|This article is about an older version of DF.|
Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. This includes sentient creatures, but creature tokens should not be confused with entity tokens.
|ADD_VERSION||version||The version of the game in which said creature was introduced. The version number refers to the save version, with 1107 corresponding to 0.21.93.19a and 1169 corresponding to 0.23.130.23a (and other versions falling in between). Creatures which were added after a particular world was generated will be treated as if they do not exist.
All creatures in the stock raws were added before version 1107, so this generally has no effect.
|ALCOHOL_DEPENDENT||Creature needs alcohol to get through the working day.|
|ALL_ACTIVE||The creature is active both in day and night.|
|ALTTILE||character number or 'character'||If set, the creature will blink between its TILE and its ALTTILE.
|AMBUSHPREDATOR||Makes the creature stay where it appeared rather than hunting down its prey. When used with |
|AMPHIBIOUS||Allows a creature to breathe with or without water.|
|AQUATIC||Creature can breathe in water, but air-drowns on dry land. Does not appear to work with large creatures, where it acts the same as |
|ATTACK||Sets what natural attacks a creature has. See the Attacks section.|
|BABY||age||Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.
||Gives the baby a special name.|
|BIOME_*||Sets the biomes the creature can appear in. See Biome tokens.|
|BLOODTYPE||type||Sets the creatures' blood type (default red):
|BODY||body tokens||Sets the body parts a creature has. Can supply as many as you want.
|BODYGLOSS||gloss||A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.
|BOILING_POINT||temperature||The temperature at which the creature boils into goo.|
|BONE_BOILING_POINT||temperature||The boiling point of the creature's bones.|
|BONE_COLDDAM_POINT||temperature||The temperature below which the creature's bones take cold damage.|
|BONE_FIXED_TEMP||temperature||The temperature that the creature's bones give off.|
|BONE_HEATDAM_POINT||temperature||The temperature above which the bones take heat damage.|
|BONE_IGNITE_POINT||temperature||The temperature at which the creature's bones burst into flame.|
|BONE_MELTING_POINT||temperature||The temperature at which the creature's bones melt.|
|BONE_SPEC_HEAT||specific heat capacity||Amount of energy required for the creature's bones to heat up or cool down.|
|BONECARN||Creature eats bones. This tag implies |
|BUILDINGDESTROYER||value||Allows a creature to destroy furniture and buildings. See Building destroyer for more information.|
|BUTCHERABLE_NONSTANDARD||Allows a live creature to be slaughtered if it is tame, but does not permit butchering its corpse.|
|CAN_CIV||Can create civilizations. This tag may activate hunger and thirst. [Verify]|
|CAN_LEARN||A creature with this tag can gain skill experience.|
|CANOPENDOORS||Allows the creature to open doors.|
|CARNIVORE||Creature only eats meat.|
|CAVE_ADAPT||Gives the creature a bonus in caves. Also causes cave adaptation.|
|CHEESE_BOILING_POINT||temperature||The temperature at which the creature's cheese (if any) boils away.|
|CHEESE_COLDDAM_POINT||temperature||The temperature below which the creature's cheese (if any) takes cold damage.|
|CHEESE_FIXED_TEMP||temperature||The temperature emitted by one unit of the creature's cheese (if any).|
|CHEESE_HEATDAM_POINT||temperature||The temperature above which the cheese made from the creature's milk takes heat damage.|
|CHEESE_IGNITE_POINT||temperature||The temperature at which the creature's cheese bursts into flame.|
|CHEESE_MELTING_POINT||temperature||The temperature at which the creature's cheese melts into goo.|
|CHEESE_SPEC_HEAT||specific heat capacity||Amount of energy required for the creature's cheese to heat up or cool down.|
|CHEESE_VALUE||value||The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.|
|CHILD||age||Age at which a child becomes an adult. Creatures without a baby/child state cannot breed in this version.
||Gives the child a special name, eg "hippo calf" instead of "hippo child".
|CHITIN||When the creature's skin is tanned, it becomes chitin instead of leather.|
||The minimum/maximum numbers of how many creatures per spawned cluster. Defaults to 1:1.
|COLDDAM_POINT||temperature||The temperature below which the creature starts taking damage from freezing.|
||Color of the creature's tile.
|COMMON_DOMESTIC||Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: |
|COOKABLE_LIVE||Set this to allow the creature to be cooked in meals without first being cleaned.|
|CREPUSCULAR||Sets if the creature is active in twilight.|
|CURIOUSBEAST||Allows a creature to steal and eat edible items from you.|
|CURIOUSBEAST_GUZZLER||Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.|
|CURIOUSBEAST_ITEM||Allows a creature to steal things (apparently the highest value it can find).|
|DAMBLOCK||value||How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.
|DEFENDER||Appears from the glowing pits in a group.|
|DIFFICULTY||number||Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.
|DIURNAL||Sets if the creature is active in day.|
|DRAGONFIREBREATH||Creature breathes fire in a cone.|
|DRINK_BOILING_POINT||temperature||The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress.|
|DRINK_COLDDAM_POINT||temperature||The temperature below which said drink will take cold damage.|
|DRINK_FIXED_TEMP||temperature||The temperature emitted by one unit of the creature's drink.|
|DRINK_HEATDAM_POINT||temperature||The temperature above which aforementioned drink will take heat damage.|
|DRINK_IGNITE_POINT||temperature||The temperature at which the drink will ignite.|
|DRINK_MELTING_POINT||temperature||The temperature at which the drink will melt (or freeze).|
|DRINK_SPEC_HEAT||specific heat capacity||Amount of energy required for the drink to heat up or cool down.|
|ENDING||Will show up in Adventurer mode once your fortress is Too Deeped.|
|EQUIPMENT_WAGON||Implies 2 unknown flags, NOT_BUTCHERABLE, NOEXERT, NOPAIN, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOBREATHE, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER, RECKLESS|
|EQUIPS||Allows the creature to wear or wield items.|
|EVIL||Allows the creature to show up in "evil" regions. Cannot be used with |
||Determines that something can be extracted from the creature, what it's called, and what color it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.
||Defines an antidote for the extract. Not actually used.
|EXTRACT_BOILING_POINT||temperature||The temperature value at which a unit of the creature's extract boils away.|
||The extract gotten from the creature can be made into cheese.
|EXTRACT_COLDDAM_POINT||temperature||The temperature below which the creature's extract takes cold damage.|
|EXTRACT_COOKABLE||Extract is cookable.|
|EXTRACT_FIXED_TEMP||temperature||The temperature that the creature's extract generates on its own.|
|EXTRACT_HEATDAM_POINT||temperature||The temperature above which the creature's extract takes heat damage.|
|EXTRACT_IGNITE_POINT||temperature||The temperature at which the creature's extract bursts into flame (NOT the container it's in).|
|EXTRACT_MELTING_POINT||temperature||The temperature at which the creature's extract melts into goo.|
|EXTRACT_PARALYZE||Extract is poisonous, causing paralysis that lasts until the extract wears off. Can be delivered by |
|EXTRACT_PARALYZE_INTERMITTENT||Extract is poisonous, causing paralysis on occasional intervals until the extract wears off. Can be delivered by |
|EXTRACT_PERMANENT||The effects of the creature's extract are permanent once applied and do not wear off naturally.|
|EXTRACT_SPEC_HEAT||specific heat capacity||Amount of energy required for the creature's extract to heat up or cool down.|
|EXTRACT_STUN||Extract is poisonous, causing a permanent stun effect until the extract wears off. Can be delivered by |
|EXTRACT_STUN_INTERMITTENT||Extract is poisonous, causing temporary stuns on semi-occasional intervals. Can be delivered by |
|EXTRACT_VALUE||value||The value per unit of the creature's extract.
|EXTRAVISION||Creature can see regardless of whether it has working eyes.|
|FANCIFUL||Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.|
|FAT||value||How much fat a creature produces when it is butchered.
|FEMALE||The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high |
|FIREBREATH||The creature breathes fire projectiles (as opposed to |
|FIREIMMUNE||The creature is immune to |
|FIREIMMUNE_SUPER||The creature is immune to |
|FISHITEM||Needs to be cleaned at a fishery.|
|FIXED_TEMP||temperature||The natural heat generated by the creature.|
|FLEEQUICK||Determines how soon a creature flees in a losing battle.|
|FLIER||Allows a creature to fly over rivers, chasms, the magma flow, and filled channels.|
||Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a weight - for example, if there are three creatures with frequencies 10/25/50, the creature with |
||The colour of the GLOWTILE of the creature (see below).
|GLOWTILE||character number or 'character'||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 "glowing eyes" effect.
|GNAWER||verb||The creature can and will gnaw its way out of wooden animal traps and cages using the specified verb. Due to a bug, however, they will only escape from artifacts.|
|GOOD||Allows the creature to show up in "good" regions. Cannot be used with |
|GRASSTRAMPLE||amount||Determines the percentage chance of trampling grass when a creature steps on it. Set |
|HAS_RACEGLOSS||gloss||Links a material glossary to the creature. It is hardcoded, and there is only 1 type of tag.
|HASSHELL||Creature will leave behind a shell when eaten.|
|HEATDAM_POINT||temperature||The temperature above which the creature takes damage from heat.|
|HOMEOTHERM||value||Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live.|
|HORN||Creature has horns which can be made into crafts by other civilizations.|
|IGNITE_POINT||temperature||The temperature at which the creature will burst into flames.|
|IMMOLATE||Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the creature a high chance of escaping from animal traps and cages made of wood or glass. Due to a bug, however, they will only escape from artifacts.|
|ITEMCORPSE||Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE"). USE_RACEGLOSS will select a matgloss based on the creature's material if the creature specifies "HAS_RACEGLOSS". Standard matgloss values cannot be specified here.|
|ITEMCORPSE_QUALITY||quality||The quality of an item-type corpse left behind; 5 is masterpiece-level.
|IVORY||Creature has ivory which can be made into crafts by other civilizations.|
|LARGE_CAVERIVER||Lives in the cave river.|
|LARGE_CHASM||Lives in the chasm. If RIVERATTACK is omitted, presumably only appears in Adventurer mode or during reclaims.|
|LARGE_LAVA||Lives in the magma flow.|
|LARGE_PREDATOR||Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will ever be on the map at any given moment. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."|
|LARGE_ROAMING||In Fortress Mode, spawns outdoors and is not a vermin creature.|
|LAYERING||value||How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.|
|LEATHER_BOILING_POINT||temperature||The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.|
|LEATHER_COLDDAM_POINT||temperature||The temperature below which leather made from the creature's skins will take cold damage. Also affects severed body parts.|
|LEATHER_FIXED_TEMP||temperature||The temperature that leather made from the creature's skins generates. Also affects severed body parts.|
|LEATHER_HEATDAM_POINT||temperature||The temperature above which leather made from the creature's skins will take heat damage. Also affects severed body parts.|
|LEATHER_IGNITE_POINT||temperature||The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.|
|LEATHER_MELTING_POINT||temperature||The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.|
|LEATHER_SPEC_HEAT||specific heat capacity||Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.|
|LIGHT_GEN||The creature will generate light, such as in adventurer mode at night.|
|LIKES_FIGHTING||The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.|
|LISP||Creature uses "sssssnake talk" (multiplies 'S' when talking): "My name isss Recisssiz."|
||Determines the number of offspring when giving birth. Defaults to 1:3.|
|LOCKPICKER||Lets a creature open doors that are set to forbidden in Fortress Mode. Also grants trap immunity.|
|LOOSE_CLUSTERS||Causes creatures to wander separately from each other; without it, they will form a chain behind a single leader.|
|MAGICAL||Makes the creature attract local wildlife in large numbers.|
|MALE||The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high |
|MATUTINAL||Sets if the creature is active in dawn.|
||Sets the minimum and maximum age at which a creature will die from old age. If not specified, creature is immortal.
|MEANDERER||Gives a creature random movement.|
|MEGABEAST||Appears on fortress territory in Fortress Mode occasionally.|
|MELTING_POINT||temperature||The temperature at which the creature will melt into goo.|
|MILKABLE||frequency||Allows the creature to be milked. Currently only works with vermin creatures.|
|MISCHIEVIOUS||Will pull any levers it comes across. "They go on little missions to mess with various fortress buildings, not just levers." Also grants trap immunity.|
|MODVALUE||number||Multiplies the value of items made from the creature by the number in the tag.
|MOUNT||Allows the creature to be mounted. Currently only works with siegers.|
|MOUNT_EXOTIC||You need the Dungeon master noble to mount the creature.|
|MULTIPLE_LITTER_RARE||Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.|
||What the creature is actually called in game.
|NARROW||The creature can only wear narrow clothing.|
|NO_AUTUMN||Will not show up during the Autumn season.|
|NO_GENDER||No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.|
|NO_SPRING||Will not show up during the Spring season.|
|NO_SUMMER||Will not show up during the Summer season.|
|NO_WINTER||Will not show up during the Winter season.|
|NOBLEED||Creature doesn't bleed.|
|NOBONES||Creature will not drop bones on butcher, rot, or decay of severed body parts.|
|NOBREATHE||Creature doesn't need to breathe or have |
|NOCTURNAL||Sets if the creature is active in night.|
|NOEMOTION||The creature has no emotions, and does not rage.|
|NOEXERT||Creature can't become tired or over-exerted.|
|NOFEAR||Creature doesn't feel fear and will never run away from battle.|
|NOMEAT||Creature will not drop meat on butcher.|
|NONAUSEA||Creature can't vomit.|
|NOPAIN||Creature doesn't feel pain.|
|NOSKIN||Creature will not drop skin on butcher.|
|NOSKULL||Creature will not drop skull on butcher, rot, or decay of severed head.|
|NOSMELLYROT||Creature's corpse does not create miasma.|
|NOSTUCKINS||Weapons can't be stuck in creature.|
|NOSTUN||Creature can't be stunned.|
|NOT_BUTCHERABLE||Creature can't be butchered.|
|NOTHOUGHT||Creature doesn't think, or doesn't require a |
|PACK_ANIMAL||Allows the creature to be used as a pack animal by merchants.|
|PARALYZEIMMUNE||The creature is immune to all paralyzing special attacks.|
|PATTERNFLIER||Chasm dwellers with this creature will spawn at the very top or bottom of the map and fly toward you, rather than climbing directly out of the chasm. Additionally, these creatures are given the "Blowgunner" profession.|
|PEARL||Creature has pearls which can be made into crafts by other civilizations.|
|PENETRATEPOWER||value||Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Containers made of wood, cloth, or silk roll a 0-9 and, if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.|
|PET||Allows the creature to be tamed.|
|PET_EXOTIC||You need a Dungeon master noble in your fortress for the creature to be tameable (but any Animal trainer can do the taming).|
|PETVALUE||value||How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained (War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the |
||How many of these creatures can show up on a map per year. The actual population (within this range) is chosen only once, at the very beginning of your fortress. Defaults to 1:1. Only applies to outdoor animals and fish - all vermin and subterranean creatures have infinite populations.
|PREFSTRING||object||Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random.
|RECKLESS||Seemingly permits the creature to move into water even if there is a risk of drowning.|
||Changes the name of a creature's remains or "chunks".|
||The color of the creature's remains.
|REMAINS_UNDETERMINED||Used on treants. Effects unknown.|
||When used with |
|RIVERATTACK_CANUSEWELL||Used with RIVERATTACK, allows the creature to also emerge from nearby wells.|
||Used with RIVERATTACK, specifies how many additional creatures should spawn with each attacker. Defaults to 0:0 if not specified, resulting in individual attackers.|
|RIVERATTACK_MOUNTS||Once a map feature has reached the "hard" difficulty level, all attacks from it will consist of creatures having this flag (if any exist - if not, all other creatures will remain eligible).|
|RIVERATTACK_RESIDENT||Used with RIVERATTACK, causes the creature to remain near its original location instead of seeking out your dwarves. Also causes dwarves to name the "resident creature" once discovered. No more than 5 resident creatures can emerge from each map feature at once.|
|SAVAGE||Allows the creature to show up in "savage" regions. Cannot be used with |
|SEMIMEGABEAST||Appears as boss creature in quests.|
|SESSILE_LAND||The creature is immobile while on land. Does not appear to work with large creatures.|
|SEVERONBREAKS||Limbs and body parts sever on breakage.|
|SILK_BOILING_POINT||temperature||Temperature at which silk made from this creature's webs boils away.|
|SILK_COLDDAM_POINT||temperature||Temperature below which silk made from this creature's webs takes cold damage.|
|SILK_FIXED_TEMP||temperature||Temperature generated by the creature's web silk.|
|SILK_HEATDAM_POINT||temperature||Temperature above which silk made from this creature's webs takes heat damage.|
|SILK_IGNITE_POINT||temperature||Temperature at which silk made from this creature's webs bursts into flame.|
|SILK_MELTING_POINT||temperature||Temperature at which silk made from this creature's webs melts away.|
|SILK_SPEC_HEAT||specific heat capacity||Amount of energy required for the creature's silk to heat up or cool down.|
|SIZE||value||How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants. Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Defaults to 6.
|SMALL_REMAINS||If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.|
|SMALLAQUATIC_CAVERIVER||Used for fish, allows them to be fished from the cave river.|
|SMALLAQUATIC_OCEAN||Used for fish, allows them to be fished from oceans by other civilizations.|
|SMALLAQUATIC_RIVER||Used for fish, allows them to be fished from the outdoor river. Due to a bug, |
|SMALLAQUATIC_SWAMP||Used for fish, allows them to be fished from murky pools.|
|SPEC_HEAT||specific heat capacity||Amount of energy required for the creature to heat up or cool down.
||Sets a special name for certain instances.
|SPEECH||filename||Sets what speech.txt to use when insulting the creature.
|SPEECH_FEMALE||filename||Sets speech text file used only by females to insult creatures. Not used in vanilla.|
|SPEECH_MALE||filename||Sets speech text file used only by males to insult creatures.
|SPEED||value||Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. Defaults to 900. See Speed for more information.
|STANDARD_FLESH||Sets the following properties:
|STOUT||The creature can only wear stout clothing.|
|THICKWEB||The creature's webs can catch larger creatures.|
|TILE||character number or 'character'||The graphical representation of the creature.
|TRAINABLE||Allows a tame creature to be trained into a "War" or "Hunting" variation by way of kennels.|
|TRANCES||Allows the creature to go into martial trances.|
|TRAPAVOID||The creature is immune to traps.|
||Allows the creature to occur in large hidden groups which can be disturbed and scattered by walking too close to them. Defaults to 1:1.
|UNDERSWIM||Creature swims under the water and can't be seen.|
|UTTERANCES||Changes the language of the creature into an unintelligible mess.|
|VEGETATION||The creature is made of swamp stuff. Doesn't appear to do anything in particular. Used by grimelings in the vanilla game.|
On very rare occasions (x/1000 chance per frame), someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender. Used by (tiny) cave spiders to inject their venom into the occasional dwarf.
|VERMIN_CAVERIVER||Used for vermin, causes them to live in the cave river.|
|VERMIN_CHASM||Used for vermin, causes them to live in the chasm.|
|VERMIN_EATER||This species of vermin can eat your food.|
|VERMIN_FLIES||This makes the creature move in a swarms of creatures of the same race as it. Likely also means either the creature is attracted to rot, the creature speeds rotting, or both. Flies will also very quickly escape from any animal trap or cage not made of glass. Due to a bug, however, they will only escape from artifacts.|
|VERMIN_GROUNDER||Used for vermin, causes them to spawn on the ground (or in the air).|
|VERMIN_HATEABLE||Some dwarves will hate the creature and get unhappy thoughts when around it.|
|VERMIN_LAVA||Used for vermin, causes them to live in the magma flow.|
|VERMIN_NOFISH||The creature cannot be caught by fishing.|
|VERMIN_NOROAM||This species of vermin will not be observed randomly roaming about the map.|
|VERMIN_NOTRAP||This species of vermin cannot be caught in baited animal traps.|
|VERMIN_RIVER||Intended to make a type of vermin appear in outdoor rivers. Not used by any default creatures, and doesn't actually work.|
|VERMIN_SOIL||Used for vermin, causes them to randomly appear near dirt or mud.|
|VERMIN_SOIL_COLONY||The vermin will occur in a single tile cluster of many vermin, such as a colony of ants.|
|VERMIN_SWAMPER||Used for vermin, causes them to live in murky pools.|
|VERMINHUNTER||Cat behavior. The creature will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal, the animal chooses its own owner instead. If assigned to a playable race, members of that race will ONLY be able to eat vermin.|
|VESPERTINE||Sets if the creature is active in evening.|
|VIEWRANGE||value||How far the creature can see. Defaults to 20.|
|WAGON_PULLER||Allows the creature to pull caravan wagons.|
|WEBBER||The creature will create webs. When used with |
|WEBIMMUNE||The creature will not get caught in webs.|
||Sets the name of profession X.
Permissible tags are:
CRAFTSMAN_NAME, FISHERMAN_NAME, HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME, SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME
||Sets what natural attacks a creature has.
MAIN: Sets the attack to act as the creatures' main attack.
SECOND: The creature will only use this attack if it can't use the MAIN attack(s).
BYTYPE: Sets what body part type to use for the attack. Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like. See Body token.
BYTOKEN: Sets the explicit body part ID to use for the attack. The token must exist as part of the creature's BODY token.
Damage type can be any of BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD
|ATTACKFLAG_WITH||Attacks in combat log inform which body part was used in the attack. "Ratman punches Urist with his right hand."|
|ATTACKFLAG_CANLATCH||Allows the creature to latch on with the attack. "Crocodile latches on Urist's head firmly."|
||The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to further experiment with the max value)|
||When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)
! It seems to only make the target creature bleed/heavy bleed. further testing]