarves, and the only known survivors of the constant attacks by dismembering monkeys were the villagers of [[Main:Boatmurdered|Boatmurdered]]. According to reports, these beasts were easily capable of overwhelming a solitary [[dwarf]]. They attack in packs of five to ten. They can be [[tame]]d and made a [[pet]] if caught.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:MostlyJustDrink.PNG&amp;diff=232907</id>
		<title>File:MostlyJustDrink.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:MostlyJustDrink.PNG&amp;diff=232907"/>
		<updated>2017-09-20T01:44:09Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: TheCrazyHamsteR uploaded a new version of &amp;amp;quot;File:MostlyJustDrink.PNG&amp;amp;quot;: cropped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hes a drunk, but moistly he just likes to drink&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unit_type_token&amp;diff=232906</id>
		<title>Unit type token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unit_type_token&amp;diff=232906"/>
		<updated>2017-09-20T01:30:38Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: info about numeration obtained through DFHack's gui/gm-editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
For use with various [[entity token]]s, as well as in graphical tilesets.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! #&lt;br /&gt;
! Token&lt;br /&gt;
! Unit Type&lt;br /&gt;
|-&lt;br /&gt;
|0||{{text anchor|MINER}}||[[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
|1||{{text anchor|WOODWORKER}}||[[Woodworker]]&lt;br /&gt;
|-&lt;br /&gt;
|2||{{text anchor|CARPENTER}}||[[Carpenter]]&lt;br /&gt;
|-&lt;br /&gt;
|3||{{text anchor|BOWYER}}||[[Bowyer]]&lt;br /&gt;
|-&lt;br /&gt;
|4||{{text anchor|WOODCUTTER}}||[[Woodcutter]]&lt;br /&gt;
|-&lt;br /&gt;
|5||{{text anchor|STONEWORKER}}||[[Stoneworker]]&lt;br /&gt;
|-&lt;br /&gt;
|6||{{text anchor|ENGRAVER}}||[[Engraver]]&lt;br /&gt;
|-&lt;br /&gt;
|7||{{text anchor|MASON}}||[[Mason]]&lt;br /&gt;
|-&lt;br /&gt;
|8||{{text anchor|RANGER}}||[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|9||{{text anchor|ANIMAL_CARETAKER}}||[[Animal caretaker]]&lt;br /&gt;
|-&lt;br /&gt;
|10||{{text anchor|ANIMAL_TRAINER}}||[[Animal trainer]]&lt;br /&gt;
|-&lt;br /&gt;
|11||{{text anchor|HUNTER}}||[[Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
|12||{{text anchor|TRAPPER}}||[[Trapper]]&lt;br /&gt;
|-&lt;br /&gt;
|13||{{text anchor|ANIMAL_DISSECTOR}}||[[Animal dissector]]&lt;br /&gt;
|-&lt;br /&gt;
|14||{{text anchor|METALSMITH}}||[[Metalsmith]]&lt;br /&gt;
|-&lt;br /&gt;
|15||{{text anchor|FURNACE_OPERATOR}}||[[Furnace operator]]&lt;br /&gt;
|-&lt;br /&gt;
|16||{{text anchor|WEAPONSMITH}}||[[Weaponsmith]]&lt;br /&gt;
|-&lt;br /&gt;
|17||{{text anchor|ARMORER}}||[[Armorsmith|Armorer]]&lt;br /&gt;
|-&lt;br /&gt;
|18||{{text anchor|BLACKSMITH}}||[[Blacksmith]]&lt;br /&gt;
|-&lt;br /&gt;
|19||{{text anchor|METALCRAFTER}}||[[Metalcrafter]]&lt;br /&gt;
|-&lt;br /&gt;
|20||{{text anchor|JEWELER}}||[[Jeweler]]&lt;br /&gt;
|-&lt;br /&gt;
|21||{{text anchor|GEM_CUTTER}}||[[Gem cutter]]&lt;br /&gt;
|-&lt;br /&gt;
|22||{{text anchor|GEM_SETTER}}||[[Gem setter]]&lt;br /&gt;
|-&lt;br /&gt;
|23||{{text anchor|CRAFTSMAN}}||[[Craftsdwarf|Craftsman]]&lt;br /&gt;
|-&lt;br /&gt;
|24||{{text anchor|WOODCRAFTER}}||[[Woodcrafter]]&lt;br /&gt;
|-&lt;br /&gt;
|25||{{text anchor|STONECRAFTER}}||[[Stonecrafter]]&lt;br /&gt;
|-&lt;br /&gt;
|26||{{text anchor|LEATHERWORKER}}||[[Leatherworker]]&lt;br /&gt;
|-&lt;br /&gt;
|27||{{text anchor|BONE_CARVER}}||[[Bone carver]]&lt;br /&gt;
|-&lt;br /&gt;
|28||{{text anchor|WEAVER}}||[[Weaver]]&lt;br /&gt;
|-&lt;br /&gt;
|29||{{text anchor|CLOTHIER}}||[[Clothier]]&lt;br /&gt;
|-&lt;br /&gt;
|30||{{text anchor|GLASSMAKER}}||[[Glassmaker]]&lt;br /&gt;
|-&lt;br /&gt;
|31||{{text anchor|POTTER}}||[[Potter]]&lt;br /&gt;
|-&lt;br /&gt;
|32||{{text anchor|GLAZER}}||[[Glazer]]&lt;br /&gt;
|-&lt;br /&gt;
|33||{{text anchor|WAX_WORKER}}||[[Wax worker]]&lt;br /&gt;
|-&lt;br /&gt;
|34||{{text anchor|STRAND_EXTRACTOR}}||[[Strand extractor]]&lt;br /&gt;
|-&lt;br /&gt;
|35||{{text anchor|FISHERY_WORKER}}||[[Fishery worker]]&lt;br /&gt;
|-&lt;br /&gt;
|36||{{text anchor|FISHERMAN}}||[[Fisherdwarf|Fisherman]]&lt;br /&gt;
|-&lt;br /&gt;
|37||{{text anchor|FISH_DISSECTOR}}||[[Fish dissector]]&lt;br /&gt;
|-&lt;br /&gt;
|38||{{text anchor|FISH_CLEANER}}||[[Fish cleaner]]&lt;br /&gt;
|-&lt;br /&gt;
|39||{{text anchor|FARMER}}||[[Farmer]]&lt;br /&gt;
|-&lt;br /&gt;
|40||{{text anchor|CHEESE_MAKER}}||[[Cheese maker]]&lt;br /&gt;
|-&lt;br /&gt;
|41||{{text anchor|MILKER}}||[[Milker]]&lt;br /&gt;
|-&lt;br /&gt;
|42||{{text anchor|COOK}}||[[Cook]]&lt;br /&gt;
|-&lt;br /&gt;
|43||{{text anchor|THRESHER}}||[[Thresher]]&lt;br /&gt;
|-&lt;br /&gt;
|44||{{text anchor|MILLER}}||[[Miller]]&lt;br /&gt;
|-&lt;br /&gt;
|45||{{text anchor|BUTCHER}}||[[Butcher]]&lt;br /&gt;
|-&lt;br /&gt;
|46||{{text anchor|TANNER}}||[[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
|47||{{text anchor|DYER}}||[[Dyer]]&lt;br /&gt;
|-&lt;br /&gt;
|48||{{text anchor|PLANTER}}||[[Grower|Planter]]&lt;br /&gt;
|-&lt;br /&gt;
|49||{{text anchor|HERBALIST}}||[[Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|50||{{text anchor|BREWER}}||[[Brewer]]&lt;br /&gt;
|-&lt;br /&gt;
|51||{{text anchor|SOAP_MAKER}}||[[Soaper|Soap maker]]&lt;br /&gt;
|-&lt;br /&gt;
|52||{{text anchor|POTASH_MAKER}}||[[Potash maker]]&lt;br /&gt;
|-&lt;br /&gt;
|53||{{text anchor|LYE_MAKER}}||[[Lye maker]]&lt;br /&gt;
|-&lt;br /&gt;
|54||{{text anchor|WOOD_BURNER}}||[[Wood burner]]&lt;br /&gt;
|-&lt;br /&gt;
|55||{{text anchor|SHEARER}}||[[Shearer]]&lt;br /&gt;
|-&lt;br /&gt;
|56||{{text anchor|SPINNER}}||[[Spinner]]&lt;br /&gt;
|-&lt;br /&gt;
|57||{{text anchor|PRESSER}}||[[Presser]]&lt;br /&gt;
|-&lt;br /&gt;
|58||{{text anchor|BEEKEEPER}}||[[Beekeeper ]]&lt;br /&gt;
|-&lt;br /&gt;
|59||{{text anchor|ENGINEER}}||[[Engineer]]&lt;br /&gt;
|-&lt;br /&gt;
|60||{{text anchor|MECHANIC}}||[[Mechanic]]&lt;br /&gt;
|-&lt;br /&gt;
|61||{{text anchor|SIEGE_ENGINEER}}||[[Siege engineer]]&lt;br /&gt;
|-&lt;br /&gt;
|62||{{text anchor|SIEGE_OPERATOR}}||[[Siege operator]]&lt;br /&gt;
|-&lt;br /&gt;
|63||{{text anchor|PUMP_OPERATOR}}||[[Pump operator]]&lt;br /&gt;
|-&lt;br /&gt;
|64||{{text anchor|CLERK}}||[[Clerk]]&lt;br /&gt;
|-&lt;br /&gt;
|65||{{text anchor|ADMINISTRATOR}}||[[Administrator]]&lt;br /&gt;
|-&lt;br /&gt;
|66||{{text anchor|TRADER}}||[[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
|67||{{text anchor|ARCHITECT}}||[[Architect]]&lt;br /&gt;
|-&lt;br /&gt;
|68||{{text anchor|ALCHEMIST}}||[[Alchemist]]&lt;br /&gt;
|-&lt;br /&gt;
|69||{{text anchor|DOCTOR}}||[[Doctor]]&lt;br /&gt;
|-&lt;br /&gt;
|70||{{text anchor|DIAGNOSER}}||[[Diagnostician|Diagnoser]]&lt;br /&gt;
|-&lt;br /&gt;
|71||{{text anchor|BONE_SETTER}}||[[Bone doctor]]&lt;br /&gt;
|-&lt;br /&gt;
|72||{{text anchor|SUTURER}}||[[Suturer]]&lt;br /&gt;
|-&lt;br /&gt;
|73||{{text anchor|SURGEON}}||[[Surgeon]]&lt;br /&gt;
|-&lt;br /&gt;
|74||{{text anchor|MERCHANT}}||[[Merchant]]&lt;br /&gt;
|-&lt;br /&gt;
|75||{{text anchor|HAMMERMAN}}||[[Hammerman]]&lt;br /&gt;
|-&lt;br /&gt;
|76||{{text anchor|MASTER_HAMMERMAN}}||[[Hammer lord]]&lt;br /&gt;
|-&lt;br /&gt;
|77||{{text anchor|SPEARMAN}}||[[Spearman]]&lt;br /&gt;
|-&lt;br /&gt;
|78||{{text anchor|MASTER_SPEARMAN}}||[[Spearmaster]]&lt;br /&gt;
|-&lt;br /&gt;
|79||{{text anchor|CROSSBOWMAN}}||[[Crossbowman]]&lt;br /&gt;
|-&lt;br /&gt;
|80||{{text anchor|MASTER_CROSSBOWMAN}}||[[Elite crossbowman]]&lt;br /&gt;
|-&lt;br /&gt;
|81||{{text anchor|WRESTLER}}||[[Wrestler]]&lt;br /&gt;
|-&lt;br /&gt;
|82||{{text anchor|MASTER_WRESTLER}}||[[Elite wrestler]]&lt;br /&gt;
|-&lt;br /&gt;
|83||{{text anchor|AXEMAN}}||[[Axeman]]&lt;br /&gt;
|-&lt;br /&gt;
|84||{{text anchor|MASTER_AXEMAN}}||[[Axe lord]]&lt;br /&gt;
|-&lt;br /&gt;
|85||{{text anchor|SWORDSMAN}}||[[Swordsman]]&lt;br /&gt;
|-&lt;br /&gt;
|86||{{text anchor|MASTER_SWORDSMAN}}||[[Swordmaster]]&lt;br /&gt;
|-&lt;br /&gt;
|87||{{text anchor|MACEMAN}}||[[Maceman]]&lt;br /&gt;
|-&lt;br /&gt;
|88||{{text anchor|MASTER_MACEMAN}}||[[Mace lord]]&lt;br /&gt;
|-&lt;br /&gt;
|89||{{text anchor|PIKEMAN}}||[[Pikeman]]&lt;br /&gt;
|-&lt;br /&gt;
|90||{{text anchor|MASTER_PIKEMAN}}||[[Pikemaster]]&lt;br /&gt;
|-&lt;br /&gt;
|91||{{text anchor|BOWMAN}}||[[Bowman]]&lt;br /&gt;
|-&lt;br /&gt;
|92||{{text anchor|MASTER_BOWMAN}}||[[Elite bowman]]&lt;br /&gt;
|-&lt;br /&gt;
|93||{{text anchor|BLOWGUNMAN}}||[[Blowgunner]]&lt;br /&gt;
|-&lt;br /&gt;
|94||{{text anchor|MASTER_BLOWGUNMAN}}||[[Master blowgunner]]&lt;br /&gt;
|-&lt;br /&gt;
|95||{{text anchor|LASHER}}||[[Lasher]]&lt;br /&gt;
|-&lt;br /&gt;
|96||{{text anchor|MASTER_LASHER}}||[[Master lasher]]&lt;br /&gt;
|-&lt;br /&gt;
|97||{{text anchor|RECRUIT}}||[[Recruit]]&lt;br /&gt;
|-&lt;br /&gt;
|98||{{text anchor|TRAINED_HUNTER}}||[[Hunting animal]]&lt;br /&gt;
|-&lt;br /&gt;
|99||{{text anchor|TRAINED_WAR}}||[[War animal]]&lt;br /&gt;
|-&lt;br /&gt;
|100||{{text anchor|MASTER_THIEF}}||[[Master thief]]&lt;br /&gt;
|-&lt;br /&gt;
|101||{{text anchor|THIEF}}||[[Thief]]&lt;br /&gt;
|-&lt;br /&gt;
|102||{{text anchor|STANDARD}}||[[Peasant]]&lt;br /&gt;
|-&lt;br /&gt;
|103||{{text anchor|CHILD}}||[[Child]]&lt;br /&gt;
|-&lt;br /&gt;
|104||{{text anchor|BABY}}||[[Baby]]&lt;br /&gt;
|-&lt;br /&gt;
|105||{{text anchor|DRUNK}}||[[Drunk]]&lt;br /&gt;
|-&lt;br /&gt;
|106||{{text anchor|MONSTER_SLAYER}}||[[Monster Slayer]]&lt;br /&gt;
|-&lt;br /&gt;
|107||{{text anchor|SCOUT}}||[[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
|108||{{text anchor|BEAST_HUNTER}}||[[Beast Hunter]]&lt;br /&gt;
|-&lt;br /&gt;
|109||{{text anchor|SNATCHER}}||[[Snatcher]]&lt;br /&gt;
|-&lt;br /&gt;
|110||{{text anchor|MERCENARY}}||[[Mercenary]]&lt;br /&gt;
|-&lt;br /&gt;
|111||{{text anchor|GELDER}}||[[Gelder]]&lt;br /&gt;
|-&lt;br /&gt;
|112||{{text anchor|PERFORMER}}{{version|0.42.01}}||[[Performer]]&lt;br /&gt;
|-&lt;br /&gt;
|113||{{text anchor|POET}}{{version|0.42.01}}||[[Poet]]&lt;br /&gt;
|-&lt;br /&gt;
|114||{{text anchor|BARD}}{{version|0.42.01}}||[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|115||{{text anchor|DANCER}}{{version|0.42.01}}||[[Dancer]]&lt;br /&gt;
|-&lt;br /&gt;
|116||{{text anchor|SAGE}}{{version|0.42.01}}||[[Sage]]&lt;br /&gt;
|-&lt;br /&gt;
|117||{{text anchor|SCHOLAR}}{{version|0.42.01}}||[[Scholar]]&lt;br /&gt;
|-&lt;br /&gt;
|118||{{text anchor|PHILOSOPHER}}{{version|0.42.01}}||[[Philosopher]]&lt;br /&gt;
|-&lt;br /&gt;
|119||{{text anchor|MATHEMATICIAN}}{{version|0.42.01}}||[[Mathematician]]&lt;br /&gt;
|-&lt;br /&gt;
|120||{{text anchor|HISTORIAN}}{{version|0.42.01}}||[[Historian]]&lt;br /&gt;
|-&lt;br /&gt;
|121||{{text anchor|ASTRONOMER}}{{version|0.42.01}}||[[Astronomer]]&lt;br /&gt;
|-&lt;br /&gt;
|122||{{text anchor|NATURALIST}}{{version|0.42.01}}||[[Naturalist]]&lt;br /&gt;
|-&lt;br /&gt;
|123||{{text anchor|CHEMIST}}{{version|0.42.01}}||[[Chemist]]&lt;br /&gt;
|-&lt;br /&gt;
|124||{{text anchor|GEOGRAPHER}}{{version|0.42.01}}||[[Geographer]]&lt;br /&gt;
|-&lt;br /&gt;
|125||{{text anchor|SCRIBE}}{{version|0.42.01}}||[[Scribe]]&lt;br /&gt;
|-&lt;br /&gt;
|126||{{text anchor|PAPERMAKER}}{{version|0.42.01}}||[[Papermaker]]&lt;br /&gt;
|-&lt;br /&gt;
|127||{{text anchor|BOOKBINDER}}{{version|0.42.01}}||[[Bookbinder]]&lt;br /&gt;
|-&lt;br /&gt;
|128||{{text anchor|TAVERN_KEEPER}}{{version|0.42.01}}||[[Tavern keeper]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following tokens are also permitted in tilesets:&lt;br /&gt;
&lt;br /&gt;
Entity link:&lt;br /&gt;
*MEMBER (not useful)&lt;br /&gt;
*FORMER_MEMBER (not useful)&lt;br /&gt;
*MERCENARY (not useful)&lt;br /&gt;
*FORMER_MERCENARY (not useful)&lt;br /&gt;
*SLAVE&lt;br /&gt;
*FORMER_SLAVE (not useful)&lt;br /&gt;
*PRISONER&lt;br /&gt;
*FORMER_PRISONER (not useful)&lt;br /&gt;
*ENEMY (not useful)&lt;br /&gt;
*CRIMINAL&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=232905</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=232905"/>
		<updated>2017-09-20T01:06:55Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: /* Position Tokens */ added info for [MENIAL_WORK_EXEMPTION] and [PUNISHMENT_EXEMPTION]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:39, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACCOUNT_EXEMPT}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPOINTED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRAG_ON_KILL}}&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHAT_WORTHY}}&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Also means that the position exists in world-gen rather than being created only at the end of world-gen.&lt;br /&gt;
Dark Fortress civs cannot have this tag on anybody but their Law Maker, or the game will crash without leaving an errorlog.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMANDER}}&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONQUERED_SITE}}&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMAND_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DETERMINES_COIN_DESIGN}}&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DO_NOT_CULL}}&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DUTY_BOUND}}&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ELECTED}}&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTION_SKILL}}&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXPORTED_IN_LEGENDS}}&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLASHES}}&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENDER}} &lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender. Currently bugged {{bug|2714}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_QUEST}}&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER}}&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the requirements to have them, which are the values set in LAND_HOLDER_TRIGGER.  The character is tied permanently to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_NAME}}&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANDATE_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder cannot be assigned labors. Currently nonfunctional.{{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION_SPOUSE}}&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_SCREEN_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter. Currently nonfunctional{{bug|8965}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMBER}}&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRECEDENCE}}&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes. Currently nonfunctional.{{bug|4589}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|QUEST_GIVER}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REPLACED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BEDROOM}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BOXES}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_CABINETS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_DINING}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_OFFICE}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_RACKS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_STANDS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_TOMB}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_MARKET}}&lt;br /&gt;
| &lt;br /&gt;
| Does not have anything directly to do with markets.  It means that in minor sites (such as hillocks) the position will not appear while in major sites (such as dwarf fortresses) it will.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_POPULATION}}&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESPONSIBILITY}}&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RULES_FROM_LOCATION}}&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, such as a human castle/mead hall, the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special locations. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE}}&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLEEP_PRETENSION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIAL_BURIAL}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SQUAD}}&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUCCESSION}}&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACCOUNTING}}&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_ENEMIES}}&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILD_MORALE}}&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLLECT_TAXES}}&lt;br /&gt;
| Currently unused - was originally assigned to the Tax Collector&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_MANIFESTS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESCORT_TAX_COLLECTOR}}&lt;br /&gt;
| Currently unused - was originally assigned to the Royal Guards (squad members beneath the Hammerer)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESTABLISH_COLONY_TRADE_AGREEMENTS}}&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in its position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTIONS}}&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEALTH_MANAGEMENT}}&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill to enable the {{key|z}}-menu health screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCEMENT}}&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_MAKING}}&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_INTRODUCTIONS}}&lt;br /&gt;
| Position will make a 'social call' to an established foreign settlement, complimenting or insulting them depending on relations and reporting the news.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_PEACE_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TOPIC_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_PRODUCTION}}&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEET_WORKERS}}&lt;br /&gt;
| Found on expedition leader/mayor. Position uses the various Social skills to hold meetings with unhappy citizens and try to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_GOALS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on each other constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_STRATEGY}}&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATROL_TERRITORY}}&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RECEIVE_DIPLOMATS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Position uses the various Social skills to hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SORT_AMMUNITION}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAME_EXOTICS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Dungeon Master&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE}}&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and the various Social skills to trade at the depot. When applied to other civilizations, this position will arrive with the caravan to make trade agreements (like the Human Guild Representative from older versions) and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UPGRADE_SQUAD_EQUIPMENT}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=232871</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=232871"/>
		<updated>2017-09-16T14:06:18Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:11, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}[[File:Assdemon.png|thumb|center|600px|&amp;quot;Etar Patternedtombs was a mint green demon. It was the only one of its kind. A gigantic feathered ass twisted into humanoid form. It undulates rhythmically. Its mint green feathers are patchy. Beware its deadly gas!&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2667300#msg2667300 post]).]]&lt;br /&gt;
&lt;br /&gt;
'''Demons''' {{Tile|&amp;amp;|7:0}} are procedurally-generated [[creature]]s who inhabit [[Hell]]. These immense, malicious and formidably powerful beasts are among the most powerful enemies in the game in both [[fortress mode]] and [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit Hell. They are randomly generated at worldgen, creating unique [[fun]] for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit toxins, and emaciated fruitbats with giant clicking mandibles. The amount of different types of demon created during world generation is closely related with world size, and it can be directly controlled with [[advanced world generation]] - a world generated with &amp;quot;{{tt|Number of Demon Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any demons in it.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits. They are [[Creature token#SUPERNATURAL|supernatural]], [[fanciful]], evil-aligned creatures represented by an ampersand with a randomized [[color]]. They are all able to swim in and [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers, fire, any sort of poison, and have fixed body temperature, thus are unaffected by extremes of heat and cold (even if made of materials that would suggest otherwise). They are very large (size 10,000,000, smaller than a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start out at Accomplished [[skill]] level in the following combat skills: wrestling, biting, striking, kicking, fighting, archery, dodging, and observing. Unique demons start out at Grand Master in the same skills. All unique demons and roughly a half of non-unique ones possess intelligence ([[Creature token#CAN_LEARN|&amp;lt;code&amp;gt;[CAN_LEARN]&amp;lt;/code&amp;gt;]] + [[Creature token#CAN_SPEAK|&amp;lt;code&amp;gt;[CAN_SPEAK]&amp;lt;/code&amp;gt;]]), so demons you face may well have developed their skills to a higher level than they began with; however, their skills cannot rust to a lower level. The initial wave spawns exactly one frame after you open Hell; the amount spawned can range from 10 to over 100. Demons inhabiting Hell spawn in groups of 1-5 individuals. The size of their population, specified as 5-10 in the raws, appears to be irrelevant, as the game makes all inhabitants of Hell spawn in limitless numbers. As long as Hell is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are (functionally) infinite.&lt;br /&gt;
&lt;br /&gt;
Demons receive large bonuses to every physical [[attribute]] except agility, and to the mental attributes of focus and willpower (also analytical ability, memory, linguistic ability, and social awareness, but those are less relevant). Many, but not all demons, are capable of flight. They may possess a wide variety of special attacks, including webbing, firebreath, poisonous appendages, toxic spittle or poison breath. Inorganic or zombie demons are especially difficult to kill; they can be killed by bisection, decapitation, or pulping via blunt weapons (inorganic blobs can only be killed in this manner), but this is far beyond the capacities of an ordinary dwarf.&lt;br /&gt;
&lt;br /&gt;
Demons of each species can be all genderless, all male or all female, or have both male and female castes. The latter can breed if given enough time. All demons are born adults, and immediately reach their full size after being born. They have a [[pet|pet value]] of 2000☼, but cannot be tamed and you are rather unlikely to capture one. If you have deactivated compressed saves, the raws for given world's demons (as well as [[forgotten beast]]s, [[titan]]s, [[werebeast]]s, etc.) can be found in the [[Saved game folder|world.dat]] of its save folder.&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[Preferences|like]] a species of demon for their ''horrifying features'', their ''rhythmic undulations'' or their ''bloated appearance''.&lt;br /&gt;
&lt;br /&gt;
== Their interaction with the world ==&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_banish.png|thumb|400px|Banishing a demon back to the Underworld]]&lt;br /&gt;
[[File:Demon_compel_service.png|thumb|400px|Compelling service from demon]]&lt;br /&gt;
&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with {{token|UNIQUE_DEMON|c}} instead of {{token|DEMON|c}} in world.dat, will occasionally escape the underworld. This happens by the aid of a [[deity]] matching that particular demon's [[sphere]] through a ritual conducted with an [[artifact]] [[slab]]. Once they are in the mortal world, they will gain rule over a [[goblin]] [[civilization]] - each goblin faction in the world will be led by a unique demon, and attempting to create a world without demons in it through [[advanced world generation]] will lead to goblin-less worlds. As noted in [[Legends|legends mode]], these demons will occasionally make journeys to the [[Cavern|depths of the world]] and tame the creatures that dwell in them - most specifically, species with the {{token|PET_EXOTIC}} token - going from [[giant rat]]s to [[voracious cave crawler]]s and [[cave dragon]]s. Presumably, this is how goblin civilizations gain access to these creatures to use them in [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Found within the goblins' [[dark fortress]]es are demonic [[Underworld spire|spires]] made of [[slade]], whose lowermost levels lead directly into [[Hell]]. They will also create slade [[vault]]s, whose treasure is guarded by incredibly powerful and dangerous [[angel]]s. If you can manage to fight off those freakishly strong beings ([[Fun|don't expect to by the way]]), you can find in the vault's centre the slab that contains the demon's true name. Learning this name allows your adventurer to either banish it back to Hell or bind it to your servitude. Although you will have a next to unkillable super soldier on your side, should you opt for the latter, it's more of a bragging-rights reward if anything. Getting past the angels is already enough to make you a god among men.&lt;br /&gt;
&lt;br /&gt;
Escaped demons can also take over human civilization by impersonating [[deities]] and having humans worship them. As with conventional lords you can encounter them as normal in adventure mode and they won't be hostile to you and they will behave as any other member of the civilization they rule. They can also arrive as non-hostile diplomats from human civilizations in fortress mode. Depending on the type of demon this can be mildly amusing or inadvertently deadly to your fort or adventurer.&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], goblin law-giver demons may arrive on a goblin siege and are most of the time very dangerous. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Demon Generation==&lt;br /&gt;
&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons. When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid). It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture. If inorganic, a material will be chosen, either one of the hardcoded (such as salt, ash, ice, or vomit), flames, or a randomly chosen raw-defined inorganic (any type of stone, soil, gem, metal, or other, such as gypsum plaster). If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed. It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;). It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath). It will finally be given a name consisting of an adjective and a noun. The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
[[File:Demon_Size.png|thumb|right|200px|Estimated size comparison between a typical demon, and a dwarf.]]&lt;br /&gt;
Of all of the challenges facing a player, defeating a demon horde is probably the most difficult, unless you are using certain [[trap]] schemes -- and even then, you will need to take special precautions.&lt;br /&gt;
&lt;br /&gt;
===Containment===&lt;br /&gt;
&lt;br /&gt;
Containment is the simplest strategy for dealing with demons. A simple constructed wall will block any demon. Because of their building destroyer status, demons cannot be contained via locked doors. However, indestructible artifact-quality portals can stop them, as can some bridges. As building destroyers can only destroy objects on the same z-level, a [[floor grate]] or forbidden [[hatch cover]] on a staircase/channel will also block movement. It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap. If using [[bridge]]s, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of [[steel]] or [[iron]], leading to deconstruction as they pass over them. Because of their vast numbers, containment is an important part of any attempt to defeat them -- fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
&lt;br /&gt;
One particular gentleman, AussieGuy on the Bay12 forums, has found an ingenious method for disposing of an entire demonic invasion at once: a [[Megaprojects|stupid dwarven trick]] known as &amp;quot;the dwarven checkerboard&amp;quot;.([http://www.bay12forums.com/smf/index.php?topic=94140.0 Source])&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult -- but not impossible. Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
&lt;br /&gt;
Alternatively, advanced triggered traps may be used. Demons do not set off [[pressure plate]]s, but if you can contain them, retracting upright spikes, casting them into [[obsidian]], or caving a portion of mountain onto them are all effective. Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them. Tame animals appear to work well as bait, but need to be replaced as they're killed. Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
&lt;br /&gt;
Many traps need to be designed with the potential for extreme temperatures in mind. Obsidian trappers may find water used as the casting process boiling into steam before it contacts magma. Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture. This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with. Demons do not destroy supports directly, but a hot enough demon may cause the destruction of nearby supports, just by virtue of the heat damage.&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat===&lt;br /&gt;
&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully. Most demons have vastly more powerful ranged attacks than marksdwarves have.  Demons made of weak materials can be easily killed or dismembered by bolts but inorganic demons composed of stronger stuff will only suffer chipped bones.&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are appealing, as they can be dug directly into [[adamantine]] without ever exposing your fortress to a path to the demons. Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma. Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
&lt;br /&gt;
Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat===&lt;br /&gt;
&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a megabeast, extremely fast, and have tremendous natural combat skills. That would be bad enough, but there tends to be pages of them rather than individuals. However, demons can still be defeated in melee combat.&lt;br /&gt;
&lt;br /&gt;
Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth. A strong punch can decapitate creatures like this. Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of mineral or armor-quality metal. Blunt weapons can be reasonably effective against weaker material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective. Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
&lt;br /&gt;
The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area of effect syndrome attacks and death explosions. Restraining visibility via a labyrinthine battle ground is a good start. The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
&lt;br /&gt;
In all cases, your demon-fighting melee dwarves should be very well armed and armored (steel and adamantine) and Legendary in some, if not all, of the relevant combat skills.&lt;br /&gt;
&lt;br /&gt;
===Clean-up===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over. [[Syndrome]]-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames. Any path used for the fight is best abandoned and walled up. Demons will continue to enter Hell from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through hell even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
&lt;br /&gt;
==Killed demons==&lt;br /&gt;
&lt;br /&gt;
Only unintelligent demons can be butchered in unmodded games, and butcheing them yields products similar to those from [[forgotten beast]]s, including copious amounts of [[meat]] and [[bone]]s, vividly-colored [[hair]], [[feather]]s, [[scale]]s or [[chitin]], and [[shell]]s, if the demon had one. All materials obtained from demons have a value multiplier of 1, and aren't appreciably better than their mundane counterparts.&lt;br /&gt;
&lt;br /&gt;
Inorganic demons cannot be butchered, and after killing them you obtain only a massive demonic corpse to use in your [[stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uthgúr&lt;br /&gt;
| elvish  = slevina&lt;br /&gt;
| goblin  = arstruk&lt;br /&gt;
| human   = rohir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Fire immune}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
[[ru:Demon]]&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skill_token&amp;diff=232863</id>
		<title>Skill token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skill_token&amp;diff=232863"/>
		<updated>2017-09-16T00:00:35Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: /* Skills By Type */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:05, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
==Complete List==&lt;br /&gt;
A list of all skill tokens, generally used in [[reaction]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! #&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|0||MINING||[[Miner]]||Mining&lt;br /&gt;
|-&lt;br /&gt;
|1||WOODCUTTING||[[Wood cutter]]||Wood Cutting&lt;br /&gt;
|-&lt;br /&gt;
|2||CARPENTRY||[[Carpenter]]||Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|3||DETAILSTONE||[[Engraver]]||Engraving&lt;br /&gt;
|-&lt;br /&gt;
|4||MASONRY||[[Mason]]||Masonry&lt;br /&gt;
|-&lt;br /&gt;
|5||ANIMALTRAIN||[[Animal trainer]]||Animal Training&lt;br /&gt;
|-&lt;br /&gt;
|6||ANIMALCARE||[[Animal caretaker]]||Animal Caretaking&lt;br /&gt;
|-&lt;br /&gt;
|7||DISSECT_FISH||[[Fish dissector]]||Fish Dissection&lt;br /&gt;
|-&lt;br /&gt;
|8||DISSECT_VERMIN||[[Animal dissector]]||Animal Dissection&lt;br /&gt;
|-&lt;br /&gt;
|9||PROCESSFISH||[[Fish cleaner]]||Fish Cleaning&lt;br /&gt;
|-&lt;br /&gt;
|10||BUTCHER||[[Butcher]]||Butchery&lt;br /&gt;
|-&lt;br /&gt;
|11||TRAPPING||[[Trapper]]||Trapping&lt;br /&gt;
|-&lt;br /&gt;
|12||TANNER||[[Tanner]]||Tanning&lt;br /&gt;
|-&lt;br /&gt;
|13||WEAVING||[[Weaver]]||Weaving&lt;br /&gt;
|-&lt;br /&gt;
|14||BREWING||[[Brewer]]||Brewing&lt;br /&gt;
|-&lt;br /&gt;
|15||ALCHEMY||[[Alchemist]]||Alchemy&lt;br /&gt;
|-&lt;br /&gt;
|16||CLOTHESMAKING||[[Clothier]]||Clothes Making&lt;br /&gt;
|-&lt;br /&gt;
|17||MILLING||[[Miller]]||Milling&lt;br /&gt;
|-&lt;br /&gt;
|18||PROCESSPLANTS||[[Thresher]]||Threshing&lt;br /&gt;
|-&lt;br /&gt;
|19||CHEESEMAKING||[[Cheese maker]]||Cheese Making&lt;br /&gt;
|-&lt;br /&gt;
|20||MILK||[[Milker]]||Milking&lt;br /&gt;
|-&lt;br /&gt;
|21||COOK||[[Cook]]||Cooking&lt;br /&gt;
|-&lt;br /&gt;
|22||PLANT||[[Grower]]||Growing&lt;br /&gt;
|-&lt;br /&gt;
|23||HERBALISM||[[Herbalist]]||Herbalism&lt;br /&gt;
|-&lt;br /&gt;
|24||FISH||[[Fisherdwarf|Fisherman]]||Fishing&lt;br /&gt;
|-&lt;br /&gt;
|25||SMELT||[[Furnace operator]]||Furnace Operation&lt;br /&gt;
|-&lt;br /&gt;
|26||EXTRACT_STRAND||[[Strand extractor]]||Strand Extraction&lt;br /&gt;
|-&lt;br /&gt;
|27||FORGE_WEAPON||[[Weaponsmith]]||Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
|28||FORGE_ARMOR||[[Armorsmith]]||Armorsmithing&lt;br /&gt;
|-&lt;br /&gt;
|29||FORGE_FURNITURE||[[Metalsmith]]||Metalsmithing&lt;br /&gt;
|-&lt;br /&gt;
|30||CUTGEM||[[Gem cutter]]||Gem Cutting&lt;br /&gt;
|-&lt;br /&gt;
|31||ENCRUSTGEM||[[Gem setter]]||Gem Setting&lt;br /&gt;
|-&lt;br /&gt;
|32||WOODCRAFT||[[Wood crafter]]||Wood Crafting&lt;br /&gt;
|-&lt;br /&gt;
|33||STONECRAFT||[[Stone crafter]]||Stone Crafting&lt;br /&gt;
|-&lt;br /&gt;
|34||METALCRAFT||[[Metal crafter]]||Metal Crafting&lt;br /&gt;
|-&lt;br /&gt;
|35||GLASSMAKER||[[Glassmaker]]||Glassmaking&lt;br /&gt;
|-&lt;br /&gt;
|36||LEATHERWORK||[[Leatherworker]]||Leatherworkering[sic]&lt;br /&gt;
|-&lt;br /&gt;
|37||BONECARVE||[[Bone carver]]||Bone Carving&lt;br /&gt;
|-&lt;br /&gt;
|38||AXE||[[Axeman]]||Axe&lt;br /&gt;
|-&lt;br /&gt;
|39||SWORD||[[Swordsman]]||Sword&lt;br /&gt;
|-&lt;br /&gt;
|40||DAGGER||[[Knife user]]||Knife&lt;br /&gt;
|-&lt;br /&gt;
|41||MACE||[[Maceman]]||Mace&lt;br /&gt;
|-&lt;br /&gt;
|42||HAMMER||[[Hammerman]]||Hammer&lt;br /&gt;
|-&lt;br /&gt;
|43||SPEAR||[[Spearman]]||Spear&lt;br /&gt;
|-&lt;br /&gt;
|44||CROSSBOW||[[Crossbowman]]||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|45||SHIELD||[[Shield user]]||Shield&lt;br /&gt;
|-&lt;br /&gt;
|46||ARMOR||[[Armor user]]||Armor&lt;br /&gt;
|-&lt;br /&gt;
|47||SIEGECRAFT||[[Siege engineer]]||Siege Engineering&lt;br /&gt;
|-&lt;br /&gt;
|48||SIEGEOPERATE||[[Siege operator]]||Siege Operation&lt;br /&gt;
|-&lt;br /&gt;
|49||BOWYER||[[Bowyer]]||Bowmaking&lt;br /&gt;
|-&lt;br /&gt;
|50||PIKE||[[Pikeman]]||Pike&lt;br /&gt;
|-&lt;br /&gt;
|51||WHIP||[[Lasher]]||Lash&lt;br /&gt;
|-&lt;br /&gt;
|52||BOW||[[Bowman]]||Bow&lt;br /&gt;
|-&lt;br /&gt;
|53||BLOWGUN||[[Blowgunner]]||Blowgun&lt;br /&gt;
|-&lt;br /&gt;
|54||THROW||[[Thrower]]||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|55||MECHANICS||[[Mechanic]]||Machinery&lt;br /&gt;
|-&lt;br /&gt;
|56||MAGIC_NATURE||[[Druid]]||Nature&lt;br /&gt;
|-&lt;br /&gt;
|57||SNEAK||[[Ambusher]]||Ambush&lt;br /&gt;
|-&lt;br /&gt;
|58||DESIGNBUILDING||[[Building designer]]||Building Design&lt;br /&gt;
|-&lt;br /&gt;
|59||DRESS_WOUNDS||[[Wound dresser]]||Wound Dressing&lt;br /&gt;
|-&lt;br /&gt;
|60||DIAGNOSE||[[Diagnostician]]||Diagnostics&lt;br /&gt;
|-&lt;br /&gt;
|61||SURGERY||[[Surgeon]]||Surgery&lt;br /&gt;
|-&lt;br /&gt;
|62||SET_BONE||[[Bone doctor]]||Bone Setting&lt;br /&gt;
|-&lt;br /&gt;
|63||SUTURE||[[Suturer]]||Suturing&lt;br /&gt;
|-&lt;br /&gt;
|64||CRUTCH_WALK||[[Crutch-walker]]||Crutch-walking&lt;br /&gt;
|-&lt;br /&gt;
|65||WOOD_BURNING||[[Wood burner]]||Wood Burning&lt;br /&gt;
|-&lt;br /&gt;
|66||LYE_MAKING||[[Lye maker]]||Lye Making&lt;br /&gt;
|-&lt;br /&gt;
|67||SOAP_MAKING||[[Soaper]]||Soap Making&lt;br /&gt;
|-&lt;br /&gt;
|68||POTASH_MAKING||[[Potash maker]]||Potash Making&lt;br /&gt;
|-&lt;br /&gt;
|69||DYER||[[Dyer]]||Dyeing&lt;br /&gt;
|-&lt;br /&gt;
|70||OPERATE_PUMP||[[Pump operator]]||Pump Operation&lt;br /&gt;
|-&lt;br /&gt;
|71||SWIMMING||[[Swimmer]]||Swimming&lt;br /&gt;
|-&lt;br /&gt;
|72||PERSUASION||[[Persuader]]||Persuasion&lt;br /&gt;
|-&lt;br /&gt;
|73||NEGOTIATION||[[Negotiator]]||Negotiation&lt;br /&gt;
|-&lt;br /&gt;
|74||JUDGING_INTENT||[[Judge of intent]]||Judging Intent&lt;br /&gt;
|-&lt;br /&gt;
|75||APPRAISAL||[[Appraiser]]||Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|76||ORGANIZATION||[[Organizer]]||Organization&lt;br /&gt;
|-&lt;br /&gt;
|77||RECORD_KEEPING||[[Record keeper]]||Record Keeping&lt;br /&gt;
|-&lt;br /&gt;
|78||LYING||[[Liar]]||Lying&lt;br /&gt;
|-&lt;br /&gt;
|79||INTIMIDATION||[[Intimidator]]||Intimidation&lt;br /&gt;
|-&lt;br /&gt;
|80||CONVERSATION||[[Conversationalist]]||Conversation&lt;br /&gt;
|-&lt;br /&gt;
|81||COMEDY||[[Comedian]]||Comedy&lt;br /&gt;
|-&lt;br /&gt;
|82||FLATTERY||[[Flatterer]]||Flattery&lt;br /&gt;
|-&lt;br /&gt;
|83||CONSOLE||[[Consoler]]||Consoling&lt;br /&gt;
|-&lt;br /&gt;
|84||PACIFY||[[Pacifier]]||Pacification&lt;br /&gt;
|-&lt;br /&gt;
|85||TRACKING||[[Tracker]]||Tracking&lt;br /&gt;
|-&lt;br /&gt;
|86||KNOWLEDGE_ACQUISITION||[[Student]]||Studying&lt;br /&gt;
|-&lt;br /&gt;
|87||CONCENTRATION||[[Concentration]]||Concentration&lt;br /&gt;
|-&lt;br /&gt;
|88||DISCIPLINE||[[Discipline]]||Discipline&lt;br /&gt;
|-&lt;br /&gt;
|89||SITUATIONAL_AWARENESS||[[Observer]]||Observation&lt;br /&gt;
|-&lt;br /&gt;
|90||WRITING||[[Wordsmith]]||Writing&lt;br /&gt;
|-&lt;br /&gt;
|91||PROSE||[[Writer]]||Prose&lt;br /&gt;
|-&lt;br /&gt;
|92||POETRY||[[Poet]]||Poetry&lt;br /&gt;
|-&lt;br /&gt;
|93||READING||[[Reader]]||Reading&lt;br /&gt;
|-&lt;br /&gt;
|94||SPEAKING||[[Speaker]]||Speaking&lt;br /&gt;
|-&lt;br /&gt;
|95||COORDINATION||[[Coordination]]||Coordination&lt;br /&gt;
|-&lt;br /&gt;
|96||BALANCE||[[Balance]]||Balance&lt;br /&gt;
|-&lt;br /&gt;
|97||LEADERSHIP||[[Leader]]||Leadership&lt;br /&gt;
|-&lt;br /&gt;
|98||TEACHING||[[Teacher]]||Teaching&lt;br /&gt;
|-&lt;br /&gt;
|99||MELEE_COMBAT||[[Fighter]]||Fighting&lt;br /&gt;
|-&lt;br /&gt;
|100||RANGED_COMBAT||[[Archer]]||Archery&lt;br /&gt;
|-&lt;br /&gt;
|101||WRESTLING||[[Wrestler]]||Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|102||BITE||[[Biter]]||Biting&lt;br /&gt;
|-&lt;br /&gt;
|103||GRASP_STRIKE||[[Striker]]||Striking&lt;br /&gt;
|-&lt;br /&gt;
|104||STANCE_STRIKE||[[Kicker]]||Kicking&lt;br /&gt;
|-&lt;br /&gt;
|105||DODGING||[[Dodger]]||Dodging&lt;br /&gt;
|-&lt;br /&gt;
|106||MISC_WEAPON||[[Misc. object user]]||Misc. Object&lt;br /&gt;
|-&lt;br /&gt;
|107||KNAPPING||[[Knapper]]||Knapping&lt;br /&gt;
|-&lt;br /&gt;
|108||MILITARY_TACTICS||[[Military tactics]]||Military Tactics&lt;br /&gt;
|-&lt;br /&gt;
|109||SHEARING||[[Shearer]]||Shearing&lt;br /&gt;
|-&lt;br /&gt;
|110||SPINNING||[[Spinner]]||Spinning&lt;br /&gt;
|-&lt;br /&gt;
|111||POTTERY||[[Potter]]||Pottery&lt;br /&gt;
|-&lt;br /&gt;
|112||GLAZING||[[Glazer]]||Glazing&lt;br /&gt;
|-&lt;br /&gt;
|113||PRESSING||[[Presser]]||Pressing&lt;br /&gt;
|-&lt;br /&gt;
|114||BEEKEEPING||[[Beekeeper]]||Beekeeping&lt;br /&gt;
|-&lt;br /&gt;
|115||WAX_WORKING||[[Wax worker]]||Wax Working&lt;br /&gt;
|-&lt;br /&gt;
|116||CLIMBING||[[Climber]]||Climbing&lt;br /&gt;
|-&lt;br /&gt;
|117||GELD||[[Gelder]]||Gelding&lt;br /&gt;
|-&lt;br /&gt;
|???||DANCE{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||MAKE_MUSIC{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||SING{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PLAY_KEYBOARD_INSTRUMENT{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PLAY_STRINGED_INSTRUMENT{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PLAY_WIND_INSTRUMENT{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PLAY_PERCUSSION_INSTRUMENT{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||CRITICAL_THINKING{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||LOGIC{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||MATHEMATICS{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||ASTRONOMY{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||CHEMISTRY{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||GEOGRAPHY{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||OPTICS_ENGINEER{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||FLUID_ENGINEER{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||PAPERMAKING{{version|0.42.01}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|???||BOOKBINDING{{version|0.42.01}}|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills By Type==&lt;br /&gt;
&lt;br /&gt;
===General Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANIMALCARE&lt;br /&gt;
| [[Animal caretaker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANIMALTRAIN&lt;br /&gt;
| [[Animal trainer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEEKEEPING&lt;br /&gt;
| [[Beekeeper]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARVE&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOOKBINDING{{version|0.42.01}}&lt;br /&gt;
| [[Bookbinder]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOWYER&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREWING&lt;br /&gt;
| [[Brewer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER&lt;br /&gt;
| [[Butcher]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARPENTRY&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESEMAKING&lt;br /&gt;
| [[Cheese maker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHESMAKING&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOK&lt;br /&gt;
| [[Cook]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CUTGEM&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETAILSTONE&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISSECT_FISH&lt;br /&gt;
| [[Fish dissector]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISSECT_VERMIN&lt;br /&gt;
| [[Animal dissector]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DYER&lt;br /&gt;
| [[Dyer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENCRUSTGEM&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STRAND&lt;br /&gt;
| [[Strand extractor]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISH&lt;br /&gt;
| Fisherman ([[Fisherdwarf]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FORGE_ARMOR&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FORGE_FURNITURE&lt;br /&gt;
| [[Blacksmith]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FORGE_WEAPON&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GELD&lt;br /&gt;
| [[Gelder]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLASSMAKER&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLAZING&lt;br /&gt;
| [[Glazer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HERBALISM&lt;br /&gt;
| [[Herbalist]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHERWORK&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LYE_MAKING&lt;br /&gt;
| [[Lye maker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MASONRY&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MECHANICS&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METALCRAFT&lt;br /&gt;
| [[Metalcrafter]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILLING&lt;br /&gt;
| [[Miller]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILK&lt;br /&gt;
| [[Milker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINING&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OPERATE_PUMP&lt;br /&gt;
| [[Pump operator]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PAPERMAKING{{version|0.42.01}}&lt;br /&gt;
| [[Papermaker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLANT&lt;br /&gt;
| [[Grower]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POTASH_MAKING&lt;br /&gt;
| [[Potash maker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POTTERY&lt;br /&gt;
| [[Potter]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRESSING&lt;br /&gt;
| [[Presser]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROCESSFISH&lt;br /&gt;
| [[Fish cleaner]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROCESSPLANTS&lt;br /&gt;
| [[Thresher]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARING&lt;br /&gt;
| [[Shearer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGECRAFT&lt;br /&gt;
| [[Siege engineer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELT&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPINNING&lt;br /&gt;
| [[Spinner]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONECRAFT&lt;br /&gt;
| [[Stonecrafter]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TANNER&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPPING&lt;br /&gt;
| [[Trapper]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAX_WORKING&lt;br /&gt;
| [[Wax worker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAVING&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_BURNING&lt;br /&gt;
| [[Wood burner]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOODCRAFT&lt;br /&gt;
| [[Woodcrafter]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOODCUTTING&lt;br /&gt;
| [[Woodcutter]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRUTCH_WALK&lt;br /&gt;
| [[Crutch-walker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIAGNOSE&lt;br /&gt;
| [[Diagnostician]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRESS_WOUNDS&lt;br /&gt;
| [[Wound dresser]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_BONE&lt;br /&gt;
| [[Bone doctor]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SURGERY&lt;br /&gt;
| [[Surgeon]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUTURE&lt;br /&gt;
| [[Suturer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPRAISAL&lt;br /&gt;
| [[Appraiser]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMEDY&lt;br /&gt;
| [[Comedian]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONSOLE&lt;br /&gt;
| [[Consoler]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLATTERY&lt;br /&gt;
| [[Flatterer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTIMIDATION&lt;br /&gt;
| [[Intimidator]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JUDGING_INTENT&lt;br /&gt;
| [[Judge of intent]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KNOWLEDGE_ACQUISITION&lt;br /&gt;
| [[Student]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LYING&lt;br /&gt;
| [[Liar]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NEGOTIATION&lt;br /&gt;
| [[Negotiator]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACIFY&lt;br /&gt;
| [[Pacifier]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSUASION&lt;br /&gt;
| [[Persuader]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEACHING&lt;br /&gt;
| [[Teacher]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Art Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DANCE{{version|0.42.01}}&lt;br /&gt;
| [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_MUSIC{{version|0.42.01}}&lt;br /&gt;
| [[Musician]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLAY_KEYBOARD_INSTRUMENT{{version|0.42.01}}&lt;br /&gt;
| [[Keyboardist]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLAY_PERCUSSION_INSTRUMENT{{version|0.42.01}}&lt;br /&gt;
| [[Percussionist]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLAY_STRINGED_INSTRUMENT{{version|0.42.01}}&lt;br /&gt;
| [[Stringed instrumentalist]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLAY_WIND_INSTRUMENT{{version|0.42.01}}&lt;br /&gt;
| [[Wind instrumentalist]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SING{{version|0.42.01}}&lt;br /&gt;
| [[Singer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Knowledge Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ASTRONOMY{{version|0.42.01}}&lt;br /&gt;
| [[Astronomer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEMISTRY{{version|0.42.01}}&lt;br /&gt;
| [[Chemist]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRITICAL_THINKING{{version|0.42.01}}&lt;br /&gt;
| [[Critical thinker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLUID_ENGINEER{{version|0.42.01}}&lt;br /&gt;
| [[Fluid engineer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEOGRAPHY{{version|0.42.01}}&lt;br /&gt;
| [[Geographer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOGIC{{version|0.42.01}}&lt;br /&gt;
| [[Logician]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATHEMATICS{{version|0.42.01}}&lt;br /&gt;
| [[Mathematician]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OPTICS_ENGINEER{{version|0.42.01}}&lt;br /&gt;
| [[Optics engineer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Administrative Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPRAISAL&lt;br /&gt;
| [[Appraiser]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DESIGNBUILDING&lt;br /&gt;
| [[Building designer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADERSHIP&lt;br /&gt;
| [[Leader]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ORGANIZATION&lt;br /&gt;
| [[Organizer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECORD_KEEPING&lt;br /&gt;
| [[Record keeper]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Military Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
| [[Armor user]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AXE&lt;br /&gt;
| [[Axeman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BITE&lt;br /&gt;
| [[Biter]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOWGUN&lt;br /&gt;
| [[Blowgunner]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOW&lt;br /&gt;
| [[Bowman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CROSSBOW&lt;br /&gt;
| [[Crossbowman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAGGER&lt;br /&gt;
| [[Knife user]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DODGING&lt;br /&gt;
| [[Dodger]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP_STRIKE&lt;br /&gt;
| [[Striker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAMMER&lt;br /&gt;
| [[Hammerman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MACE&lt;br /&gt;
| [[Maceman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELEE_COMBAT&lt;br /&gt;
| [[Fighter]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_TACTICS&lt;br /&gt;
| [[Military tactics]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISC_WEAPON&lt;br /&gt;
| [[Misc. object user]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PIKE&lt;br /&gt;
| [[Pikeman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RANGED_COMBAT&lt;br /&gt;
| [[Archer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| [[Shield user]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEOPERATE&lt;br /&gt;
| [[Siege operator]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITUATIONAL_AWARENESS&lt;br /&gt;
| [[Observer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SNEAK&lt;br /&gt;
| [[Ambusher]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEAR&lt;br /&gt;
| [[Spearman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE_STRIKE&lt;br /&gt;
| [[Kicker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWORD&lt;br /&gt;
| [[Swordsman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROW&lt;br /&gt;
| [[Thrower]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WHIP&lt;br /&gt;
| [[Lasher]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| [[Wrestler]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCHEMY&lt;br /&gt;
| [[Alchemist]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLIMBING&lt;br /&gt;
| [[Climber]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONCENTRATION&lt;br /&gt;
| [[Concentration]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRUTCH_WALK&lt;br /&gt;
| [[Crutch-walker]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KNAPPING&lt;br /&gt;
| [[Knapper]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KNOWLEDGE_ACQUISITION&lt;br /&gt;
| [[Student]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADERSHIP&lt;br /&gt;
| [[Leader]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGIC_NATURE&lt;br /&gt;
| [[Druid]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_TACTICS&lt;br /&gt;
| [[Military tactics]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITUATIONAL_AWARENESS&lt;br /&gt;
| [[Observer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SNEAK&lt;br /&gt;
| [[Ambusher]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMMING&lt;br /&gt;
| [[Swimmer]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEACHING&lt;br /&gt;
| [[Teacher]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Modding}}{{Category|Skills}}{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=232861</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=232861"/>
		<updated>2017-09-15T22:16:26Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:46, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dye''' can be used at the [[Dyer's shop]] to change the [[Color#Color_tokens|color]] of [[cloth]] or [[cloth|thread]].&lt;br /&gt;
Dye is made by milling certain [[crop|plants]] at a [[Millstone]] or [[Quern]]. Usually all [[trading|caravans]] will bring dye for [[trade]] too. Importing dye however is only useful if you have a somewhat skilled [[dyer]], otherwise little value is added and the work wasted. It is better to buy or grow the 'source' plants if available and mill them yourself. Of course, the nice colours are a value in themselves, if you don't stuff it all in bins. &lt;br /&gt;
&lt;br /&gt;
Dyes are [[stockpile]]d as &amp;quot;Food/Milled Plants&amp;quot;, along with [[flour]]s. On the [[stocks]] screen, dyes are listed under [[powder]].&lt;br /&gt;
&lt;br /&gt;
In theory, dyed objects can be [[color#Color tokens|colors]] other than the basic 16.  However, the game displays them using the basic color that is the nearest match (dimple dye is (dark) blue, and emerald dye is light green).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|style=margin-left:auto;margin-right:auto}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple Dye&lt;br /&gt;
|Midnight Blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald Dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot Dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|10[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver Dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dyes can be applied either to woven cloth or to the raw thread. Dyed items have their [[value]] increased by value of the dye (see table above), multiplied by [[quality]] with which the dye was applied. There is not known to be any difference in the end product based on when the dye was applied during the production process. Dyes can't be applied to finished goods made from cloth, such as clothing, bags, or crafts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = atír&lt;br /&gt;
| elvish  = afithi&lt;br /&gt;
| goblin  = osmu&lt;br /&gt;
| human   = asseg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=232860</id>
		<title>Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=232860"/>
		<updated>2017-09-15T22:01:43Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:11, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.&lt;br /&gt;
&lt;br /&gt;
==Material Properties==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PREFIX}}&lt;br /&gt;
|&lt;br /&gt;
* string or NONE&lt;br /&gt;
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STONE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
* string&lt;br /&gt;
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GEM}}&lt;br /&gt;
|&lt;br /&gt;
* name&lt;br /&gt;
* plural&lt;br /&gt;
* state&lt;br /&gt;
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEMP_DIET_INFO}}&lt;br /&gt;
| &lt;br /&gt;
* type&lt;br /&gt;
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_DYE}}&lt;br /&gt;
| [[color|color name]]&lt;br /&gt;
| Allows the material to be used as [[dye]], and defines color of dyed items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE}}&lt;br /&gt;
| [[Main:Character table|tile]]&lt;br /&gt;
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_SYMBOL}}&lt;br /&gt;
| tile&lt;br /&gt;
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUILD_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BASIC_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*color&lt;br /&gt;
*brightness&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*[[color]] token&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ABSORPTION}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value &amp;gt;= 50000), torn (value between 25000 and 49999), or fractured (value &amp;lt;= 24999)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAX_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Does not allow an inferior metal to penetrate superior armor. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a &amp;quot;-&amp;quot; in front, resulting in things that you are paid to buy and must pay to sell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MULTIPLY_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPEC_HEAT}}&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| Rate at which the material heats up or cools down (in joules/kilokelvin). See [[Temperature]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature emitted by the material. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOLID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MOLAR_MASS}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depend (together with weight of vaporized material) on the volume covered by spreading vapors. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EXTRACT_STORAGE}}&lt;br /&gt;
| BARREL or FLASK&lt;br /&gt;
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUTCHER_SPECIAL}}&lt;br /&gt;
|&lt;br /&gt;
*[[item token]]&lt;br /&gt;
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective&lt;br /&gt;
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOCK_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WAFERS}}&lt;br /&gt;
|&lt;br /&gt;
| The material forms &amp;quot;wafers&amp;quot; instead of &amp;quot;[[bar]]s&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*[[material token]]&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*item reference&lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]]&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a complete item.  The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws.  The rest refers to the type of item, then its material.&lt;br /&gt;
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|REACTION_CLASS}}&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
| Used to classify all items made of the material so that reactions can use them as generic reagents.&lt;br /&gt;
In default raws are used the following:&lt;br /&gt;
* FAT, TALLOW, SOAP, PARCHMENT, MILK, CHEESE, WAX&lt;br /&gt;
* CAN_GLAZE - items made from this material can be glazed.&lt;br /&gt;
* FLUX - can be used as [[flux]] in pig iron and steel making.&lt;br /&gt;
* GYPSUM - can be processed into [[gypsum plaster]].&lt;br /&gt;
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|METAL_ORE}}&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&lt;br /&gt;
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|&amp;quot;METAL_ORE:MATERIAL_NAME&amp;quot;]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.&amp;lt;br /&amp;gt; Places the material under &amp;quot;Metal Ores&amp;quot; in Stone stockpiles.&amp;lt;br /&amp;gt; Value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&lt;br /&gt;
| Makes BOULDER acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HARDENS_WITH_WATER}}&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP_LEVEL}}&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [[Soap]] has [SOAP_LEVEL:2]. Effects unknown. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYNDROME}}&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material Usage Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPLIES_ANIMAL_KILL}}&lt;br /&gt;
|&lt;br /&gt;
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals (which currently does '''not''' include Elves) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based cheese,  allowing its storage in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing its storage in food stockpiles under &amp;quot;Bone Meal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as milled paste, allowing its storage in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pressed goods, allowing its storage in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing its storage in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing its storage in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under &amp;quot;Misc. Liquid&amp;quot; along with lye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown. Possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STRUCTURAL_PLANT_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SEED_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BONE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Plant)&amp;quot; and &amp;quot;Cloth (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HORN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PEARL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHELL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SILK}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Silk)&amp;quot; and &amp;quot;Cloth (Silk)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under &amp;quot;Bars: Other Materials&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GENERATES_MIASMA}}&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROTS}}&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;blood&amp;quot; in Adventurer mode tile descriptions (&amp;quot;Here we have a Dwarf in a slurry of blood.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;ichor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GOO_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;goo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;slime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PUS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;pus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;sweat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;tears&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;spit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EVAPORATES}}&lt;br /&gt;
|&lt;br /&gt;
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ENTERS_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_VERMIN}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_RAW}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_COOKED}}&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DO_NOT_CLEAN_GLOB}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents globs made of this material from being cleaned up and destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NO_STONE_STOCKPILE}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents the material from showing up in Stone stockpile settings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the creation of metal furniture at the metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_BARRED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SCALED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_SOFT. Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SOFT}}&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material can not be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_HARD}}&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_STONE}}&lt;br /&gt;
|&lt;br /&gt;
| Used to define that said material is stone. Allows its storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|UNDIGGABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_UNGLAZED}}&lt;br /&gt;
|&lt;br /&gt;
| Causes containers made of this material to be prefixed with &amp;quot;unglazed&amp;quot; if they have not yet been [[glaze]]d.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|YARN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under &amp;quot;Thread (Yarn)&amp;quot; and &amp;quot;Cloth (Yarn)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Metal)&amp;quot; and &amp;quot;Cloth (Metal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as being metal, allowing it to be used at forges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GLASS}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CRYSTAL_GLASSABLE}}&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON}}&lt;br /&gt;
| &lt;br /&gt;
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON_RANGED}}&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ANVIL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Anvil]]s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_AMMO}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DIGGER}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| [[Armor]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DELICATE}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SIEGE_ENGINE}}&lt;br /&gt;
|&lt;br /&gt;
| Siege engine parts can be made out of this material. Does not appear to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_QUERN}}&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
For more details, see the [[Syndrome token]] page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_NAME &lt;br /&gt;
| &lt;br /&gt;
* text &lt;br /&gt;
| Defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INJECTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_CONTACT}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_INHALED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INGESTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_PAIN&amp;lt;br /&amp;gt;CE_SWELLING&amp;lt;br /&amp;gt;CE_OOZING&amp;lt;br /&amp;gt;CE_BRUISING&amp;lt;br /&amp;gt;CE_BLISTERS&amp;lt;br /&amp;gt;CE_NUMBNESS&amp;lt;br /&amp;gt;CE_PARALYSIS&amp;lt;br /&amp;gt;CE_FEVER&amp;lt;br /&amp;gt;CE_BLEEDING&amp;lt;br /&amp;gt;CE_COUGH_BLOOD&amp;lt;br /&amp;gt;CE_VOMIT_BLOOD&amp;lt;br /&amp;gt;CE_NAUSEA&amp;lt;br /&amp;gt;CE_UNCONSCIOUSNESS&amp;lt;br /&amp;gt;CE_NECROSIS&amp;lt;br /&amp;gt;CE_IMPAIR_FUNCTION&amp;lt;br /&amp;gt;CE_DROWSINESS&amp;lt;br /&amp;gt;CE_DIZZINESS&lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:BY_CATEGORY:category:tissue (optional)&lt;br /&gt;
*BP:BY_TYPE:type:tissue (optional)&lt;br /&gt;
*BP:BY_TOKEN:token:tissue (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=232854</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=232854"/>
		<updated>2017-09-15T20:05:56Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: /* M */ [MEGABEAST]s without a valid biome specified will not spawn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its TILE and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on LARGE_PREDATORs who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Does not prevent from drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min:max of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' : the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| population:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded in shores where they will eventually air-drown. The number indicates the frequency of it occurring. Presumably requires the creature to be aquatic. Used for [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part. Used with SET_BP_GROUP. &lt;br /&gt;
In vanilla DF this is used for adding the type 'GELDABLE' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALTTILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered an adult. One can think of this as the duration of the child stage. If available to animal trainers, allows the creature's offspring to be rendered fully tame if trained during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} at the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Spec&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies Creature, but not Caste tags from another specified creature. Used when making creature variations (i.e. giants and animal people). Often used in combination with [[#APPLY_CREATURE_VARIATION]] to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giants and animal people.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking. [[Kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not physically exist, but is known by civilizations and can be used for artistic purposes such as engravings; used for [[centaur]]s, [[chimera]]s and [[griffon]]s. Adding this token to a creature causes it to not appear in generated worlds, i.e. adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier and may take longer to be hauled depending of the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks. Does not, by itself, make the creature immune to the damaging effects of burning in fire or high temperatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjectent tiles, [[Temperature|with all the effects that it implies]]. May trigger wildfires on high enough values. Also makes the creature immune to extreme heat or cold.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures 12000 and higher may cause pathfinding issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used for [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s. Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature can spawn as a wild animal in the appropriate biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used for [[Serpent man|serpent men]] and [[Reptile man|reptile men]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. The chance does not increases with further age [http://i.imgur.com/A1A4aA9.png]. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with CAN_LEARN, will severely impact their pathfinding and lead the creature to move extremely slowly when not performing any task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a [[#BIOME|BIOME]] in which the creature will live.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. Used for [[gremlin]]s. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 15 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will ruthlessly kill anybody it comes across. Also removes the creature's materials from stockpile settings list.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]], and unable to rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. Additionally, it causes [[bogeyman|bogeymen]] to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by vampires, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are OPPOSED_TO_LIFE (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive. If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} at the [[unit list]]. Used for [[undead]]. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token, living creatures given this token will attack living creatures that lack this token, while ignoring living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an outsider of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Beings with this token behave like civilized leaders and will sometimes make journeys to the wilds and tame creatures for their civilization to use; above-ground beings domesticate above-ground animals, while demons domesticate subterranean wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Snail)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with &amp;lt;code&amp;gt;[GOOD]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[EVIL]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for 'primitive' creatures like [[ogre]]s, [[giant]]s and [[troglodyte]]s. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| The creature will get strange moods in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres and prevents it from becoming a vampire or a werebeast. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use swimmer skill, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present swimming skill allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
| Syndrome name:Amount&lt;br /&gt;
|&lt;br /&gt;
| Dilutes the effects of a syndrome. 100 is normal effect, higher numbers reduce the effects of the syndrome more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s. Doesn't appear to do anything in particular.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
&lt;br /&gt;
Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| Attack type addition that injects a material into the victim's blood. If the attack is blunt or the injected material lacks [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the material will splatter over attacked body part instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Cage&amp;diff=232835</id>
		<title>23a:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Cage&amp;diff=232835"/>
		<updated>2017-09-14T19:16:45Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: caged hostiles can be used for unfortunate accidents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:52, 20 April 2011 (UTC)}}{{av}}&lt;br /&gt;
A '''cage''' is a holding device that can hold one or more creatures.&lt;br /&gt;
&lt;br /&gt;
Both empty and occupied cages are stockpiled in an Animal [[stockpile]] - use the {{k|u}} key to toggle them on/off (lower right corner of that screen).&lt;br /&gt;
&lt;br /&gt;
Cages can be made of [[wood]], [[metal]] or [[glass]] (called a '''terrarium'''), but not stone. Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and traffic in your hallways.  A cage takes 1 [[wood]] log if made by a [[carpenter]] at a [[carpenter's workshop]], 3 [[bar]]s to build if made by a [[metalsmith]] at a [[forge]], or 1 sand bag (or rough [[rock crystal]]) if made of [[glass]].&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
:* A [[Trap#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
:* As animal restraining devices, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Females that are caged '''will not''' get pregnant, but animals can bear children when caged.&lt;br /&gt;
::*This is also how you go about making a &amp;quot;'''zoo'''&amp;quot;.&lt;br /&gt;
::*A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])&lt;br /&gt;
:* If the cage is made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly (or [[justice|unjustly accused]]) dwarves.&lt;br /&gt;
:* Animals kept in cages will still age, which makes cages a great tool for keeping young animals restrained en masse.&lt;br /&gt;
&lt;br /&gt;
==Moving and Releasing Caged Creatures==&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{k|q}} to examine it, {{k|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside  (animals assigned to the cage will have a green &amp;quot; + &amp;quot; next to them).  A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera. Attempting to release a wild animal or hostile creature using this method will simply cause a dwarf to grab an empty cage, transfer the creature into it, then carry it back to an animal stockpile.&lt;br /&gt;
&lt;br /&gt;
If you already have a cage placed somewhere, a faster way to release bought animals is to examine this cage and assign the animals to it. A dwarf will fetch the animals from the stockpile after which you can release them by again examining the cage. This can also be done with a [[restraint]] if you simply wish to tie the animal up somewhere. Assigning a creature to a cage when it is already in another built cage will generate 2 jobs - one to release the creature from its old cage (which will trigger the above behavior for wild animals), and one to place the creature into its new cage.&lt;br /&gt;
&lt;br /&gt;
Moving untamable and/or untamed occupants utilizes the Animal Training labor, which allows you to assign stronger, more capable dwarves to the task, which (may) reduce the chance of escape. It is unconfirmed whether this is the case with untamed, tamable creatures.&lt;br /&gt;
&lt;br /&gt;
Remember that some creatures ([[megabeast]]s) are too powerful for your dwarves to safely lead around by the nose, and some others such as invaders may also escape while being transferred.&lt;br /&gt;
&lt;br /&gt;
==== How to disarm hostiles in cages ====&lt;br /&gt;
The only way to effectively disarm a caged hostile creature is to enter the Stocks screen (provided you have a [[Bookkeeper]]), locate its equipment in the proper category (it will be listed in red) and mark it for [[chasm]]ing. While it is easy to identify goblin/kobold clothes because they will always be described as &amp;quot;narrow&amp;quot;/&amp;quot;small&amp;quot;, it is difficult to make sure you have found the right weapons; you can verify that you are targeting the right items by using the {{K|z}}oom function; it should point you to the cage. Since this will normally result in the equipment being destroyed, you may wish to lock all available paths to the chasm once the items are picked up so that the chasm jobs will be cancelled, allowing the items to be retrieved (after going into the Stocks screen and unmarking them).&lt;br /&gt;
&lt;br /&gt;
==Uses of caged creatures==&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative uses for captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
A [[cage]] can be defined as a {{K|r}}[[room|oom]], and is then commonly called a '''zoo'''.  (More than one cage can be so defined, but overlapping such [[room]]s reduces their value, so there is no need except for style points.)  [[Dwarves]] like to hang out at a room made from a built cage (without an owner) and will be comforted by any animals in the cage they like (&amp;quot;she was comforted by a wonderful creature in a cage recently&amp;quot;). They will also throw [[party|parties]] there. Take care not to cage animals inside which one of your dwarves finds disgusting! &lt;br /&gt;
&lt;br /&gt;
The happy thought will also be triggered if no room is made from the cage.&lt;br /&gt;
&lt;br /&gt;
A [[restraint]], while holding only one creature, works much the same, except not giving the happy thought from seeing a favored creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Arena===&lt;br /&gt;
&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts! Dwarves attempting to move certain creatures between cages (goblin champion, colossus, skeletons, etc) will merely result in freeing the creature.&lt;br /&gt;
&lt;br /&gt;
===[[Unfortunate accident]]===&lt;br /&gt;
&lt;br /&gt;
Caged beasts are a reliable way to relieve the [[noble]]s of their duties. Install a cage with a wild [[lion]] in the noble's quarters and pull the [[lever]] to let the king of the beasts &amp;lt;s&amp;gt;consume&amp;lt;/s&amp;gt; attend meeting with the [[king]] of the dwarves. The noble will surely &amp;lt;s&amp;gt;die&amp;lt;/s&amp;gt; have [[fun]]. Just make sure to seal off the entrance. You want the meeting to be private, don't you?&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Peasant&amp;diff=232833</id>
		<title>23a:Peasant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Peasant&amp;diff=232833"/>
		<updated>2017-09-14T18:34:30Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: Created page for 23a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:10px&amp;quot;&amp;gt;&lt;br /&gt;
{{Skill Box|Peasant|3:0|3:0|}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In [[fortress mode]], a dwarf who has no [[skill]]s above [[Skill#Skills|dabbling]] level (no skills at [[Skill#Skills|Novice]] or better, military and social skills excluded) has no [[profession]], and is listed as a &amp;quot;peasant&amp;quot; on the screen listing all creatures on the game map ( {{key|u}} ) and the status screen ( {{key|z}} ).  By default they are shown as teal.&lt;br /&gt;
&lt;br /&gt;
Peasants commonly arrive with new [[immigrant]]s. All [[children]] (even children of [[noble]]s) become peasants when they reach adulthood. If you have &amp;quot;All Dwarves Harvest&amp;quot; set on the {{k|o}}rders menu, it is possible that when a child becomes an adult, they will already have advanced skills (even [[legendary]]) as a [[Grower]] (see [[Farming#Harvesting|harvesting]]).  However, they will still be a peasant until any one skill granting job is done.  Then their title will change to reflect their highest skill (planting).&lt;br /&gt;
&lt;br /&gt;
Peasants have default [[Labor#Default_labors|labor]]s enabled when they arrive or become adults. By turning on different [[labor]]s*, peasants can accomplish any task (at an untrained level of competence) and eventually be trained in any skill, or used as-is as an unskilled, no-[[attribute]] [[hauling|hauler]].  They are often chosen to be trained for [[military]] purposes, or dragooned into the [[Fortress guard]] to make up the numbers.&lt;br /&gt;
&lt;br /&gt;
''(* This can be done a variety of ways, &amp;quot;{{key|v}}iew, {{key|p}}references, {{key|l}}abor&amp;quot; being one of the more common.)''&lt;br /&gt;
&lt;br /&gt;
Unlike other civilians, when a hostile creature comes in range of a peasant, they will attack it head on rather than running away, giving more valuable dwarves time to escape and holding the enemy off until the military arrives. They can often kill kobold thieves and goblin snatchers without the military ever having to step in, but can be severely wounded and often killed if encountered by a larger force.&lt;br /&gt;
&lt;br /&gt;
Peasants are also invaluable as sacrificial lambs. They are largely useless and, unless applied to a practice, will eat and drink away the other dwarves' rations while [[noble|contributing nothing to society themselves]]. It is thus a good idea to draft them to jobs that will likely result in the death of the dwarf. A good example of this would be experiments involving [[magma]], heavily flowing [[water]], or just about anything deadly. Just make sure they don't have a lot of friends (which may be the case if they are left to idle for extended periods of time), or you may end up with a [[tantrum]] spiral on your hands.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[profession]]&lt;br /&gt;
:* [[immigrant]]&lt;br /&gt;
:* [[cross-training]]&lt;br /&gt;
:* [[mood|moodable skills]]&lt;br /&gt;
:* [[attribute]]s&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Platinum&amp;diff=232814</id>
		<title>Platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Platinum&amp;diff=232814"/>
		<updated>2017-09-13T18:09:33Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Superior|23:33, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Metal|name=Platinum|color=7:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native platinum|Platinum nuggets]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13182}}&lt;br /&gt;
* [[Boiling point]] {{ct|16885}}&lt;br /&gt;
* [[Solid density]] 21400&lt;br /&gt;
* Liquid [[density]] 19770&lt;br /&gt;
* [[Specific heat]] 130&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Platinum''' is a rare and extremely valuable [[metal]], second only to [[adamantine]] (and tied with [[aluminum]]). Platinum is [[magma-safe]] and is significant for being the heaviest metal, making it the best material for [[artifact]] impact [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Token&amp;diff=232813</id>
		<title>23a:Token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Token&amp;diff=232813"/>
		<updated>2017-09-13T18:00:13Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: List of token types for 23a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, a '''token''' is a piece of text that defines the properties of an object.  An &amp;quot;object&amp;quot; could be a material, a piece of armor, a creature, a biome, a civilisation, or anything else in the game.  A &amp;quot;property&amp;quot; could be how large something is, what it is made from, its name, its biome preference (for civilisations) or anything that makes it unique.  All information associated with the properties of an object in the game is defined using tokens. Tokens are found in the [[Raw file|raws]], and can be easily [[modding|modified]], allowing users to create (and distribute) new content.&lt;br /&gt;
&lt;br /&gt;
:* [[Ammo token]]s define ammunitions, such as arrows and bolts.&lt;br /&gt;
:* [[Armor token]]s define armor.&lt;br /&gt;
:* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).&lt;br /&gt;
:* [[Body token]]s determine bodily structure.&lt;br /&gt;
:* [[Bodygloss]] tokens perform a single-word substitution of a creature's body parts.&lt;br /&gt;
:* [[Creature token]]s determine the properties of creatures.&lt;br /&gt;
:* [[Entity token]]s define entities, or [[civilization]]s.&lt;br /&gt;
:* [[Gem token]]s define gems.&lt;br /&gt;
:* [[Item token]]s define the most basic form of items (made specific by material tokens).&lt;br /&gt;
:* [[Item definition token]]s are used for actual definitions of items.&lt;br /&gt;
:* [[Language token]]s define a language's vocabulary. Since fictional languages in Dwarf Fortress are only used in names, language tokens do not define grammar.&lt;br /&gt;
:* [[Material token]]s are used to refer to materials, similar to item tokens.&lt;br /&gt;
:* [[Plant token]]s define plants.&lt;br /&gt;
:* [[Skill token]]s reference skills.&lt;br /&gt;
:* [[Stone token]]s define stones. Unlike in later versions, [[ore]]s are hardcoded and cannot be modified.&lt;br /&gt;
:* [[Tree token]]s define trees.&lt;br /&gt;
:* [[Trap component token]]s define trap components.&lt;br /&gt;
:* [[Unit type token]]s are referred to by tilesets, and entities for purposes of nobility and the like.&lt;br /&gt;
:* [[Weapon token]]s define weapons.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
[[category:Modding]]&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Token&amp;diff=232812</id>
		<title>Token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Token&amp;diff=232812"/>
		<updated>2017-09-13T17:42:22Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, a '''token''' is a piece of text that defines the properties of an object.  An &amp;quot;object&amp;quot; could be a material, a type of tissue, an organ, a piece of armor, a creature, a biome, a civilisation, or anything else in the game.  A &amp;quot;property&amp;quot; could be how large something is, what it is made from, its melting temperature, its name, its biome preference (for civilisations) or anything that makes it unique.  All information associated with the properties of an object in the game is defined using tokens. Tokens are found in the [[raws]], and can be easily [[modding|modified]], allowing users to create (and distribute) new content.&lt;br /&gt;
&lt;br /&gt;
:* [[Ammo token]]s define ammunitions, such as arrows and bolts.&lt;br /&gt;
:* [[Armor token]]s define armor.&lt;br /&gt;
:* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).&lt;br /&gt;
:* [[Building token]]s define buildings.&lt;br /&gt;
:* [[Body token]]s determine bodily structure and materials.&lt;br /&gt;
:* [[Body detail plan token]]s define some details of a body, similar to body tokens.&lt;br /&gt;
:* [[Bodygloss]] tokens perform a single-word substitution of a creature's body parts.&lt;br /&gt;
:* [[Creature token]]s determine the properties of creatures.&lt;br /&gt;
:* [[Creature variation token]]s are used to create creatures which are derived from other already-existing creatures without duplicating every single token.&lt;br /&gt;
:* [[Entity token]]s define entities, or [[civilization]]s.&lt;br /&gt;
:* [[Item token]]s define the most basic form of items (made specific by material tokens). Item tokens are mainly used in [[reactions]].&lt;br /&gt;
:* [[Item definition token]]s are used for actual definitions of items.&lt;br /&gt;
:* [[Interaction token]]s define interactions.&lt;br /&gt;
:* [[Labor token]]s define labors.&lt;br /&gt;
:* [[Language token]]s define a language's vocabulary. Since fictional languages in Dwarf Fortress are only used in names, language tokens do not define grammar.&lt;br /&gt;
:* [[Material token]]s are used to refer to materials, similar to item tokens.&lt;br /&gt;
:* [[Material definition token]]s are used to define materials, similar to item definition tokens.&lt;br /&gt;
:* [[Plant token]]s define plants.&lt;br /&gt;
:* [[Position token]]s define positions in entities.&lt;br /&gt;
:* [[Skill token]]s reference skills.&lt;br /&gt;
:* [[Syndrome token]]s define syndromes.&lt;br /&gt;
:* [[Tissue definition token]]s define tissues.&lt;br /&gt;
:* [[Tool token]]s define tools, similar to weapons tokens.&lt;br /&gt;
:* [[Trap component token]]s define traps.&lt;br /&gt;
:* [[Unit type token]]s are referred to by tilesets, and entities for purposes of nobility and the like.&lt;br /&gt;
:* [[Weapon token]]s define weapons.&lt;br /&gt;
:* [[World token]]s are used in custom world generation.&lt;br /&gt;
&lt;br /&gt;
Also note [[reactions]], which are a little more complicated than simple tokens.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
[[category:Modding]]&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Token&amp;diff=232810</id>
		<title>Token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Token&amp;diff=232810"/>
		<updated>2017-09-13T17:41:14Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: TheCrazyHamsteR moved page Token to DF2014:Token: This is about the current version. In older versions (such as 23a) token types were different.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dwarf Fortress, a '''token''' is a piece of text that defines the properties of an object.  An &amp;quot;object&amp;quot; could be a material, a type of tissue, an organ, a piece of armor, a creature, a biome, a civilisation, or anything else in the game.  A &amp;quot;property&amp;quot; could be how large something is, what it is made from, its melting temperature, its name, its biome preference (for civilisations) or anything that makes it unique.  All information associated with the properties of an object in the game is defined using tokens. Tokens are found in the [[raws]], and can be easily [[modding|modified]], allowing users to create (and distribute) new content.&lt;br /&gt;
&lt;br /&gt;
:* [[Ammo token]]s define ammunitions, such as arrows and bolts.&lt;br /&gt;
:* [[Armor token]]s define armor.&lt;br /&gt;
:* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).&lt;br /&gt;
:* [[Building token]]s define buildings.&lt;br /&gt;
:* [[Body token]]s determine bodily structure and materials.&lt;br /&gt;
:* [[Body detail plan token]]s define some details of a body, similar to body tokens.&lt;br /&gt;
:* [[Bodygloss]] tokens perform a single-word substitution of a creature's body parts.&lt;br /&gt;
:* [[Creature token]]s determine the properties of creatures.&lt;br /&gt;
:* [[Creature variation token]]s are used to create creatures which are derived from other already-existing creatures without duplicating every single token.&lt;br /&gt;
:* [[Entity token]]s define entities, or [[civilizations]].&lt;br /&gt;
:* [[Item token]]s define the most basic form of items (made specific by material tokens). Item tokens are mainly used in [[reactions]].&lt;br /&gt;
:* [[Item definition token]]s are used for actual definitions of items.&lt;br /&gt;
:* [[Interaction token]]s define interactions.&lt;br /&gt;
:* [[Labor token]]s define labors.&lt;br /&gt;
:* [[Language token]]s define a language's vocabulary. Since fictional languages in Dwarf Fortress are only used in names, language tokens do not define grammar.&lt;br /&gt;
:* [[Material token]]s are used to refer to materials, similar to item tokens.&lt;br /&gt;
:* [[Material definition token]]s are used to define materials, similar to item definition tokens.&lt;br /&gt;
:* [[Plant token]]s define plants.&lt;br /&gt;
:* [[Position token]]s define positions in entities.&lt;br /&gt;
:* [[Skill token]]s reference skills.&lt;br /&gt;
:* [[Syndrome token]]s define syndromes.&lt;br /&gt;
:* [[Tissue definition token]]s define tissues.&lt;br /&gt;
:* [[Tool token]]s define tools, similar to weapons tokens.&lt;br /&gt;
:* [[Trap component token]]s define traps.&lt;br /&gt;
:* [[Unit type token]]s are referred to by tilesets, and entities for purposes of nobility and the like.&lt;br /&gt;
:* [[Weapon token]]s define weapons.&lt;br /&gt;
:* [[World token]]s are used in custom world generation.&lt;br /&gt;
&lt;br /&gt;
Also note [[reactions]], which are a little more complicated than simple tokens.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
[[category:Modding]]&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Ore&amp;diff=232808</id>
		<title>23a:Ore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Ore&amp;diff=232808"/>
		<updated>2017-09-13T16:57:38Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:00, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Ores''' are a type of [[stone]] that can be used to create [[bar]]s of [[metal]] at a [[smelter]]. All unmined ores are represented by the {{Raw Tile|£|7:7:1}} symbol (except for bituminous coal, which appears as {{Raw Tile|☼|0:7:1}}).&lt;br /&gt;
&lt;br /&gt;
Every embark region contains exactly 100 veins of ore, with types distributed predictably between the various types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore&lt;br /&gt;
! Location&lt;br /&gt;
! Amount&lt;br /&gt;
! Metal created&lt;br /&gt;
! Metal value&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw tile|£|3:7:1}} [[Raw adamantine]]||The depths||Special||[[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||300&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw tile|£|6:7:0}} [[Cassiterite]]||Anywhere||19 veins||[[Tin]]||2&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw tile|£|0:7:1}} [[Galena]]||Anywhere||20 veins||[[Silver]]||10&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw tile|£|6:7:1}} [[Native gold|Gold, native]]||Beyond the [[chasm]]||6 veins||[[Gold]]||30&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw tile|£|4:7:0}} [[Hematite]]||Beyond the [[chasm]]||6 veins||[[Iron]]||10&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw tile|£|2:7:0}} [[Malachite]]||Anywhere||27 veins||[[Copper]]||2&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw tile|£|7:7:1}} [[Native platinum|Platinum, native]]||Beyond the [[chasm]]||5 veins||[[Platinum]]||40&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw tile|£|0:7:0}} [[Sphalerite]]||Anywhere||12 veins||[[Zinc]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||2&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw tile|☼|0:7:1}} [[Bituminous coal]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Beyond the [[chasm]]||5 veins||[[Coke]]||N/A&lt;br /&gt;
|}&lt;br /&gt;
:''1 - Note that [[raw adamantine]]/[[adamantine]] does not follow all the usual rules for an ore/metal in several respects - see article for full discussion.''&lt;br /&gt;
:''2 - Though it is an ore of zinc, sphalerite cannot be smelted directly into zinc - it can only be combined with malachite to make [[brass]].''&lt;br /&gt;
:''3 - While it is found in the same manner as other ores, bituminous coal is not strictly an ore.''&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
:* [[Smelting]]&lt;br /&gt;
:* [[Metal]]s&lt;br /&gt;
:* [[Stone]]&lt;br /&gt;
:* [[Gem]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Ore| }}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Chasm&amp;diff=232790</id>
		<title>23a:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Chasm&amp;diff=232790"/>
		<updated>2017-09-13T01:54:44Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
:{{DFtext|A miner has found a large chasm cleft through the mountain.|7:0:0}}&lt;br /&gt;
&lt;br /&gt;
The '''chasm''' is the second major landmark encountered within the mountain (the first being the [[cave river]]). Like the river, you must build a [[bridge]] over it to get past it. This obstacle is between 3 and 5 spaces wide, and angles between 148 to 200 spaces from the cliff face. The chasm tends to make sharper turns than the river, and its offshoots are always straight and between 1 and 2 spaces wide.&lt;br /&gt;
&lt;br /&gt;
The chasm is home to several aggressive [[creature]]s – primarily ratmen, batmen, and antmen. These monsters usually mount assaults of 5 to 20 or more creatures at a time. If you pour enough [[magma]] (water will not work) into the chasm, it will eventually get a red line running down its center, meaning all the creatures have been killed.&lt;br /&gt;
&lt;br /&gt;
The chasm can be used as an unlimited refuse dump. From the {{K|o}}rders menu, select {{K|r}}efuse to specify which types of refuse should be chasmed. Chasming refuse is hazardous, however, as it incites attacks from the chasm-dwellers. If you then chasm the carnage of the battle, more attacks will occur, which can lead to almost constant assaults.&lt;br /&gt;
&lt;br /&gt;
If you wish to expediently clear the refuse left over from such battles without chasming it, it can be a good idea to construct a large, enclosed refuse [[stockpile]] right near the chasm. Building a [[craftsdwarf's workshop]] near this stockpile can allow you to turn out thousands of [[bone]] [[bolts]] or [[crafts]] and keep the stockpile from completely filling up.&lt;br /&gt;
&lt;br /&gt;
Once you have a [[bookkeeper]], you can select specific items to be chasmed (not just refuse) from the [[stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
==Chasm monsters==&lt;br /&gt;
Once the chasm has been discovered, there is a 25% chance per season of monsters emerging to attack your dwarves regardless of their activity. Chasming refuse or dumping water/magma into the chasm will trigger up to 3 additional attacks per season. If you have built any [[well]]s beyond 130 tiles of the cliff face, certain monsters have a chance to emerge from them instead of from the chasm itself (1% chance per valid well, minimum 10% and maximum 50%); wells closer to the surface will be used by [[cave river]] creatures instead.&lt;br /&gt;
&lt;br /&gt;
The monsters from the depths are:&lt;br /&gt;
&lt;br /&gt;
* [[Gremlin]]s*&lt;br /&gt;
* [[Ratman|Ratmen]]*&lt;br /&gt;
* [[Batman|Batmen]]*&lt;br /&gt;
* [[Antman|Antmen]]*&lt;br /&gt;
* [[Troll]]s*&lt;br /&gt;
* [[Giant bat]]s&lt;br /&gt;
* [[Giant rat]]s*&lt;br /&gt;
* [[Large rat]]s*&lt;br /&gt;
* [[Naked mole dog]]s*&lt;br /&gt;
* [[Troglodyte]]s&lt;br /&gt;
* [[Giant mole]]s*&lt;br /&gt;
* [[Giant cave spider]]s*&lt;br /&gt;
* [[Iron man|Iron men]]&lt;br /&gt;
&lt;br /&gt;
Up to 6 of the above creatures can be found in any given chasm. Creatures marked with a &amp;quot;*&amp;quot; are capable of emerging from [[well]]s.&lt;br /&gt;
&lt;br /&gt;
Attacks from trolls are very rare, but can be dangerous. Trolls are strong and are capable of destroying buildings (including [[door]]s and [[floodgate]]s). Gremlins can throw levers, which can lead to all sorts of havoc, so hide your levers behind a door and a trap or two. But be warned, Gremlins themselves do not set off traps.&lt;br /&gt;
&lt;br /&gt;
==Chasm defense strategies==&lt;br /&gt;
&lt;br /&gt;
===Dust off and nuke 'em from orbit===&lt;br /&gt;
It's the only way to be sure.&lt;br /&gt;
&lt;br /&gt;
Of course, Dwarves haven't quite figured out the art of enriching uranium--or, for that matter, shaping explosives--so we'll have to come up with alternative method of making a parking lot out of the chasm.&lt;br /&gt;
&lt;br /&gt;
Fortunately, [[magma]], being as utterly destructive as it is, makes for a GREAT surrogate thermonuclear weapon, as alluded to in the introductory paragraph of this article. What you do is more or less what you do with your farm, with some small differences. The steps are more or less as follows:&lt;br /&gt;
&lt;br /&gt;
#Dig an entrance to the [[magma flow]]. It doesn't matter what size.&lt;br /&gt;
#Place a floodgate there, adjacent to the magma.&lt;br /&gt;
#Build a channel from the floodgate to your chasm-flood area. It is simple enough to bridge a magma-filled channel with stone or any metal bridge, so you need not worry about impairing the movement of your dwarves.&lt;br /&gt;
#Dig a ''wide'' entrance to the chasm that meets your channel. This is important - the rate at which magma flows into the chasm depends on the number of adjacent tiles from which it can flow.&lt;br /&gt;
#Place a floodgate at the other end, making sure your miner has a way out (or not). (Alternatively, just dig out your entire chasm-flood room as a channel. A filled channel next to the chasm will flood the chasm.)&lt;br /&gt;
#Link up the floodgates to a lever.&lt;br /&gt;
#Pull the lever.&lt;br /&gt;
&lt;br /&gt;
The magma should flow from the river to the other floodgate, and expand into your entrance area, deluging the chasm in magma. Should your stupid novice miner install a floodgate while he's on the *wrong* side of it, you can either opt to leave him there, allowing the magma to instakill and save him from another death in the future (likely to be far worse than being covered with liquid rock) or you could have him dig back to your main tunnel, and block off the magma with a *rock* door, as it will be sufficient to halt the flood of molten death.&lt;br /&gt;
&lt;br /&gt;
For a while, this will increase attacks from the chasm. Eventually, though, a red line will appear up and down the middle of the chasm. Congratulations, you've made a parking lot out of the thing.&lt;br /&gt;
&lt;br /&gt;
To avoid all retaliatory attacks while you nuke the chasm, you can seal it off by digging a channel which covers every exposed portion on the west side of the chasm. Build an aqueduct to bring magma across the chasm and pipe it into this channel. (You can also build a floodgate pointed at your existing bridge(s); the flow will cross the bridge, but be stopped by the channels.)&lt;br /&gt;
&lt;br /&gt;
Most chasm-dwellers cannot cross a magma-filled channel, and will die without ever being seen. However, the occasional troll might be able get across it, so line the channel with some traps just to be extra safe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Image of the overall setup follows. Note on the left the widened entrance to the chasm; this is important to destroying the residents quickly, rather than simply pissing them off.&lt;br /&gt;
&lt;br /&gt;
(Image needs to be remade)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====To nuke or not to nuke====&lt;br /&gt;
Nuking the chasm will clear it of all life forms, including any potentially valuable [[purring maggot]]s. However, ratman raids are one of the game's best source of [[bone]]s, and bone [[bolts]] are indispensible for training [[Marksdwarf|marksdwarves]]. Additionally, you will eliminate the possibility of capturing a [[giant cave spider]] and harvesting its incredibly valuable silk. If you take the precautions listed below, you can render the chasm quite harmless, without needing to destroy it altogether.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Safety net&amp;quot; bridges===&lt;br /&gt;
The greatest danger from chasm attacks is the risk of falling into the chasm. Totally healthy dwarves, even elite [[soldier]]s, can be shoved (or simply ''dodge'') off the edge during combat with depressing ease. The greatest defense against this is to erect several bridges covering the chasm above and below your main &amp;quot;crossing&amp;quot; bridge(s). This does not require a tremendous amount of material, as the chasm itself is usually quite narrow (3-5 squares in width). If you're a really competent bridge builder, make drawbridges that lift to form walls north and south of your main bridge.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
The chasm's monsters are numerous but weak, and can usually be killed by a single stone-fall [[trap]]. A phalanx of traps 2-4 squares deep on either side of your bridges can kill just about anything that emerges from the chasm. These might not save an unlucky dwarf stranded in the center of a bridge during an ambush, although if he or she can survive long enough to get across the bridge, the traps will kill all pursuers.&lt;br /&gt;
&lt;br /&gt;
Weapon traps require more resources to build than stone-fall traps, although they do not need to be reloaded once triggered (just [[clean]]ed). They are also much more effective against magma creatures that may wander as far into your fortress as the chasm.&lt;br /&gt;
&lt;br /&gt;
===War dogs===&lt;br /&gt;
[[Restraint|Restraining]] a few war [[dog]]s beside your bridges will further bolster their safety. A single dog can usually kill several chasm creatures, and take the heat off any unfortunate dwarves that may be on the bridges during an ambush. Even better, a war dog that attacks a batman while it is over the chasm will usually cause the batman to plummet to his doom.&lt;br /&gt;
&lt;br /&gt;
===Barracks placement===&lt;br /&gt;
Building a [[barracks]] right next to the chasm just off your main corridor will make it likely that at least a few of your soldiers will be in its vicinity at all times. Off-duty soldiers spar and practice on [[archery target]]s in the barracks quite often, and others will sleep there. If you place the barracks on the opposite side of your main [[dining room]], your soldiers will cross the chasm bridges often en route to getting [[alcohol|drink]] or [[food]].&lt;br /&gt;
&lt;br /&gt;
It may also be useful to mine a narrow corridor leading from the barracks directly to the chasm. Attackers from the chasm will often attack on multiple fronts (if there are any available). Connecting your barracks directly to the chasm will often cause the attackers to split their forces between the bridges and your barracks, where there are likely to be soldiers waiting in ambush.&lt;br /&gt;
&lt;br /&gt;
===Trapped accessways===&lt;br /&gt;
Since monsters will often appear at multiple points along the chasm when given the chance, you can create short trap-lined accessways from your main corridor to the chasm. These should not connect to any bridges so that your dwarves will not use them, but they will draw attackers away from your bridges into deadly passageways. You can also trap the corridor connected to your barracks, if you have built one.&lt;br /&gt;
&lt;br /&gt;
===Fortified positions===&lt;br /&gt;
Engraving [[fortification]]s which face your bridges and stationing soldiers in these positions can provide an additional layer of defense. Your fortified position can be the barracks itself, which will spare you the need to constantly assign and relieve soldiers -- at least a few off-duty marksdwarves are likely to be in your barracks at any given time, especially if you do not group them into [[squad]]s.&lt;br /&gt;
&lt;br /&gt;
===Doors===&lt;br /&gt;
As a last line of defense, you can enclose the areas leading to your bridges with [[door]]s. These can be locked instantly, at will, to keep attackers from penetrating further into your fortress. You can then direct your soldiers to head for the chasm, and reopen the doors when they are in position. It is also recommended you put doors on any side accessways in case the attackers get past the traps. These doors should normally remain unlocked so that the attackers will be lured into the passageways.&lt;br /&gt;
&lt;br /&gt;
If the corridor leading to the chasm is quite wide, you can still fully span it with doors by temporarily locking the door you are building off of, then unlocking it after the new door is built. Another way to build lines of doors works by placing statues, then attaching doors to them. You can either place the statues in line with the doors (door-door-statue-door-door-statue, etc.), or place them behind the doors, then remove them once the doors are built -- allowing you to span a passageway of any width with an uninterrupted line of doors.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cave river]]&lt;br /&gt;
* [[Magma flow]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragonfire&amp;diff=232788</id>
		<title>Dragonfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragonfire&amp;diff=232788"/>
		<updated>2017-09-13T00:42:21Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:12, 20 April 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dragonfire1.png|thumb|right|335x255px|Dragonfire. The goblin survived nearly a year before finally failing a shield block; the [[tin]] goblet, however, remained undamaged.]]&lt;br /&gt;
&lt;br /&gt;
'''Dragonfire''' is a very powerful form of [[fire]] that is produced by [[dragon]]s. Dragonfire forms a rough cone shape, with a range of approximately 20 tiles and a spread of 10 tiles{{cite talk|DF2012:fire#Dragonfire}}. Notably, dragonfire does not spread vertically through additional [[z-level]]s (although dragons will target visible creatures on other z-levels). Despite its powerfully destructive nature, dragonfire can effectively be blocked by a simple [[shield]] better than 99% of the time. &lt;br /&gt;
&lt;br /&gt;
Legends claim that dragonfire can reach temperatures up to {{ct|50000}}. At that temperature, almost all materials should be destroyed (the [[dragon]]'s own body and its butchering products are exceptions). However, research has shown that dragonfire is quite particular about which objects it affects. When in a tile with dragonfire, organic materials will ignite, even including [[nether-cap]] wood with its fixed temperature. Non-flammable common [[stone]], [[glass]], and [[ceramic]] items will melt and boil away. Prior to v0.43.03, metal objects and metal buildings were immune to dragonfire, even non-fire-safe metals like [[tin]].{{bug|6517}} Dragonfire is similarly ineffective against [[water]], producing no [[steam]] or evaporation. [[Building]]s (but not [[construction]]s) are affected by dragonfire on their tile, making non-dragonfire-safe doors immune as long as they remain closed. Objects and buildings (and creatures) made out of [[slade]] are also immune to dragonfire since the raws do not define a specific heat for slade. &lt;br /&gt;
 &lt;br /&gt;
Objects ignited by dragonfire drop to and continue to burn at their standard combustion temperature, however repeated blasts of dragonfire can sustain much higher combustion temperatures, sufficient even to eventually melt nearby [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==Dragonfire-safe materials==&lt;br /&gt;
There are very few materials which can withstand the immense heat of dragonfire. Here is the full list:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Material&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Appearance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | [[Melting point]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | [[Solid density]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | [[Specific heat]]&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | [[Value multiplier]]&lt;br /&gt;
! width=&amp;quot;34%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Stone&lt;br /&gt;
| [[Slade]]&lt;br /&gt;
| {{Raw Tile|░|0:0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 200000&lt;br /&gt;
| Unknown&lt;br /&gt;
| 1&lt;br /&gt;
| Intended to be undiggable&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Metal&lt;br /&gt;
| [[Divine metal]]&lt;br /&gt;
| Varies&lt;br /&gt;
| None&lt;br /&gt;
| 1000&lt;br /&gt;
| 7500&lt;br /&gt;
| 300&lt;br /&gt;
| Found only in [[vault]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
| [[Fire imp]] leather&lt;br /&gt;
| {{Raw Tile|ß|6:0:0}}&lt;br /&gt;
| None&lt;br /&gt;
| 500&lt;br /&gt;
| 420&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bone&lt;br /&gt;
| [[Fire imp]] bone&lt;br /&gt;
| {{Raw Tile|²|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bone&lt;br /&gt;
| [[Dragon]] bone&lt;br /&gt;
| {{Raw Tile|²|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 500&lt;br /&gt;
| 30000&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Soap&lt;br /&gt;
| [[Dragon]] soap&lt;br /&gt;
| {{Raw Tile|≡|7:0:1}}&lt;br /&gt;
| {{ct|55000}}&lt;br /&gt;
| 500&lt;br /&gt;
| 30000&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ash&lt;br /&gt;
| [[Ash]]&lt;br /&gt;
| {{Raw Tile|≡|7:0:0}}&lt;br /&gt;
| None&lt;br /&gt;
| 1200&lt;br /&gt;
| 800&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ash&lt;br /&gt;
| [[Potash]]&lt;br /&gt;
| {{Raw Tile|≡|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 1200&lt;br /&gt;
| 800&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ash&lt;br /&gt;
| [[Pearlash]]&lt;br /&gt;
| {{Raw Tile|≡|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 1200&lt;br /&gt;
| 800&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = måmgoz-ziril | elvish = vutheni-inira | goblin = kusnath-zedan | human = tamun-usmok}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragonfire&amp;diff=232787</id>
		<title>Dragonfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragonfire&amp;diff=232787"/>
		<updated>2017-09-13T00:34:23Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: added a table of dragonfire-safe materials&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:12, 20 April 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dragonfire1.png|thumb|right|335x255px|Dragonfire. The goblin survived nearly a year before finally failing a shield block; the [[tin]] goblet, however, remained undamaged.]]&lt;br /&gt;
&lt;br /&gt;
'''Dragonfire''' is a very powerful form of [[fire]] that is produced by [[dragon]]s. Dragonfire forms a rough cone shape, with a range of approximately 20 tiles and a spread of 10 tiles{{cite talk|DF2012:fire#Dragonfire}}. Notably, dragonfire does not spread vertically through additional [[z-level]]s (although dragons will target visible creatures on other z-levels). Despite its powerfully destructive nature, dragonfire can effectively be blocked by a simple [[shield]] better than 99% of the time. &lt;br /&gt;
&lt;br /&gt;
Legends claim that dragonfire can reach temperatures up to {{ct|50000}}. At that temperature, almost all materials should be destroyed (the [[dragon]]'s own body and its butchering products are exceptions). However, research has shown that dragonfire is quite particular about which objects it affects. When in a tile with dragonfire, organic materials will ignite, even including [[nether-cap]] wood with its fixed temperature. Non-flammable common [[stone]], [[glass]], and [[ceramic]] items will melt and boil away. Prior to v0.43.03, metal objects and metal buildings were immune to dragonfire, even non-fire-safe metals like [[tin]].{{bug|6517}} Dragonfire is similarly ineffective against [[water]], producing no [[steam]] or evaporation. [[Building]]s (but not [[construction]]s) are affected by dragonfire on their tile, making non-dragonfire-safe doors immune as long as they remain closed. Objects and buildings (and creatures) made out of [[slade]] are also immune to dragonfire since the raws do not define a specific heat for slade. &lt;br /&gt;
 &lt;br /&gt;
Objects ignited by dragonfire drop to and continue to burn at their standard combustion temperature, however repeated blasts of dragonfire can sustain much higher combustion temperatures, sufficient even to eventually melt nearby [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==Dragonfire-safe materials==&lt;br /&gt;
There are very few materials can withstand the immense heat of dragonfire. Here is the full list:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Material&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Appearance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | [[Melting point]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | [[Solid density]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | [[Specific heat]]&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | [[Value multiplier]]&lt;br /&gt;
! width=&amp;quot;34%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Stone&lt;br /&gt;
| [[Slade]]&lt;br /&gt;
| {{Raw Tile|░|0:0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 200000&lt;br /&gt;
| Unknown&lt;br /&gt;
| 1&lt;br /&gt;
| Intended to be undiggable&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Metal&lt;br /&gt;
| [[Divine metal]]&lt;br /&gt;
| Varies&lt;br /&gt;
| None&lt;br /&gt;
| 1000&lt;br /&gt;
| 7500&lt;br /&gt;
| 300&lt;br /&gt;
| Found only in [[vault]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
| [[Fire imp]] leather&lt;br /&gt;
| {{Raw Tile|ß|6:0:0}}&lt;br /&gt;
| None&lt;br /&gt;
| 500&lt;br /&gt;
| 420&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bone&lt;br /&gt;
| [[Fire imp]] bone&lt;br /&gt;
| {{Raw Tile|²|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bone&lt;br /&gt;
| [[Dragon]] bone&lt;br /&gt;
| {{Raw Tile|²|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 500&lt;br /&gt;
| 30000&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Soap&lt;br /&gt;
| [[Dragon]] soap&lt;br /&gt;
| {{Raw Tile|≡|7:0:1}}&lt;br /&gt;
| {{ct|55000}}&lt;br /&gt;
| 500&lt;br /&gt;
| 30000&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ash&lt;br /&gt;
| [[Ash]]&lt;br /&gt;
| {{Raw Tile|≡|7:0:0}}&lt;br /&gt;
| None&lt;br /&gt;
| 1200&lt;br /&gt;
| 800&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ash&lt;br /&gt;
| [[Potash]]&lt;br /&gt;
| {{Raw Tile|≡|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 1200&lt;br /&gt;
| 800&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Ash&lt;br /&gt;
| [[Pearlash]]&lt;br /&gt;
| {{Raw Tile|≡|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 1200&lt;br /&gt;
| 800&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = måmgoz-ziril | elvish = vutheni-inira | goblin = kusnath-zedan | human = tamun-usmok}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Divine_fabric&amp;diff=232786</id>
		<title>Divine fabric</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Divine_fabric&amp;diff=232786"/>
		<updated>2017-09-12T23:26:35Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:53, 29 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Temperature|Heat damage point]] {{ct|10250}}&lt;br /&gt;
* [[Temperature|Cold damage point]] {{ct|9900}}&lt;br /&gt;
* [[Solid density]] 1&lt;br /&gt;
* [[Specific heat]] 420&lt;br /&gt;
}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
'''Divine fabrics''' are special, procedurally generated [[cloth|fabrics]] that can be found in [[vault]]s. Divine fabrics are used as material for items and [[clothing]] used by [[angel]]s, who ruthlessly protect the vault's priceless treasures. Unlike [[divine metal]]s, divine fabrics cannot be modified into other items, nor are they appreciably better than their mundane counterparts. &lt;br /&gt;
&lt;br /&gt;
As a quirk, Human and Elven caravans may bring [[instrument]]s and instrument parts made out of divine fabric for trade.{{bug|9275}}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Divine fabrics appear to have identical [[Material definition token|material properties]] to standard [[silk]] [[cloth]], with the addition of [[fire-safe|fire immunity]]. The various types of cloth have procedurally generated names for association with specific [[deity|deities]].  They are granted [[sphere]]s matching the associated [[deity]] that has created the fabric (and the guardians who wear it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--to make sure this page comes up when searching for a specific divine fabric--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
* dancing wisps (beauty)&lt;br /&gt;
* rotted fabric (blight)&lt;br /&gt;
* never-still cloth (chaos)&lt;br /&gt;
* liquid darkness (darkness)&lt;br /&gt;
* shining cloth (dawn)&lt;br /&gt;
* bright cloth (day)&lt;br /&gt;
* pale fabric (death)&lt;br /&gt;
* twisted fabric (deformity)&lt;br /&gt;
* patchy cloth (disease)&lt;br /&gt;
* wispy cloth (dreams)&lt;br /&gt;
* translucent cloth (dusk)&lt;br /&gt;
* flickering cloth (fire)&lt;br /&gt;
* faceted cloth (jewels)&lt;br /&gt;
* still blue fabric (lakes)&lt;br /&gt;
* heavy cloth (lies)&lt;br /&gt;
* glowing cloth (light)&lt;br /&gt;
* flashing sparks (lightning)&lt;br /&gt;
* misty cloth (mist)&lt;br /&gt;
* white cloth (moon)&lt;br /&gt;
* dirty fabric (muck)&lt;br /&gt;
* sonorous lines (music)&lt;br /&gt;
* pitch-black fabric (night)&lt;br /&gt;
* screaming mouths (nightmares)&lt;br /&gt;
* undulating cloth (oceans)&lt;br /&gt;
* moist fabric (rain)&lt;br /&gt;
* multicolored cloth (rainbows)&lt;br /&gt;
* flowing fabric (rivers)&lt;br /&gt;
* clear blue cloth (sky)&lt;br /&gt;
* motes of light (stars)&lt;br /&gt;
* flowing cloth (storms)&lt;br /&gt;
* blazing cloth (sun)&lt;br /&gt;
* shimmering cloth (trickery)&lt;br /&gt;
* shining cloth (thunder)&lt;br /&gt;
* shadow stuff (twilight)&lt;br /&gt;
* molten liquid (volcanos)&lt;br /&gt;
* liquid cloth (water)&lt;br /&gt;
* rustling fabric (wind)&lt;br /&gt;
&lt;br /&gt;
{{Category|Fabrics}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Yarn&amp;diff=232784</id>
		<title>Yarn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Yarn&amp;diff=232784"/>
		<updated>2017-09-12T20:17:16Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:01, 17 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Yarn''' is a type of thread that is [[spinner|spun]] from [[animal]] [[wool]]. Only a {{catlink|Shearable|select group of animals}} have hair of a quality to be considered wool; these animals may be [[butcher]]ed or [[shear]]ed to produce wool. [[Yarn]] can be [[weaver|woven]] into [[cloth]] at a [[loom]]. Yarn cloth can then be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[rope]] or [[crafts]].&lt;br /&gt;
&lt;br /&gt;
A [[dwarf]] with the [[spinner]] [[labor]] enabled can process wool into yarn at a [[farmer's workshop]] with the &amp;quot;Spin Thread&amp;quot; job order. With a [[loom]], any dwarf with the [[weaver]] labor enabled will automatically turn any yarn into cloth.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Plant fiber]]&lt;br /&gt;
* [[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ethír&lt;br /&gt;
| elvish  = ire&lt;br /&gt;
| goblin  = nasê&lt;br /&gt;
| human   = áto&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_fiber&amp;diff=232783</id>
		<title>Plant fiber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_fiber&amp;diff=232783"/>
		<updated>2017-09-12T20:14:37Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: added raws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|13:04, 22 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Plant fiber''' is a type of [[thread]], created from harvested plants by a [[thresher]] at a farmer's workshop. It can then be [[dyeing|dyed]], used to create [[cloth]], or used by a [[suturer]] in a [[hospital]]. Producing plant fiber threads will also create seeds for the corresponding crop.&lt;br /&gt;
&lt;br /&gt;
There are currently eight crops which can be used for textile production: [[rope reed|rope reeds]], [[pig tail|pig tails]], [[hemp]], [[cotton]], [[ramie]], [[flax]], [[jute]] and [[kenaf]]. Pig tails are the only fiber-producing crop which can be grown [[underground]]; the others are all above-ground crops. The value of the plant fiber does not change depending on the crop used.&lt;br /&gt;
&lt;br /&gt;
When used to create cloth, all plant fibres have a material value of 12☼, twice as much as [[wool]] and low-value [[silk]], but half as much as the precious [[giant cave spider]] silk.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Yarn]]&lt;br /&gt;
* [[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Plant_fiber/raw&amp;diff=232782</id>
		<title>DF2014:Plant fiber/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Plant_fiber/raw&amp;diff=232782"/>
		<updated>2017-09-12T20:14:14Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: raws for plant fiber&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[MATERIAL_TEMPLATE:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
	[STATE_NAME:ALL_SOLID:fiber]&lt;br /&gt;
	[STATE_ADJ:ALL_SOLID:fiber]&lt;br /&gt;
	[STATE_COLOR:LIQUID:BLACK]&lt;br /&gt;
	[STATE_NAME:LIQUID:none]&lt;br /&gt;
	[STATE_ADJ:LIQUID:none]&lt;br /&gt;
	[STATE_COLOR:GAS:BLACK]&lt;br /&gt;
	[STATE_NAME:GAS:none]&lt;br /&gt;
	[STATE_ADJ:GAS:none]&lt;br /&gt;
	[DISPLAY_COLOR:7:0:0]&lt;br /&gt;
	[MATERIAL_VALUE:1]&lt;br /&gt;
	[SPEC_HEAT:420]&lt;br /&gt;
	[IGNITE_POINT:10508]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[HEATDAM_POINT:10250]&lt;br /&gt;
	[COLDDAM_POINT:9900]&lt;br /&gt;
	[MAT_FIXED_TEMP:NONE]&lt;br /&gt;
	[SOLID_DENSITY:1520]&lt;br /&gt;
	[LIQUID_DENSITY:NONE]&lt;br /&gt;
	[MOLAR_MASS:NONE]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[SHEAR_YIELD:600000] used cotton&lt;br /&gt;
	[SHEAR_FRACTURE:600000] used cotton&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[MAX_EDGE:0]&lt;br /&gt;
	[ABSORPTION:100]&lt;br /&gt;
	[THREAD_PLANT]&lt;br /&gt;
	[ITEMS_SOFT]&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Silk&amp;diff=232781</id>
		<title>Silk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Silk&amp;diff=232781"/>
		<updated>2017-09-12T20:11:31Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: added raws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Silk''' [[cloth]] is made from silk [[thread]]. Silk [[thread]] can be gathered from the [[web]]s of [[brown recluse spider]]s, [[brown recluse spider man|brown recluse spider men]], [[cave spider]]s, [[giant cave spider]]s, and [[phantom spider]]s (as well as any web-spinning [[forgotten beast]]s, [[titan]]s, or [[demon|clowns]]), which is then woven into cloth at a [[loom]]. Webs are automatically collected by any worker who has the [[weaver|weaving]] labor activated and access to a [[loom]], which automatically produces the work task &amp;quot;collect webs&amp;quot; and turns collected [[web]]s directly into silk thread. No [[stockpile]] is necessary for this collection.&lt;br /&gt;
&lt;br /&gt;
Automatic collection of webs can be disabled from the [[Standing orders|orders menu]] ({{key|o}} -&amp;gt; {{key|W}}) - this is useful if the accessible [[web]]s are located in a dangerous area or if you want to temporarily free up your [[weaver]]s for other tasks.&lt;br /&gt;
&lt;br /&gt;
Silk is generally a superior material for clothing as it is a [[weight|lighter]] material than [[leather]] and far more protective than other cloth materials in the event of animal attacks on civilians.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nesteth&lt;br /&gt;
| elvish  = yarare&lt;br /&gt;
| goblin  = egod&lt;br /&gt;
| human   = sushsath&lt;br /&gt;
}}&lt;br /&gt;
* [[Yarn]]&lt;br /&gt;
* [[Plant fiber]]&lt;br /&gt;
* [[Textile industry]]&lt;br /&gt;
* [[Silk farming]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Silk/raw&amp;diff=232780</id>
		<title>DF2014:Silk/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Silk/raw&amp;diff=232780"/>
		<updated>2017-09-12T20:11:06Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: raws for silk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[MATERIAL_TEMPLATE:SILK_TEMPLATE]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:WHITE]&lt;br /&gt;
	[STATE_NAME:ALL_SOLID:silk]&lt;br /&gt;
	[STATE_ADJ:ALL_SOLID:silk]&lt;br /&gt;
	[STATE_COLOR:LIQUID:WHITE]&lt;br /&gt;
	[STATE_NAME:LIQUID:n/a]&lt;br /&gt;
	[STATE_ADJ:LIQUID:n/a]&lt;br /&gt;
	[STATE_COLOR:GAS:WHITE]&lt;br /&gt;
	[STATE_NAME:GAS:n/a]&lt;br /&gt;
	[STATE_ADJ:GAS:n/a]&lt;br /&gt;
	[DISPLAY_COLOR:7:0:1]&lt;br /&gt;
	[MATERIAL_VALUE:1]&lt;br /&gt;
	[SPEC_HEAT:420]&lt;br /&gt;
	[IGNITE_POINT:10508]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[HEATDAM_POINT:10250]&lt;br /&gt;
	[COLDDAM_POINT:9900]&lt;br /&gt;
	[MAT_FIXED_TEMP:NONE]&lt;br /&gt;
	[SOLID_DENSITY:500]&lt;br /&gt;
	[LIQUID_DENSITY:NONE]&lt;br /&gt;
	[MOLAR_MASS:NONE]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[SHEAR_YIELD:1150000] used spider silk from wikipedia&lt;br /&gt;
	[SHEAR_FRACTURE:1200000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:100000]&lt;br /&gt;
	[MAX_EDGE:0]&lt;br /&gt;
	[ABSORPTION:100]&lt;br /&gt;
	[SILK]&lt;br /&gt;
	[ITEMS_SOFT]&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=232779</id>
		<title>Divine metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=232779"/>
		<updated>2017-09-12T20:06:06Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:40, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{Metal|name=Divine metal|color=0:0:1&lt;br /&gt;
|ore=&lt;br /&gt;
* N/A&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1000&lt;br /&gt;
* Liquid [[density]] 1000&lt;br /&gt;
* Molar mass 20000&lt;br /&gt;
* [[Specific heat]] 7500&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|wiki=List of fictional elements, materials, isotopes and atomic particles}}&lt;br /&gt;
'''Divine metals''' are special, procedurally generated [[metal]]s that can be found in [[vault]]s. Divine metals are used as material for items, [[weapon]]s and [[armor]] used by [[angel]]s, who ruthlessly protect the vault's priceless treasures. (Similar [[divine fabric]]s are used by vault guardians for clothing and soft items.)&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Divine metals appear to have identical [[Material definition token|material properties]] and list of items craftable from them; the only difference between them are the name and [[deity]] association.  All divine metals have high yield values of 1000000 and fracture values of 2000000, and perfect strain-at-yield values of 0.  They are extremely light, at only a solid density of 1000, and have a superior max edge of 12000.  They are granted [[sphere]]s matching the associated [[deity]] that has created the metal (and the guardians who wield it), and a descriptive name with the formula of &amp;quot;(adjective) metal&amp;quot; — examples of such are &amp;quot;multicoloured metal&amp;quot;, &amp;quot;pale metal&amp;quot;, and &amp;quot;twisting metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Overall, their material properties are much better than the corresponding values of [[steel]] and mostly worse to those of [[adamantine]].  They are terrifyingly potent when used for edged weapons, due to their ultra-sharpness, but despite their light weight, even blunt weapons tend to be highly effective (unlike adamantine, which is worthless for blunt weapons).&lt;br /&gt;
&lt;br /&gt;
Weapons and armour made of divine metals may be tested in the [[object testing arena|Arena]].&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = Nabaskel 	 	 	&lt;br /&gt;
| elvish  = Mecalalethi&lt;br /&gt;
| goblin  = Ngungdubsnusm&lt;br /&gt;
| human   = Nirnorigu&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--to make sure this page comes up when searching for a specific divine metal--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
* rusted metal (blight)&lt;br /&gt;
* twisting metal (chaos)&lt;br /&gt;
* dark metal (darkness)&lt;br /&gt;
* glowing metal (dawn)&lt;br /&gt;
* bright metal (day)&lt;br /&gt;
* pale metal (death)&lt;br /&gt;
* pock-marked metal (deformity)&lt;br /&gt;
* blistered metal (disease)&lt;br /&gt;
* ruddy metal (earth)&lt;br /&gt;
* flickering metal (fire)&lt;br /&gt;
* faceted metal (jewels)&lt;br /&gt;
* shining metal (light)&lt;br /&gt;
* flashing metal (lightning)&lt;br /&gt;
* translucent metal (moon)&lt;br /&gt;
* frosty metal (mountains)&lt;br /&gt;
* slick metal (muck)&lt;br /&gt;
* singing metal (music)&lt;br /&gt;
* black metal (night)&lt;br /&gt;
* multicolored metal (rainbows)&lt;br /&gt;
* clear blue metal (sky)&lt;br /&gt;
* twinkling metal (stars)&lt;br /&gt;
* crashing metal (storms)&lt;br /&gt;
* blazing metal (sun)&lt;br /&gt;
* booming metal (thunder)&lt;br /&gt;
* searing metal (torture)&lt;br /&gt;
* flowing metal (volcanos)&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Divine_fabric&amp;diff=232778</id>
		<title>Divine fabric</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Divine_fabric&amp;diff=232778"/>
		<updated>2017-09-12T20:01:58Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:53, 29 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Temperature|Heat damage point]] {{ct|10250}}&lt;br /&gt;
* [[Temperature|Cold damage point]] {{ct|9900}}&lt;br /&gt;
* [[Solid density]] 1&lt;br /&gt;
* [[Specific heat]] 420&lt;br /&gt;
}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
'''Divine fabrics''' are special, procedurally generated [[cloth|fabrics]] that can be found in [[vault]]s. Divine fabrics are used as material for items and [[clothing]] used by [[angel]]s, who ruthlessly protect the vault's priceless treasures. Unlike [[divine metal]]s, divine fabrics cannot be modified into other items, nor are they appreciably better than their mundane counterparts. &lt;br /&gt;
&lt;br /&gt;
As a quirk, Human and Elven caravans may bring [[instrument]]s and instrument parts made out of divine fabric for trade.{{bug|9275}}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Divine fabrics appear to have identical [[Material definition token|material properties]] to standard [[silk]] [[cloth]], with the addition of [[fire-safe|fire immunity]]. The various types of cloth have procedurally generated names for association with specific [[deity|deities]].  They are granted [[sphere]]s matching the associated [[deity]] that has created the fabric (and the guardians who wear it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--to make sure this page comes up when searching for a specific divine fabric--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
* dancing wisps (beauty)&lt;br /&gt;
* rotted fabric (blight)&lt;br /&gt;
* never-still cloth (chaos)&lt;br /&gt;
* liquid darkness (darkness)&lt;br /&gt;
* shining cloth (dawn)&lt;br /&gt;
* bright cloth (day)&lt;br /&gt;
* pale fabric (death)&lt;br /&gt;
* twisted fabric (deformity)&lt;br /&gt;
* patchy cloth (disease)&lt;br /&gt;
* wispy cloth (dreams)&lt;br /&gt;
* translucent cloth (dusk)&lt;br /&gt;
* flickering cloth (fire)&lt;br /&gt;
* faceted cloth (jewels)&lt;br /&gt;
* still blue fabric (lakes)&lt;br /&gt;
* heavy cloth (lies)&lt;br /&gt;
* glowing cloth (light)&lt;br /&gt;
* flashing sparks (lightning)&lt;br /&gt;
* misty cloth (mist)&lt;br /&gt;
* white cloth (moon)&lt;br /&gt;
* dirty fabric (muck)&lt;br /&gt;
* sonorous lines (music)&lt;br /&gt;
* pitch-black fabric (night)&lt;br /&gt;
* screaming mouths (nightmares)&lt;br /&gt;
* undulating cloth (oceans)&lt;br /&gt;
* moist fabric (rain)&lt;br /&gt;
* multicolored cloth (rainbows)&lt;br /&gt;
* flowing fabric (rivers)&lt;br /&gt;
* clear blue cloth (sky)&lt;br /&gt;
* motes of light (stars)&lt;br /&gt;
* flowing cloth (storms)&lt;br /&gt;
* blazing cloth (sun)&lt;br /&gt;
* shimmering cloth (trickery)&lt;br /&gt;
* shadow stuff (twilight)&lt;br /&gt;
* molten liquid (volcanos)&lt;br /&gt;
* liquid cloth (water)&lt;br /&gt;
* rustling fabric (wind)&lt;br /&gt;
&lt;br /&gt;
{{Category|Fabrics}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=232775</id>
		<title>Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=232775"/>
		<updated>2017-09-12T19:47:31Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:12, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt, burn, evaporate, or otherwise take damage when in close contact with [[magma]]. Most frequently, this comes into play when using [[floodgate]]s operated by [[mechanism]]s, or when operating a [[screw pump|magma pump]].&lt;br /&gt;
&lt;br /&gt;
For [[reaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 12000 and COLDDAM_POINT less than 12000) is considered magma-safe. &lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms, blocks or other pump components from a magma-safe material, you have several choices:&lt;br /&gt;
# You can specify a magma-safe rock for your [[mechanisms]] and other components at the workshops by highlighting a listed job and selecting {{k|d}}etail.{{version|0.42.06}}&lt;br /&gt;
# Build your mechanisms out of [[iron]] or [[steel]].&lt;br /&gt;
# Build your pump components out of iron, steel, [[glass]], or [[nether-cap]].&lt;br /&gt;
# Place a [[stockpile]] with the desired stones around your [[mechanic's workshop]] and set it to &amp;quot;Give To a Pile/Workshop&amp;quot;.&lt;br /&gt;
# Use a [[burrow]] that contains only the workshop and the desired materials.&lt;br /&gt;
# Simply ensure that the desired materials are the closest available to your worker. This does not always work, but is usually good enough if you request several jobs, hoping that at least one uses the correct material.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a [[pressure plate]]), only the first mechanism (attached to the object that will be submerged) needs to be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using [[screw pump]]s to pump the magma over [[wall]]-barriers, or using water to form [[obsidian]] to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
This property is also relevant when choosing the appropriate method for disposing of unneeded items, which can impact [[FPS]] when in large numbers. Items made of non magma-safe materials can be simply dumped into magma, which is the easiest disposal method; however, magma-safe items will need more [[Dwarven atom smasher|drastic]] measures.&lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], and [[Stairs]]) of any material can never melt or burn - there is nothing wrong with a [[wood]]en magma reservoir.  Natural (i.e. non-constructed) [[ice]] walls/floors/ramps/stairs will melt if exposed to sufficient heat.&lt;br /&gt;
* [[Fortification]]s will allow the passage of [[magma]]; however, if fortifications fill up to 7/7 depth, magma creatures will be able to swim freely through them.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), [[door]]s, [[floodgate]]s, and raised [[bridge]]s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the center of the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* A [[pump]] made with magma-safe material for pipes, screws and blocks is fully magma-safe, and will not melt even when submerged in magma.  Pumps containing any item that is not magma safe will be destroyed after prolonged operation.&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The chance of striking a magma-safe stone is roughly around 32%, not including the natural abundance of certain stone. It is important to note whether or not your fortress may already have access to magma-safe resources before attempting to deliberately find some.&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes [[door]]s, [[floor hatch]]es, [[floodgate]]s, [[bridge]]s, [[screw pump]]s, [[pipe section]]s, and [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Where= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Alunite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Anhydrite]]|Appear={{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Where=[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Basalt]]|Appear={{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Bauxite]]|Appear={{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Calcite]]|Appear={{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Where=[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|Notes=[[flux]] stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chert]]|Appear={{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chromite]]|Appear={{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Where=[[Olivine]]'''(V)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Dolomite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone|Notes=[[Flux]], Highest melting point of any common stone.}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Gabbro]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous intrusive layer|Igneous intrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Ilmenite]]|Appear={{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Where=[[Gabbro]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Kaolinite]]|Appear={{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red, [[porcelain]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Mica]]|Appear={{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Where=All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Obsidian]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone|Notes=value 3, can be &amp;quot;[[obsidian farming|manufactured]]&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Olivine]]|Appear={{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Where=[[Gabbro]]'''(L)'''|Notes=green}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Orthoclase]]|Appear={{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Where=All [[Igneous intrusive layer|Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|Notes=yellow}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Periclase]]|Appear={{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Where=[[Marble]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Petrified wood]]|Appear={{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(S)'''|Notes=bright red, least dense magma-safe non-economic stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Pitchblende]]|Appear={{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Quartzite]]|Appear={{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Where=[[Metamorphic]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Rutile]]|Appear={{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Where=All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Sandstone]]|Appear={{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Talc]]|Appear={{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Where=[[Dolomite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Adamantine]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=Armor/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Nickel]]|Appear={{Raw Tile|X|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C)}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Pig iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Platinum]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Steel]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=Armor/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Divine metal]]|Appear={{Raw Tile|X|7:0:0}} {{Raw Tile|≡|7:0}}|Temp=None|Notes=Found only in [[vault]]s}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Cassiterite]]|Appear={{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Where=[[Granite]]'''(V)'''|Notes=Ore of [[tin]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Galena]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(V)''', All [[Metamorphic]]'''(V)''', [[Granite]]'''(V)''', [[Limestone]]'''(V)'''|Notes=Ore of [[lead]] and [[silver]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Hematite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(V)''', All [[Igneous extrusive layer|Igneous extrusive]]'''(V)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Magnetite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Native platinum]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Where=[[Olivine]]'''(V)''', [[Magnetite]]'''(V)''', [[Chromite]]'''(S)'''|Notes=Ore of [[platinum]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''[[Sphalerite]]''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=''12,133°U (2165°F/1185°C)''|Where=All [[Metamorphic]]'''(V)'''|Notes=Ore of [[zinc]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Wood|Matl=[[Nether-cap]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|♠|1:0:0}} {{Raw Tile|▬|1:0:0}}|Temp=N/A|Where=[[Cavern]] (depth 3)|Notes=Naturally cold&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Raw adamantine]]|Appear={{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Where=The depths|Notes=Ore of [[adamantine]]}}&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Slade]]|Appear={{Raw Tile|░|0:0:1}} {{Raw Tile|*|0:1}}|Temp=None|Where=The depths|Notes=Intended to be unmineable}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl=[[Fire imp]]|Appear={{Raw Tile|ß|6:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Fire imp]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Dragon]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Fire imp]]|Appear={{Raw Tile|≡|7:1}}|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Dragon]]|Appear={{Raw Tile|≡|7:1}}|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Green glass]]|Appear={{Raw Tile|X|2:2:1}} {{Raw Tile|■|2:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Clear glass]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|■|3:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Crystal glass]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|■|7:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Ash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Potash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Pearlash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.&lt;br /&gt;
:2. '''°U''' = degrees in [[Main:Urist|Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at {{ct|12005}} or {{ct|55000}} &amp;amp;mdash; they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
:3. There are three iron ores in the game (four if you count [[Goblinite]]). Of these, only [[hematite]] and [[magnetite]] are magma safe.&lt;br /&gt;
:4. Sphalerite has ''no'' melting point, but ''sublimates'' at {{ct|12133}}. This still qualifies as being magma-safe.&lt;br /&gt;
:5. [[Nether-cap]] logs have a fixed temperature of {{ct|10000}}, rendering them fully magma safe, except that nether-cap products [[dump]]ed into magma are destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Magma safe materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=232771</id>
		<title>Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=232771"/>
		<updated>2017-09-12T19:17:23Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: added raws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:54, 31 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Bones''' are obtained when butchering [[animals]] or taking apart skeletons. Some severed body parts also decay into usable bones, the same way a corpse rots into a skeleton.&lt;br /&gt;
&lt;br /&gt;
Skeletons are the last step of the [[wear|rotting]] procedure. After a [[corpse]] begins to rot, no [[food]] can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the [[butcher's shop]] and &amp;quot;butchered&amp;quot; to be torn apart into [[skull]]s and bones afterwards. Bone does not rot further or produce [[miasma]]. Note that many civilizations (like dwarves) consider it unethical to butcher certain skeletons {{bug|1180}}. An exception is the stack of bone that can form after a severed part decays. This appears to happen when the part in question has bone as its only non-rotting material.&lt;br /&gt;
&lt;br /&gt;
==Stockpiles==&lt;br /&gt;
While bones are counted as &amp;quot;[[body parts]]&amp;quot; in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu.&lt;br /&gt;
&lt;br /&gt;
Be aware, stockpiles with refuse enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile may eventually disappear due to [[vermin]] such as [[rat]]s, it is therefore advisable to have a pasture with [[cat|cats]] overlaying the stockpile.&lt;br /&gt;
&lt;br /&gt;
==Uses for Bone==&lt;br /&gt;
&lt;br /&gt;
Bones are processed as follows:&lt;br /&gt;
&lt;br /&gt;
At a [[craftsdwarf's workshop]], using the [[bone carving]] labor:&lt;br /&gt;
&lt;br /&gt;
* Bone [[craft]]s, for sale to visiting merchants.&lt;br /&gt;
* Bone [[armor]], namely [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]. Bone armor uses bones individually, but may require one bone from several stacks. The first stack determines the material of the resulting armor. Note that [[armor]] made out of bone can be used by dwarves assigned a [[uniform]] of [[metal]] armor.&lt;br /&gt;
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value.&lt;br /&gt;
* Bone [[bolt]]s. These bolts are fired from crossbows. Each bone will produce 5 bolts. Each bone must be crafted individually (a stack of Yak Cow bone [7] becomes a stack of Yak Cow bone [6] plus a stack of yak bone bolts [5]). This renders the process for carving bone bolts very slow. Despite this, some players still use bone bolts for hunting animals for a long time, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and archery training, not so much for actual combat use against invading armies.&lt;br /&gt;
* Some [[instruments]] or instrument parts can be made from bone.&lt;br /&gt;
&lt;br /&gt;
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:&lt;br /&gt;
* Bone [[crossbow]]s. They are one of the few weapons available without access to [[wood]] or [[metal]].&lt;br /&gt;
&lt;br /&gt;
Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves will consume 3 bones per job. This means it's ideal to make greaves out of lower value bones and weapons out of higher value bones if you plan to export the non-masterworks. The difference is only about 25% in value, but it adds up after making hundreds of items.&lt;br /&gt;
&lt;br /&gt;
Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and leather armor with optional mail shirt, to make a relatively light-weight, full-coverage, uniform for an all-civilian military.&lt;br /&gt;
&lt;br /&gt;
==Moods==&lt;br /&gt;
&lt;br /&gt;
Dwarves in [[strange mood|strange moods]] will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the amount of bones in it.&lt;br /&gt;
&lt;br /&gt;
As the amount of bones per stack has no influence on the value of the resulting artifact it is recommended to ''guide'' your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones '''before''' a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop.&lt;br /&gt;
&lt;br /&gt;
(Note that while it is not directly possible to ''unstack'' bones, it is possible to use bigger stacks to craft goods until only one bone remains.)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osod&lt;br /&gt;
| elvish  = one&lt;br /&gt;
| goblin  = mudo&lt;br /&gt;
| human   = sut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than hunting and workshop slaughtering {{bug|1180}}; this can be partly fixed by changing their ethics.&lt;br /&gt;
&lt;br /&gt;
* Butchered bone stacks from hostile creatures cause &amp;quot;seeing a _ die&amp;quot; thoughts.{{bug|8813}} &lt;br /&gt;
&lt;br /&gt;
* Limbless torsos can rot to bonestacks which cannot be used for bone decorations, returning a misleading &amp;quot;needs improvable item&amp;quot; error.{{bug|2540}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Body parts}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Bone/raw&amp;diff=232770</id>
		<title>DF2014:Bone/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Bone/raw&amp;diff=232770"/>
		<updated>2017-09-12T19:16:22Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: raws for bone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[MATERIAL_TEMPLATE:BONE_TEMPLATE]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:WHITE]&lt;br /&gt;
	[STATE_NAME:SOLID:bone]&lt;br /&gt;
	[STATE_ADJ:SOLID:bone]&lt;br /&gt;
	[STATE_NAME:POWDER:bone meal]&lt;br /&gt;
	[STATE_ADJ:POWDER:bone meal]&lt;br /&gt;
	[STATE_COLOR:LIQUID:WHITE]&lt;br /&gt;
	[STATE_NAME:LIQUID:n/a]&lt;br /&gt;
	[STATE_ADJ:LIQUID:n/a]&lt;br /&gt;
	[STATE_COLOR:GAS:WHITE]&lt;br /&gt;
	[STATE_NAME:GAS:n/a]&lt;br /&gt;
	[STATE_ADJ:GAS:n/a]&lt;br /&gt;
	[DISPLAY_COLOR:7:0:1]&lt;br /&gt;
	[MATERIAL_VALUE:1]&lt;br /&gt;
	[SPEC_HEAT:1000]&lt;br /&gt;
	[IGNITE_POINT:10508]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[HEATDAM_POINT:10250]&lt;br /&gt;
	[COLDDAM_POINT:9900]&lt;br /&gt;
	[MAT_FIXED_TEMP:NONE]&lt;br /&gt;
	[SOLID_DENSITY:500]&lt;br /&gt;
	[LIQUID_DENSITY:NONE]&lt;br /&gt;
	[MOLAR_MASS:NONE]&lt;br /&gt;
	[IMPACT_YIELD:200000]&lt;br /&gt;
	[IMPACT_FRACTURE:200000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:100]&lt;br /&gt;
	[COMPRESSIVE_YIELD:200000] cortical bone&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:200000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:100]&lt;br /&gt;
	[TENSILE_YIELD:115000]&lt;br /&gt;
	[TENSILE_FRACTURE:130000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:100]&lt;br /&gt;
	[TORSION_YIELD:115000]&lt;br /&gt;
	[TORSION_FRACTURE:130000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:100]&lt;br /&gt;
	[SHEAR_YIELD:115000] used 'bone (limb)' from wikipedia tensile strength&lt;br /&gt;
	[SHEAR_FRACTURE:130000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:100]&lt;br /&gt;
	[BENDING_YIELD:115000]&lt;br /&gt;
	[BENDING_FRACTURE:130000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:100]&lt;br /&gt;
	[MAX_EDGE:1000]&lt;br /&gt;
	[ABSORPTION:100]&lt;br /&gt;
	[IMPLIES_ANIMAL_KILL]&lt;br /&gt;
	[BONE]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_BARRED]&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fuel&amp;diff=232762</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fuel&amp;diff=232762"/>
		<updated>2017-09-11T23:15:49Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:04, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''In Dwarf Fortress, '''[[bituminous coal]]''' is not the same as &amp;quot;coal&amp;quot; - see that article if desired.''&lt;br /&gt;
&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Ignition point]] {{ct|11440}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Solid density]] 1346&lt;br /&gt;
* [[Specific heat]] 409&lt;br /&gt;
}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fuel''', '''coal''', and '''refined coal''' are three in-game terms that refer to the same thing, any unit of '''charcoal''' or '''coke''', the two fuels used to power high-temperature industries, namely metalworking, glassworking, and pottery.  One unit of either of these fuels is required for every task at a conventional (non-magma) [[smelter]], [[forge]], [[kiln]], or [[glass furnace]].  Magma versions of these facilities do not need fuel, and in fact cannot use conventional fuel to power them if their magma sources fail.  Fuel is also used as a reactant in the pig iron and steel creation process ''(see [[#Pig iron and steel production|below]])''.&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;charcoal&amp;quot; and &amp;quot;coke&amp;quot; are considered [[bar]]s; they are found under the &amp;quot;bars&amp;quot; section of the [[stocks|z-stocks]] menu, stored in Bar/Block [[stockpile]]s, and can be used to build [[vertical bars]].  To place bars of fuel in a stockpile, create a Bars/Blocks stockpile, or a [[Stockpile#Custom_stockpiles|custom stockpile]] with &amp;quot;coal&amp;quot; (found in the &amp;quot;Bars&amp;quot; sub-category) {{k|e}}nabled and {{k|p}}ermitted. To allow ''only'' coal in a stockpile, {{k|e}}nable &amp;quot;Bars/Blocks&amp;quot;, {{k|b}}lock everything, and enable &amp;quot;Bars: Other Materials &amp;amp;rarr; Coal&amp;quot; (with {{k|Enter}}). There is currently no way to distinguish between &amp;quot;charcoal&amp;quot; and &amp;quot;coke&amp;quot; when designating stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Fuel: charcoal and coke ==&lt;br /&gt;
The two types of fuel are '''''charcoal''''' and '''''coke''''', and they are ''nearly identical'' for in-game purposes, even though they come from different sources and have different in-game names.  Whenever you see &amp;quot;fuel&amp;quot;, &amp;quot;refined coal&amp;quot; or &amp;quot;coal&amp;quot; in-game, those refer to ''either'' charcoal or coke - they are interchangeable, and either one will serve as fuel for any workshop activity. Since some understandable confusion can arise over the usage of the various terms for fuel, the simple umbrella term &amp;quot;fuel&amp;quot; will be used in the explanations in this article.  &lt;br /&gt;
&lt;br /&gt;
At the risk of repetition, but to be perfectly clear - ''despite the different names, there is no distinction between charcoal and coke for any workshop-related activities.'' Both are &amp;quot;refined coal&amp;quot; or &amp;quot;coal&amp;quot;, or just &amp;quot;fuel&amp;quot;. The only actual difference between charcoal and coke has to do with [[Elf|Elven]] traders - trading them charcoal will offend them, but coke will not.&lt;br /&gt;
&lt;br /&gt;
== Creating fuel ==&lt;br /&gt;
[[Wood]] does not burn hot enough for use as fuel, and (in Dwarf Fortress) raw [[bituminous coal]] and [[lignite]], though flammable, are not directly usable as fuel. Both can, however, be converted to fuel using different processes:&lt;br /&gt;
&lt;br /&gt;
=== Charcoal, from wood===&lt;br /&gt;
Charcoal is created at a [[wood furnace]] from [[wood]] logs by a [[dwarf]] with the [[Wood burner|Wood burning]] [[labor]] enabled. One log produces one bar of charcoal; [[Skill|skill levels]] in [[Wood burner]] reduce the time required for this activity, but do not affect the results.&lt;br /&gt;
&lt;br /&gt;
:* Required Building - [[Wood furnace]]&lt;br /&gt;
:* Required Labor enabled - [[Wood burning]]&lt;br /&gt;
:* Required Material - [[Wood]]&lt;br /&gt;
&lt;br /&gt;
===Coke, from bituminous coal or lignite===&lt;br /&gt;
Coke is a type of refined coal created at a [[smelter]] from a flammable stone by a [[dwarf]] with the [[Furnace operating|Furnace Operating]] labor enabled. [[skill|Skill levels]] in [[furnace operator]] reduce the time required for this activity, but do not affect the result.&lt;br /&gt;
&lt;br /&gt;
Coke can be created from [[bituminous coal]], producing 9 coke, or [[lignite]], producing 5 coke. At a conventional smelter one bar of fuel is required to perform this reaction, effectively reducing the net yield by one bar.&lt;br /&gt;
&lt;br /&gt;
:*Required Building - [[Smelter]] or [[Magma smelter]]&lt;br /&gt;
:*Required Labor enabled - [[Furnace operating]]&lt;br /&gt;
:*Required Material - [[Bituminous coal]] or [[lignite]]&lt;br /&gt;
:*Required Fuel - one unit of fuel per job at a conventional smelter&lt;br /&gt;
&lt;br /&gt;
Bituminous coal and lignite [[block]]s (sometimes offered by [[trader]]s) can neither be used as fuel nor converted into fuel in any way. They can only be used for standard block purposes -- though they are of course ''not'' [[fire-safe]]!&lt;br /&gt;
&lt;br /&gt;
Because you need fuel in order to refine coke at a standard smelter, you may need to create at least one unit of charcoal at a Wood Burner first, [[trade|import]] a bar of fuel, or skip directly to [[#Magma facilities|magma power]].&lt;br /&gt;
&lt;br /&gt;
==Error messages==&lt;br /&gt;
At a conventional (non-magma) [[smelter]], if you try to add a smelting task and have no fuel, you will see the message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;white&amp;quot;&amp;gt;&lt;br /&gt;
No tasks available&lt;br /&gt;
Check for raw material access&lt;br /&gt;
and fuel if necessary&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
:''(Note that this message will also be seen if there is no [[path]] to your workshop or needed materials, including fuel, or if the necessary materials aren't in any linked [[stockpile]]s.)''&lt;br /&gt;
&lt;br /&gt;
You will not be allowed to add any tasks to any conventional smelter until that workshop has access to at least one unit of either charcoal or coke. (However, if you have just one bar of un-used fuel, you can queue up as many jobs as you want - see next...)&lt;br /&gt;
&lt;br /&gt;
If you have queued up multiple tasks and then run out of fuel, you will get an [[announcement]] similar to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;'''[[Main:Urist|Urist McFuelUser]] cancels job: needs refined coal.'''&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that a forge or glass furnace ''will'' let you add tasks if you have no fuel, and only once a dwarf arrives and finds they cannot complete that task will you get the announcement to that effect.  You will get one announcement for each un-fueled task that is unable to be completed. Jobs are canceled when there is no fuel.&lt;br /&gt;
&lt;br /&gt;
When you get either of these messages, you need more fuel - either charcoal or coke will serve equally well.&lt;br /&gt;
&lt;br /&gt;
== Magma facilities ==&lt;br /&gt;
Magma replaces conventional fuel for [[magma smelter]]s, [[magma forge]]s, [[magma kiln]]s and [[magma glass furnace]]s.  No fuel is needed, nor can it be used, for activities at these facilities.  Note that you will still need charcoal or coke as a reactant for smelting bars of [[pig iron]] and [[steel]]. (And see next section.)&lt;br /&gt;
&lt;br /&gt;
== Pig iron and steel production ==&lt;br /&gt;
When [[smelting]] [[pig iron]] or [[steel]] at any location, one unit of either charcoal or coke is required in the reaction as a source of carbon. Again, there is no distinction - both charcoal and coke serve equally well in the production of [[bar]]s of either. This is in addition to the unit of fuel that is needed to power the furnace at conventional (non-magma) smelters.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Both charcoal and coke are considered [[fire-safe]] building materials.{{bug|5011}}&lt;br /&gt;
* If a piece of charcoal or coke (or an item made of these materials) happens to fall in lava, it can generate smoke for several months {{bug|5536}} (related: {{bug|3437}}), causing unhappy [[thought]]s to dwarves that happen to pass by.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Smelting]]&lt;br /&gt;
:* [[Fuel industry]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|COAL}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pearlash&amp;diff=232761</id>
		<title>Pearlash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pearlash&amp;diff=232761"/>
		<updated>2017-09-11T23:09:49Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|09:38, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 4&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1200&lt;br /&gt;
* [[Specific heat]] 800&lt;br /&gt;
}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
'''Pearlash''' is baked from [[potash]] at a [[kiln]] (uses 1 [[fuel]]) or [[magma kiln]] by a dwarf with the [[furnace operator]] labor enabled. Its primary use is in the manufacture of [[clear glass]] and [[crystal glass]] items. [http://en.wikipedia.org/wiki/Pearlash Pearlash in real life]&lt;br /&gt;
&lt;br /&gt;
Pearlash comes in [[bar]]s, stored in a bar stockpile and viewable in the stocks screen under &amp;quot;bars&amp;quot;.  Since it is a bar it can also be used to make constructions and workshops.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = kovest-ibruk | elvish = amayi-imeri | goblin = obasp-usmdas | human = kima-cish}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|PEARLASH}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Potash&amp;diff=232760</id>
		<title>Potash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Potash&amp;diff=232760"/>
		<updated>2017-09-11T23:08:52Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|09:38, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1200&lt;br /&gt;
* [[Specific heat]] 800&lt;br /&gt;
}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
'''[[Wikipedia:Potash|Potash]]''' is created from [[ash]] or [[lye]] at an [[ashery]] by a dwarf with the [[potash maker|potash making]] labor enabled.  Potash can be used to [[Farming#Yield and Fertilization|fertilize a farm plot]], to increase stack size of harvested plants, or be refined into [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
Potash comes in [[bar]]s, stored in a bar stockpile and viewable in the stocks screen under &amp;quot;bars&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = tezad-ibruk | elvish = momo-imeri | goblin = ag-usmdas | human = utag-cish}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|POTASH}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{category|Agriculture}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ash&amp;diff=232759</id>
		<title>Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ash&amp;diff=232759"/>
		<updated>2017-09-11T23:07:36Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:17, 6 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1200&lt;br /&gt;
* [[Specific heat]] 800&lt;br /&gt;
}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
:''For the tree, see [[Ash (tree)]]''&lt;br /&gt;
&lt;br /&gt;
'''Ash''' is an intermediate good used to make [[potash]], [[lye]], or for [[Glazer|glazing]] [[ceramic industry|ceramics]]. Ash is produced by burning [[wood]] at a [[wood furnace]], and comes in [[bar]]s, stored in a [[Stockpile#Bar/Block|bar/block stockpile]] and viewable in the [[stocks]] screen under &amp;quot;bars&amp;quot;. Ash bars are a surprisingly sound structural material, usable for building [[construction]]s, [[workshop]]s and [[furnace]]s of equal parity to, say, [[granite]]. Although the precise [[material science|material properties]] of ash are unknown, it is [[fire-safe]] and (somehow) [[magma-safe]] as well, making it a usable material when working with [[magma]].&lt;br /&gt;
&lt;br /&gt;
Procedurally generated creatures (such as [[titan]]s and [[forgotten beast]]s) may occasionally be composed of ash, though killing them will just result in a useless pile of ash for your dwarves to clean up.  A killed [[fire man]] will leave behind a usable bar of ash, though these creatures are rare.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ibruk&lt;br /&gt;
| elvish  = imeri&lt;br /&gt;
| goblin  = usmdas&lt;br /&gt;
| human   = cish&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|ASH}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{category|Agriculture}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=232758</id>
		<title>Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=232758"/>
		<updated>2017-09-11T22:04:00Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: !!SCIENCE!!: heated ash, potash and pearlash to 50000°U and nothing happened. Metal bars melted and boiled, for comparison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:12, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt, burn, evaporate, or otherwise take damage when in close contact with [[magma]]. Most frequently, this comes into play when using [[floodgate]]s operated by [[mechanism]]s, or when operating a [[screw pump|magma pump]].&lt;br /&gt;
&lt;br /&gt;
For [[reaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 12000 and COLDDAM_POINT less than 12000) is considered magma-safe. &lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms, blocks or other pump components from a magma-safe material, you have several choices:&lt;br /&gt;
# You can specify a magma-safe rock for your [[mechanisms]] and other components at the workshops by highlighting a listed job and selecting {{k|d}}etail.{{version|0.42.06}}&lt;br /&gt;
# Build your mechanisms out of [[iron]] or [[steel]].&lt;br /&gt;
# Build your pump components out of iron, steel, [[glass]], or [[nether-cap]].&lt;br /&gt;
# Place a [[stockpile]] with the desired stones around your [[mechanic's workshop]] and set it to &amp;quot;Give To a Pile/Workshop&amp;quot;.&lt;br /&gt;
# Use a [[burrow]] that contains only the workshop and the desired materials.&lt;br /&gt;
# Simply ensure that the desired materials are the closest available to your worker. This does not always work, but is usually good enough if you request several jobs, hoping that at least one uses the correct material.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a [[pressure plate]]), only the first mechanism (attached to the object that will be submerged) needs to be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using [[screw pump]]s to pump the magma over [[wall]]-barriers, or using water to form [[obsidian]] to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
This property is also relevant when choosing the appropriate method for disposing of unneeded items, which can impact [[FPS]] when in large numbers. Items made of non magma-safe materials can be simply dumped into magma, which is the easiest disposal method; however, magma-safe items will need more [[Dwarven atom smasher|drastic]] measures.&lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], and [[Stairs]]) of any material can never melt or burn - there is nothing wrong with a [[wood]]en magma reservoir.  Natural (i.e. non-constructed) [[ice]] walls/floors/ramps/stairs will melt if exposed to sufficient heat.&lt;br /&gt;
* [[Fortification]]s will allow the passage of [[magma]]; however, if fortifications fill up to 7/7 depth, magma creatures will be able to swim freely through them.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), [[door]]s, [[floodgate]]s, and raised [[bridge]]s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the center of the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* A [[pump]] made with magma-safe material for pipes, screws and blocks is fully magma-safe, and will not melt even when submerged in magma.  Pumps containing any item that is not magma safe will be destroyed after prolonged operation.&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The chance of striking a magma-safe stone is roughly around 32%, not including the natural abundance of certain stone. It is important to note whether or not your fortress may already have access to magma-safe resources before attempting to deliberately find some.&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes [[door]]s, [[floor hatch]]es, [[floodgate]]s, [[bridge]]s, [[screw pump]]s, [[pipe section]]s, and [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Where= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Alunite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Anhydrite]]|Appear={{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Where=[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Basalt]]|Appear={{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Bauxite]]|Appear={{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Calcite]]|Appear={{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Where=[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|Notes=[[flux]] stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chert]]|Appear={{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chromite]]|Appear={{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Where=[[Olivine]]'''(V)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Dolomite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone|Notes=[[Flux]], Highest melting point of any common stone.}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Gabbro]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous intrusive layer|Igneous intrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Ilmenite]]|Appear={{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Where=[[Gabbro]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Kaolinite]]|Appear={{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red, [[porcelain]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Mica]]|Appear={{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Where=All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Obsidian]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone|Notes=value 3, can be &amp;quot;[[obsidian farming|manufactured]]&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Olivine]]|Appear={{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Where=[[Gabbro]]'''(L)'''|Notes=green}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Orthoclase]]|Appear={{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Where=All [[Igneous intrusive layer|Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|Notes=yellow}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Periclase]]|Appear={{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Where=[[Marble]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Petrified wood]]|Appear={{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(S)'''|Notes=bright red, least dense magma-safe non-economic stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Pitchblende]]|Appear={{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Quartzite]]|Appear={{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Where=[[Metamorphic]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Rutile]]|Appear={{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Where=All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Sandstone]]|Appear={{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Talc]]|Appear={{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Where=[[Dolomite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Adamantine]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=Armor/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Nickel]]|Appear={{Raw Tile|X|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C)}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Pig iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Platinum]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Steel]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=Armor/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Divine metal]]|Appear={{Raw Tile|X|7:0:0}} {{Raw Tile|≡|7:0}}|Temp=None|Notes=Found only in [[vault]]s}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Cassiterite]]|Appear={{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Where=[[Granite]]'''(V)'''|Notes=Ore of [[tin]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Galena]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(V)''', All [[Metamorphic]]'''(V)''', [[Granite]]'''(V)''', [[Limestone]]'''(V)'''|Notes=Ore of [[lead]] and [[silver]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Hematite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(V)''', All [[Igneous extrusive layer|Igneous extrusive]]'''(V)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Magnetite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Native platinum]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Where=[[Olivine]]'''(V)''', [[Magnetite]]'''(V)''', [[Chromite]]'''(S)'''|Notes=Ore of [[platinum]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''[[Sphalerite]]''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=''12,133°U (2165°F/1185°C)''|Where=All [[Metamorphic]]'''(V)'''|Notes=Ore of [[zinc]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Wood|Matl=[[Nether-cap]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|♠|1:0:0}} {{Raw Tile|▬|1:0:0}}|Temp=N/A|Where=[[Cavern]] (depth 3)|Notes=Naturally cold&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Raw adamantine]]|Appear={{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Where=The depths|Notes=Ore of [[adamantine]]}}&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Slade]]|Appear={{Raw Tile|░|0:0:1}} {{Raw Tile|*|0:1}}|Temp=None|Where=The depths|Notes=Intended to be unmineable}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl=[[Fire imp]]|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Leather|Matl=[[Dragon]]|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=Dragon scales actually cannot be tanned}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Fire imp]]|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Dragon]]|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Green glass]]|Appear={{Raw Tile|X|2:2:1}} {{Raw Tile|■|2:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Clear glass]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|■|3:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Crystal glass]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|■|7:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Ash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Potash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Pearlash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.&lt;br /&gt;
:2. '''°U''' = degrees in [[Main:Urist|Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at {{ct|12005}} or {{ct|55000}} &amp;amp;mdash; they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
:3. There are three iron ores in the game (four if you count [[Goblinite]]). Of these, only [[hematite]] and [[magnetite]] are magma safe.&lt;br /&gt;
:4. Sphalerite has ''no'' melting point, but ''sublimates'' at {{ct|12133}}. This still qualifies as being magma-safe.&lt;br /&gt;
:5. [[Nether-cap]] logs have a fixed temperature of {{ct|10000}}, rendering them fully magma safe, except that nether-cap products [[dump]]ed into magma are destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Magma safe materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=232757</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=232757"/>
		<updated>2017-09-11T21:03:11Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: added dye values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:46, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dye''' can be used at the [[Dyer's shop]] to change the [[Color#Color_tokens|color]] of [[cloth]] or [[cloth|thread]].&lt;br /&gt;
Dye is made by milling certain [[crop|plants]] at a [[Millstone]] or [[Quern]]. Usually all [[trading|caravans]] will bring dye for [[trade]] too. Importing dye however is only useful if you have a somewhat skilled [[dyer]], otherwise little value is added and the work wasted. It is better to buy or grow the 'source' plants if available and mill them yourself. Of course, the nice colours are a value in themselves, if you don't stuff it all in bins. &lt;br /&gt;
&lt;br /&gt;
Dyes are [[stockpile]]d as &amp;quot;Food/Milled Plants&amp;quot;, along with [[flour]]s. On the [[stocks]] screen, dyes are listed under [[powder]].&lt;br /&gt;
&lt;br /&gt;
In theory, dyed objects can be [[color#Color tokens|colors]] other than the basic 16.  However, the game displays them using the basic color that is the nearest match (dimple dye is (dark) blue, and emerald dye is light green).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|style=margin-left:auto;margin-right:auto}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple Dye&lt;br /&gt;
|Midnight Blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald Dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot Dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|10[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver Dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dyes can be applied either to woven cloth or to the raw thread. There is not known to be any difference in the end product based on the point at which the dye was applied during the production process.  Dyes can't be applied to finished goods made from cloth, such as clothing, bags, or crafts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = atír&lt;br /&gt;
| elvish  = afithi&lt;br /&gt;
| goblin  = osmu&lt;br /&gt;
| human   = asseg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Mayor&amp;diff=232755</id>
		<title>23a:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Mayor&amp;diff=232755"/>
		<updated>2017-09-11T20:42:01Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:43, 8 May 2012 (UTC)}}{{Noble&lt;br /&gt;
| noble=Mayor&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| mandates=1&lt;br /&gt;
| demands=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Diverse tasks&lt;br /&gt;
| function=&lt;br /&gt;
* Enable Sieges&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The [[mayor]] [[noble]] arrives once your population reaches 50 and you have completed enough diverse tasks (see below), changing your fortress from a Village to a Town. Your [[sheriff]] will also be promoted to [[captain of the guard]] at this point. The mayor will also make guild [[mandate]]s if he receives complaints from [[guild]] leaders (if said workers are not given enough work to do).&lt;br /&gt;
&lt;br /&gt;
The presence of the mayor is also required in order to permit the arrival of the [[Count]]. Once you are eligible to have a Mayor, the [[Goblin]]s will begin to attack your fortress.&lt;br /&gt;
&lt;br /&gt;
You must complete a sufficient quantity of various jobs during the previous year in order to trigger the arrival of the Mayor. The criteria appear to be 4 of the following: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs. The [[40d:Baron|Baron]] in version 0.28.181.40d uses the same criteria.&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Baron&amp;diff=232753</id>
		<title>Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Baron&amp;diff=232753"/>
		<updated>2017-09-11T20:37:25Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:12, 20 May 2013 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| mandates=1&lt;br /&gt;
| demands=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with [[diplomat]]s&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
When a fortress meets certain requirements, the [[liaison]] will offer to make it a barony. The player will then have the option to choose a citizen to promote to the rank of '''baron''', which will take effect when the liaison leaves the map. This offer can be temporarily rejected (by choosing the &amp;quot;we'd rather keep our distance&amp;quot; option or by canceling out of the selection screen after agreeing), deferring the choice until the liaison's next visit. Until the offer is accepted and a candidate nominated, the liaison(s) will not negotiate trade agreements. The promotion screen (see example below) displays only the names and titles of potential candidates, so it may be easiest to choose a candidate in advance of the liaison's offer when more information is available.&lt;br /&gt;
&lt;br /&gt;
It is also possible for a citizen to inherit a baron(ess) title, even from another site, immediately giving that citizen noble status. This can potentially result in the fortress becoming overrun with baron(esse)s that will never leave for the sites that they are the rulers of.&lt;br /&gt;
&lt;br /&gt;
If the appointed baron(ess) is [[marriage|married]], then the spouse will become the baron(ess) consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a [[noble]] in the {{k|u}}nits menu).&lt;br /&gt;
&lt;br /&gt;
Once appointed, the local baron(ess) can issue [[mandate]]s and [[demand]]s, and these will be strongly influenced by his or her personal [[preference]]s.  Of particular note, a baron(ess) with no item preferences will never issue any mandates (but may still make demands{{verify}}). If a non-mandater is appointed, it may be a good idea to supply additional happy [[thought]]s for him/her to replace those that would have been experienced from having mandates met.&lt;br /&gt;
&lt;br /&gt;
The selected baron(ess) may still perform useful labour from his/her normal life (as a miner, for example). However, as the baron is supposed to be a [[Noble#Notes|lazy noble]], this seems to be an unintended, broken behaviour in all 0.34.xx versions (so far) and might be fixed in future releases.&lt;br /&gt;
&lt;br /&gt;
If a baron dies, goes insane, or has an [[unfortunate accident]], players will not be able to appoint a new baron and consequently cannot get other nobles which are upgraded from baron, i.e. [[count]] and [[duke]]. However, in at least some situations, the fortress can still eventually become the seat of the [[monarch|monarchy]] of its civilization, in which case a baron (or count/duke) for the fortress at least sometimes arrives as part of the monarch's entourage.&lt;br /&gt;
&lt;br /&gt;
[[File:Barony appointment.PNG|200px|thumb|right|A picture detailing how a baron is appointed]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Have a caravan leave when your population is 20 or more&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created 100k wealth (imported wealth does not count)&lt;br /&gt;
&lt;br /&gt;
If a player meets the above requirements and still can't promote anyone, this may be due to a glitch. This affects some games and requires that the trade caravan depart before meeting with the liaison in order to get the barony option. Try keeping your mayor and liaison separate until after the caravan has left the map.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:BARON]&lt;br /&gt;
		[NAME_MALE:baron:barons]&lt;br /&gt;
		[NAME_FEMALE:baroness:baronesses]&lt;br /&gt;
		[SPOUSE_MALE:baron consort:barons consort]&lt;br /&gt;
		[SPOUSE_FEMALE:baroness consort:baronesses consort]&lt;br /&gt;
		[NUMBER:AS_NEEDED]&lt;br /&gt;
		[LAND_HOLDER:1]&lt;br /&gt;
		[LAND_NAME:a barony]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[APPOINTED_BY:MONARCH]&lt;br /&gt;
		[REPLACED_BY:COUNT]&lt;br /&gt;
		[PRECEDENCE:40]&lt;br /&gt;
		[SPECIAL_BURIAL]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:2]&lt;br /&gt;
		[MANDATE_MAX:1]&lt;br /&gt;
		[REQUIRED_BOXES:2]&lt;br /&gt;
		[REQUIRED_CABINETS:1]&lt;br /&gt;
		[REQUIRED_RACKS:1]&lt;br /&gt;
		[REQUIRED_STANDS:1]&lt;br /&gt;
		[REQUIRED_OFFICE:500]&lt;br /&gt;
		[REQUIRED_BEDROOM:500]&lt;br /&gt;
		[REQUIRED_DINING:500]&lt;br /&gt;
		[REQUIRED_TOMB:500]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=232751</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=232751"/>
		<updated>2017-09-11T20:15:28Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: /* Available Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Adventure tiers were removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[Creature token]] OUTSIDER_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that DEATH sphere favours the apparition of necromant (and so : towers) in the race.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode. Lack of suitable vegetation in caverns will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for crafts.{{verify}}  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=232727</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=232727"/>
		<updated>2017-09-10T22:29:11Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: uses of caged undead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living creatures animated through fell magic. These [[night creature|night creatures]] can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called Undead in-game, but they are also not considered animated dead (as they lack a corporeal form).&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin or even ''[[mussel]] shells''. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, neck, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again. Likewise, destroying the structural integrity of an animate body-part will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour. Some of the traits they generally possess are:&lt;br /&gt;
*Severely increased [[attribute|strength and toughness]] and reduced [[speed]];&lt;br /&gt;
*Opposition to life, will be hostile to any non-undead and non-inorganic creatures in their vicinity;&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath;&lt;br /&gt;
*Undead status ({{token|NOT_LIVING}}), sterility, and inability to attribute rust or gain.&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skins and hair can potentially become undead. These husks can be difficult to kill, but surrounding a butcher's shop with cage traps will usually ramify the problems. In addition, undead husks appear to retain the trading value of the original animal. &lt;br /&gt;
&lt;br /&gt;
Larger undead with who were [[building destroyer]]s in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie [[dragon]]s, however, still use their breath). Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[Tower (necromancy)|tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life. These creatures are referred to be the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-- for example, a ''stray guineahen unholy gloom husk''. The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying. Perhaps worst of all, they may still be contaminated with the material leading to the transformation, &amp;quot;infecting&amp;quot; those with whom they wrestle in a chain reaction that can rapidly destroy a fortress if they are not stopped immediately.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
The undead should in general be considered a serious threat, far beyond the average [[goblin]] garbage. They are far greater in strength and durability than the living, are tireless, feel no pain, have no useful articulations to damage, ignore injuries to their now-useless organs, do not fall unconscious, and are impervious to the effects of morale. All of these traits make the undead highly dangerous; one can compare the effect to fighting a smaller and somewhat more fragile [[bronze colossus]], albeit one that is not guaranteed to stay dead when slain.&lt;br /&gt;
&lt;br /&gt;
You would not wish to attempt to kill them with puncture wounds for this reason, and likewise, choking is ineffective against their lack of breath. Pulping or severing (&amp;quot;flies/sails off in an arc!&amp;quot; etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. Blunt weapons are effective weapons to use for animated corpses for they are not only less likely to sever off parts for further reanimation, but are likely to inflict pulping damage, mangling the zombies so badly that they cannot rise up again. Of those available to dwarves, maces are more efficient at pulping than warhammers. Flails are better still if one can acquire them.  Beheading appears to sometimes work less reliably - this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. Crossbow bolts can kill the undead if one of the previously mentioned important body-parts is destroyed by the shot, but as shots cannot aim at specific organs this method often relies on chance. Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present. The more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants.&lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges should be treated with far more caution, as they can carry equipment. These are exceedingly dangerous, for their already heightened strength and toughness are further augmented by weapons-grade metal. You may want to eschew direct combat altogether in this situation, especially as necromancer sieges already tend to summon the walking dead in pages of a hundred, and one is enough to rout an entire squad.&lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may also require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice- Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them. It is not advised to directly fight a zombie horde that outnumbers your military, even a highly trained one. A legendary squad can take down zombies in roughly equal numbers, but a continuous onslaught of undead [[Fun|will quickly show a major disadvantage of living soldiers in over-exertion]]. [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general. The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again. Magma kills zombies fairly slowly though.&lt;br /&gt;
&lt;br /&gt;
[[Morale]] is a big obstacle to directly confronting a zombie horde. Without enough [[discipline]], a troop sent to fight them may instead decide to flee in terror from such abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts if possible.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place. However, there are also reports of undead wildlife being encountered in areas bordering such places.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Undead caught in [[cage trap]]s can be used for fortress defense and executions if you are able to recapture them afterwards. They are hostile to every living creature, including [[siege|siegers]], [[megabeast]]s, [[forgotten beast]]s, [[elf|hippies]], [[snatcher|pedophiles]], [[noble|annoying residents]], and [[cavern]] inhabitants. Build a cunning trap involving caged undead [[elephant]]s, and release them upon an unsuspecting victim! Zombie elephant insurance not included.&lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack vampires.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps that were known to them in life.&lt;br /&gt;
* Undead animals, even their animated body parts, retain their original animal value and can be traded to merchants for extra profit.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
* Enthralled dwarves in a fortress which is retired or abandoned can appear as part of a migrant wave, causing lots of [[Fun]].&lt;br /&gt;
* '''With the addition of jumping, they can jump over 2 thick moats'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Certain types of undead tissue such as hair and feathers cannot be damaged, nor can they damage dwarves. However, dwarves will be stuck fighting the undead hair till they die from over-exertion.{{bug|5356}}&lt;br /&gt;
* Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;br /&gt;
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nasnökor | elvish = senoanaÿa | goblin = rotûstru | human = obmuthro}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=232726</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=232726"/>
		<updated>2017-09-10T21:31:21Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: found one more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:12, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s without seizing it; all amount to naked theft. Tearing down the [[trade depot]] while the merchants are there is the easiest way.&lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them.{{Verify}} See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]. So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
The current version has made this exploit more complicated due to the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack. It will still effect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts can not be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Smelt a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]'s rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can also be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a bait creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the bait by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spear, or even [[elf|Elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of small objects such as [[coin]]s. [[Seed]]s, [[sock]]s, [[leaves]], and other small, light objects will also work. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them is still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=232718</id>
		<title>Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=232718"/>
		<updated>2017-09-10T02:12:43Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|21:52, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:{{DFtext|A section of the cavern has collapsed!|4:0:1}}&lt;br /&gt;
&lt;br /&gt;
A '''cave-in''' is when walls, floors, and other terrain plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support ([[bridge]]s and [[hatch]]es do not provide support). Since it is only a placeholder, the system is highly unrealistic&amp;amp;mdash;you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled in the [[d_init.txt]] file by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[Stairs]] (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Tree]] trunks provide support on all axes. [[Stairs|Upstairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.''' Ramps will not provide support to the tile above them, but will act as a connection for the adjacent tiles on the same level.&lt;br /&gt;
&lt;br /&gt;
Note that supports and fortifications, but '''not''' [[statue]]s, create an invisible floor on the level above them.  No dwarf can enter the invisible floor, but it will hold an area attached to the floor tiles in four directions alongside it or the constructed/natural wall above it.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
===Falling terrain===&lt;br /&gt;
* Any unsupported terrain crashes down through multiple [[floor]]s and [[ramp]]s, and stops only upon reaching a wall, up or up/down stair, a fortification, a multi-tile tree, or a support. &lt;br /&gt;
* Falling tiles do not stay connected in one mass; each falling column will fall as far as it can as described above.&lt;br /&gt;
* Falling natural [[floor]]s, [[stair]]s and [[ramp]]s will be destroyed, leaving behind a natural floor of the highest such terrain; natural stone walls pile up; and constructions deconstruct, leaving behind their building materials.&lt;br /&gt;
* [[Tree]]s, [[shrub]]s and saplings that fall are obliterated. Falling [[grass]] of all types (including [[cave moss]] and [[floor fungus]]) gets turned into undifferentiated green &amp;quot;Grass&amp;quot;.&lt;br /&gt;
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterwards... you get the idea.&lt;br /&gt;
* Falling Soil layers will change into the lowest soil type on map.&lt;br /&gt;
* Aquifer tiles will continue producing water, and other tile properties will remain the same in the fallen terrain.&lt;br /&gt;
&lt;br /&gt;
=== Below the cave-in===&lt;br /&gt;
* Any [[creature]] caught directly underneath (on the same tile underneath) a cave-in is killed, the only exception being [[Ghost]]s.&lt;br /&gt;
* Most [[plant]]s under a cave-in are obliterated, but not multi-tile [[tree]]s.&lt;br /&gt;
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}&lt;br /&gt;
* All [[building]]s and most [[construction]]s under the falling area are destroyed, as are natural ramps and unsupported floors. Only walls, supports, up and up/down stairs, and fortifications (both mined and constructed) remain intact.&lt;br /&gt;
* Supported natural terrain will remain intact during the cave-in (terrain unsupported from below will collapse). &lt;br /&gt;
* Any fluid displaced by falling natural walls is not destroyed, but transported to directly on top of the fallen walls. This principle can be used to construct [[magma piston]]s. &lt;br /&gt;
* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in (or even up a few z-levels too, if the cave-in falls a long distance).&lt;br /&gt;
* Dropping rock layers on top of a cavern-soil floor will remove the soil; [[irrigation]] will be required to resume [[tree farm]]ing.&lt;br /&gt;
&lt;br /&gt;
=== Above the cave-in===&lt;br /&gt;
* Buildings above the cave-in will deconstruct if they are no longer supported.&lt;br /&gt;
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. &amp;lt;s&amp;gt;No&amp;lt;/s&amp;gt; Pun intended.&lt;br /&gt;
=== Other effects===&lt;br /&gt;
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and can be thrown a few tiles even up z-levels, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground, or can mash them into a fine paste against the wall. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).&lt;br /&gt;
* [[Magma mist]] will be generated in all tiles of magma that were in the path of the cave-in.&lt;br /&gt;
* Any terrain that is rendered unsupported by the cave-in will cause a subsequent cave-in.&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a [[support]] under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks.  If you're feeling lazier, use statues to keep dwarves off the wrong squares.  Provided they move directly away from the cave-in area, the dust may not catch them - and they don't blunder off edges and die unless the dust catches them.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. To avoid this, channel ''from the surface downwards'', which doesn't remove anything that isn't supported - though you might still mine out something that was supporting a floor you ''weren't'' mining, so be careful. Miners also don't check that there's nobody standing on the floor that will shortly cease to exist - meaning that several miners channelling floors in the same area are a danger to each other. So you should allow only one dwarf to mine out floors in an area at a time.&lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
Intentional cave-ins serve several purposes:&lt;br /&gt;
* '''Defense'''&lt;br /&gt;
*: Use cave-ins to block off water approaches to underground cavern levels.  Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Death'''&lt;br /&gt;
*: Since a cave-in kills all [[creatures]] instantly, it can provide a [[Unfortunate accident|convenient]] or amusing way to off a group of creatures.  This is also one of the most effective ways of dealing with [[titan]]s and [[forgotten beast]]s with dangerous [[syndrome]]s, especially airborne contaminants (deadly dust/vapors) and poisonous blood. For certain randomly generated creatures, they may be so indestructible that a cave-in is the ''only'' way to kill them. Also, it's a great way to 'spare' an [[Wound|'injured']] dwarf who likes 'laying' in a bed all to [[Noble|himself.]]&lt;br /&gt;
* '''Removal of floor tiles'''&lt;br /&gt;
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you saved yourself!&lt;br /&gt;
* '''Breaking through multiple aquifer levels'''&lt;br /&gt;
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
* '''Trapping [TRAPAVOID] creatures:'''&lt;br /&gt;
*: Since the dust from a cave-in can knock creatures unconscious, and any unconscious creature triggers a trap (including your dwarves and other friendly creatures), combine a cave-in with nearby cage traps for the capture. Note that this is only useful for kobolds and gremlins, as all other creatures which avoid traps are also immune to being knocked unconscious.&lt;br /&gt;
* '''Moving Water / Magma faster than [[Screw_pump#Pump_stack|Pump Stack]]s'''&lt;br /&gt;
*: Main article: [[Magma piston]]&lt;br /&gt;
&lt;br /&gt;
=== Caving-in the toplevel/terrain from inside ===&lt;br /&gt;
&lt;br /&gt;
You can cause terrain above you to cave in without going outside by first mining up stairs below the &amp;quot;borderline&amp;quot; you want to channel, channel the tiles above them, and removing the stairs afterwards.&lt;br /&gt;
The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Not literal [[vermin]], those won't be blocked.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Layer-material can change when collapsing soil layers.{{bug|1206}}&lt;br /&gt;
*Forest fires cause constant collapses.{{bug|6829}} &lt;br /&gt;
*Rarely, a cave-in may happen right at the start of the game. This can have several effects depending on where it happens, including releasing underground tree spores.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/gallery&amp;diff=232717</id>
		<title>Main Page/gallery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/gallery&amp;diff=232717"/>
		<updated>2017-09-10T02:07:39Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a gallery of images that will be randomly displayed on the [[Main Page]]. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
File:13 Gobby4.jpg|Preparing a ballista.&lt;br /&gt;
File:Belal Example.png|Belal's 16x16 tileset&lt;br /&gt;
File:Cathedral.jpg|Use utilities like 3Dwarf to render your fortresses&lt;br /&gt;
File:Communal.gif|Communal living: who needs walls?&lt;br /&gt;
File:Goblin_slaying_Mayor.png|This is how we handle diplomatic relations with goblins.&lt;br /&gt;
File:RingfissuresYear4-26.jpg|A baby crawling through the aftermath of a human siege at Ringfissures&lt;br /&gt;
File:Oceanside-202-05.jpg|The dwarves have found a way to paint their walls. It's a shame they ran out of paint when they were half-way done.&lt;br /&gt;
File:Focusgroup 16.PNG|With friends like these...&lt;br /&gt;
File:Zombiecod.png|Some fish are better left alone.&lt;br /&gt;
File:Attend party.png|No matter what your orders may be, your dwarves know the real matters of importance.&lt;br /&gt;
File:GiantSpiderAttack.png|Maybe Little Miss Muffet was a dwarf?&lt;br /&gt;
File:Shootcommon 1063 main.png|All the comforts of home.&lt;br /&gt;
File:Girdertan7.gif|Remember, only you can prevent forest fires!&lt;br /&gt;
File:Doom.png|GODS DANGIT MELBUL AND YOUR WATERFALLS! &lt;br /&gt;
File:Outdoor_Scuplture_Garden-Vomitorium.png|Ah... the great outdoors.&lt;br /&gt;
File:Colossus in Arena.png|A colossus makes short work of captured goblins in an arena.&lt;br /&gt;
File:Palace of Seducing.PNG|Is that a euphemism?&lt;br /&gt;
File:Damaged baby.jpg|Pain and hardship start at a young age in dwarven culture.&lt;br /&gt;
File:DF Cheese.jpg|The vanity of dwarven engravers is not to be underestimated.&lt;br /&gt;
File:Champions.png|Goblins have a very fickle relationship with their body parts. A skilled Axedwarf can quickly have them calling for a divorce.&lt;br /&gt;
File:Regicide.PNG|The King is dead. Long live the King!&lt;br /&gt;
File:Addition.PNG|A mechanical binary addition engine.&lt;br /&gt;
File:One-legged-Wolf.png|I can make it on my own!&lt;br /&gt;
File:Heads.png|Hydras probably have severe psychological issues regarding decapitation.&lt;br /&gt;
File:Vomit_Trail.png|Dwarves are a lot like ants. Except that instead of using pheromones to mark their trails they use vomit and useless crap.&lt;br /&gt;
File:Artifact_Storage.png|This bin is worshiped by three different kobold civilisations. Kobold children everywhere dream of stealing it.&lt;br /&gt;
File:Thirsty_Dwarves.gif|A booze stockpile is a meeting zone in its own right.&lt;br /&gt;
File:Doors!.png|Ianuamania; madness relating to the obsessive placement of doors.&lt;br /&gt;
File:Harbor.png|Wharf Fortress.&lt;br /&gt;
File:Heads-on-statues.PNG|Who needs pikes to put heads on when you have statues?&lt;br /&gt;
File:Aspirations.png|What every child one day wishes to be!&lt;br /&gt;
File:olonbekorn_003.jpg|Fifteen seconds after the player founds a &amp;quot;Cold&amp;quot; fortress, the File:World Gen algorithm discovers climate change.&lt;br /&gt;
File:Df2010isfabulous.PNG|Oh, the names humans give themselves...&lt;br /&gt;
File:Cacamefight.gif|Cacame gives a human sieger and his horse the power of flight. The human politely lets his horse go first.&lt;br /&gt;
File:7x191.PNG|The Almighty Dwarven Calculator solves only the most prestigious equations.&lt;br /&gt;
File:Historical Finger.png|It was the most crucial point of that battle. Really. Every educated dwarf should know that. &lt;br /&gt;
File:Snowball_fight.png|Tragic snowball fight is... oh wait, it was an elf&lt;br /&gt;
File:Herbs.png|Most dwarven soldiers are kept awake by the things they had done in battle, others make sure their deeds rob the goblins of sleep.&lt;br /&gt;
File:MagmaTomb.png|Dwarves live so that they may die a gruesome and pointless death. But once their bodies are interred in their magma-tomb it was all worth it.&lt;br /&gt;
File:Crundles.png|Crundles, the wolves of the underground.&lt;br /&gt;
File:Catacombs.png|Accommodating dwarves in the afterlife is central to what managing a fortress is about.&lt;br /&gt;
File:Dwarven_Housing.png|A true dwarf does not care for pretty designs or &amp;quot;privacy&amp;quot;. For a dwarf, a bedroom is a hole where he dumps his body for rest and his Useless crap for storage, to never touch again.&lt;br /&gt;
File:CityState.gif|I am sure the constitutionalists haven't finished the debate on the desirability of the king running for democratic office.&lt;br /&gt;
File:Dwarves Sparring.PNG|Wooden training axes are for elves!  Real dwarves use masterwork steel when sparring!&lt;br /&gt;
File:Evil microcline.png|Oh no! The microcline's possessing my dwarves! Or maybe the ghost, I guess.&lt;br /&gt;
File:Nutsdangeled.png|The world of Dwarf Fortress is full of interesting places; some are dangerous, some are peaceful, and some are... well...&lt;br /&gt;
File:Struck_cancels_smelt.png|Urist McLazyFurnaceOperator cancels Smelt Available Ore: needs ore&lt;br /&gt;
File:High_sucker.jpg|Cheese making and divine service will make you feel successful.&lt;br /&gt;
File:Leg-shot.png|An excellent weapon choice&lt;br /&gt;
File:FlareChannel.png|The legendary dwarven fortress [http://www.bay12forums.com/smf/index.php?topic=43679.0 FlareChannel]&lt;br /&gt;
File:Useless bridges.png|It's a good thing that those bridges are there, otherwise it would be really hard to cross those rivers.&lt;br /&gt;
File:Construct5.png|The [http://www.bay12forums.com/smf/index.php?topic=38264.msg904145#msg904145 Constructtargets Gem], a  39 Z-level [[megaproject]] made of 4460 clear glass blocks.&lt;br /&gt;
File:Deadly sock.png|That's one impressive sock.&lt;br /&gt;
File:Praise disease.png|Praise disease.&lt;br /&gt;
File:Cat singularity.png|Approaching cat singularity&lt;br /&gt;
File:Unfillable Dam.jpeg|[http://www.bay12forums.com/smf/index.php?topic=39541.msg677616#msg677616 Unfillable Dam] [[megaproject]] created by Baboonanza &lt;br /&gt;
File:Roadtruss.jpg|[http://bbs.stardestroyer.net/viewtopic.php?f=24&amp;amp;t=154510 Roadtruss], a [[tower]] [[megaproject]] by Crossroads Inc. &lt;br /&gt;
File:Lurebolt-1.jpg|[https://www.reddit.com/r/dwarffortress/comments/3dogvh/five_oclock_and_all_is_well/ Lurebolt], a [[tower]] created by Keupo&lt;br /&gt;
File:Armoc_Invaders_intro.png|[[User:BaronW#Armok_Invaders|Armok Invaders]], a playable &amp;quot;[[wikipedia:Space Invaders|Space Invaders]]&amp;quot; style game built with [[computing|dwarven computing]] by [[User:BaronW|BaronW]] &lt;br /&gt;
File:Burned_beast.png|The [[fire]] does not discriminate.&lt;br /&gt;
File:MechanicVolcanoBirdsEyeComposite.jpg|[[User:Vattic/Mechanical_Volcano_Explained|Mechanical Volcano]] [[megaproject]] by Vattic.&lt;br /&gt;
File:Carp escape.jpg|Never forget the [[40d:Carp|carp of old]].&lt;br /&gt;
File:Crutch Self Defense.png|Crippled does not mean defenseless as far as dwarves are concerned.&lt;br /&gt;
File:Figurine Combat.png|Dwarven action figures: also usable in action sequences!&lt;br /&gt;
File:Drowning_chamber.png|[[Drowning chamber|Taste the water, you filthy goblins!]]&lt;br /&gt;
File:horse law.png|Never underestimate [[horse]]s.&lt;br /&gt;
File:14177z5.jpg|Fisherdwarves have it [[Sea lamprey|rough]].&lt;br /&gt;
File:23a_warthog_hunting.png|Why do you need hunters, when you have swords?&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/gallery&amp;gt;&amp;lt;!-- Add images directly above this line (each image goes on a separate line) --&amp;gt;&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:23a_warthog_hunting.png&amp;diff=232716</id>
		<title>File:23a warthog hunting.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:23a_warthog_hunting.png&amp;diff=232716"/>
		<updated>2017-09-10T02:05:37Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: Wild animals are mostly pushovers. Even untrained military can kill them with ease, and provide a nice amount of meat and bones. So why do you need hunters, when you have swords?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Wild animals are mostly pushovers. Even untrained military can kill them with ease, and provide a nice amount of meat and bones. So why do you need hunters, when you have swords?&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Cassiterite&amp;diff=232715</id>
		<title>23a:Cassiterite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Cassiterite&amp;diff=232715"/>
		<updated>2017-09-10T00:54:37Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{23a Ore|name=Cassiterite|tile=£|color=6:7:0&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[tin]]&lt;br /&gt;
* Smelting [[bronze]]&lt;br /&gt;
|location = Anywhere in the mountain}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:{{DFtext|You have struck tin ore.|6:0:1}}&lt;br /&gt;
&lt;br /&gt;
'''Cassiterite''' is the ore that can be [[smelt]]ed into [[tin]].  This ore can also be smelted with [[malachite]] to create [[bronze]].&lt;br /&gt;
&lt;br /&gt;
Each embark region contains 19 veins of cassiterite, scattered throughout the mountainside.&lt;br /&gt;
&lt;br /&gt;
== Smelting ==&lt;br /&gt;
Cassiterite is a required ingredient to make several types of metal alloy bars from ore at a [[smelter]]:&lt;br /&gt;
	&lt;br /&gt;
* [[Tin]] bars&lt;br /&gt;
* [[Bronze]] bars - with [[malachite]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cassiterita.jpeg|Cassiterite, 3-4 cm&lt;br /&gt;
File:Cassiterite2bis.jpg|Cassiterite on quartz&lt;br /&gt;
File:Prehistoric Times of Bohemia, Moravia and Slovakia - NM Prague 15.JPG|Cassiterite on a rock&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=232713</id>
		<title>The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=232713"/>
		<updated>2017-09-09T22:03:07Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:15, 3 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress; [[gem]]s are covered in their own article.&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting. Note that many &amp;quot;low-value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress. &amp;quot;Colors&amp;quot; are useful for color coding or [[style project|creative aesthetic uses]].&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal|Metals &amp;amp; Alloys]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
During the game, you can press {{key|z}} and then navigate to &amp;quot;stone&amp;quot;. The list there covers all types of rocks and ores, and tells you what rocks can be smelted into.&lt;br /&gt;
&lt;br /&gt;
==Table of Rocks==&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with footnotes below the table.)''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||ore, special&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native aluminum|Aluminum, native]]||ore, high-value||Smelt into [[Aluminum]], a high-value decorative [[metal]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||layer stone||Low-value stone||{{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||Low-value [[magma-safe]] stone; only source of some high-value gems||{{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||ore, rare||Smelt into [[bismuth]], ingredient of [[bismuth bronze]]||{{Raw Tile|%|7:7:1}} {{Raw Tile|*|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|☼|0:7:1}} {{Raw Tile|☼|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low-value stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low-value stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||ore, uncommon||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s; [[magma-safe]]||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||layer stone|| Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low-value stone||{{Raw Tile|£|4:7:1}} {{Raw Tile|*|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low-value stone||{{Raw Tile|£|1:7:1}} {{Raw Tile|*|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||layer stone||Low-value stone||{{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native copper|Copper, native]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low-value stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dacite]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||layer stone||Low-value stone||{{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||layer stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||layer stone||Low-value [[magma-safe]] stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, with a 50% chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; for [[Silver]]; [[magma-safe]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||ore, uncommon||Smelt into [[Nickel]], a low-value [[magma-safe]] metal ||{{Raw Tile|£|2:7:1}} {{Raw Tile|*|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||layer stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native gold|Gold, native]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||layer stone||Low-value stone; only source of some ores; relatively rich in content||{{Raw Tile|▓|7:0}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Low-value stone, flammable||{{Raw Tile|o|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|#|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low-value stone||{{Raw Tile|&amp;quot;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|█|3:3:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low-value stone||{{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low-value [[magma-safe]] stone; used for making [[porcelain]]||{{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low-value stone; only source of [[Faint yellow diamond|diamond]]s||{{Raw Tile|%|1:7:0}} {{Raw Tile|•|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|2:7:0}} {{Raw Tile|*|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low-value stone||{{Raw Tile|%|3:7:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||layer stone||Low-value stone||{{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||layer stone||High-value [[magma-safe]] stone;Sharpenable hard rock (used to create stone [[short sword]]s); &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low-value [[magma-safe]] stone; may contain [[Platinum]]||{{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low-value stone||{{Raw Tile|-|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||layer stone||Low-value stone||{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native platinum|Platinum, native]]||ore, high-value||Smelt into [[Platinum]], a highest-value decorative [[metal]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low-value stone||{{Raw Tile|Θ|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low-value stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||layer stone||Low-value stone||{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low-value stone||{{Raw Tile|x|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||layer stone||Low-value stone||{{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low-value stone||{{Raw Tile|≈|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||layer stone||Low-value stone||{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native silver|Silver, native]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slade]]||stone, special||Not workable by dwarves||{{Raw Tile|░|0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||layer stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||ore, uncommon||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s;&amp;lt;br /&amp;gt; has a 20% additional chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* Each stone is one of 16 [[color scheme|colors]] in the game. Different un-mined stone of the same color have a different symbol to distinguish between them. Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.)''&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
# '''Adamantine''' is not exactly like other metals, although it works almost the same. It has a value multiplier of x300 (yes, three ''hundred''). See [[adamantine]] for a full discussion of this unusual and wondrous material.&lt;br /&gt;
# '''% chance''' for additional metals: when [[Galena]] and [[Tetrahedrite]] are smelted, they produce (respectively) four lead or copper bars, 100% of the time. They also produce 0-4 ''additional'' bars of the second metal, with the percent chance to produce each additional bar listed above.&lt;br /&gt;
# '''Ice''' has some ''very'' unusual properties in Dwarf Fortress, and can be disastrous if misused. See article on [[ice]] for a more complete discussion.&lt;br /&gt;
&lt;br /&gt;
===The Value of Rocks &amp;amp; Metals===&lt;br /&gt;
You won't find the terms &amp;quot;low-value&amp;quot; or &amp;quot;highest-value&amp;quot; used in the game, but they're handy here for rough comparison. &amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale. The &amp;quot;material value&amp;quot; number multiplies any final product that is created with that material by that number. An average generic statue (base value 25) is worth much more than an average generic throne (base value 10), but a throne carved from raw [[native gold|gold nuggets]] (10 x 30 = 300) will be worth far more than a common-stone statue (25 x 1 = 25). ''(Note - &amp;quot;[[quality]]&amp;quot; also factors in to total value of a final product, as do some other considerations, but those are outside the scope of this intro article).''  Bottom line - when in doubt, go for the more valuable stuff. &lt;br /&gt;
&lt;br /&gt;
Common '''stones''' ''(the vast majority)'' have a value multiplier of x1, mid-value ''(all [[flux]] stones like marble)'' are x2, and high-value ''([[obsidian]] only)'' is x3. This affects things like stone tables and doors, statues or stonecrafts - anything made from stone. Metal [[ore]]s have varying values, from 2-40, and can either be treated as stone or smelted into bars of metal.&lt;br /&gt;
&lt;br /&gt;
For '''metals''', low-value ''(like copper or nickel)'' is x2. Mid-value ''(silver or iron)'' is around x10, high-value ''(gold, steel)'' is x30, and highest-value ''(platinum, aluminum)'' is x40.&lt;br /&gt;
&lt;br /&gt;
Note that the raw mined ore and the smelted pure metal often have different value multipliers, but not always. [[Alloy]]s like brass or bronze are often more valuable than the sum of their pure metal ingredients, and have a true spectrum of values between 3-23. ''(Alloy values are not listed in this article.)''  &lt;br /&gt;
&lt;br /&gt;
Any metal can be crafted into decorations, furniture, or buildings. Only copper, bronzes, iron, steel, and adamantine can make weapons, armor, and picks, with silver also able to be forged into melee weapons.&lt;br /&gt;
&lt;br /&gt;
''(For comparison, all [[wood]] has a value of x1, equal to common stone.)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- rock finding information not copied from the 40d page, as I am not certain of its accuracy --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}{{Category|Stone|*}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Malachite&amp;diff=232709</id>
		<title>23a:Malachite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Malachite&amp;diff=232709"/>
		<updated>2017-09-09T16:48:30Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:13, 18 April 2011 (UTC)}}{{23a Ore|name=Malachite|tile=£|color=2:7:0&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[copper]]&lt;br /&gt;
* Smelting [[bronze]] and [[brass]]&lt;br /&gt;
|location = Anywhere in the mountain}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:{{DFtext|You have struck copper ore.|6:0:1}}&lt;br /&gt;
&lt;br /&gt;
'''Malachite''' is an [[ore]] of [[copper]]. It can also be [[smelter|smelted]] into [[bronze]] and [[brass]] using [[cassiterite]] and [[sphalerite]], respectively.&lt;br /&gt;
&lt;br /&gt;
Malachite is the most abundant ore - each embark region contains 27 veins of it, scattered throughout the mountainside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malachite&amp;quot; is also the name of the fifth month of the dwarven [[calendar]], covering mid-Summer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:9135 - Milano - Museo storia naturale - Malachite - Foto Giovanni Dall'Orto 22-Apr-2007.jpg|Malachite&lt;br /&gt;
File:Malachit getupft.jpg|Smooth malachite&lt;br /&gt;
File:Ermitáž (32).jpg|Malachite vase&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Galena&amp;diff=232708</id>
		<title>23a:Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Galena&amp;diff=232708"/>
		<updated>2017-09-09T16:47:17Z</updated>

		<summary type="html">&lt;p&gt;TheCrazyHamsteR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:20, 8 November 2010 (UTC)}}{{23a Ore|name=Galena|tile=£|color=0:7:1|itemcolor=7:0&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[silver]]&lt;br /&gt;
* Smelting [[electrum]]&lt;br /&gt;
|location = Anywhere in the mountain}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:{{DFtext|You have struck silver!|6:0:1}}&lt;br /&gt;
&lt;br /&gt;
'''Galena''' is an [[ore]] of [[silver]]. Once the [[dungeon master]] [[noble]] arrives, it may also be [[smelt]]ed with [[native gold]] to form [[electrum]].&lt;br /&gt;
&lt;br /&gt;
Each embark region contains 20 veins of galena, scattered throughout the mountainside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Galena&amp;quot; is also the name of the sixth month of the [[dwarf|dwarven]] [[calendar]], covering late Summer.&lt;br /&gt;
&lt;br /&gt;
If a fortress is lost to adamantine mining, all [[raw adamantine]] will be turned to galena when the [[demon]] is killed by an [[adventurer mode|adventurer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GalenaFromKansas.jpg|Galena&lt;br /&gt;
File:Chalkopiryt, galena, kalcyt Rumunia1.JPG|Galena (silver colored) in calcite and chalk&lt;br /&gt;
File:Fluorine verte et galène1 (Angleterre).jpg|Galena (metallic grey) with other crystals&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>TheCrazyHamsteR</name></author>
	</entry>
</feed>